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CSBuild delays

Posted: Sun Aug 18, 2013 2:59 am
by terkio
I saw delays cannot be more than 16/6 of a second.
Any value over 16 is replaced by that value modulo 16.
Why such a low upper limit ?

Re: CSBuild delays

Posted: Sun Aug 18, 2013 6:13 am
by beowuuf
Its the original DM engine. There was only four bits assigned in the whole actuator string for delay if I recall correctly. For longer delays you chain through other actuators.

There's such a low upper limit because original DM didn't need anything longer, and storage space was at a premium - the game came on one disk and ran in 512MB memory! CSB has some delay chaining if I recall, as well as other clever tricks for stretching the engine with the same tools. They built the first custom dungeon rather than alter the engine :)

Re: CSBuild delays

Posted: Sun Aug 18, 2013 9:51 am
by terkio
I see, compatibility with FTL code running on 512K Ram machines.

What is "DM mode" in CSBwin menus ?

Re: CSBuild delays

Posted: Sun Aug 18, 2013 10:07 am
by beowuuf
There were a couple of tweaks between CSB and DM. One was that reincarnation was handled differently. In DM you lost your levels but gained some stats as a trade off. In CSB that would be a broken, with uber-powerful champion stats, so what instead happens is you lose your levels AND you lose stats.

So for custom dungeons and running DM itself, you can choose DM rules so reincarnation is useful again with normal starting parties.


There might have been something else that impacts gameplay, but I don't recall it off the top of my head I'm afraid!

Re: CSBuild delays

Posted: Sun Aug 18, 2013 12:25 pm
by terkio
Thanks Beo.
So a unchecked DM mode means FTL CSB mode.
I' ll try to remember that the main thing about DM mode is about reincarnation.
About other features....who knows ?

Re: CSBuild delays

Posted: Sun Aug 18, 2013 4:05 pm
by Paul Stevens
terkio wrote:I see, compatibility with FTL code running on 512K Ram machines.
There is no "Compatibility" involved. CSBWin is
simply the Atari, FTL Chaos Strikes Back code translated
to C++ for windows.

You would not call a good English translation of a Latin
text "Compatible" with the original. You would call
it "Accurate" or "Faithful to the Original".

I was quite surprised when someone found that my
code was able to run the Dungeon Master game. When
the reincarnation "bug" was discovered, I made that
small tweek to the code to help be 'compatible' with
the DM engine. But CSBWin really is the Atari CSB
engine. Hence its name is not 'DMWin'.