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Sokoban


Andrew Davie

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4 hours ago, alex_79 said:

code_01.png.3ca41b5849aeb49610374af3e3573a5d.png

Decoded seconds:  578
Decoded level:  20
Decoded moves:  33

 

 

4 hours ago, alex_79 said:

code_02.png.6799da04da95ffa85d398c0cc6cb9c5f.png

BAD code. No idea how you got the screen though, unless you ran an earlier version.

 

 

4 hours ago, alex_79 said:

code_03.png.356e8da55daf78218b50a83c6ed344c5.png

Another BAD code.

 

 

4 hours ago, alex_79 said:

code_04.png.f10e943543af593cb90324b4dd381957.png

 

Decoded seconds:  279
Decoded level:  34
Decoded moves:  53

 

 

Now I'm nervous I have a bug :P

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12 minutes ago, Andrew Davie said:

Decoded seconds:  578
Decoded level:  20
Decoded moves:  33

Correct!

 

 

12 minutes ago, Andrew Davie said:

 

BAD code. No idea how you got the screen though, unless you ran an earlier version.

It's a fake screenshot: if you look at the second digit on line 2, it isn't aligned correctly :P

 

 

12 minutes ago, Andrew Davie said:

 

Another BAD code.

Uhm... Actually that should be level 34, 82 moves

 

 

12 minutes ago, Andrew Davie said:

 

 

Decoded seconds:  279
Decoded level:  34
Decoded moves:  53

That code comes from pressing RESET on level 35.

I noticed that currently the game displays a code also in that case and wondered if it would be a valid one or not...

 

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14 minutes ago, alex_79 said:

Uhm... Actually that should be level 34, 82 moves

 

I double-checked. Checksum is bad.
 

14 minutes ago, alex_79 said:

 

That code comes from pressing RESET on level 35.

I noticed that currently the game displays a code also in that case and wondered if it would be a valid one or not...

 

 

I have left that reset/code display in for debugging purposes. The code shown should ALWAYS be valid.

 

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I need a way to make sure which binary people are using, if they submit CODEs.

So I've modified the character set just to give me reassurance that future reports are the correct one.
Please use this in preference to any previous versions. Ta.


 

 

sokoboo_20191011.bin

Edited by Andrew Davie
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sokoboo_20191011_2.png.cd5ec6c7fa4b5764d8176290ee8a1d87.png

Spoiler

level 27 60 moves

 

Played with default settings for console switches, so it's in PAL mode.

In case the code isn't valid, I attach here savestates for Stella 6.1beta. Unzip it in the savestate dir (.config/stella/state in linux) and use the "loadallstates" command in the debugger prompt.

sokoboo_20191011.l27m60.zip

sokoboo_20191011_1.png.1e037153e6f7a7525572162341f1aad9.png

Spoiler

level 28 126 moves

sokoboo_20191011.l28m126.zip

 

Edited by alex_79
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22 minutes ago, alex_79 said:

sokoboo_20191011_2.png.cd5ec6c7fa4b5764d8176290ee8a1d87.png

  Hide contents

level 27 60 moves

 

Played with default settings for console switches, so it's in PAL mode.

In case the code isn't valid, I attach here savestates for Stella 6.1beta. Unzip it in the savestate dir (.config/stella/states in linux) and use the "loadallstates" command in the debugger prompt.

sokoboo_20191011.l27m60.zip 1.24 MB · 1 download

sokoboo_20191011_1.png.1e037153e6f7a7525572162341f1aad9.png

  Reveal hidden contents

 

Thanks for the testing/update.
Here's my results...

1.
Checksums match -- valid entry
Decoded seconds:  861
Decoded level:  27
Decoded moves:  60

2. 
Bad checksum!
Decoded seconds:  1015
Decoded level:  28
Decoded moves:  126


So, it looks like I have the data saved correctly, but I'm getting a bad checksum calculation!
many thanks.
 

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Right. Well, let's give this another whirl.
I found a problem with the checksum-generating code. The irony is, I'd previously today pointed out a bug in someone's code which forgot to take account of the carry bit when adding multiple values. Wouldn't you know it, that is exactly what I was doing, too. At least my mind was thinking about it.  I've given this one a few runs, and I think it's OK now. Feel free to test, though - I do appreciate the effort involved.

I have sort of realised, though, that the encoding I am using may not actually be so difficult to decypher after all. Well, have at it. Free cart version to the first person to give me a plain english description of how it's encoded, before the end of the month. That is, explain how the 12 numbers encode level, time, # moves. No cheating by disassembling, now...!

 

sokoboo_20191011b.bin

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4 hours ago, alex_79 said:

A couple more using 20191011b binary:

 

sokoboo_20191011b_2.png.3f22457b66c65d36c8d2d6b3aba72791.png

  Reveal hidden contents

level 17, 34 moves

sokoboo_20191011b.png.2137e34bd8b1ae091c9633e028c06986.png

  Hide contents

level 34, 79 moves

 


Thanks. Both decoded OK.

1. 
Decoded seconds:  28
Decoded level:  17
Decoded moves:  34

 

2.

Decoded seconds:  293
Decoded level:  34
Decoded moves:  79
 

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Bug report:

Whenever you try to step back beyond the starting position (moves counter at 0), causing the background to flash red, the next move does NOT increment the counter, and the resulting position becomes the new "starting" one if you later try to take back moves again.

 

EDIT: actually it happens when you reach the first/oldest position in the "take back" buffer, which might not be the starting position if you've been playing the level for a while.

Edited by alex_79
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On 10/11/2019 at 9:09 AM, Andrew Davie said:

Right. Well, let's give this another whirl.
I found a problem with the checksum-generating code. The irony is, I'd previously today pointed out a bug in someone's code which forgot to take account of the carry bit when adding multiple values. Wouldn't you know it, that is exactly what I was doing, too. At least my mind was thinking about it.  I've given this one a few runs, and I think it's OK now. Feel free to test, though - I do appreciate the effort involved.

I have sort of realised, though, that the encoding I am using may not actually be so difficult to decypher after all. Well, have at it. Free cart version to the first person to give me a plain English description of how it's encoded, before the end of the month. That is, explain how the 12 numbers encode level, time, # moves. No cheating by disassembling, now...!

 

sokoboo_20191011b.bin 32 kB · 16 downloads

I gave some shots to find out the algorithm, but still with no luck.

I figured out just a small "behavior".

 

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23 hours ago, alex_79 said:

Bug report:

Whenever you try to step back beyond the starting position (moves counter at 0), causing the background to flash red, the next move does NOT increment the counter, and the resulting position becomes the new "starting" one if you later try to take back moves again.

 

EDIT: actually it happens when you reach the first/oldest position in the "take back" buffer, which might not be the starting position if you've been playing the level for a while.

 

Thanks for the report/diagnosis.
I believe I have fixed this with this version...

 

sokoboo_20191014.bin

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