@database BoulderDäsh.guide @master BoulderDäsh.guide @$VER: 4.29 (02.04.00) @author "Silke Bormann & Guido Mersmann" @(c) "Guido Mersmann" @node "Main" "Boulder Däsh" @{b} Boulder Däsh V4.29 ----------------------- (C) Guido Mersmann 1987 - 2000 BOULDERDÄSH IS A SHAREWARE PRODUCT READ THE DISTRIBUTION SECTION FOR INFORMATION ON DISTRIBUTION Contents@{ub} ---------- @{" Introduction " link "Introduction"} @{" Epilepsy Warning " link "Epilepsy"} @{" System Requirements " link "SystemRequirements"} @{" Feature List " link "FeatureList"} @{" Distribution " link "Distribution"} @{" How To Register " link "HOWTOREGISTER"} @{" How To Install " link "HowToInstall"} BoulderDäsh @{" The Windows " link "WinAll"} of BoulderDäsh @{" The Menus " link "MenuAll"} of BoulderDäsh @{" How To Play " link "HowToPlay"} BoulderDäsh @{" The Game Elements " link "Elements"} of BoulderDäsh @{" Own Graphic Sets " link "OwnGFX"} @{" Own Character Sets " link "OwnCHR"} @{" Own Sample Sets " link "OwnSPL"} @{" Own Music " link "OwnMUS"} @{" FAQS " link "FAQS"} @{" History " link "History" 999} @{" Future " link "Future"} @{" Bug List " link "Buglist"} @{" Thanx " link "Thanx"} @{" The Author " link "Author"} Bug Reports,Incitements... @{" Technical information " link "Technical"} about BoulderDäsh @{" My other amiga projects! " link "OtherPrgs"} @endnode @node "Epilepsy" "Epileptic seizure or altered consciousness" @{b}Epileptic seizure or altered consciousness@{ub} -------------------------------------------- A very small percentage of people have a condition that causes them to epileptic seizure or altered consciousness when exposed to certain light patterns or flashing lights, including those that appear on a television screen and while playing games. Such people may have no medical history of seizures or epilepsy. Please take the following precautions to minimise any risk: @{b}Prior to use:@{ub} ° If you, or anyone in your family, has ever had an epileptic condition or has experienced altered consciousness when exposed to flickering light, consult your doctor prior to playing. ° Sit at least 2.5m (8 ft) away from the screen. ° If you are tired or have not had much sleep, rest and commence playing only after you are fully rested. ° Make sure that the room in which you are playing is well lit. ° Use the game on as small a television screen as possible (preferably 14" or smaller). @{b}During use:@{ub} ° Rest for at least 10 minutes per hour while playing a game. ° Parents should supervise their children. If you or your child experiences any of the following symptoms while playing: dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement or convulsions, discontinue use @{b}IMMEDIATELY@{ub} and consult your doctor. @endnode @node "Introduction" "Introduction" @{b}Introduction@{ub} -------------- BoulderDäsh is a convert of the original BoulderDash from the good old C64. So you will say this is already there. You are right, there are a lot of clones, but they are all not as good as the original, if you look at the graphic or the feeling of playing it. Even converts at PC are not very good. Also on fast PCs the animation speed of the objects is lowered, if there is scrolling. My version was tested by different independent persons and all said the same: This BoulderDäsh is the best. I will not praise myself here, but test it yourself, built your own opinion and please tell @{"me" link "Author"} about it. @endnode @node "Systemrequirements" "System Requirements" @{b}System Requirements@{ub} --------------------- BoulderDäsh (should work) works on all Amigas with OS 2.0 or higher. Some functions are not available under 2.0, because they presume OS3.x+ (MemoryPools,...) From OS2.1 on BoulderDäsh is able to work multilingual. If you want to use the additional buttons on your joypad then you`ll require the lowlevel.library. (part of the Amiga-OS 3.1) To run BoulderDäsh a minimum of 1MB is required. To use all features (Ingame music and my internal music box) more memory is required. If you want to use BoulderDäsh on @{b}graphic boards@{ub} then the RTGMaster system by Steffen Haeuser and a 68020 as minimum is required. I suggest a 68030-25Mhz as minimum. You will find the @{b}rtgmaster.library@{ub} and there sublibraries on Aminet and AminetCDs. @{b}NOTE: BoulderDäsh supports only @{b}version 23 and above@{ub}. In addition to that and the standard libraries nothing else is needed. BoulderDäsh was tested with the following configurations without any problems. A2000-30 OS3.1 1MB Chip and 8 MB Fast A2000 OS3.1 1MB Chip and 4 MB Fast A2000 OS3.1 1MB Chip A2000 OS3.0 1MB Chip and 4 MB Fast A2000 OS3.0 1MB Chip A2000 OS2.1 1MB Chip and 2 MB Fast A2000 OS2.1 1MB Chip and 4 MB Fast A500 OS2.0 1MB Chip A500 OS2.1 1MB Chip A500 OS2.1 1MB Chip and 1,8 MB Ranger Fast A500 OS2.1 1MB Chip and 2 MB Fast A1200-20 OS3.0 2MB Chip A1200-30 OS3.0 2MB Chip A1200-30 OS3.0 2MB Chip and 4 MB Fast A1200-30 OS3.0 2MB Chip and 8 MB Fast A1200-30 OS3.1 2MB Chip and 4 MB Fast A1200-30 OS3.1 2MB Chip and 8 MB Fast CD32 OS3.1 2MB Chip CD32-SX1 OS3.1 2MB Chip and 4 MB Fast A4000-30 OS3.0 2MB Chip and 16 Fast A4000-30 OS3.1 2MB Chip and 16 Fast A4000-40 OS3.1 2MB Chip and 16 Fast @endnode @node "Featurelist" "Features" @{b}Features@{ub} ---------- ° 1:1 Clone of the Original! ° Multitasking available! ° Online help! ° Local support. ° Programmed in Commodore Styleguide. ° Softscrolling and full speed also under a MC68000. (no jerking with the animation's or the scrolling) ° Graphic board compatible via @{"RTGMaster.library V23+" link "Systemrequirements"}. Allows up to 256 colors. ° more than 5733 caves in this edition!! ° 35 different @{"graphic sets" link "INCGFX"}. ° 6 different @{"character sets" link "INCCHR"}. ° 5 different @{"sample sets" link "INCSPL"}. ° 6 ingame @{"tunes" link "INCMUS"}. ° All adjustments are possible per Gadtools-GUI. ° Enlarged by more @{"game elements" link "Elements"} (FALSE stones, FALSE Metal,..) So new interesting possibilities within the levels are possible. ° The @{"size" link "LeVi"} of the levels is free (Under OCS/ECS/AGA it depends on ChipMem). ° The @{"highscorelist" link "HiSc"} is automaticaly handled for each game. ° Comfortable @{"Level Editor" link "LeEd"}. ° Different gravitation directions. ° @{"Game Editor" link "GaEd"} for creating complete games. ° With the help of a paint program an @{"own graphics" link "OwnGFX"} can be created. ° With the help of a sampler @{"own sounds" link "OwnSPL"} can be created. ° Create your @{"own ingame music" link "OwnMUS"} by using Protracker. @endnode @node "Distribution" "Distribution" @{b}Distribution@{ub} -------------- @{b}The Official BoulderDäsh-CDROM@{ub} The contents of the original BoulderDäsh-CDROM isn´t Shareware! It`s not allowed to copy the CD or part of it! @{b}The shareware archive@{ub} This program may be published on every public medium, as long as all files in the archive are unchanged. If this medium is a CD I expect a free copy. (Aminet-CDs excluded) @{b}BoulderDäsh is Shareware.@{ub} Some @{"features" link "CRIMP"} are not available without a keyfile. I expect from everybody, who uses BoulderDäsh regularly, to @{"register" link "HOWTOREGISTER"} immediatly. I think this does not hurt anybody, and I will have more fun to integrate new features or write a new game. Updates may be requested from @{b}Aminet@{ub}. @{b}I am not liable for injuries or data loss caused by BoulderDäsh. The use of BoulderDäsh is your own responsibility !!!@{ub} @endnode @node "HOWTOREGISTER" "How to register ?" @{b}How to register ?@{ub} ------------------- BoulderDäsh registration is very easy. After registration you are able to use the @{"complete" link "CRIMP"} programm. Send @{"me" link "Author" 0} following things: ° Your personal data (for the keyfile) and the name of the program. ° Shareware fee about 20DM ° A floppy disk (for the main archive) ° An envelope with stamps for about 3DM. And you'll get the latest BoulderDäsh version including a keyfile. People, registered before keyfiles were introduced, need not send money. (-8 You needn't send me the disk and the envelope, if you send @{"me" link "Author" 0} 30 DM or transfer it to my account. I think this is quite fair. I want to program and I don't want to buy envelopes, stamps and disks. And from 20 DM won't be a lot left for me. @{b}I don't make any exceptions concerning sending back disks. If you don't send an envelope or a disk, you are registered, but you don't have anything of this. you can come personally and get your disk or you must pay more. If you'd like to get your key file via internet or fido, please send the money and your PGP key. Via Fido net I only send key files within Germany (Crash). Important: I need your full address with christian and surname, your street and your living place and very important the name of the programm you want to register.@{ub} @endnode @node "CRIMP" "Restrictions of this unregistered version" @{b}Restrictions of this unregistered version@{ub} ------------------------------------------- The unregistered version of BoulderDäsh has some limitations: ° Only the first levels of each game are playable. ° C64 and Atari level loader are not available. ° You are not allowed to modify @{"start level" link "GaSeLevl"} and the @{"number of lives" link "GaSeLive"}. ° The @{"replace menu" link "MenuGaEd"} of the @{"game editor" link "GaEd"} is not available. ° The @{"solve menu" link "MenuGaEd"} of the @{"game editor" link "GaEd"} is not available. After @{"registration" link "HOWTOREGISTER"} all this features are full available. @endnode @node "HowToInstall" "How to Install BoulderDäsh" @{b}How to Install BoulderDäsh@{ub} ---------------------------- To install BoulderDäsh please use the original Commodore Installer. It creates a directory, in which BoulderDäsh is installed. If you do not like BoulderDäsh, you can delete the whole drawer to destroy BoulderDäsh completely. Assigns, path-adjustments or insertments into the User-Startup are not necessary. Only if you are so enthusiastic, that you want to start BoulderDäsh in the User-Startup. (-8 @endnode @node "HowToPlay" "How To Play" @{b}How To Play@{ub} ------------- After you have started a game, the screen scrolls to a blinking block, the @{"In" link "DT_In"}. After some seconds it explodes. @{"Rockford" link "DT_Rockford"} appears here, the hero of the game. It is possible to decrease this delay by moving the stick in one direction. His task is the following one: He has to collect a determined number of @{"diamonds" link "DT_Diamond"} in a determined time and must then move to the @{"Out" link "DT_Out"} to leave the level. It is very simple. After @{"installing" link "HowToInstall"} BoulderDäsh the default game (BDash_I_Level1.game) is selected. This game is a perfect beginner game and it should explain any questions. @{b}Keyboard Functions@{ub} -------------------- @{b}These brackets "[]" are describing the CD32 joypad buttons@{ub} With the cursorkeys you can move Rockford via keyboard. The keys Shift, Alt and Amiga have the function of the firebutton. If you get into a situation with no way out, you can blow up Rockford by pushing the ESC-key [BLUE]. After each loss of Rockford it is the turn of the next player. If you play alone, it is logically your turn. Press the spacebar [PLAY/PAUSE] to activate and deactivate the pause. You are able to return to the Workbench by using the help key. If you click onto the workbench menu point you can continue your BoulderDäsh game. @{b}NOTE: This is only available if RTG is disabled! During RTG mode switch the Screen by using Amiga-M@{ub} Pressing left Amiga and "M" is like pressing help! By pressing F1/F10 [GREEN and YELLOW together] you can leave the game immediately and get back to the menu or leveleditor. There is no way to continue the game !!! The following keys are for the music player. For further information consult the @{"music player" link "GaMu"} chapter. Press the "M" key to cycle the music @{"playing mode" link "GaMuAuMo"}. These playing modes are used: "Effects only", "Music only" , "Music and Effects". Note: Depending on the module not all modes are available. "1" : [GREEN] @{"Music player" link "GaMuMuPl"} on/off "2" : [FORWARD] Next music "3" : [REVERSE] Previous music "4" : [GELB] @{"Change play mode" link "GaMuPlMo"}. "5" : Change music @{"prefer mode" link "GaMuPref"}. @endnode @node "Elements" "The Game Elements" @{b}The Game Elements@{ub} ------------------- If it is not mentioned in another way all elements have the following properties: ° disappear, if they explode ° Flies, ghosts or @{"rockford" link "DT_Rockford"} cannot run through them. ° @{"stones" link "DT_Stone"}, @{"diamonds" link "DT_Diamond"} and @{"eggs" link "DT_Egg"} are unable to tilt down on one side @{"Ground" link "DT_Earth"} @{"Ground - Fake" link "DT_EarthFake"} @{"Space" link "DT_Space"} @{"Space - Fake" link "DT_SpaceFake"} @{"Diamond" link "DT_Diamond"} @{"Stone" link "DT_Stone"} @{"Egg" link "DT_Egg"} @{"Metal" link "DT_Metal"} @{"Metal - Fake" link "DT_MetalFake"} @{"Wall" link "DT_Wall"} @{"Magic Wall" link "DT_MagicWall"} @{"Growing Wall - (left/right)" link "DT_GrowingWallLR"} @{"Growing Wall - (up/down)" link "DT_GrowingWallUD"} @{"Water" link "DT_Water"} @{"Slime" link "DT_Slime"} @{"Butterfly" link "DT_DiamondGhost"} @{"Firefly" link "DT_Ghost"} @{"Stonie" link "DT_Stonie"} @{"Rockford" link "DT_Rockford"} @{"Rockford Twin" link "DT_Twin"} @{"In" link "DT_In"} @{"Out" link "DT_Out"} @{"Out - blinking" link "DT_OutBlinking"} @{"Out - Fake" link "DT_OutFake"} @{"User Block" link "DT_User"} @{"Gravitation Arrow" link "DT_GravitationArrow"} @{"Space Background" link "DT_SpaceBackground"} @endnode @node "DT_Earth" "Elements: Ground" @toc "Elements" @{b}Ground@{ub} -------- @{"Rockford" link "DT_Rockford"} can run through it and a @{"space" link "DT_Space"} is left on this place. @{"Stones" link "DT_Stone"}, @{"Diamonds" link "DT_Diamond"} and @{"eggs" link "DT_egg"} lay on the @{"ground" link "DT_Earth"} and cannot tilt down at one side. @endnode @node "DT_EarthFake" "Elements: Ground - Fake" @toc "Elements" @{b}Ground - Fake@{ub} --------------- @{"Rockford" link "DT_Rockford"} can`t run through it. @{"Stones" link "DT_Stone"}, @{"Diamonds" link "DT_Diamond"} and @{"eggs" link "DT_egg"} lay on this ground and cannot tilt down at one side. @endnode @node "DT_Space" "Elements: Space" @toc "Elements" @{b}Space@{ub} ------- Allows @{"diamonds" link "DT_Diamond"}, @{"stones" link "DT_Stone"}, @{"eggs" link "DT_egg"}, @{"Flies" link "DT_ghost"} and @{"rockford" link "DT_rockford"} free movement. @endnode @node "DT_SpaceFake" "Elements: Space - Fake" @toc "Elements" @{b}Space - Fake@{ub} -------------- This space works exact like a @{"wall" link "DT_Wall"} but it is invisible. @endnode @node "DT_Diamond" "Elements: Diamonds" @toc "Elements" @{b}Diamonds@{ub} ---------- Can be collected by @{"rockford" link "DT_rockford"}. @endnode @node "DT_Stone" "Elements: Stones" @toc "Elements" @{b}Stones@{ub} -------- @{"Rockford" link "DT_Rockford"} can push them vertical to the gravitation, if there is a @{"space" link "DT_Space"} behind the stone in that direction, it should be pushed. @endnode @node "DT_Egg" "Elements: Eggs" @toc "Elements" @{b}Eggs@{ub} ------ An egg is working like a @{"stone" link "DT_Stone"}. But there is one execption. If you drop a @{"stone" link "DT_Stone"}, @{"diamond" link "DT_Diamond"} or an other egg on it, the @{"egg" link "DT_Egg"} breaks and a @{"diamond" link "DT_Diamond"} appears. @endnode @node "DT_Metal" "Elements: Metal" @toc "Elements" @{b}Metal@{ub} ------- Metal can not explode. @endnode @node "DT_MetalFake" "Elements: Metal - Fake" @toc "Elements" @{b}Metal - Fake@{ub} -------------- Acts like @{"metal" link "DT_Metal"}, but it is able to explode. @endnode @node "DT_Wall" "Elements: Walls" @toc "Elements" @{b}Walls@{ub} ------- Is only an obstacle and does not help in any way. @{"stones" link "DT_Stone"}, @{"diamonds" link "DT_Diamond"} and @{"eggs" link "DT_Egg"} are able to tilt down on one side, if it is allowed by the environs. @endnode @node "DT_MagicWall" "Elements: Magic Wall" @toc "Elements" @{b}Magic Wall@{ub} ------------ If a @{"stone" link "DT_Stone"} falls down on a magic wall and underwards the wall there is a @{"space" link "DT_Space"}, so the wall becomes active and changes the @{"stone" link "DT_Stone"} into a @{"diamond" link "DT_Diamond"}. In return a @{"diamond" link "DT_Diamond"} passing the magic @{"wall" link "DT_Wall"} changes into a @{"stone" link "DT_Stone"}. An @{"egg" link "DT_Egg"} will be tranformed into a @{"firefly" link "DT_DiamondGhost"}. If there is no