|
Select a level to start the game Unbind the balls |
|
Shoot a lazer |
|
Sacrifice one life against one ball more |
|
Shake the screen to deviate the balls |
|
Change the game speed |
|
Change the difficulty level |
|
Do a break |
|
Back to the main menu |
|
Leave the game |
| Hexadécimal Value | Description | |
| 1 |
|
Extra life |
| 2 |
|
Passing by the next level |
| 3 |
|
The bal destroy some walls without bounce. |
| 4 |
|
Extra Ball |
| 5 |
|
Laser refill |
| 6 |
|
The trajectoire trajectory of the balls become random. |
| 7 |
|
Enlarge the bat |
| 8 |
|
The balls glue to the bat. |
| 9 |
|
A bar of protection appear momentarily in the bottom of the screen. |
| A |
|
Add some points to the score. |
| B |
|
Loss of one life. |
| C |
|
Back to the previous level. |
| D |
|
Inverse les directions de la batte. |
| E |
|
The bat become slippery. |
| F |
|
Contract the bat. |
|
Breakable in once |
|
Breakable in twice |
|
Breakable in thrice |
|
Destroy the walls around its when it is destroyed. (scope of 1 wall) |
|
Destroy the walls around its when it is destroyed. (scope of 2 walls) |
|
Unbreakable |
|
Direct the ball to the left |
|
Direct the ball to the right |
|
Direct up the ball |
|
Direct down the ball |
et
|
Change the selected wall or bonus | |||||||||
|
Remove the selected wall or bonus | |||||||||
et
|
Modify the probability than a wall contain a bonus | |||||||||
et
|
Navigate in the levels | |||||||||
|
Insert a level after the current level | |||||||||
|
Remove the current level | |||||||||
|
||||||||||
|
Dictate how the walls go down. A « stop » will appear or disaappear on down of the screen. When a line is empty, if she have a stop, it go down only when the line over will be empty too. If this has also a stop, it go down only when... Exemple : this block of wall will go down when the 4 breakable walls will be destroyed
|
|||||||||
|
Return to the main menu | |||||||||
|
Leave the editor |
| Hexadecimal value | Corresponding key in the editor | Description | |
| 1 |
|
|
Breakable in once |
| 2 |
|
|
Breakable in twice |
| 3 |
|
|
Breakable in thrice |
| 4 |
|
|
Destroy the walls around its when it is destroyed. (scope of 1 wall) |
| 5 |
|
|
Destroy the walls around its when it is destroyed. (scope of 2 walls) |
| 6 |
|
|
Unbreakable |
| 7 |
|
|
Direct the ball to the left |
| 8 |
|
|
Direct the ball to the right |
| 9 |
|
|
Direct up the ball |
| A |
|
|
Direct down the ball |
| B |
|
Teleport the ball to an other teleporter. | |
| C |
|
Do turn the balle as it is its satellit. | |
| D |
|
Unbreakable wall witch creat a death bonus each time it is touched. | |
| E |
|
Sticky wall (press [2nd] to set free its) | |
| F |
|
Wall containing a ball (When the wall is destroyed, it creat a new ball.) Temporary ball ? | |
To creat a new line, the cursor must be to the top of the screen.
Next, by pressing the arrow up the line is created.
A line could be created by inadvertence. It will be automatically destroy, if it is empty.
It is impossible to add or to remove a line anywhere in the level.
|
|
To have acces to the edition of the bonus, the probability must be decrease until "Bonus : Def / 63" is display and press
.
The edition of bonus is alike this of walls, the only difference is that you can put a bonus only where there is already a wall.
The square without wall appaire in grayed.
To come back to the edition of walls, press
.
| Beginning of the file | |
| 3 bytes ("BNC") | To differentiate the levels of the other AppVars |
| 1 byte | Number of levels |
| 2 bytes | Best time of the 1st level |
| 2 bytes | Best time of the 2nd level |
| 2 bytes | ... |
| 2 bytes | Best time of the Nrd level |
| Beginning of the 1st level | |
| 1 byte |
Probability than a wall contain a bonus (n/63). If the probability is null, the bonus are define. |
| 1 bit |
0 : Line destroyed when it is empty. 1 : Line destroyed when the line du dessus is destroyed. 7 lines with 1 block the level. The 1st line is on top. |
| ... | |
| 1 bit | |
| 1 bit | Bits not used to complete the byte. |
| ... | |
| 1 bit | |
| 4 bits | The walls starting by witch is on top at left. |
| ... | |
| 4 bits | |
| 4 bits | The bonus starting by witch is on top at left. The definition of bonus is optionnal. |
| ... | |
| 4 bits | |
| Beginning of the 2nd level | |
| ... | |
| Size | Name | Description |
| 1 bit | sensxglu |
Direction of the ball en scope mode 0 : left to right 1 : right to left |
| 1 bit | particuleballe |
Distinction between the ball and the particule 0 : classic ball 1 : particule for the animation of the explosions |
| 6 bits | xglu | Relative position of the ball with the bat + 5 The value 0 correspond to a free ball. |
| 1 byte | dir | Direction of the ball from 0 to 63 |
|
The positions of the balls are « hexadecimal numbers with dot affixed » in 16 bits. The 8 low bits represent the integer value and the 8 highs the after dot digit. |
||
| 1 byte | xpos |
Representation of the after dot digit. Used in 16 bits to the trigonometrical calculus. |
| 1 byte | xposN | Integer value of the ball abscissa. |
| 1 byte | ypos |
Representation of the after dot digit. Used in 16 bits to the trigonometrical calculus. |
| 1 byte | yposN | Integer value of the ball ordinate. |
I want to thank the communauty of this forum hosted by yAronet.