Generation of labyrinths

ZXNet echo conference «code.zx»

From Witch Doctor To All 8 November 2005

Hello TomCaT People!!! Is this how they made a labyrinth generator? I have. I wrote back in 1999. All fast, compact. size from 4x4 to 254x254, 1 input 1 output. Only 1 the right path, all others are dead ends.

From Yuri Potapov To All 8 November 2005

Hello, Witch Doctor Come on!

From Witch Doctor To All 16 November 2005

Hello, lvd Yes. Found the generator. It still works :) But it looks post-Nuclear. Generates things like this: File: Clipboard01.gif http://zx.pk.ru/attachment.php?attachmentid=1943 File: Clipboard02.gif http://zx.pk.ru/attachment.php?attachmentid=1944 File: Clipboard03.gif http://zx.pk.ru/attachment.php?attachmentid=1945

From Witch Doctor To All 16 November 2005

Hello, Witch Doctor Works abnormally fast :) 127x127 labyrinth (shown in the screenshot) generate 7 seconds Or is it slow?

From SMT To All 16 November 2005

Hello TomCaT what algorithm?

From lvd To All 16 November 2005

Hello, Witch Doctor > Well, to hell with those guys, LVD? I posted the content, tell me the fuck? > Stick it, geeg. Aftar zzhosh, walk away! =))

From lvd To All 16 November 2005

Hello, Witch Doctor > Works abnormally fast :) 127x127 labyrinth (shown in the screenshot) > generates 7 seconds. Or is it slow? Where is this, sorets? =)

From Witch Doctor To All 16 November 2005

Hello SMT Well, to hell with those guys, LVD? I posted the content, tell me the fuck? Well, my algorithm, SMT... Or on the shelves? Let's try to remember: First, a matrix of the type 111111111 101010101... 111111111... 101010101 111111111 (instead of 1 - 255) Then he takes RND entrance if there is no 0 to the right of the input, then again the input is RND The same for output, but at the end, after generation. We are at 0 to the right of the entrance. Rnd top down left right In short... There are 3 markers 0 255 absolutely not passable 254 Fuck, I don't remember anymore Need to remember? File: 069! L1+.ZIP http://zx.pk.ru/attachment.php?attachmentid=1946

From Witch Doctor To All 17 November 2005

Hello, lvd LVD! did you snort? SMT! did you look? Explain the algorithm? I was thinking in a notebook (found it yesterday) There everything is there.

From Witch Doctor To All 17 November 2005

Hello SMT what masiakam?

From SMT To All 17 November 2005

Hello, Witch Doctor looked. no need to explain. close to masiaki

From SMT To All 17 November 2005

Hello, TomCaT played by The Maziacs

From Yuri Potapov To All 19 November 2005

Hello, Witch Doctor > we are located at 0 to the right of the entrance. > rnd top down left right > > In short... There are 3 markers > 0 > 255 absolutely unpassable > 254 > > > Do you need to remember? give me the whole thing - the labyrinths in your pictures are impenetrable

From Witch Doctor To All 19 November 2005

Hello Jerry Jerri, passable labyrinths. It’s just that there’s a little dot right there that these go through labyrinths. Well, of course I traveled. It is visible: not typical for the pattern labyrinth

From TomCaT To All 29 November 2005

Hello, Witch Doctor > ws_mason, jerri, tomCat - suitable for speed? Maybe I have YOUR games on > I will see in the base of this generator... Because I never made my own Maybe, although not soon. I was able to make my generator only on a PC. I will edit, replace the check patency "according to the 1-hand rule" for wave testing. Maybe it will work out. For details, see the beginning of the topic. I haven’t posted my source yet, I’ll attach it according to first requirement, or I’ll just finally translate it for the Z80 and post it when there will be time. Today, however, a FRESH exe has been created - labyrinths on PC up to 513x513 s customizable input-output (up to "somewhere in the middle X steps from the output) and with viewing the process of constructing and estimating distances. First wave in the maze I saw it - BEAUTIFUL. :rolleyes And about MAZIACS - somewhere in the middle of the topic, SMT wrote down an approximate algorithm local generator, and I attached a program for it to DELPHI. Fast algorithm... but somehow suboptimal. > In general, on the Atari 2600 there was such a game back in 1981 - labyrinths > pass. Maybe someone remembers? There was a GENERATOR there! I'm new to Atari, please enlighten me... > Compared to that, my generator has one minus Guess > which Yours is the fastest one seen so far, but there seem to be a lot of straight lines there. Ormonotonous areas...

From Witch Doctor To All 29 November 2005

Hello TomCaT There are a lot of monotonous sections due to the RND generator. (it just goes through the entire memory ld hl,0; ld a,(hl); inc hl stupidly stupidly and xor with something there). It was calculated that memory above 25000 would not be clean, but with the game :) So you can at least drive back and forth - the effect will be different. for if all the time, through the RND, choose the direction in pure memory...

From Witch Doctor To All 29 November 2005

Hello Jerry Killed :) I'm returning it. ws_mason, jerri, tomCat - suitable for speed? Maybe I have YOUR games based on this I’ll see a generator... Because I never made my own :( Achtung! (for Jerry) When you start the program, a labyrinthine is generated and a dot runs from Kempston, which You can go through... And check. File: 069! L1+.ZIP http://zx.pk.ru/attachment.php?attachmentid=2020

From Witch Doctor To All 29 November 2005

Hello, Witch Doctor In general, on the Atari 2600 there was such a game back in 1981 - you could go through labyrinths. Maybe who remembers? There was a GENERATOR there! In comparison, my generator has one minus :(Guess which one :)

From TomCaT To All 30 November 2005

Hello, Witch Doctor I think it's worth picking up a good section of ROM - ven. various. Let it be small. B. part of the RHDs can be read from there, and from time to time - some slower algorithm will be called, which will choose a new address and direction inside this area. Maybe it's better this way. My generator. I'll get ready and transfer the ASM to the Z80. File: Lbratory.zip http://zx.pk.ru/attachment.php?attachmentid=2025

From Andrey Timofeev To All 1 December 2005

Hello, Witch Doctor > ws_mason, jerri, tomCat - suitable for speed? Maybe I have YOUR games on > I will see in the base of this generator... Because I never made my own :( I gave up writing a game on Specky, I’m making it online for my city networks. With an eye on commerce.

From TomCaT To All 1 December 2005

Hello ws_mason ws_> I’m making it online for my city network. With an eye to ws_> commerce. Strong incentive. But I still try for freeware.

From Witch Doctor To All 11 May 2006

Hello TomCaT Oh! that's right - there are such people :) and they thank :v2_rolley!