space underwards the magic wall @{"stones" link "DT_Stone"}, @{"diamonds" link "DT_Diamond"} and @{"eggs" link "DT_Egg"} passing it will be absorbed. The length of @{"active time" link "LeMc"} of a magic wall can be given different in any level. If the magic wall has switched off itself, it cannot be activated again. @endnode @node "DT_GrowingWallLR" "Elements: Growing Wall (left/right)" @toc "Elements" @{b}Growing Wall (left/right)@{ub} --------------------------- As soon as this element discovers a @{"space" link "DT_Space"} left or right next to it, it grows in this direction. @endnode @node "DT_GrowingWallUD" "Elements: Growing Wall (up/down)" @toc "Elements" @{b}Growing Wall (up/down)@{ub} ------------------------ As soon as this element discovers a @{"space" link "DT_Space"} up or down next to it, it grows in this direction. @endnode @node "DT_Water" "Elements: Water" @toc "Elements" @{b}Water@{ub} ------- Water grows after a @{"defined growing rate" link "LeWa"} and spread through @{"ground" link "DT_Earth"} and @{"space" link "DT_Space"}. As soon as a @{"defined quantity" link "LeWa"} of water is reached, all water elements turned to stone. If there is no way for the water to grow more, then it will turn to @{"diamonds" link "DT_Diamond"}. But there is one exception: If the water was never able to grow nothing happens until one grow. Some levels are using a @{"special feature" link "LeWa"}. If a @{"magic wall" link "DT_MagicWall"} is activated all water will turn into @{"diamonds" link "DT_Diamond"}. @endnode @node "DT_Slime" "Elements: Slime" @toc "Elements" @{b}Slime@{ub} ------- Slime permits @{"diamonds" link "DT_Diamond"}, @{"stones" link "DT_Stone"} and @{"eggs" link "DT_Egg"} to go through it , because it is viscous. This viscousiosity can be adjusted. This only takes place, if there is a @{"space" link "DT_Space"} under the slime. @endnode @node "DT_DiamondGhost" "Elements: Butterflies" @toc "Elements" @{b}Butterflies@{ub} ------------- Moves through the spaces of the whole level. If they tough @{"water" link "DT_Water"} or are crashed with a @{"stone" link "DT_Stone"}, they explode to nine @{"diamonds" link "DT_Diamond"}. See also: @{"firefly" link "DT_Ghost"}, @{"stonie" link "DT_Stonie"} @endnode @node "DT_Ghost" "Elements: Fireflies" @toc "Elements" @{b}Fireflies@{ub} ----------- Moves through the @{"space" link "DT_Space"} s of the whole level. If they tough @{"water" link "DT_Water"} or are crashed with a @{"stone" link "DT_Stone"}, they explode to nine @{"spaces" link "DT_Space"}. See also: @{"butterfly" link "DT_DiamondGhost"}, @{"stonie" link "DT_Stonie"} @endnode @node "DT_Stonie" "Elements: Stonie" @toc "Elements" @{b}Stonie@{ub} -------- Stonies are very social. If they are hit by a @{"stone" link "DT_Stone"} or tough @{"water" link "DT_Water"}, they explode to nine @{"stones" link "DT_Stone"}. Both things only happen if they are not asleep. Stonies stay as long asleep as the @{"stone" link "DT_Stone"} is without movement, so the @{"stone" link "DT_Stone"} cannot fall down. A sleeping stonie acts like a normal @{"stone" link "DT_Stone"} and can be pushed by @{"rockford" link "DT_Rockford"} as well. Once awaken stonies move through the @{"spaces" link "DT_Space"} of the whole level. See also: @{"butterfly" link "DT_DiamondGhost"}, @{"firefly" link "DT_Ghost"} @endnode @node "DT_Rockford" "Elements: Rockford" @toc "Elements" @{b}Rockford@{ub} ---------- Can be moved by yourself. Rockford can move through @{"space" link "DT_Space"} and @{"ground" link "DT_Earth"}. If Rockford crosses @{"ground" link "DT_Earth"}, afterwards there will be @{"space" link "DT_Space"}. If you press the fire button, Rockford frees the place next to him. He can remove one element @{"ground" link "DT_Earth"} in every direction without moving himself. If there is a @{"stone" link "DT_Stone"}, @{"egg" link "DT_Egg"} or a sleeping @{"stonie" link "DT_Stonie"} horizontal next to Rockford and behind the @{"stone" link "DT_Stone"} there is a @{"space" link "DT_Space"}, Rockford can push this stone(-ghosts). With the fire button Rockford can push the @{"stone" link "DT_Stone"} without movement. There is danger for Rockford because of killing by @{"butterflies" link "DT_DiamondGhost"} and @{"fireflies" link "DT_Ghost"}. If this happens Rockford explodes. @endnode @node "DT_Twin" "Elements: Rockford - Twin" @toc "Elements" @{b}Rockford - Twin@{ub} ----------------- He looks like @{"rockford" link "DT_Rockford"}. If he thoughs a @{"butterfly" link "DT_DiamondGhost"} or a @{"firefly" link "DT_Ghost"}, the Rockford-Twin explodes, and with him Rockford himself, too. The twin must be protected by @{"rockford" link "DT_Rockford"}. @endnode @node "DT_In" "Elements: In" @toc "Elements" @{b}In@{ub} ---- @{"rockford" link "DT_Rockford"} enters the level with the help of this element. There may be a few Ins in one level. If this happens, many @{"rockford" link "DT_Rockford"}s enter this level. All @{"rockfords" link "DT_Rockford"} are directed by the player simultaneously. @endnode @node "DT_Out" "Elements: Out" @toc "Elements" @{b}Out@{ub} ----- This is the exit of the level. But it isn't blinking! @endnode @node "DT_OutBlinking" "Elements: Out - Blinking" @toc "Elements" @{b}Out - Blinking@{ub} ---------------- This @{"out" link "DT_Out"} works exactly like a out, but this time it started blinking, if all @{"diamonds" link "DT_Diamond"} are collected. @endnode @node "DT_OutFake" "Elements: Out - Fake" @toc "Elements" @{b}Out - Fake@{ub} ------------ Starts blinking, if all @{"diamonds" link "DT_Diamond"} are collected. But it is not an exit. @endnode @node "DT_GravitationArrow" "Elements: Gravitation Arrows" @toc "Elements" @{b}Gravitation Arrows@{ub} -------------------- This element is present in each direction once. If @{"rockford" link "DT_Rockford"} runs again such a block, the gravitation changes in the direction of the arrow on the element. @endnode @node "DT_User" "Elements: User Block" @toc "Elements" @{b}User Block@{ub} ------------ This element behaves like a normal @{"wall" link "DT_Wall"}. @endnode @node "DT_SpaceBackground" "Elements: Space Background" @toc "Elements" @{b}Space - Background@{ub} -------------------- This Element is only important, if you want to create own caves. If you are a Player then skip this part. Space - Background is always empty but @{"rockford" link "DT_Rockford"} is not able to move through this element. Do not use this Block to create a labyrinth or something like this, because the user (player) is able to select an other graphic set via @{"game settings" link "GaSe"} and override your specified graphic set. For example "FutureAmiga" this Block is empty, but the real @{"space" link "DT_Space"} is full of stars. What are this Blocks good for? Since BoulderDäsh 3.0 and on a request by Thomas Sahling it is possible to remove the Level border. If you define a level that looks like a Circle, than you need something around. @{"spaces" link "DT_Space"} need cpu time, because there is always an animation, even if you can not see this. In addition to that space animations are not wished every time. Short: If you want to fill an area with space and @{"rockford" link "DT_Rockford"} is not able to enter this area, then use this block. If this is not 100% clear then keep a look on the included level "BoulderDäsh/Little.int". @endnode @node "OwnGFX" "Own Graphic Sets" @{b}Own Graphic Sets@{ub} ------------------ Beside the @{"enclosed graphics" link "INCGFX"} you can create own graphics, too. All you need is a paint program and some talent. If you have created own graphics, you can send them to me and I will admit them into my archive, after some testing. All graphics of BoulderDäsh are Lores-IFF-pictures. Each picture consists of a complete graphic. So load a picture and change the graphic then. Some advice you should read first, because this advice can save you a lot of annoyance and work. 1. picture size The picture should have the loosening Lores with 8 or 256 colors and should not consist of masks. BoulderDäsh should not have problems with other sizes, but these pictures will need a lot of needless space on your hard disk. 256 Color graphics are available in RTG Mode only. The first color is always black. Do not modify colors 0 and 248-255. These colors are reserved for later use and may change. If you want to create a graphic set that is OCS/ECS/AGA compatible 8 colors are the limit. 2. Block Size Every block consists of 16*16 pixel. 3. The position of the single elements The arrangement of the single blocks is very simple. So please look at the added graphics. If you need a little help, please look at the @{"Table" link "BlockPositionTable"}. 4. Scanner The scanner is a feature, which is integrated into the routine of loading. So we take the animation of Rockford, for example. You paint an animation to move Rockford to the left and then, if you load BoulderDäsh, it recognises, that you have not painted the animation to move Rockford to the right. Now BoulderDäsh copies the animation for the left and turns it around. This work also the other way round. The following blocks will be copied : @{"Earth" link "DT_Earth"} <=> @{"Fake_Earth" link "DT_EarthFake"} @{"Metal" link "DT_Metal"} <=> @{"Fake_Metal" link "DT_MetalFake"} <=> Metal_Moving_Block @{"Stone" link "DT_Stone"} <=> @{"Stonie" link "DT_Stonie"} asleep @{"Wall" link "DT_Wall"} <=> @{"Growing Wall left/right" link "DT_GrowingWallLR"} <=> @{"Growing Wall up/down" link "DT_GrowingWallUD"} @{"Rockford" link "DT_Rockford"} left <=> Rockford right (all Animation-steps) @{"Diamond_0" link "DT_Diamond"} <=> @{"Egg_0" link "DT_Egg"} <=> @{"Egg_1" link "DT_Egg"} <=> @{"Egg_2" link "DT_Egg"} <=> @{"Egg_3" link "DT_Egg"} From each of these types, there must exist one of the equivalents. If there is a type missing, than the requester sends the message: "Graphic incomplete" @{"Out" link "DT_Out"} <=> @{"Fake Out" link "DT_OutFake"} <=> @{"In" link "DT_In"} (not only open, but also closed) If there does not exist any type of In/Out, then the closed type consists of metal. @{b}IMPORTANT : Each copy within a block cannot take place, if there is a pixel in it, which is not the colour of the background. Each block, which only consists of the colour of the background, is empty. All block, which are not mentioned here, must be available to start the game.@{ub} 5. Animations For all animations there is space for eight steps. If you need less than eight steps for your animation, please take a zero (colour of the background) for all steps you do not need and the animation will be ended earlier. Please pay attention the fact, that after an empty block all the other graphics of this animation will be ignored. 6. Speed of the Animations The speed for every animation can be adjusted. This is possible by adjusting of the @{"Tooltypes" link "GFXToolTypes"} in the info-data of the particular graphic-data. 7. The Colors It is possible to create a colorful graphic set by using the @{"Tooltypes" link "GFXToolTypes"} and the @{"ColorSetHandler" link "CoSH"}. @endnode @node "INCGFX" "The Included Graphics" @{b}The Included Graphics@{ub} ----------------------- Here is a list of the single graphics and their authors : @{b}Guido Mersmann@{ub} : ClassicAmiga.gfx FutureAmiga.gfx @{b}Joona Palaste@{ub} : Arctic.gfx Black&White.gfx Christmas.gfx Computer.gfx Egyptian.gfx Fantasy.gfx Funky.gfx Icons.gfx Jewel.gfx JokeAmiga.gfx ;like ClassicAmiga but everything twisted LCD.gfx ;my favourite Medical.gfx Moria.gfx Neon1.gfx Neon2.gfx PacMan.gfx Pastel.gfx Psychedelic.gfx Small.gfx Space.gfx Spooky.gfx Techno.gfx UnderWater.gfx Western.gfx @{b}Beastmaster@{ub} : ClassicC64.gfx ClassicC64Pumpkin.gfx FutureC64.gfx @{b}Thomas Richter@{ub} : Lemmings.gfx @{b}Thomas Richter2@{ub} : Classic800XLPro.gfx @{b}Marko Suominen@{ub} : Graveyard.gfx ;This is brilliant!! @{b}Timo Hegemann@{ub} : Habich256.gfx ;This is brilliant (256 Colors) Habich64.gfx Grablinge256.gfx ;This is brilliant (256 Colors) Grablinge64.gfx I want to thank all authors again. Sometimes I have changed the arrangements of the graphics or added new ones to support new features. @endnode @node "OwnCHR" "Own Character Sets" @{b}Own Character Sets@{ub} -------------------- Beside the @{"enclosed character sets" link "INCCHR"} you can create own Characters, too. All you need is a paint program and some talent. The font is formatted in Lores with 1 plan and should not be filed in another way. BoulderDäsh can load other formatted graphics, but this files are needlessly long and reading them takes much more time. Each symbol is 16 Pixel wide and 8 Pixel high. @endnode @node "INCCHR" "The Included Character Sets" @{b}The Included Character Sets@{ub} ----------------------------- Here is a list of the single character sets and their authors : @{b}Guido Mersmann@{ub} : ClassicAmiga.fnt FutureAmiga.fnt @{b}Beastmaster@{ub} : ClassicC64.fnt FutureC64.fnt @{b}Marko Suominen@{ub} : Graveyard.fnt ;fantastic! Try this with Graveyard.gfx !! I want to thank all authors again. Sometimes I have changed the arrangements of the characters or added new ones to support new features. @endnode @node "OwnSPL" "Own Sample Sets" @{b}Own Sample Sets@{ub} ----------------- If you have an own sampler and adequate software, you can create own @{"samples" link "INCSPL"} for your BoulderDäsh game. Create a new drawer in the directory "SampleSets" and copy your samples to this drawer. In the @{"Game Settings" link "GaSe"} you can now choose your sample sets and you can hear your own samples while playing. But you must pay attention to some important things: 1.The samples must be in IFF 8SVX format. This shouldn't be a problem, because nearly every software generates this format. for Amiga it is the most used format. 2."Diamond" and "TimeOut" should sound right for c octave 2. For the MED sampler this adjustment is default. C-2 corresponds to a hardware period of "428". 3.BoulderDäsh also realizes which samples do exist. This are the supported sounds and their qualities: ° "LevelIn"-Sound and "LevelOut"-Sound depend on each other. So if one of them doesn't exist, it will be replaced by the other one. This means, that after collecting the last needed diamond the "LevelIn"-Sound appears, if you don't have a "LevelOut"-Sound. ° "StonePush"-Sound is also replaced by the "Stone"-Sound, if it doesn't exist. ° "GravitationArrow"-Sound is also replaced by the "Collect"-Sound, if it doesn't exist. At the moment BoulderDäsh supports following sounds: "Explosion.SND" (I don't know (-8 ) "Stone.SND" (Stone falls) "Diamond.SND" (Diamond falls) "TimeOut.SND" (TimeOut Sound) "Dig_Space.SND" (Digging through space) "Dig_Earth.SND" (Digging through earth) "Water.SND" (is played cyclic) "MillingWall.SND" (is played cyclic) "Collect.SND" (Rockford collects a Diamond) "LevelIn.SND" (Rockford appears into the level) "LevelOut.SND" (collection of the last needed diamond) "StonePush.SND" (sound for pushing) "StonePushFailed.SND" (sound for failed push) "GravitationArrow.SND" (ONLY if gravitation changed by Grav.arrow) "Background.SND" (is played cyclic) The names of the sounds must be written right. Otherwise BoulderDäsh doesn't find them. @endnode @node "INCSPL" "The Included Sample Sets" @{b}The Included Sample Sets@{ub} -------------------------- Here is a list of the sample sets and their authors : @{b}Guido Mersmann@{ub} : Classic (Original C64 Sounds) @{b}Thomas Sahling@{ub} : Classic800XL (Original Atari 800XL Sounds) Future (Selfmade) @{b}Marko Suominen@{ub} : GraveYard @{b}Thomas Richter2@{ub} : Classic800XLPro (Original Atari 800XLPro Sounds) I want to thank all authors again. Sometimes I have changed the arrangements of the samples or added new ones to support new features. @endnode @node "OwnMUS" "Own Music" @{b}Own Music@{ub} ----------- Beside the @{"enclosed modules" link "INCMUS"} you can create your own game music, too. All you need is a ProTracker compatible music editor and some talent. If you have created own module, you can send them to me and I will admit them into my archive, after some testing. After creating a music you must specify unused or not so important voices via @{"ToolType" link "MUSToolTypes"}. This allows BoulderDäsh to use as much voices as available for in game effects. @endnode @node "INCMUS" "The Included music" @{b}The Included music@{ub} -------------------- Here is a list of the single modules and their authors : @{b}Guido Mersmann@{ub} : BoulderDäshClassic.mus @{b}Ruben Monteiro@{ub} : InGame1.mus InGame2.mus InGame3.mus InGame4.mus TitleAmiga.mus I want to thank all authors again. @endnode @node "FAQS" "FAQS" @{b}FAQS@{ub} ------ The Installation: @{"The game is on CD! Is it possible to save settings etc.?" link "FAQInstCD"} @{"Is it possible to update a CD version?" link "FAQUpdCD"} The Keyfile: @{"What is a keyfile?" link "FAQWhatKeyfile"} @{"Where should I place the keyfile?" link "FAQKeyfile"} The game: @{"BoulderDäsh does not run!" link "FAQDoesnotCompute"} @{"After playing a while BoulderDäsh denies keyboard usage!" link "FAQMultiTasking"} @{"The keyboard control is not very useful!" link "FAQKeyboard"} @{"The Joypad is not working correct!" link "FAQJoypad"} @{"Why can't I start BoulderDäsh and the Level editor?" link "FAQNoStart"} @{"How can I reopen the screen mode requester?" link "FAQScreenReq"} @{"How can I speed up the game?" link "FAQScreenMode"} @{"Memory problems on game start, but the level editor works fine!" link "FAQMemory"} @{"While playing sometimes mysterious mistakes in the spaces appear!" link "FAQBonusLive"} @{"All included intermissions are to big!" link "FAQBigInt"} @{"LevelOut isn`t blinking!" link "FAQLevelOut"} The CD32: @{"Can I use a keyboard on my CD32?" link "FAQCD32Keyboard"} @{"Is it possible to save scores and settings on my CD32?" link "FAQCD32Settings"} Level editor: @{"Why can't I start BoulderDäsh and the Level editor?" link "FAQNoStart"} @{"Why it isn´t possible to run the level editor?" link "FAQNoLeEd"} @{"All included games are using the same color!" link "FAQColorSets"} @{"The color set selector is sometimes working wrong!" link "FAQColorSetSelector"} Game settings: @{"How can I change the RTG game/title screen mode?" link "FAQRTGScreenMode"} @{"Changing start level and lives is not possible!" link "FAQStartLevel"} @{"The player names are lost!" link "FAQNames"} Hiscores: @{"I don´t understand the Hiscores!" link "FAQHiscoresWhy"} @{"Where are my scores, if I load a new game?" link "FAQHiscoresWhere"} Music player: @{"The music player isn´t working!" link "FAQNoMusic"} @{"Record" link "MenuGaEdReco"} and @{"Playback" link "MenuGaEdPlay"} of caves: @{"Why is the play feature not always working?" link "FAQPlayProblems"} Own games and levels: @{"Own levels!" link "FAQOwnLevels"} @{"After starting a level, Rockford does not appear. Why?" link "FAQNoRockford"} @{"The structure of the game!" link "FAQOwnGames"} Own graphic and color sets: @{"In my own graphics all animations are wrong!" link "FAQAnimWrong"} @{"My animations are too short!" link "FAQAnimShort"} @{"What is a Chunk?" link "FAQChunk"} @{"What is a BDMP-Chunk?" link "FAQBDMP"} @{"CMAP-Chunk not found!" link "FAQCMAP"} @{"BODY-Chunk not found!" link "FAQBODY"} @{"BMHD-Chunk not found!" link "FAQBMHD"} Other: @{"This manual is formatted with centered blocks. How?" link "FAQSBLOCK"} @endnode @node "FAQInstCD" "FAQ - The game is on CD! Is it possible to save settings etc.?" @toc "FAQS" @{b}The game is on CD! Is it possible to save settings etc.?@{ub} ---------------------------------------------------------- Create a drawer on your hard disk. e.g "games:BoulderDäsh". Now you must add the following line to your user-startup: Assign BoulderDäsh: games:BoulderDäsh After restarting your system you are able to play the game like you ever did, but all savings are done on hard disk. @endnode @node "FAQUpdCD" "FAQ - Is it possible to update a CD version?" @toc "FAQS" @{b}Is it possible to update a CD version?@{ub} ---------------------------------------- You are playing BoulderDäsh direct on CD and you want to update this CD by a normal Boulderdäsh update archive? This would save much hard disk space? No Problem! There is no specific CD required. Just the Archive should be stored decrunched on CD. (Crunched is also possible by using the ARC handler, but this is for experts only) Install your update on hard disk. After installaiton add the following ToolType to the icon of the BoulderDäsh main program. (Of cource on hard disk.) AddPath=CDName:Path/BoulderDäsh After the equal the position of the BoulderDäsh-drawer on your CD is reuired. @{b}Only specify the boulderDäsh-drawer and not the BoulderDäsh file.@{ub} Your should also @{b}remove@{ub} the @{"BoulderDäsh:" link "FAQInstCD"}-assign, if you had created one. An other possible way is to assign "BoulderDäsh:" via user-startup: Assign BoulderDäsh: CDName:Path/BoulderDäsh Path I recomment the first version, because this user-startup assign uses memory even if you are not playing BoulderDäsh. After these adjustments it is required to start BoulderDäsh always from hard disk to run the newest version. The CD is also always required. @endnode @node "FAQWhatKeyfile" "FAQ - What is a keyfile?" @toc "FAQS" @{b}What is a keyfile?@{ub} -------------------- A keyfile is a very small file. In the most cases it is not longer than 512 byte. These files contain specific information about the owner and a lot of security data. Placed correctly this little file works like a key. It is enabling features or disabling nerv requester. Do not copy your keyfiles to other people, because you are the owner and only you got a licence to use the programm using this key. It is very easy to find the original owner of a keyfile, even if it is patched, so be as careful as it is your home key. @endnode @node "FAQKeyfile" "FAQ - Where should I place the keyfile?" @toc "FAQS" @{b}Where should I place the keyfile?@{ub} ---------------------------------- There a several possible positions: "S:BoulderDäsh.key" ;the script drawer "BoulderDäsh/BoulderDäsh.key" ;the program drawer "BoulderDäsh/Keyfile/BoulderDäsh.key" ;the programm/keyfile drawer @endnode @node "FAQDoesnotCompute" "FAQ - BoulderDäsh does not run!" @toc "FAQS" @{b}BoulderDäsh does not run!@{ub} --------------------------- BoulderDäsh needs some libraries, which are added at the original Workbench. Please guarantee , that "asl.library" and "iffparse.library" are in the Libs-Directory. @endnode @node "FAQMultitasking" "FAQ - After playing a while BoulderDäsh denies keyboard usage!" @toc "FAQS" @{b}After playing a while BoulderDäsh denies keyboard usage!@{ub} ---------------------------------------------------------- @{b}This problem effects non RTG mode only, but if you are using an Joypad then you should also read the @{"joypad chapter" link "FAQJoypad"}!!@{ub} BoulderDäsh is running in multitasking since version 3.56! This may cause problems, because BoulderDäsh is using the blitter hardware very intensive (up to 11000 blitter copies each second (NTSC 13200)), so there is no time for system blitter action. If the operating system is trying to use the blitter it is going to sleep until the blitter is free. BoulderDäsh is using the input.device for keyboard input and if the OS is sleeping there is not device activity. The point is, that you MUST stop all programmes that open/close windows or use the graphics.library (blitter) in any way. In the most cases these programmes are Workbench Eyes, Clock tools and of course awakener tools. @{b}In such situation press the left mouse button to quit the game. When you using a joypad and the lowlevel.library, the only way to quit is to press the green and the yellow at once.@{ub} @endnode @node "FAQKeyboard" "FAQ - The keyboard control is not very useful!" @toc "FAQS" @{b}FAQ - The keyboard control is not very useful!@{ub} ------------------------------------------------ On slow systems it may happen, that the AmigaOS has not enough time to process the keyboard handling. In this cases the keyboard input is delayed and a good gameplay is impossible. There is no way to avoid this, because this is a step back. @{b}The joystick control is always working perfect.@{ub} @endnode @node "FAQJoypad" "FAQ - The Joypad is not working correct!" @toc "FAQS" @{b}FAQ - The Joypad is not working correct!@{ub} ------------------------------------------ Well! Make sure that the lowlevel.libary is installed! Without BoulderDäsh is using the Pad like a Joystick! It may take a while, after first using the lowlevel.library. The autodetection may take a few seconds. Just move around until @{"rockford" link "DT_Rockford"} is moving. If nothing happens something goes very wrong. This is not a BoulderDäsh bug. Note: Just try to plug your JoyPad into the other port. BoulderDäsh is detecting it when using the lowlevel.library. Without lowlevel.library the normal joystick port will be used. But there is a problem when using the lowlevel.library. On some systems the joypad isn´t working correct. It is very easy to describe the problem! The additional buttons (GREEN, YELLOW, PLAY, REVERSE, FORWARD)) aren´t working! Actually they are working when combined. Currently it seems that only ECS Systems are effected. If there are additional problems on other maschines let @{"me" link "Author"} know. @endnode @node "FAQScreenReq" "FAQ - How can I reopen the screen mode requester?" @toc "FAQS" @{b}FAQ - How can I reopen the screen mode requester?@{ub} --------------------------------------------------- @{b}RTG mode only!!@{ub} Just press the Shift-key when pressing the @{"start game" link "MaiWStar"} button or starting the @{"level editor" link "GaEdLeEd"}. @endnode @node "FAQScreenMode" "FAQ - How can I speed up the game?" @toc "FAQS" @{b}FAQ - How can I speed up the game?@{ub} ------------------------------------ @{b}Graphic board@{ub} If you are using a graphic board you should set the screen dimensions to 320*200. Most boards should work fine if you only disable the @{"fullscreen" link "GaSRFSGa"} option. This should be enough to get full speed when using a 68030/25Mhz. A faster computer should be able to allow bigger screens. @{b}Without graphic board@{ub} Generaly you should @{"disable RTG" link "GaSRRRTG"} to get maximum speed. If you simply want to check out RTG, or just want to use more than 8 colors, then you should reduce the screen dimensions to 320*200 and 8 colors. Some graphic sets (e.G.Classic#?) allow the usage of 4 colors. @endnode @node "FAQNoStart" "FAQ - Why can't I start BoulderDäsh and the Level editor?" @toc "FAQS" @{b}Why can't I start BoulderDäsh and the Level editor?@{ub} ----------------------------------------------------- If there are no levels in memory, this buttons are blocked. Please load a game, or create one level as minimum. @endnode @node "FAQMemory" "FAQ - Memory problems on game start, but the level editor works fine!" @toc "FAQS" @{b}Memory problems on game start, but the level editor works fine!@{ub} ----------------------------------------------------------------- @{b}This problem effects non RTG mode only!!@{ub} This is all right. BoulderDäsh needs in a game the game size of the biggest level and allocated this right at the beginning. If you edited in the Editor a size of 40*22, so there can also appear a level with , for example, 40*40 in this game. And in your case for this size there isn't ChipMem free. Try to close windows and screens to save ChipMem. If this doesn't help, quit BoulderDäsh as well and restart it, because of this ChipMem will be defragmented. If this also doesn't help, remove the big level out of the game. @endnode @node "FAQBonusLive" "FAQ - While playing sometimes mysterious mistakes in the spaces appear." @toc "FAQS" @{b}While playing sometimes mysterious mistakes in the spaces appear.@{ub} ------------------------------------------------------------------- This effect isn't a mistake, but it shows you, that you have just got a @{"bonus life" link "LePoBoLi"}. @endnode @node "FAQBigInt" "FAQ - All included intermissions are to big!" @toc "FAQS" @{b}FAQ - All included intermissions are to big!@{ub} ---------------------------------------------- @{b}This problem effects non RTG mode only!!@{ub} The intermissions are 100% ok. It is the game. One additional screen line and the game is unplayable slow, so I decided to remove this line. @endnode @node "FAQLevelOut" "FAQ - LevelOut isn`t blinking!" @toc "FAQS" @{b}FAQ - LevelOut isn`t blinking!@{ub} -------------------------------- ° There is a @{"level out" link "DT_Out"} that isn`t blinking. Some level contain this special @{"out" link "DT_OutBlinking"}. ° The selected graphic set contains no @{"out" link "DT_OutBlinking"} animation. The included graphics are supporting full animation. But there is an additional reason why the blinking is missing: @{b}This problem effects RTG mode only!!@{ub} It may happen that your computer is to slow to update the screen 50 times a second. The out animation in the most cases contains 2 animation phases only (open/close). If the screen update requires more than 1/50 second each second animation phase will be scipted, so it stays closed. To avoid this problem read the chapter about @{"speeding up BoulderDäsh" link "FAQScreenMode"}. @endnode @node "FAQCD32Keyboard" "FAQ - Can I use a keyboard on my CD32?" @toc "FAQS" @{b}Can I use a keyboard on my CD32?@{ub} ---------------------------------- Yes! It is possible to connect an @{b}Amiga@{ub} Keyboard and the CD32! Some Amiga keyboards are already PS/2 compatible. All other (e.G the A2000) require a little hack! This can be done by using a standard PS/2 keyboard adapter. If you want save money then you are able to create your own. @{b}I am not responsible for any hard or software damage! You do this on your own risk!@{ub} @{b}If you want details or just other solder plans then visit the aminet (hard/hack or hard/misc).@{ub} A2000 Connector (view onto the female connector) °3 °1 Pins: °5 °4 1 Clock 4 GND °2 2 Keyboard Data 5 +5v 3- CD32 Connector (view onto the female connector) °5 °6 1 _TxD 4 GND °3 °4 2 Keyboard Data 5 _RxD °1 °2 3 +5V 6 Clock Your both connectors should be numbered as well, so there won`t be any problem. Just connect these pins by using a 4 wire cable. Don`t forget to connect the shielding on one the keyboard side. A2000 CD32 1 Clock 6 2 Keyboard Data 2 4 GND 4 5 +5V 3 Shield Shielding not connected here @endnode @node "FAQCD32Settings" "FAQ - Is it possible to save scores and settings on my CD32?" @toc "FAQS" @{b}Is it possible to save scores and settings on my CD32?@{ub} -------------------------------------------------------- Currently there is no way to store BoulderDäsh`s scores and settings, because BoulderDäsh requires a lot of space and the CD32 internal flash memory is very small. @endnode @node "FAQNoLeEd" "FAQ - Why it isn´t possible to run the level editor?" @toc "FAQS" @{b}Why it isn´t possible to run the level editor?@{ub} ------------------------------------------------ To edit a level you must @{"delete the original game" link "GaEdDeGa"} or you must @{"load" link "GaEdLoGa"} a game you have created yourself. As soon as the original game is not any more in the editor, you have all possibilities of changing it. @endnode @node "FAQColorSets" "FAQ - All included games are using the same color!" @toc "FAQS" @{b}All included games are using the same color!@{ub} ---------------------------------------------- There are three cases in with this may happen: ° The @{"LevelColor" link "GaSSLeCo"} switch in the @{"Game Settings - Data Sets" link "GaSS"}-window is disabled. ° An icon file is missing. It is not wise to delete any BoulderDäsh icon, because they contain important information about @{"music" link "MUSToolTypes"}, @{"title pictures" link "TitleToolTypes"} and @{"graphics" link "GFXToolTypes"}. Without these information BoulderDäsh is not working perfect. ° You killed the colors by using a paint programm. BoulderDäsh is storing the different level colors in the picture file itself. For more information visit the chapter @{"ColorSetHandler" link "CoSH"} and the @{"Chunk" link "FAQCHUNK"}-FAQ. @endnode @node "FAQColorsetSelector" "FAQ - The color set selector is sometimes working wrong!" @toc "FAQS" @{b}The color set selector is sometimes working wrong!@{ub} ---------------------------------------------------- It is required to switch on the @{"Level Data" link "GaSSLeDa"} and @{"Level Colors" link "GaSSLeCo"} gadgets If not, the graphic set selected via level settings isn´t used. @endnode @node "FAQRTGScreenMode" "FAQ - How can I change the RTG game/title screen mode?" @toc "FAQS" @{b}How can I change the RTG game/title screen mode?@{ub} -------------------------------------------------- After saving the screen mode the screen mode requester only apears when pressing shift. So just press the key and @{"start the game" link "MaiWStar"}. The title picture only apears on game startup, so switch @{"title picture" link "GaSMTitl"} and @{"RTG" link "GaSRRRTG"} on. Don´t forget to save the settings and quit BoulderDäsh. The next time you run BoulderDäsh via CLI or WB press the "Shift" key until the screen mode requester apears. @endnode @node "FAQStartLevel" "FAQ - Changing start level and lives is not possible!" @toc "FAQS" @{b}Changing @{"start level" link "GaSeLevl"} and @{"lives" link "GaSeLive"} is not possible!@{ub} ------------------------------------------------- This feature is available for @{"registered" link "HOWTOREGISTER"} users only. @endnode @node "FAQNames" "FAQ - The player names are lost!" @toc "FAQS" @{b}The player names are lost!@{ub} ---------------------------- If you open in the @{"Game Settings" link "GaSe"} the request button @{"Name Settings" link "GaSP"} you can @{"change the name" link "GaSPPlay"}. Afterwards you have to @{"save" link "GaSPSave"} the changing, to restore them for the next games. @endnode @node "FAQHiscoresWhy" "FAQ - I don´t understand the Hiscores!" @toc "FAQS" @{b}I don´t understand the Hiscores!@{ub} ---------------------------------- In this game the aim is to absolve all caves. Theoretically someone with 1 score, who was defeated in cave 20 can be on place 1 of the highscores. @endnode @node "FAQHiscoresWhere" "FAQ - Where are my scores, if I load a new game?" @toc "FAQS" @{b}Where are my scores, if I load a new game?@{ub} -------------------------------------------- They are on hard disk or floppy disk. Every game contains an own score list, because otherwise the statements of the highscores are too complex. If you load the old game again, your highscores will appear again. @endnode @node "FAQNoMusic" "The music player isn´t working!" @toc "FAQS" @{b}The music player isn´t working!@{ub} --------------------------------- Several thing may go wrong: ° There is not enough memory to store the audio tracks. Disable the data cache via @{"Game Settings" link "GaSS"} to save memory. Do not run other programs! ° The @{"music player" link "GaMu"} isn´t enabled. Change the @{"music player state" link "GaMuMuPl"} to "on" or "standby". @endnode @node "FAQPlayProblems" "Why is the play feature not always working?" @toc "FAQS" @{b}Why is the play feature not always working?@{ub} --------------------------------------------- Some timing problems may cause the @{"play back" link "MenuGaEdPlay"} not to be successful. These timing problem ranges within micro seconds, but this little delay may cause a desaster. Under normal conditions this problem should only apear in caves containing @{"milling walls" link "DT_MagicWall"}, @{"water" link "DT_Water"} and @{"earthquakes" link "LeEq"}. You are able to avoid this problem! For example don´t depend on a succeed milling during the last @{"milling wall second" link "LeMcMiTi"}. This @{u}may@{uu} work on your machine, but on other faster/slower maschines your record @{u}may@{uu} cause that the milling wall isn´t milling this stone. But there is no way to avoid this bug in a water cave, when the @{"water growing time" link "LeWaWaTi"} expires. This rate change may come some misco seconds to early or to late, so there is no way workaround. In the most cases the @{"water growing time" link "LeWaWaTi"} indicates a game lost, so this bug doesn´t matter. I´ll try to fix this problem, but it is not very easy. The ingame timing is very difficult. @endnode @node "FAQOwnLevels" "FAQ - Own levels" @toc "FAQS" @{b}Own levels@{ub} ------------ If you create own levels, do not overload them. Taking less elements is mostly more than it seems. So please do not take all elements in one level, but create your own ideas and make the game more interesting because of this. @endnode @node "FAQNoRockford" "FAQ - After starting a level, Rockford does not appear. Why?" @toc "FAQS" @{b}After starting a level, Rockford does not appear. Why?@{ub} -------------------------------------------------------- Every level needs an In. You have forgotten to set one while you have edited a level. Add this in the @{"Level Editor" link "LeEd"} and Rockford will appear in the next game. @endnode @node "FAQOwnGames" "FAQ - The structure of the game" @toc "FAQS" @{b}The structure of the game@{ub} --------------------------- Intermissions should appear in regular intervals, to give the player the chance of involving these lives into the game. This will raise the charm of the game, because a player with no more lives, who knows that an intermission follows the present level, where he can get a bonus life, can survive a lot of other levels afterwards. @endnode @node "FAQAnimWrong" "FAQ - In my own graphics all animations are wrong!" @toc "FAQS" @{b}In my own graphics all animations are wrong!@{ub} ---------------------------------------------- BoulderDäsh runs all eight steps one after another. This means that it starts again, when the last step is reached. Please test, if this step is fluent. @endnode @node "FAQAnimShort" "FAQ - My animations are too short!" @toc "FAQS" @{b}My animations are too short!@{ub} ------------------------------ Within animations there must not be empty blocks, because BoulderDäsh thinks this is the end of the animation. @endnode @node "FAQCHUNK" "FAQ - What is a Chunk?" @toc "FAQS" @{b}What is a Chunk?@{ub} ------------------ Amigas IF-Format (IFF) is very special. For example a picture is seperated in different sections called: Chunk! Each section is defined by a 4 byte name, like "BODY". The "BODY" chunk contains only the pixel map of a picture. In a sound file this "BODY" contains the RAW sample. The "CMAP" contains only colors. And so on. For each Type of data there is a CHUNK. The cheat is that there are no restrictions what chunk and how many chunks are included in one file. So it is possible to include sounds within a picture. But what is a paint programm doing when loading a picture containing audio information? Well it is searching for picture information, so it is only reading the "ILBM" section, with means ´Picture´. The other unknown data (e.g. "8SVX" = Sample) will be ignored. BoulderDäsh is using this feature to store additional color information within the graphic sets. @endnode @node "FAQBDMP" "FAQ - What is a BDMP-Chunk?" @toc "FAQS" @{b}What is a BDMP-Chunk?@{ub} ----------------------- BoulderDäsh is storing the colors of the different levels in the graphic set itself. This is done by using a new @{"Chunk" link "FAQChunk"} (BDMP). This chunk contains all colors and there names. It is not possible to use a paint program to handle the color sets, so I wrote the @{"ColorSetHandler" link "COSH"}. The BDMP-@{"Chunk" link "FAQCHUNK"} may be stored within a graphic set or may be stored in an other file specified by using the graphic set @{"tooltypes" link "GFXToolTypes"}. @endnode @node "FAQSBLOCK" "FAQ: This manual is formatted with centered blocks, How?" @toc "FAQS" @{b}This manual is formatted with centered blocks, How?@{ub} ----------------------------------------------------- This question is very old. I write all AmigaGuide text file by using GoldED. GoldED makes it very easy. Just open the "miscellaneus" settings and setup the fold markings ("\@NODE" and "\@ENDNODE"). Now you are able to open and close every node as an own document. But now the question. The problem is the link structure within the text. GoldEDs internal block format is not able to detect them, be- cause it is all text. A word wrap within a link is deadly for this link. Another method is to edit the block by hand, but this is not very handy. (-8 This was the reason to write @{"GuideFormat" link "OtherPrgs"}. GuideFormat is doing this job and it takes care about the links. I put it together with some GoldED commands with a GoldED hotkey. Now I can use it like the internal block center command. I wrote all documentation of @{"my programs" link "OtherPrgs"} by using GuideFormat. It saves years of my life. And the text looks great now! @endnode @node "FAQCMAP" "FAQ - CMAP-Chunk not found!" @toc "FAQS" @{b}CMAP-Chunk not found!@{ub} ----------------------- The CMAP-Chunk contains information about the colors. Normaly all pictures contain such a chunk. Look at the documentation of your painting program, in which way this information is saved into the picture. @endnode @node "FAQBODY" "FAQ - BODY-Chunk not found!" @toc "FAQS" @{b}BODY-Chunk not found!@{ub} ----------------------- The BODY-@{"Chunk" link "FAQCHUNK"} contains the real graphic. If this is missing, BoulderDäsh can't get information about the picture here. Look at the documentation of your painting program, in which way a picture is saved completely. @endnode @node "FAQBMHD" "FAQ - BMHD-Chunk not found!" @toc "FAQS" @{b}BMHD-Chunk not found!@{ub} ----------------------- The BMHD-@{"Chunk" link "FAQCHUNK"} contains the format of the graphic. If this is missing, BoulderDäsh can´t find the resolution of the picture. Look at the documentation of your painting program, in which way a picture is saved completely. @endnode @node "History" "History" @{b}History@{ub} --------- This text shows like a diary, what has been changed in the different versions. V1.0 1987 written at a weekend. It was my first programm at the A500!!! It was as fast as the original, but it wasn't able to fasten the speed of the game. This was optimised by more intelligent screen routines and an optimised move controller. The levels were firmly integrated and there were never more than 3, because otherwise I had to enter them in the source as "dc.b DT_Metal,DT_Wall..." V2.0 1995 a complete new version (changing of the routines), addition of a move controller and an intelligent screen creation routine, that runs without Double Buffering. V2.1 Addition of the LevelEditor, removement of some little bugs and adaption of the Lowlevel library. V2.2 New routine for the falling of the stones with correct gravitation (for each direction one) V2.3 Little corrections in the Interrupt Blitter Routine V2.4 Little corrections in the routine of the falling stones. Stones also tilt down at the right side. (-8 V2.5 New initialisation and less memory needed. With this step the weakest point, concerning the stability of the system after ending BoulderDäsh was removed. With the help of the asyncfunctions a GUI created, with is an interface between the game and OS. V2.6 Local texts and new mistake requester V2.7 Scrolling mistake in oversized levels corrected. V2.8 Enlarged graphics in the LevelEditor and new random-functions. Mistake (software failure) in the explosion of the twins corrected V2.9 Little mistakes by changing from big to small levels corrected Little corrections in the Game-Editor Protection-protocol included. Now you can't start my levels any more. V2.10 Graphic-interface included. From now on BoulderDäsh loads all graphics as IFF-picture. V2.11 Graphic and animation-scanner included. All game settings can be saved. Pattern in the ASL Requester. Paths and patterns will be saved in the game settings. V2.12 The graphic is completely now. Water looks like water and the magic walls are walls, that will be animated. V2.13 Little mistakes corrected : Joycontroller, time-out, LevelEditor V2.14 New gravitation arrows included V2.15 Bad bug under OS2.x corrected : Found by Andreas Vierkant V2.16 Small discrepancies with the original levels corrected and opting the LevelCompressor. V2.17 Small changes in the LevelEditor and the window for the LevelSettings V2.18 Small bugs for the Icon Starting, the ASL-Requester and the LevelEditor corrected : found by Timo Hegemann V2.19 Water adjustment and slime rate changed to percent V2.20 Mistake in the number of players corrected. A player got a life to much indeed. (-8 V2.21 Addition of the highscorelist. Every game has its own highscores now. V2.22 Small mistakes in the NameRequester and in the Hiscore-Save-Routine corrected. Play the game some times to fill the highscorelist. The player names will be saved with the prefs now. V2.23 Again some mistakes in the highscore routines found. Furthermore a player with the same score in the same level will be added in the highscores after the player, who is already there. V2.24 Modulo mistake in the LevelEditor corrected. From time to time the levels were distorted while depressing, if the running game contains a level , which was bigger then the one to edited. small discrepancies with the levelnumbers corrected. If you win in one game, for example, 20 levels and then also win the last one, the game starts again at the beginning and the levelnumber was set to 1. This isn't good for your place in the highscores. Now the levelnumbers will be counted on. V2.25 Besides some small optings in the LevelEditor you can play the edited level in the testing mode endless, no difference, if you win the level or not. The level will return. The Tilulit-Effect can be switched off specially for the LevelEditor now. V2.26 Mistake in the LevelSetting requester corrected. V2.27 Mistake in the Scrollercontroller found, which appears in different level sizes in one game. V2.28 Following the hint of Timo Hegemann a GameOver-Intercut after the last life was added. Furthermore the long existing mistake in the scroller function was corrected. Now you can always the entry of a cave, before Rockford appears. V2.29 Game information requester added and making the game format safe for the future. V2.30 New font routine added and creation of a font very similar to the original. IFF-Loader, prefs requester and prefs format adjusted. Mistakes in the magic wall corrected. New score line and game notices, which are very similar to the original. Mistakes in the game information corrected. V2.31 Little corrections in the documentation and in the local data done. Small graphical corrections in the LevelSetting requester done. Mistake in the sounds giving out corrected : found by Andreas Vierkant V2.32 Worked in the mistake of saving games. Now the game version number is also counting. Small opting in the IFFILBM routines. GameSettings enlarged. Now you can choose, which game will be loaded while starting BoulderDäsh. Now I have found a mistake, which is also in the first Aminet Version. Every time the first player is always announced. This gets a little bit difficult with two players in the end of a game. V2.32 Small correction in the move controller. Now to original levels are more compatible and the feeling is better. Now you can't explode through a left-right movement under a stone by accident. V2.34 Changed the stone-falling routine. Now the stone fall 100% original. Furthermore I have corrected the small disorientation of the LevelScoller at the beginning of a new level. Mistake in the time bonus corrected and adjustment of the bonus life function to the original. Addition of the DoubleScan switch into the GameSettings. Now the owners of screens, who can only show frequencies >30Khz, can play BoulderDäsh as well. V2.35 Now the ChipSet will be resetted by LoadView(zero). Perhaps DoubleScan will run now, too. 300 (threehundred) new levels in 15 games added. Perhaps some levels are not playable, because the adjustment of the water/slime and the magic walls is missing. V2.36 Water and slime routine corrected. Now the water grows constantly and the slime is always pervious in the same way. Before this the rate falls by growing quantity of water (slime). Mistake by creating Rockford corrected. One line wasn't active because of a mistake in version 2.28 and hasn't been activated again. Mistake in the animationscroller of the magic wall corrected. Bonus life effect included. Changing water to diamonds by activating the magic wall included. Timing-problem within the start of the level corrected. The ghost-moving routine adjusted to the original. Now there are nearly no more incompatibilities. "Nearly no more", because all BoulderDäshs are different in the movement partly. A more efficient LevelCompressor included, which replaces the old one. V2.37 UserBlock finally included into the LevelEditor. Otherwise it would be senseless. The SpaceBlock can also be animated. Mistakes in the scroller by starting the level corrected. The ghosts already started moving while scrolling. So it could happen, that Rockford already exploded while he is created, because Rockford waited for the scroller, but not the ghosts. V2.38 Future-GFX included. The animation speed can the adjusted via ToolType for every graphic font. Mistake in the animation controller corrected. New icons created. V2.39 ExplosionRoutine improved. From now on all INs in a level will be supported. So all Rockfords coming out of an IN can be moved. Little improvements in the TwinRoutines. V2.40 Mistakes in the LevelScroller corrected, which only appears, if many Rockfords appear. Correction of a mistake by the creation of Rockford at the beginning of a level, which only appears with many Rockfords. V2.41 Now all twins explode, if a ghost thoughs them. V2.42 Modification in the protection protocol. Now also in the level frames In and Outs can be set. Small mistakes in the explosion routine corrected. Rockford could still explode in the Out. New PlayerName requester in the GameSettings included. Score texts are printed concentric automatically. Now the PlayerName can be distributed in stead of Player# optionally. Old name requester at the end of the game removed. New Hiscore routines included. Now there are 3 different hiscorelists for every game. Mistake in the linkage of the windows corrected. New LevelSetting requester included. Mistake in the New routine found. V2.43 Very stupid mistake in the installer script found and removed. Hiscore cycle gadget shows now only the three valid values. Old @{"cheat" link "cheats"} removed and 3 new @{"cheats" link "cheats"} added. V2.44 New async-functions added. Old sound routine replaced. New water and milling wall samples. V2.45 Added sample set prefs (requested by Hendrik Gels) Better asl.library handling V2.46 Out-Error removed (reported by Silke Bormann) WaterMilling bug removed V2.47 BoulderDäsh is playable by keyboard (requested by Sabine Lempert) New @{"cheat" link "Cheats"} added V2.48 Some adjustments to stone movement routines Delete records implemented. (requested by Andreas Vierkant) V2.49 Online help is now available via "HELP"-key V2.50 Title picture and original title theme implemented V2.51 Async-Requester module included and old requester routines removed V2.52 Now it is possible to flip back to the Workbench while the game is paused. (requested by Hans Bergengren) V2.53 Online help fixed ! (reported by Timo Hegemann) V2.54 Titlepicture improved Keyfile support implemented! V2.55 NTSC-title picture repaired ! (reported by Rickard Sandgren) New classic title picture implemented. (requested by Rickard Sandgren) V2.56 Second "Load Game"-Button added! (requested by everyone (-8 ) V2.57 NTSC-game speed adjustment (reported by Rickard Sandgren) V2.58 Many optimisations. Reassembled with Async-Functions 4.0 V2.59 Reassembled with Async-Functions 4.1 V2.60 Some minor changes. "BoulderDash II"-Game added. V2.61 Little "Default settings" bug removed. OS2.0 Version caused a system crash if locale.library was not present. (Reported by Large) "Rockford'sRevenge"-Game added. LoadGame error request fixed. Some problems with old C64-levels solved. All Rockford's are now able to push stones. V2.62 Leveleditor-ClearLevel is working again. Score line modified. V2.63 "Clear game"-function modified. => No Hiscore damages any longer. | Original C64 colors for each level. (requested by every one) | Unregistred version denies playing all levels. | Unregistred version denied modifying start level and lives. | 8 new games implemented. (Thanks to Peter Broadribb) | 2 new sample sets (Thanks to Thomas Sahling) | 1 new graphic set | Sample handling bug fixed. (reported by Thomas Sahling) | Virtual data handling. (Graphic, character and sample sets) | Error requester fixed. | Some new options. | Choose graphic, character and sample set for each level. | LoadLevel is able to load Original C64 Construction Kit Caves | (registred version only) | 389 original C64-Caves included. (C64-Construction Kit Format) | Thanks to Peter Broadribb and Uwe Drichel | New sounds (StonePushFailed, GravitationArrow and Background) | Sample set loader is now able to extract periode from sample. | (requested by Thomas Sahling) | LevelEditor: You are allowed to edit the border. (requested by | Thomas Sahling) | Little manual rework. | New scroller option, to speedup scrolling. (requested by | Rudolph Riedel) | No longer blanker activation, if Boulderdäsh is returning to | workbench. (Requested by Silke Bormann [What's this?]) | No longer soft freezer in pause mode. (-8 | New Hiscore routines and format. | Some problems with C64-caves fixed. | New selector Keys. (level editor) | 2 new blocks (Space-Fake and Space-Background) | Fixed level editor animation problems. (Only with some GFX-Sets) | MillingWall symbol added. (little stone) V3.00 V3.01 Little Bugfix. (unregistred only) V3.02 Some source code optimisations. | V3.04 V3.05 Input.device handling fixed. Instead of one open and one close, this device was opened twice. If the game was played 9 time this causes an "ASL-requester auto close"-bug. [Reported by Michael] V3.06 Color sets implemented. Now you are able to select colors for your own levels .(During testing V3.0 there was not enough time to implement color sets.) V3.07 Small ToolType Bug removed. V3.08 Small game editor bug removed. An opened Level settings window causes am system crash after using the level editor. V3.09 Some game editor optimisations. V3.10 Color sets are now selectable via Level editor, too. Some internal optimisations. V3.11 Wrong Gadget replaced (File_kind). Now it is possible to open the color set selection via PopUp_kind. Forgot to sort after changing color sets name. Full FAQ-Guide rework. V3.12 Brrrr! Forgot to reactivate some level editor routines. Since V3.10 it was impossible to create own levels. (reported by Michael) New random routines. (Water/Slime/Earthquake) V3.13 music routines implemented and | level support V3.20 adjusted. V3.21 Complete new preferences windows. | Now all settings are divided to | many windows and there is also a prefs files for each window. | This makes it easier to edit the preference and allows V3.50 me to do simple modifications. V3.51 Title picture is playing ProTracker modules. Additional to that, there is a music for each title mode. (Classic and Amiga) V3.52 Little window link bugs removed. V3.53 VBL-Frequenz is now calculated. Modified the ProTracker source to calculate SetSpeed commands correct. V3.54 BoulderDäsh default configuration depends on system configuration V3.55 ChipMem only music bug removed. (Reported by my good all A500-1MB) Some catalogs script optimisations V3.56 BoulderDäsh is now able to load Atari-BoulderDäsh Construction Kit cave files. (Special thanks to Achim Haertel for the information) (registered version only) Level load error requests fixed! Some water optimisations and an old random generator removed. New Water feature added. (Special thanks to Achim Haertel for the information) Now it is possible to decrease the level in delay my moving the stick. This feature based on C64 features. (Again! Special thanks to Achim Haertel for the information) Installer rework. Now it should find BoulderDäsh in the most cases. Some music routine changes. Now it should work perfect. New "in line copy"-routine. This feature is needed for the internal music player. (Copy music during game) New path routines to clean up my old BoulderDäsh directory structure. Installer script fixed. ColorSet-Requester fixed. I hope it is now working perfect. Some ColorSet-Requester enhancements. Multitasking is now available. V3.57 Now you are able to select between Music or Effects, if mixed mode is not available. Amiga-M is switching to Workbench V3.58 Sound disabling fixed. Music player: continues and random play included. Audiochannel allocation included V3.59 Interrupts and keyboard handling depends no longer on the lowlevel.library! This library is no longer needed. V3.60 Music name viewer fixed. Load/save level path is now correct. Emergency exit implemented. It is working like F1/F10, but it is also working if the system is sleeping during blitter wait. (Left mouse button) Little keyboard bug fixed. V3.61 Another keyboard bug removed. V3.62 New 16/32 Bit Scroller and new rockford targeting. V3.63 Some changes for upcoming RTG implementation. V3.64 Graphic set loader is now able to convert planar -> chunky V3.65 RTG Full screen scroller is working V3.66 New text drawing functions. (RTG and ECS) V3.67 Character set loader is now able to convert planar -> chunky V3.68 Some changes for upcoming RTG implementation. V3.69 RTG included. | Some small bugfixes. V3.75 V3.76 Some RTG level editor changes. | Cursor control and block selection reworked. | Some ECS functions enhanced. V3.80 Screen preferences implemented. V3.81 Other optimisations. (ECS and RTG functions) | V3.83 V3.84 First version for beta testing. V3.85 RTG: Now screens >320*200 Points are working perfect. V3.86 RTG: Constructions kit cursor blinking fixed. V3.87 RTG: No longer mouse pointer trouble. V3.88 Color sets are full available. Catalogs and documentation reworked. New Levelformat is handling the new color set format and converting the old. Levels and color set updated. Bug in game saver fixed. Bug in graphics loader fixed. Level editor error handling fixed. UnBusyAllWindows does no longer delay. V3.89 Full RTG multitasking implemented. Construction kit block select cursor is now working perfect. Construction kit block select isn´t trashing any longer. V3.90 FutureC64 graphic set reworked. Color sets for the new FutureC64 created. RTG: Score line colors fixed. V3.91 RTG: Loader moved before open screen. Small level loader bug fixed. RTG: Title picture is now working on graphic boards. V3.92 Double scroll speed is selectable for the level editor separately. Full screen option is now working. Some catalog changes. V3.93 ECS: Standby mode is working again. RTG: Mouse pointer blank should work now. V3.94 ECS: Music player is working again. C64 caves are colored again. V3.95 RTG: Title pictures and the level window are centered now. RTG: Score clear routine fixed. V3.96 RTG: The screen mode requester title line is viewing more information about the requested screen. Fake outs are invisible again. Added 100 cave brutalo boulderdash game (20 caves * 5 levels) The combination stone-ghosts and water is working again. No longer system crashes. (reported by Thomas Richter) A bonus-live-score of zero is now working (= bonuslive off). (reported by Thomas Richter) The new input handler was making trouble, if more than one Rockford was in the cave. (reported by Thomas Richter) Added game, graphics and character set by Thomas Richter. No longer endless loops during switching from RTG to ECS Mode. V3.97 New RTGMaster.library V23 is now required. Some work arounds removed. RTG: VBlank settings implemented. V3.98 ColorSets wasn´t working with V4 Levels, because the level file internal version count wasn´t "4". All games are recompiled and working again. (Reported by Peter Schulz) And there was a strange bug in the gfx-stuff. ColorSets wasn´t changed until a new GraphicSet was used. (Reported by Peter Schulz) I fixed the strange music bug. Now there aren´t any longer noises if the music isn´t ready during level startup. V3.99 Small changes. V4.00 Missing drawer added. No longer write protect errors when using CD editions. V4.01 Two graphic sets and one character set included. (Thanks to Marko Suominen and Thomas Richter2) V4.02 Color sets are working perfect, even if other graphic sets are forced to be default. V4.03 The availably of the level color switch no longer depends on the level color switch. (game settings - Data sets) V4.04 Catalog fixes! Some keyboard shortcuts were defined twice. V4.05 ECS: Settings allow to force PAL or NTSC screen mode. V4.10 = V4.05 V4.11 Stone ghost animation fixed. (reported by Timo Hegemann) Atari level color support implemented. (again) V4.12 "Game has been changed"-requester implemented. Menu added. V4.13 Hard Hiscore-Bug removed. (reported by Hans-Dieter Becker and Thomas Richter2. So Hans-Dieter: Now your daugther should be able to create games without further problems. With Thomas` help I was able to reproduce this very old bug.) V4.14 Hard deinstallation bug removed. (reported by Tony Belding) @{"Game result requester" link "ShSc"} implemented. (requested by Tony Belding) V4.15 New graphic set included. New C64 caves added. V4.16 Epilepsy warning included. The @{"music player" link "GaMu"} should work perfekt know. (no longer endless loops if there is no tune when the music player is switched on) Using the next/prev track function of the music player may caused crashes. (Thanks to all the writers for the bug reports) The @{"Block Position Table" link "BlockPositionTable"} was incorrect (reported by Markus Sauermann) The magic wall sound is working perfekt now. (reported by Markus Sauermann) The @{"level editor" link "LeEd"} is now longer returning to the upper left edge after testing a game. (requested by Markus Sauermann) Many documentation changes. V4.17 Another Sound bug removed. (reported by Markus Sauermann) RTG: BoulderDäsh should work again on GFX boards, if the title picture is enabled. I spend 4 hours on debugging to find the problem. @{"SaveLevel" link "GaEdSaLe"} is working again. (reported by Markus Sauermann) V4.18 "Replace"-Menu implemented. Now it is possible to replace all data sets by one command. (requested by Thomas Richter2) Complete @{"game editor" link "GaEd"} rework. The game editor @{"menu" link "MenuGaEd"} enhanced. Many documentation changes. BoulderDäsh is saving all window positions when saving @{"Game Settings - Screen" link "GaSR"} ECS: The information characters of the @{"level editor" link "LeEd"} where misplaced. This bug appeared first when using the GraveYard-gfx. The Atari level colors weren´t correct. (Reported by Thomas Richter2 (Sorry for the delay, but there were other more important problems to fix first.))) The uncontrolled animation of the @{"Out & Magic Wall" link "Elements"} block is now part of history. (Thanks to Markus Sauermann for confirming this stupid bug) New game element! An @{"egg" link "DT_Egg"}. Drop a @{"stone" link "DT_Stone"}, @{"diamond" link "DT_Diamond"}, or another @{"egg" link "DT_Egg"} on it and you´ll receive a diamond. The audio channel allocation cause system crashes if other programs already had locked audio channels. (Reported by Juha Makinen) Graphic set Diggers.gfx replaced by Grablinge.gfx and Habich.gfx. (Thanks to Timo Hegemann) V4.19 The @{"Replace sample set" link "MenuGaEdRSPL"} function fixed. (Reported by Thomas Richter2) New color set system (again). The will be the final one. The colors are saved in the IFF file of the picture and you can edit them by using the @{"ColorSetHandler" link "CoSH"}. The availably of the switch @{"LevelColors" link "GaSSLeCo"} no longer depends on the switch @{"LevelData" link "GaSSLeDa"}. Fixed some error requester bugs. Another @{"SaveLevel" link "GaEdSaLe"} rework. (bug reported by Markus Sauermann) Fixed a little bug that created damaged Atari background colors. Complete path handling rework. Now BoulderDäsh is starting several times faster. V4.20 Hiscore-bug fixed. Some hiscore optimizations. New "AddPath"-Tooltype. This allows to play CD versions and save scores to HD. In addition to that it is possible to update a CD installation without installing all files. New SampleSet (Classic800XLPro) included. (Thanks to Thomas Richter2) @{"Self running demo" link "MenuMainDemo"} implemented. Online help is now supporting gadgets. So just press help above a gadget to get the gadget related help. Manual strongly enhanced and bugfixed. "B O N U S L I F E" text after each solved intermission. In addition to that the bonus life animation is activated. Now it is possible to @{"record" link "MenuGaEdReco"} and @{"playback" link "MenuGaEdPlay"} level solves. This allows you to give the gamer a little help on your caves. These Feature is only available for @{"registered" link "HOWTOREGISTER"} users. The game timing depents no longer on VBlank speed. This means that the music, the game and all other visual output is always running at nearly the same speed on all systems. (VBlank Gadget removed) The menu routines caused a bug that crashed MC68000 maschines. RTG: Screen center is now always working. Reworked the @{"game settings screen" link "GaSR"}. RTG: New switch: @{"editor full screen" link "GaSRFSEd"}. RTG: Found the old bug that caused BoulderDäsh @{b}sometimes@{ub} to crash. FutureC64 Character Set fixed. Reworked the old timing system to minimize @{"play back" link "FAQPlayProblems"}. V4.21 "Gods" and "Swedish" C64 caves added. A small change on the ASL @{"Load Level" link "GaEdLoLe"} pattern. MoveController optimized. RTG: Removed a bug within the "holy routines". This bug allocated (screen width * screen height) bytes of memory for nothing, if used on graphic board. "game/game/"-load/link game error fixed. (reported by Thomas Richter2 and Marko Suominen) The graphic set "GraveYard.gfx" is now supporting @{"eggs" link "DT_Egg"}! (Thanks to Marko Suominen [Sorry for the problems! (ColorSets)]) Another manual rework. (And again: Sorry for the problems marko!) @{"Leveleditors" link "LeEd"} color set selection is always available now. V4.22 New manual index. (Auto created) Fixed some @{"cheat" link "Cheats"} problems. V4.23 Some manual fixes done. (Thanks to Markus Sauermann) The "game/game"-bug returned in the save routines. (reported by Markus Sauermann) The "random demo" is now more random! (Thanks to Markus Sauermann) Water and slime init routines are no fixed. The @{"solve player" link "MENUGaEdPlay"} is now always working. Some @{"solves" link "MENUGaEdReco"} may be recorded again. The nasty F10 bug is now fixed. (I hope) Thanks to Thomas Richter2 who supports me with super debugging information so this fix was done with in 10 minutes. (-8 V4.24 Many new levels and many games added. Thanks to my new @{"GuideCheck" link "OtherPrgs"} tool there are no longer invalid \@links, unreferenced nodes and of course stupid syntax errors. Additional manual adjustments and enhancements. New french version of the manual. (Thanks to Frédéric Delacroix) Replaced Classic800XLPro graphic set and caves (Thanks to Thomas Richter 2) V4.25 Installer script is supporting français! (Thanks to Frédéric Delacroix) Additional manual adjustments V4.26 LowLevel.library implemented. (again). (not required) CD32 Joypad should allow all required features. Now BoulderDäsh uses direkt Hardware access only, when no RTG, no LowLevel.library or no Joypad is available. If you are using a joystick then BD is switching to internal routines even if the LowLevel.library is available, because due some internal bug this is the only way to make BD work on A2000/500/600 when the LowLevel.library is installed. Internal changes on the control routines. V4.27 Arrrrgg! Why nobody told me that there is no chance to switch off the music player? I just waste a CDR. )-8 BTW: It`s working now! V4.28 Fixed a small MillingWall problem that caused the wall sometimes to be switched off right after activation. Converted new games: NoOne 6-11/19-22/30-31/40-46 (1440 new caves) New Block: @{"Earth - Fake" link "DT_EarthFake"} Fixed the "level done" time count. Due the last changes for better @{"Record" link "MenuGaEdReco"} and @{"Playback" link "MenuGaEdPlay"} I created this bug. (reported by Petri Keränen) V4.29 The lowlevel.library support caused sometime a movement repeat that caused Rockford to die! Adjusted the manual for the year 2000! Installer script improved! Some catalog fixes! Fixed title picture lowlevel support! @endnode @node "Future" "Future" @{b}Future@{ub} -------- ° Your personal wishes !! @endnode @node "Buglist" "Buglist" @{b}Buglist@{ub} --------- @{"Keyboard problems!" link "FAQMultitasking"} @{b}(Non RTG Only)@{ub} The @{"Joypad" link "FAQJoypad"} isn´t working correct on some maschines. Earthquakes aren´t working perfect. (no shaking effect) @endnode @node "Thanx" "Thanx" @{b}Thanx@{ub} ------- First I want to thank @{b}Silke Bormann@{ub} for writing a big part of the English translation. Thanks to @{b}Frédéric Delacroix@{ub} for french translating of manual. Furthermore I want to thank @{b}Timo Hegemann@{ub}, who made an AGA/RTG test on BoulderDäsh and gave me proposals for improvements and suggestions. Many thanks to @{b}Steffen Haeuser@{ub} for his great RTG system. If you are developing games then try this library first. It is very easy to use. Special thanks to @{b}Eric Wick@{ub} for RTG beta testing. For beta testing, which shows some more mistakes, I want to thank @{b}Andreas Vierkant@{ub}. Also I want to thank @{b}Silke Bormann@{ub} for her confused playing, that shows some more bugs. @{b}Thomas Sahling@{ub} for so many wishes, that I can't release V3 in time. Thanks to @{b}Joona Palaste@{ub} for the nice graphic sets: Arctic Black&White Christmas Computer Egyptian Fantasy Funky Icons Jewel JokeAmiga LCD Medical Moria Neon1 Neon2 PacMan Pastel Psychedelic Small Space Spooky Techno UnderWater Western Thanks to @{b}Thomas Sahling@{ub} for the nice sample sets: Classic800XL Future Special thanks to @{b}Beastmaster@{ub} for the original C64 graphic: ClassicC64 FutureC64 ClassicC64Pumpkin Thanks to @{b}Thomas Richter@{ub} for his graphic set and game. Lemmings.gfx Small.fnt TRI_BD.game Thanks to @{b}Thomas Richter2@{ub} for his 800XL graphics. Classic800XLPro.gfx Classic800XLPro.spl Special thanks to @{b}Marko Suominen@{ub} for his great stuff: Graveyard.gfx Graveyard.fnt Graveyard.sampleset Thanks to @{b}Timo Hegemann@{ub} for his graphics: Habich256.gfx Habich64.gfx Grablinge256.gfx Grablinge64.gfx Thanks to @{b}Ruben Monteiro@{ub} for the nice music sets: InGame1 InGame2 InGame3 InGame4 TitleAmiga Thanks to the following boys and girls. I found your caves in internet and in the most cases there was only your name. Maybe you contact me via E-mail. @{b}Uwe Drichel, Lukas Shambis, Achim Hofmann, Alex Zop, Marc Pierau, Stefan Schneider, Tobias Pfaff, Wilhelm Oelinger, Rolf Lange@{ub} Thanks to @{b}Achim Haertel@{ub} for Atari caves and cave format information. Thanks to @{b}Peter Broadribb@{ub} for the Web-pages and his support. He keeps Boulderdash alive. @endnode @node "Author" "The Author" @{b}The Author@{ub} ------------ If you find some bugs in BoulderDäsh, please send me a message, so that I can correct these bugs in the next version. I will also thank you for suggestions to enlarge BoulderDäsh. I will also welcome your own games, levels, graphic-, sample-, character sets and musics. I will add them in the new version after testing their quality. The author will also be mentioned. Please also complete the game information. @{b}IMPORTANT: I don't send back floppy disks !!!@{ub} The best you can do is sending me the files via Internet or via fidonet as Crash-Fileattached. @{b} Guido Mersmann Glatzer Straße 12 48477 Hörstel Germany FIDONET : 2:2449/246.15 INTERNET: geit\@studST.FH-Muenster.DE @{ub} @endnode @node "Cheats" "Tricks to Cheat Boulderdäsh" @{b}Tricks to Cheat Boulderdäsh@{ub} ----------------------------- HoHo, No! Its up to you to find the cheats! A little tip: All cheats are requested to be in clear text, but the Where?, How?, and of course What? is 100% on You. (-8 Good luck! @endnode @node "WinAll" "All BoulderDäsh Windows" @{b}All BoulderDäsh Windows@{ub} ------------------------- @{" " link "MaiW"} The Main Window @{" " link "GaEd"} The Game Editor @{" " link "LeEd"} The Level Editor @{" " link "LeSe"} Level Settings @{" " link "LeVi"} Levelsettings - Visual and Noisy @{" " link "LeCo"} Color Set Selection @{" " link "LeWa"} Level Settings - Water and Slime @{" " link "LeEq"} Level Settings - Earthquakes @{" " link "LePo"} Level Settings - Points @{" " link "LeMc"} Level Settings - Miscellaneous @{" " link "GaPr"} The Game Information @{" " link "GaSe"} The Game Settings @{" " link "GaSP"} Game Settings - Player Names @{" " link "GaSS"} Game Settings - Data Sets @{" " link "GaMu"} Game Settings - Music Player @{" " link "GaSR"} Game Settings - Screen @{" " link "GaSM"} Game Settings - Miscellaneous @{" " link "HiSc"} Highscores @{" " link "ShSc"} Game Results @endnode @node "MaiW" "The Main Window" @toc "Main" @{b}The Main Window@{ub} ----------------- This window is the centre of BoulderDäsh. The Close-Gadget ends the game. There is also a special @{"menu" link "MenuMain"}. @{" " link "MaiWGaEd"} Game Editor @{" " link "MaiWGaSe"} Game Settings @{" " link "MaiWHisc"} Hiscores @{" " link "MaiWLoGa"} Load Game @{" " link "MaiWStar"} Start Game @{" " link "MaiWQuit"} Quit Game @endnode @node "MaiWGaEd" "The Main Window - Game Editor" @toc "MaiW" @{b}Game Editor@{ub} ------------ Opens the @{"game editor" link "GaEd"} window, where you can create your own games. @endnode @node "MaiWGaSe" "The Main Window - Game Settings" @toc "MaiW" @{b}Game Settings@{ub} --------------- This button opens the @{"game Setting" link "GaSe"} window, where you can configurate BoulderDäsh in the way you want. @endnode @node "MaiWHisc" "The Main Window - Hiscores" @toc "MaiW" @{b}Hiscores@{ub} ---------- With this button you get into the @{"hiscore list" link "HiSc"} of the loaded game. @endnode @node "MaiWLoGa" "The Main Window - Load Game" @toc "MaiW" @{b}Load Game@{ub} ----------- After the choice in the file requester a game with its levels will be loaded. @{b}All levels, that were in the memory, will be deleted.@{ub} @endnode @node "MaiWStar" "The Main Window - Start Game" @toc "MaiW" @{b}Start Game@{ub} ------------ Starts the loaded BoulderDäsh game. Before starting you should enter the names of the players in the @{"playernames" link "GaSp"} requester. When RTG is @{"enabled" link "GaSRRRTG"} press shift during selecting this button to open the screenmode requester. @endnode @node "MaiWQuit" "The Main Window - Quit Game" @toc "MaiW" @{b}Quit Game@{ub} ----------- This gadget quits BoulderDäsh and closes all open windows, which belong to BoulderDäsh. @endnode @node "GaEd" "The Game Editor" @toc "MaiW" @{b}The Game Editor@{ub} ----------------- With the GameEditor you can put together to a game as much levels as you want and save them as a game. The game editor isn´working with the original games! So it is impossible to edit the original levels. Use @{"Delete Game" link "GaEdDeGa"} to remove the protection of the editor. You should take a look on the game editors @{"menu" link "MenuGaEd"}. @{" " link "GaEdLeLi"} Level List @{" " link "GaEdNewL"} New @{" " link "GaEdDelL"} Delete @{" " link "GaEdLeUp"} Level Up @{" " link "GaEdLeDo"} Level Down @{" " link "GaEdLeEd"} Edit Level @{" " link "GaEdLeSe"} Level Settings @{" " link "GaEdGaPr"} Game Information @{" " link "GaEdLoLe"} Load Level @{" " link "GaEdSaLe"} Save Level @{" " link "GaEdLoGa"} Load Game @{" " link "GaEdLiGa"} Link Game @{" " link "GaEdSaGa"} Save Game @{" " link "GaEdDeGa"} Delete Game @endnode @node "GaEdLeLi" "The Game Editor - Level List" @toc "GaEd" @{b}Level List@{ub} ------------ Here are all available levels listed. Also the current level is listed here. The first level in the list is level 1, the second level is level 2. @endnode @node "GaEdNewL" "The Game Editor - New Level" @toc "GaEd" @{b}New@{ub} ----- Here a level with the size 40*22 blocks is created and is added to the list. The size is equivalent to the original C64-Caves. @endnode @node "GaEdDelL" "The Game Editor - Delete Level" @toc "GaEd" @{b}Delete@{ub} -------- Deletes the current level @endnode @node "GaEdLeUp" "The Game Editor - Level Up" @toc "GaEd" @{b}Up@{ub} ---- Moves the current level one entry up. @endnode @node "GaEdLeDo" "The Game Editor - Level Down" @toc "GaEd" @{b}Down@{ub} ------ Moves the current level one entry down. @endnode @node "GaEdLeEd" "The Game Editor - Edit Level" @toc "GaEd" @{b}Edit Level@{ub} ------------ Starts the @{"Level Editor" link "LeEd"}. If @{"RTG is enabled" link "GaSRRRTG"}, then you are able to reopen the screen mode requester by pressing and holding the shift-key. @endnode @node "GaEdLeSe" "The Game Editor - Level Settings" @toc "GaEd" @{b}Level Settings@{ub} ---------------- Opens the @{"LevelSetting" link "LeSe"}s-requester. @endnode @node "GaEdGaPr" "The Game Editor - Game Information" @toc "GaEd" @{b}Game Information@{ub} ------------------ Opens the @{"GameInformation" link "GaPr"}-requester @endnode @node "GaEdLoLe" "The Game Editor - Load Level" @toc "GaEd" @{b}Load Level@{ub} ------------ Opens an ASL-requester, in which you can choose the level, that you want to load. The level will be added in the level list at the end after loading. It is also possible to load C64 (498 Bytes) and Atari (504 Bytes) "BoulderDash Construction Kit Caves". @{b}The foreign cave formats are only available for @{"registered" link "HOWTOREGISTER"} users!@{ub} @endnode @node "GaEdSaLe" "The Game Editor - Save Level" @toc "GaEd" @{b}Save Level@{ub} ------------ Saves the currently chosen level. The LevelName is given as FileName in the ASL-requester. @endnode @node "GaEdLoGa" "The Game Editor - Load Game" @toc "GaEd" @{b}Load Game@{ub} ----------- After the choice in the file requester a game with its levels will be loaded. @{b}All levels, that were in the memory, will be deleted.@{ub} @endnode @node "GaEdLiGa" "The Game Editor - Link Game" @toc "GaEd" @{b}Link Game@{ub} ----------- Like LoadGame all levels of the new game will be added to the levels of the game, which is already in the memory. @endnode @node "GaEdSaGa" "The Game Editor - Save Game" @toc "GaEd" @{b}Save Game@{ub} ----------- Saves all levels in one data. So the levels needn't be saved particular. If you press the Control-key simultaneously, you save the level with protection identification. This protection can´t be removed. So please save the game only protected, if you want to give it to another person, or if you are sure, that no more changes are needed. @endnode @node "GaEdDeGa" "The Game Editor - Delete Game" @toc "GaEd" @{b}Delete Game@{ub} ------------- With this option you can delete all levels, that are in the memory. Before this happens a security requester appears. @endnode @node "GaSe" "Game Settings" @toc "MaiW" @{b}Game Settings@{ub} --------------- This Window is divided into two parts. On the top there are buttons to enter other preferences and in the bottom of this window there are some often used settings. @{" " link "GaSeGaSP"} Player Names @{" " link "GaSeGaSS"} Data Sets @{" " link "GaSeGaMu"} Music Player @{" " link "GaSeGaSR"} Screen @{" " link "GaSeGaMc"} Miscellaneous @{" " link "GaSePlay"} Number of Player @{" " link "GaSeLive"} Number of Lives @{" " link "GaSeLevl"} Start Level @{" " link "GaSeUsei"} Ok @{" " link "GaSeSave"} Save @{" " link "GaSeCanc"} Cancel @endnode @node "GaSeGaSP" "Game Settings - Player Names" @toc "GaSe" @{b}Player Names@{ub} -------------- This button opens the @{"Player Name Settings" link "GaSP"}-requester, in which you can enter all player names and where you can make further adjustments. @endnode @node "GaSeGaSS" "Game Settings - Data Sets" @toc "GaSe" @{b}Data Sets@{ub} ----------- By using this button the @{"Data Set" link "GaSS"}-requester is opening. @endnode @node "GaSeGaMu" "Game Settings - Music Player" @toc "GaSe" @{b}Music Player@{ub} -------------- To configurate the internal music player use @{"music player settings" link "GaMu"}. @endnode @node "GaSeGaSR" "Game Settings - Screen" @toc "GaSe" @{b}Screen@{ub} -------- By using this button the @{"screen configuration" link "GaSR"}-requester is opening. @endnode @node "GaSeGaMc" "Game Settings - Miscellaneous" @toc "GaSe" @{b}Miscellaneous@{ub} --------------- The @{"window" link "GaSM"} that opens here is filled with useful options. @endnode @node "GaSePlay" "Game Settings - Number of Players" @toc "GaSe" @{b}Number of Players@{ub} ------------------- Here you can adjust the number of players, who join the game. After each life there is a change. (The exceptions are intermissions) @endnode @node "GaSeLive" "Game Settings - Number of Lives" @toc "GaSe" @{b}Number of Lives@{ub} ----------------- Here you can adjust the number of lives, the players will have in the following games. Only if BoulderDäsh is played with "3" lives, it is possible to reach the game scores. @{b}This gadget is available for @{"registered" link "HOWTOREGISTER"} user only.@{ub} @endnode @node "GaSeLevl" "Game Settings - Start Level" @toc "GaSe" @{b}Start Level@{ub} ------------- With this slider you can adjust the level, in which the game should start. Only if this gadget viewes "1", it is possible to reach the game scores. @{b}This gadget is available for @{"registered" link "HOWTOREGISTER"} user only.@{ub} @endnode @node "GaSeUsei" "Game Settings - Ok" @toc "GaSe" @{b}Ok@{ub} ---- This adjustments will be overtaken. @endnode @node "GaSeSave" "Game Settings - Save" @toc "GaSe" @{b}Save@{ub} ------ This adjustments will be saved and the requester will be existed. @endnode @node "GaSeCanc" "Game Settings - Cancel" @toc "GaSe" @{b}Cancel@{ub} -------- The adjustments will be rejected. The close gadget does the same. @endnode @node "GaSP" "Game Settings - Player Names" @toc "GaSe" @{b}Game Settings - Player Names@{ub} ------------------------------ In this requester you can enter the player names and make other adjustments. @{" " link "GaSPPlay"} Names @{" " link "GaSPShNa"} Names on Level Startup @{" " link "GaSPShRe"} Show Score Results @{" " link "GaSPUsei"} Ok @{" " link "GaSPSave"} Save @{" " link "GaSPCanc"} Cancel @endnode @node "GaSPPlay" "Player Names - Names" @toc "GaSP" @{b}Player 1 - (6)@{ub} ---------------- Here you can enter the names of the single players. These names will appear in the highscorelist and will be shown, if you enter a level. @endnode @node "GaSPShNa" "Player Names - Names on Level Startup" @toc "GaSP" @{b}Names on Level Startup@{ub} ------------------------ In this checkbox you can adjust, if the player "name" or only "player X" should appear while changing the levels. @endnode @node "GaSPShRe" "Player Names - Show Score Results" @toc "GaSP" @{b}Show Score Results@{ub} -------------------- This switch is enabling a @{"result window" link "ShSc"}. This window is viewing all player scores after playing BoulderDäsh. @endnode @node "GaSPUsei" "Player Names - Ok" @toc "GaSP" @{b}Ok@{ub} ---- This adjustments will be overtaken. @endnode @node "GaSPSave" "Player Names - Save" @toc "GaSP" @{b}Save@{ub} ------ This adjustments will be saved and the requester will be existed. @endnode @node "GaSPCanc" "Player Names - Cancel" @toc "GaSP" @{b}Cancel@{ub} --------- The adjustments will be rejected. The close gadget does the same. @endnode @node "GaSS" "Game Settings - Data Sets" @toc "GaSe" @{b}Game Settings - Data Sets@{ub} --------------------------- @{" " link "GaSSCach"} Data Cache @{" " link "GaSSLeDa"} Level Data @{" " link "GaSSLeCo"} Level Color @{" " link "GaSSDGFX"} Default Grafik Set @{" " link "GaSSDCHR"} Default Character Set @{" " link "GaSSDSPL"} Default Sample Set @{" " link "GaSSDMUS"} Default Music @{" " link "GaSSUsei"} Ok @{" " link "GaSSSave"} Save @{" " link "GaSSCanc"} Cancel @endnode @node "GaSSCach" "Data Sets - Data Cache" @toc "GaSS" @{b}Data Cache@{ub} ------------ This Gadget is very important. It specifies how BoulderDäsh is keeping graphic, character and sample sets, while you are not playing: ["In game" and "game start" mean the started game/starting the game and not starting the program "BoulderDäsh" via Workbench/CLI.] "off": The data sets are always lost and must be loaded at every game start. You should activate this option only, if you haven't very much memory, or you create @{"own graphic sets" link "OwnGFX"}, @{"own sample sets" link "OwnSPL"} or @{"own character sets" link "OwnCHR"}. This is necessary, because BoulderDäsh is loading the actual data sets every time from disk or harddisk. "only needed": If this option is activated, BoulderDäsh is holding all data sets, needed to play the actual game. "all": BoulderDäsh is holding all data sets in memory. With enough memory, this option rejects most disk access, because all datas are already in memory. @endnode @node "GaSSLeDa" "Data Sets - Level Data" @toc "GaSS" @{b}Level Data@{ub} ------------ Each level is requesting its own graphic, character and sample set. A deactivated gadget denies any request and the defaults are used. @endnode @node "GaSSLeCo" "Data Sets - Level Colors" @toc "GaSS" @{b}Level Colors@{ub} -------------- If enabled the in-game colors are used. Otherwise the graphic set default colors are used for each level. @endnode @node "GaSSDGFX" "Data Sets - Default Graphic Set" @toc "GaSS" @{b}Default Graphic Set@{ub} --------------------- If BoulderDäsh is unable to locate a graphic set specified by a game @{"level" link "LeVi"}, this graphic set is used. A deactivated @{"Level Data" link "GaSSLeDa"} function selected in this window forces this graphic set, too. It is possible to load @{"own graphics" link "OwnGFX"}. @endnode @node "GaSSDCHR" "Data Sets - Default Character Set" @toc "GaSS" @{b}Default Character Set@{ub} ----------------------- This Gadget specifies the character set, that is used in the score line, if the @{"level character set" link "LeVi"} is not found. A deactivated @{"Level Data" link "GaSSLeDa"} function selected in this window forces this character set, too. It is possible to load @{"own character sets" link "OwnGFX"}. @endnode @node "GaSSDSPL" "Data Sets - Default Sample Set" @toc "GaSS" @{b}Default Sample Set@{ub} -------------------- If BoulderDäsh is unable to locale a sample set specified by a game @{"level" link "LeVi"}, this sample set is used. A deactivated @{"Level Data" link "GaSSLeDa"} function selected in this window forces this sample set, too. It is possible to load @{"own sample sets" link "OwnSPL"}. @endnode @node "GaSSDMUS" "Data Sets - Default Music" @toc "GaSS" @{b}Default Music@{ub} --------------- This Gadget specifies the music, that is used, if the @{"level music" link "LeVi"} is not found. A deactivated @{"Level Data" link "GaSSLeDa"} function selected in this window forces this music, too. It is possible to load an @{"own music" link "OwnMUS"}. @endnode @node "GaSSUsei" "Data Sets - Ok" @toc "GaSS" @{b}Ok@{ub} ---- This adjustments will be overtaken. @endnode @node "GaSSSave" "Data Sets - Save" @toc "GaSS" @{b}Save@{ub} ------ This adjustments will be saved and the requester will be existed. @endnode @node "GaSSCanc" "Data Sets - Cancel" @toc "GaSS" @{b}Cancel@{ub} -------- The adjustments will be rejected. The close gadget does the same. @endnode @node "GaMu" "Game Settings - Music Player" @toc "GaSe" @{b}Game Settings - Music Player@{ub} ------------------------------ @{" " link "GaMuMuLi"} Music List @{" " link "GaMuAuMo"} Audio Mode @{" " link "GaMuPref"} Prefer @{" " link "GaMuMuPl"} Music Player @{" " link "GaMuPlMo"} Play Mode @{" " link "GaMuUsei"} Ok @{" " link "GaMuSave"} Save @{" " link "GaMuCanc"} Cancel @endnode @node "GaMuMuLi" "Music Player - Music List" @toc "GaMu" @{b}Music List@{ub} ------------ This gadget contains all musics. @endnode @node "GaMuAuMo" "Music Player - Audio Mode" @toc "GaMu" @{b}Audio Mode@{ub} ------------ This is the default audiomode for in game music. If the "music and effect" mode is not available for a specified music, BoulderDäsh is using your prefered. (next gadget) During the game you are able to modify this by pressing "M"! @endnode @node "GaMuPref" "Music Player - Prefer" @toc "GaMu" @{b}Prefer@{ub} -------- If a music does not support the mixed mode, BoulderDäsh is switching down to this mode. During the game you are able to modify this by pressing "5"! @endnode @node "GaMuMuPl" "Music Player - Music Player" @toc "GaMu" @{b}Music Player@{ub} -------------- This gadget is very simple. "Off" : The music list tunes won´t be loaded. "Standby" : Tunes will be loaded, but the player stays off. "On" : All musics will be loaded and Player is enabled. During the game you are able to modify this by pressing "1"! @{b}Note: If the music player is deactivated by this gadget, then it may not play if activated during the game, because there is no tune. The only exceptions is that one or more levels are using music player tunes. In this case you are able to play this tunes.@{ub} @endnode @node "GaMuPlMo" "Music Player - Play Mode" @toc "GaMu" @{b}Play Mode@{ub} ----------- This gadget specifies the handling, if a music is played complete. "Repeat one" : One music is played forever. "Continues" : All musics one after another. "Shuffle" : All musics are played in a random way. During the game you are able to modify this by pressing "4"! @endnode @node "GaMuUsei" "Music Player - Ok" @toc "GaMu" @{b}Ok@{ub} ---- This adjustments will be overtaken. @endnode @node "GaMuSave" "Music Player - Save" @toc "GaMu" @{b}Save@{ub} ------ This adjustments will be saved and the requester will be existed. @endnode @node "GaMuCanc" "Music Player - Cancel" @toc "GaMu" @{b}Cancel@{ub} -------- The adjustments will be rejected. The close gadget does the same. @endnode @node "GaSR" "Game Settings - Screen" @toc "GaSe" @{b}Game Settings - Screen@{ub} ------------------------ @{" " link "GaSRRRTG"} RTG @{" " link "GaSRFSGa"} Full Screen @{" " link "GaSRFSEd"} Editor Full Screen @{" " link "GaSRScSp"} Scroll Speed 2x @{" " link "GaSREdSp"} Editor Scroll Speed 2x @{" " link "GaSRMode"} Screenmode @{" " link "GaSRUsei"} Ok @{" " link "GaSRSave"} Save @{" " link "GaSRCanc"} Cancel @endnode @node "GaSRRRTG" "Screen - RTG" @toc "GaSR" @{b}RTG@{ub} ----- This switch is only available, if the RTGMaster.library @{b}V23@{ub} and an 68020 as minimum is installed. It allows BoulderDäsh to use graphic boards with 256 colors. @endnode @node "GaSRFSGa" "Screen - Full Screen" @toc "GaSR" @{b}Full Screen@{ub} ------------- This check box is only available, if RTG is enabled. Under normal conditions BoulderDäsh is using a 320*200 screen. If you enable this switch BoulderDäsh allows screen sizes up to 1024*1024. @endnode @node "GaSRFSEd" "Screen - Editor Full Screen" @toc "GaSR" @{b}Editor Full Screen@{ub} -------------------- This check box is only available, if RTG is enabled. Under normal conditions BoulderDäsh is using a 320*200 screen. If you enable this switch BoulderDäsh allows screen sizes up to 1024*1024. @endnode @node "GaSRScSp" "Screen - Scroll Speed 2x" @toc "GaSR" @{b}Scroll Speed 2x@{ub} ----------------- This gadget doubles the in game scrolling speed. @endnode @node "GaSREdSp" "Screen - Editor Scroll Speed 2x" @toc "GaSR" @{b}Editor Scr. speed 2x@{ub} ---------------------- This gadget doubles the level editor scrolling speed. @endnode @node "GaSRMode" "Screen - Screenmode" @toc "GaSR" @{b}Screenmode@{ub} ------------ This gadgets allows to force a PAL or NTSC screen. In normal caves this gadget should stay on default. This options is e.g needed, if you are using a flicker fixer and an multiscan monitor. Some monitors aren´t able to synchronize 50hz (PAL) screens, so this feature allows to force BoulderDäsh to create a 60Hz (NTSC) output. This gadget is not available in RTG mode. @endnode @node "GaSRUsei" "Screen - Ok" @toc "GaSR" @{b}Ok@{ub} ---- This adjustments will be overtaken. @endnode @node "GaSRSave" "Screen - Save" @toc "GaSR" @{b}Save@{ub} ------ This adjustments will be saved and the requester will be existed. This Gadget also saves the all BoulderDäsh window positions. It makes no difference if the windows are opened or closed. The last position will be saved. BoulderDäsh is loading these data on the next start an all windows are exactly where you left them. @endnode @node "GaSRCanc" "Screen - Cancel" @toc "GaSR" @{b}Cancel@{ub} -------- The adjustments will be rejected. The close gadget does the same. @endnode @node "GaSM" "Game Settings - Miscellaneous" @toc "GaSe" @{b}Game Settings - Miscellaneous@{ub} ------------------------------- @{" " link "GaSMStGa"} Default Game @{" " link "GaSMTitl"} Title Picture @{" " link "GaSMLeTi"} Levelchanging Tilulit @{" " link "GaSMSiTi"} Simple Tilulit @{" " link "GaSMEdTi"} Editor Tilulit @{" " link "GaSMUsei"} Ok @{" " link "GaSMSave"} Save @{" " link "GaSMCanc"} Cancel @endnode @node "GaSMStGa" "Miscellaneous - Default Game" @toc "GaSM" @{b}Default Game@{ub} -------------- The default game will be loaded automatically while starting BoulderDäsh. After installation this game is called "BDash_I_Level1.game". @endnode @node "GaSMTitl" "Miscellaneous - Title Picture" @toc "GaSM" @{b}Title Picture@{ub} --------------- Here you can select and disable the startup title picture. @endnode @node "GaSMLeTi" "Miscellaneous - Levelchanging Tilulit" @toc "GaSM" @{b}Levelchanging Tilulit@{ub} ----------------------- With this button you can switch of the level changing effect. @endnode @node "GaSMSiTi" "Miscellaneous - Simple Tilulit" @toc "GaSM" @{b}Simple Tilulit@{ub} ---------------- Here the moving blocks in the level changing will be replaced by static ones. You can only click on this button, if the level changing effect is active. @endnode @node "GaSMEdTi" "Miscellaneous - Editor Tilulit" @toc "GaSM" @{b}Editor Tilulit@{ub} ---------------- With this button you can switch on the Tilulit for changing between GameEditor, LevelEditor and LevelEditor and TestingMode. Like the simple Tilulit this button can only be switched one, if the level changing effect is active. @endnode @node "GaSMUsei" "Miscellaneous - Ok" @toc "GaSM" @{b}Ok@{ub} ---- This adjustments will be overtaken. @endnode @node "GaSMSave" "Miscellaneous - Save" @toc "GaSM" @{b}Save@{ub} ------ This adjustments will be saved and the requester will be existed. @endnode @node "GaSMCanc" "Miscellaneous - Cancel" @toc "GaSM" @{b}Cancel@{ub} -------- The adjustments will be rejected. The close gadget does the same. @endnode @node "HiSc" "The Highscores" @toc "MaiW" @{b}The Highscorelist@{ub} ------------------- Here the highscores of the current level are shown. The list will be saved automatically after every new entry. The given scores are real. I hate imitated scores with the first place at a score 100000. So I have decided to add the scores played at my computer. So if you beat this scores you also beat myself and my testers. There are three different highscore lists for every game. ° @{b}Game Records@{ub} The game records show the best 15 players. The reached level is more important than the amount of score. If you reach level 4 and have a score of 5678, you will be added in the highscores before an entry with a score of 7890 in level 3. ° @{b}Level Records@{ub} In the level records there is shown the best player for every level. The score is shown, that the player has reached with that life, that he leaves the level. ° @{b}Time Records@{ub} Here is one entry for every level as well. So you must reach a shorter time. @{" " link "HiScType"} Type @{" " link "HiScDeHi"} Delete Scores @endnode @node "HiScType" "The Highscores - Type" @toc "HiSc" @{b}Type@{ub} ------ With this gadget you can adjust the list, you want to see. @endnode @node "HiScDeHi" "The Highscores - Delete Scores" @toc "HiSc" @{b}Delete Scores@{ub} --------------- After confirming all scores of the current games are deleted. @endnode @node "ShSc" "Game results" @{b}Game Results@{ub} -------------- After playing BoulderDäsh this requester is viewing all player information. (scores and level) This window may be deactivated by the @{"Playername" link "GaSP"}-settings. @endnode @node "LeEd" "The Level Editor" @toc "GaEd" @{b}The Level Editor@{ub} ------------------ @{b}These brackets "[]" are describing the CD32 joypad buttons@{ub} The editor screen is divided into two sections. The level takes the biggest part. At the top there are all @{"elements" link "elements"}, which you can choose in the level. Please pay attention to the fact, that you can see only some of the @{"elements" link "Elements"}, because you can scroll this selector. Some @{"elements" link "Elements"} are marked to be better recognised. Letters in the corner right up of the @{"elements" link "Elements"} show you the type. "I" = in "S" = Slime etc. A "F" in the left bottom of the @{"element" link "Elements"} symbolises Fake, an imitation of the original block. With the joystick/joypad you can move trough the level and if you push the fire button [RED] you can set the element you have activated in the @{"element" link "Elements"} selector. Here are all keys, you can use in the level editor : Esc [BLUE] : Ends the LevelEditor F1 [PLAY] : Testing a level (if you press F10 [GREEN and YELLOW] : you can leave the testing mode) Del [GREEN] : and a following Y [RED] deletes the level Help : Counts all diamonds and registers then as needed. F6 : The current element and distributes them 15 times in the level accidentally. NUMPAD 6 [FORWARD]: moves the element selector one step right ( "-" for A600 users) NUMPAD 4 [REVERSE]: moves the element selector one step left ( "." for A600 users) C : Space type selector: ° @{"Space" link "DT_Space"} ° @{"Space - Fake" link "DT_SpaceFake"} ° @{"Space - Background" link "DT_SpaceBackground"} D : @{"Diamond" link "DT_Diamond"} S : Stone type selector: ° @{"Stone" link "DT_Stone"} ° @{"Stonie" link "DT_Stonie"} ° @{"Egg" link "DT_Egg"} E : @{"Ground" link "DT_Earth"} M : Metal type selector: ° @{"Metal" link "DT_Metal"} ° @{"Metal Fake" link "DT_MetalFake"} W : @{"Wall" link "DT_Wall"} P : @{"Magic Wall" link "DT_MagicWall"} L : @{"Growing wall left/right" link "DT_GrowingWallLR"} U : @{"Growing wall up/down" link "DT_GrowingWallUD"} R : @{"Water" link "DT_Water"} G : @{"Butterfly" link "DT_DiamondGhost"} N : @{"Firefly" link "DT_Ghost"} I : @{"In" link "DT_In"} O : Out type selector: ° @{"Out blinking" link "DT_OutBlinking"} ° @{"Out not blinking" link "DT_Out"} ° @{"Out fake" link "DT_OutFake"} T : @{"Twin" link "DT_Twin"} Q : @{"Slime" link "DT_Slime"} 1 : @{"Gravitation Arrow Up" link "DT_GravitationArrow"} 2 : @{"Gravitation Arrow Down" link "DT_GravitationArrow"} 3 : @{"Gravitation Arrow Left" link "DT_GravitationArrow"} 4 : @{"Gravitation Arrow Right" link "DT_GravitationArrow"} 5 : @{"Userblock" link "DT_User"} F9 [YELLOW] : Go to "Color Set Mode" Use CRSR left/right [FORWARD/REWIND] to view the color sets. Use "Y" or "J" [RED] to confirm, or use "N" or Escape [BLUE,YELLOW or GREEN] to undo all changes. @{b}NOTE: You are only able to activate the colors you have @{"created" link "LeCo"}.@{ub} @endnode @node "LeSe" "Level Settings" @toc "GaEd" @{b}Level Adjustments@{ub} ------------------- This windows allows the adjustments of all variables, BoulderDäsh allows for a level. @{" " link "LeSeName"} Name @{" " link "LeSeLeVi"} Visual and Noisy @{" " link "LeSeLeWa"} Water and Slime @{" " link "LeSeLeEq"} Earthquakes @{" " link "LeSeLePo"} Points @{" " link "LeSeLeMc"} Miscellaneous @{" " link "LeSeUsei"} Ok @{" " link "LeSeCanc"} Cancel @endnode @node "LeSeName" "Level Settings - Level Name" @toc "LeSe" @{b}Level Name@{ub} ------------ The name of the level. This level is only needed for the level list at the moment. @endnode @node "LeSeLeVi" "Level Settings - Visual and Noisy" @toc "LeSe" @{b}Visual and Noisy@{ub} ------------------ This @{"window" link "LeVi"} allows alle visual and noisy settings for this level. @endnode @node "LeSeLeWa" "Level Settings - Water and Slime" @toc "LeSe" @{b}Water and Slime@{ub} ----------------- Also this button opens a window. In this window you can make all adjustments, concerning @{"Water or Slime" link "LeWa"}. @endnode @node "LeSeLeEq" "Level Settings - Earthquakes" @toc "LeSe" @{b}Earthquakes@{ub} ------------- Using the earthquake key opens a window that allows all adjustments concerning @{"earthquakes" link "LeEq"}. @endnode @node "LeSeLePo" "Level Settings - Scores" @toc "LeSe" @{b}Scores@{ub} -------- The @{"Score Adjustment Window" link "LePo"}, that will be opened, if you click at it, allows the editing of all scores, the player can get in this levels. @endnode @node "LeSeLeMc" "Level Settings - Miscellaneous" @toc "LeSe" @{b}Miscellaneous@{ub} --------------- This gadget opens the requester for @{"miscellaneous" link "LeMc"} things. Here you can adjust the width and height, level time, game speed and many more. @endnode @node "LeSeUsei" "Level Settings - Ok" @toc "LeSe" @{b}Ok@{ub} ---- With Ok the adjustment of all windows will be taken over and the level setting window will be closed. Windows, that where opened from here will be closed as well. @endnode @node "LeSeCanc" "Level Settings - Cancel" @toc "LeSe" @{b}Cancel@{ub} -------- Cancels all adjustments and ends all level setting windows. @endnode @node "LeVi" "Levelsettings - Visual and Noisy" @toc "LeSe" @{b}Levelsettings - Visual and Noisy@{ub} ---------------------------------- @{" " link "LeViXXXX"} Level Width @{" " link "LeViYYYY"} Level Height @{" " link "LeViLGFX"} Graphic Set @{" " link "LeViLCOL"} Color Set @{" " link "LeViLCHR"} Character Set @{" " link "LeViLSPL"} Sample Set @{" " link "LeViLMUS"} Music @endnode @node "LeViXXXX" "Visual and Noisy - Level Width" @toc "LeVi" @{b}Level Width@{ub} ------------- Here the width of a level can be adjusted in elements. @{b}WARNING : A CHANGING CAUSES THE LOSS OF THE JUST EDITED LEVEL SIZE !!!@{ub} @endnode @node "LeViYYYY" "Visual and Noisy - Level Height" @toc "LeVi" @{b}Level Height@{ub} -------------- Here you can adjust the height of a level in elements. @{b}WARNING : A CHANGING CAUSES THE LOSS OF THE ALREADY EDITED LEVEL SIZE!!!@{ub} @endnode @node "LeViLGFX" "Visual and Noisy - Graphic Set" @toc "LeVi" @{b}Graphic Set@{ub} ------------- This gadget specifies the level internal graphic set. You can also use your @{"Own Graphics" link "OwnGFX"}. Note: This Feature must be enabled via @{"game settings" link "GaSSLeDa"}. @endnode @node "LeViLCOL" "Visual and Noisy - Color Set" @toc "LeVi" @{b}Color Set@{ub} ----------- This gadget allows to specify the color set for this level. The selection is made by the @{"Color Set Selection" link "LeCo"}-window. Note: This Feature must be enabled via @{"game settings" link "GaSSLeCo"}. @endnode @node "LeViLCHR" "Visual and Noisy - Character Set" @toc "LeVi" @{b}Character Set@{ub} --------------- This gadget specifies the level internal character set. You can also use your @{"own characters" link "OwnCHR"}. Note: This Feature must be enabled via @{"game settings" link "GaSSLeDa"}. @endnode @node "LeViLSPL" "Visual and Noisy - SampleSet" @toc "LeVi" @{b}Sample set@{ub} ------------ This gadget specifies the level internal sample set. You can also use your @{"own sample sets" link "OwnSPL"}. Note: This Feature must be enabled via @{"game settings" link "GaSSLeDa"}. @endnode @node "LeViLMUS" "Visual and Noisy - Music" @toc "LeVi" @{b}Music@{ub} ------- This gadget specifies the level internal music. You can also use your @{"own musics" link "OwnMUS"}. Note: This Feature must be enabled via @{"game settings" link "GaSSLeDa"}. @endnode @node "LeCo" "Color Set Selection" @toc "LeVi" @{b}Color Set Selection@{ub} --------------------- This window allows to select new a new level color set. @{" " link "LeCoCoLi"} Color Sets @{" " link "LeCoUsei"} Ok @{" " link "LeCoCanc"} Cancel @endnode @node "LeCoCoLi" "Color Set Selection - Color Sets" @toc "LeCo" @{b}Color Sets@{ub} ------------ This listview is showing all color sets. There are separate lists for each graphic set, so all shown color sets are valid for the current graphic set. @endnode @node "LeCoUsei" "Color Set Selection - Ok" @toc "LeCo" @{b}Ok@{ub} ---- The current level is using the selected color set. @endnode @node "LeCoCanc" "Color Set Selection - Cancel" @toc "LeCo" @{b}Cancel@{ub} -------- The window is closed, without any modifications to the level colors. @endnode @node "LeWa" "Level Settings - Water and Slime" @toc "LeSe" @{b}Level Settings - Water and Slime@{ub} ---------------------------------- In this window you can make all adjustments concerning water or slime. @{" " link "LeWaWaTi"} @{"Water" link "DT_Water"} Growing Time @{" " link "LeWaWaMa"} Magic Water Time @{" " link "LeWaWGRa"} Water Growing Rate @{" " link "LeWaWFRa"} Water Flood Rate @{" " link "LeWaWMax"} Water Maximum @{" " link "LeWaSlim"} @{"Slime" link "DT_Slime"} Rate @endnode @node "LeWaWaTi" "Water and Slime - Water Growing time" @toc "LeWa" @{b}Water Growing Time@{ub} -------------------- This time starts directly at the beginning of a level. In this time the @{"water" link "DT_Water"} grows in the @{"growing rate" link "LeWaWGRa"}. Are the adjusted seconds over, it will be changed into the @{"flood rate" link "LeWaWFRa"}. @endnode @node "LeWaWaMa" "Water and Slime - Magic Water Time" @toc "LeWa" @{b}Magic Water Time@{ub} ------------------ This time starts directly at the beginning of a level, too. In this time it is possible to change all water to @{"diamonds" link "DT_Diamond"} by activating the @{"magic wall" link "DT_MagicWall"}. @endnode @node "LeWaWGRa" "Water and Slime - Water Growing Rate" @toc "LeWa" @{b}Water Growing Rate@{ub} -------------------- Directly after the beginning of a level the @{"water" link "DT_Water"} grows with this rate. @endnode @node "LeWaWFRa" "Water and Slime - Water Flood Rate" @toc "LeWa" @{b}Water Flood Rate@{ub} ------------------ This rate will be activated, if the @{"growing rate" link "LeWaWGRa"} time is over. @endnode @node "LeWaWMax" "Water and Slime - Water Maximum" @toc "LeWa" @{b}Water Maximum@{ub} --------------- With a special size the @{"water" link "DT_Water"} turns to @{"stone" link "DT_Stone"}. Here you can adjust the percent of the level size, which must be flooded, to turn the @{"water" link "DT_Water"} into @{"stones" link "DT_Stone"}. @endnode @node "LeWaSlim" "Water and Slime - Slime Rate" @toc "LeWa" @{b}Slime Rate@{ub} ------------ Here you can adjust the speed, in which the @{"stones" link "DT_Stone"}, @{"diamonds" link "DT_Diamond"} or @{"eggs" link "DT_Egg"} slime through the @{"slime" link "DT_Slime"}. @endnode @node "LeEq" "Level Settings - Earthquakes" @toc "LeSe" @{b}Level Settings - Earthquakes@{ub} ------------------------------ Here you can make all adjustments concerning earthquakes. Earthquakes shake a level so that @{"stones" link "DT_Stone"} falling down, which normally won't fall down. For example, @{"stones" link "DT_Stone"} are fall down from @{"earth" link "DT_Earth"} or @{"metal" link "DT_Metal"}. @{" " link "LeEqMode"} Mode @{" " link "LeEqTime"} Activate Time @{" " link "LeEqDely"} Delay @{" " link "LeEqLeng"} Length @{" " link "LeEqRate"} Force Rate @endnode @node "LeEqMode" "Earthquakes - Mode" @toc "LeEq" @{b}Mode@{ub} ------ Here you can adjust the mode, that causes the earthquakes. The following modes are available: Off - no earthquakes Random - earthquakes appear randomly with random force and randomly long Once - only one earthquake Cyclic - earthquakes appear regularly @endnode @node "LeEqTime" "Earthquakes - Activate Time" @toc "LeEq" @{b}Activate Time@{ub} --------------- After this time earthquakes can appear. @endnode @node "LeEqDely" "Earthquakes - Delay" @toc "LeEq" @{b}Delay@{ub} ------- In the mode regular you can adjust the time between earthquakes. @endnode @node "LeEqLeng" "Earthquakes - Length" @toc "LeEq" @{b}Length@{ub} -------- This is the length of time the level is shaken by an earthquake. @endnode @node "LeEqRate" "Earthquakes - Force Rate" @toc "LeEq" @{b}Force Rate@{ub} ------------ Here you can adjust the force of an earthquake. @endnode @node "LePo" "Level Settings - Points" @toc "LeSe" @{b}Level Settings - Points@{ub} ------------------------- Here you can add the scores for the different events while the level. @{" " link "LePoDiam"} @{"Diamond" link "DT_Diamond"} @{" " link "LePoDiEx"} Diamond extra @{" " link "LePoDi99"} Diamonds >99 @{" " link "LePoBoLi"} For Bonus Live @{" " link "LePoTiBo"} Time Bonus @endnode @node "LePoDiam" "Points - Diamond" @toc "LePo" @{b}Diamond@{ub} --------- Every @{"diamond" link "DT_Diamond"} gives you the score, which is adjusted here. @endnode @node "LePoDiEx" "Points - Diamond Extra" @toc "LePo" @{b}Diamond Extra@{ub} --------------- If someone has collected @{"all" link "LeMcNeed"} @{"diamonds" link "DT_Diamond"}, he gets this score for every extra diamond. @endnode @node "LePoDi99" "Points - Diamonds>99" @toc "LePo" @{b}Diamonds>99@{ub} ------------- For each @{"diamond" link "DT_Diamond"} more than 99 you get this score. @endnode @node "LePoBoLi" "Points - For Bonus Life" @toc "LePo" @{b}For Bonus Life@{ub} ---------------- Every time someone reaches this score, he gets a bonus life. If you add 1000 here, you get a new life every time, you add to your score 1000. The counter is limited to the current level, that means, if you loose your life at a score of 500, you only need a score of 500 to reach a life bonus. Zero means no bonus live! @endnode @node "LePoTiBo" "Points - Time Bonus" @toc "LePo" @{b}Time Bonus@{ub} ------------ Here you can state how much score each second should give at the @{"end" link "DT_OutBlinking"} of the level. @endnode @node "LeMc" "Level Settings - Miscellaneous" @toc "LeSe" @{b}Level Settings - Miscellaneous@{ub} -------------------------------- @{" " link "LeMcSped"} Game Speed @{" " link "LeMcTime"} Level Time @{" " link "LeMcMiTi"} @{"Magic Wall" link "DT_MagicWall"} Time @{" " link "LeMcNeed"} @{"Diamonds" link "DT_Diamond"} Needed @{" " link "LeMcInMi"} Intermission @{" " link "LeMcGrav"} Gravitation @endnode @node "LeMcSped" "Miscellaneous - Game Speed" @toc "LeMc" @{b}Game Speed@{ub} ------------ Here you can adjust the game speed. @endnode @node "LeMcTime" "Miscellaneous - Level time" @toc "LeMc" @{b}Level time@{ub} ------------ Here you can adjust the amount of seconds a player should have to collect @{"all" link "LeMcNeed"} @{"diamonds" link "DT_Diamond"} and reach the @{"Out" link "DT_OutBlinking"}. @endnode @node "LeMcMiTi" "Miscellaneous - Magic Wall Time" @toc "LeMc" @{b}Magic Wall Time@{ub} ----------------- Here you can adjust the amount of seconds the @{"magic wall" link "DT_MagicWall"} stays active after activation. @endnode @node "LeMcNeed" "Miscellaneous - Diamonds Needed" @toc "LeMc" @{b}Diamonds Needed@{ub} ----------------- The number of the here adjusted @{"diamonds" link "DT_Diamond"} are needed to @{"finish" link "DT_OutBlinking"} the level. @endnode @node "LeMcInMi" "Miscellaneous - Intermission" @toc "LeMc" @{b}Intermission@{ub} -------------- Intermissions are levels, in which you can't loose a life. If you end the Intermission successfully, you will get a new life. @endnode @node "LeMcGrav" "Miscellaneous - Gravitation" @toc "LeMc" @{b}Gravitation@{ub} ------------- BoulderDäsh allows the adjustment of the gravitation in all directions. The @{"stones" link "DT_Stone"} can also fall up, left, right and as in the Classic BoulderDash down. @endnode @node "GaPr" "The Game Information" @{b}Game Information@{ub} ------------------ The game information content some adjustments, that will be used for the whole game. @{" " link "GaPrAuth"} Author @{" " link "GaPrComm"} Comment @{" " link "GaPrDate"} Date @{" " link "GaPrVers"} Version @{" " link "GaPrUsei"} Ok @{" " link "GaPrCanc"} Cancel @endnode @node "GaPrAuth" "The Game Information - Author" @toc "GaPr" @{b}Author@{ub} -------- Here you can enter your name. @endnode @node "GaPrComm" "The Game Information - Comment" @toc "GaPr" @{b}Comment@{ub} --------- This field you can use for any text, that hasn't got any special purpose. @endnode @node "GaPrDate" "The Game Information - Date" @toc "GaPr" @{b}Date@{ub} ------ This date is the time, when the game was saved. It will be changed automatically, if you save the game again. @endnode @node "GaPrVers" "The Game Information - Version" @toc "GaPr" @{b}Game Version@{ub} -------------- This entry will be changed as well, if you save the game again. It should make the recognition of different versions from one game easier. @endnode @node "GaPrUsei" "The Game Information - Ok" @toc "GaPr" @{b}Ok@{ub} ---- By pushing this button the window will be closed and the data will overtaken. @endnode @node "GaPrCanc" "The Game Information - Cancel" @toc "GaPr" @{b}Cancel@{ub} -------- With cancel all adjustments, that you have done in this window, will be rejected. The window will be closed. @endnode @node "CoSH" "ColorSetHandler" @toc "GaEd" @{b}ColorSetHandler@{ub} ----------------- The programm "ColorSetHandler" can be found in the tools drawer of the BoulderDäsh installaiton. This tool is only important if you want to create own graphic sets. After starting the @{"main window" link "CSHM"} is opening. This window contains all colors currently loaded. You are able to drop CMAP-files on the window. It is also possible to load them manuelly, by using the @{"menu" link "MENUCOSH"}. @endnode @node "CSHM" "The main window of the ColorSetHandler" @toc "COSH" @{b}The main window of the ColorSetHandler@{ub} ---------------------------------------- The @{"menu" link "MENUCOSH"} contains all additional functions to make your graphic set colored. @{"ColorSet list" link "CSHMCoLi"} @{"Load CMAP" link "CSHMLoCM"} @{"Clone" link "CSHMClon"} @{"Delete..." link "CSHMDeCM"} @endnode @node "CSHMCoLi" "The ColorSetHandler - The ColorSet List" @toc "CSHM" @{b}The ColorSet List@{ub} ------------------- This list is viewing the current list of color sets in memory. @endnode @node "CSHMLoCM" "The ColorSetHandler - Load CMAP" @toc "CSHM" @{b}Load CMAP@{ub} ----------- This gadget allows to enlarge the @{"ColorSet List" link "CSHMCoLi"} by loading a new color set. An ASL Requester is opening and asks for an IFF file containing an @{"CMAP Chunk" link "FAQCMAP"}. @{b}Important: The ColorSetHandler isn´t checking the number of colors. You should not use more colors than needed. This is wasting memory and diskspace. If you are less colors than the graphic set contains, the game will use only these colors and the graphic set looks wrong. Under normal circumstances you are using a paint program to create color files, so this problem should not appear.@{ub} @endnode @node "CSHMClon" "The ColorSetHandler - Clone" @toc "CSHM" @{b}Clone@{ub} ------- This gadget allows to copy a specified entry. This allows to create a second name for the same color set. The colors itself are not copied. Some kind of alias is used to find the real entry containing the color. This saves a lot of memory when creating a 256 color color set. @endnode @node "CSHMDeCM" "The ColorSetHandler - Delete" @toc "CSHM" @{b}Delete@{ub} -------- This gadgets deletes a selected entry. @{b}Note: If the selected color set is a mother of clones. These clones are killed, too.@{ub} @endnode @node "MENUCOSH" "The ColorSetHandler Menu" @toc "CSHM" @{b}Project Import Export@{ub} @{" " link "MENUCOSHQuit"} Quit @{" " link "MENUCOSHLoBD"} Load BDMAP @{" " link "MENUCOSHSaBD"} Save BDMAP @{" " link "MENUCOSHLiBD"} Link BDMAP @{" " link "MENUBARLABEL"} -------------- @{" " link "MENUBARLABEL"} --------------- @{" " link "MENUCOSHSaGX"} Save BDMAP into Graphic Set @{" " link "MENUCOSHLoTT"} Load Tooltypes @{" " link "MENUBARLABEL"} --------------- @{" " link "MENUCOSHLoCM"} Load CMAP @endnode @node "MENUCOSHQuit" "The ColorSetHandler Menu - Quit" @toc "MENUCOSH" @{b}Quit@{ub} ------ All modifications are lost and the programm quits. @endnode @node "MENUCOSHLoBD" "The ColorSetHandler Menu - Import/Load BDMAP" @toc "MENUCOSH" @{b}Load BDMAP@{ub} ------------ This item allows to load a @{"BDMAP" link "FAQBDMP"}. What file is containing the data is irrelevant. @{b}All color sets in memory will be lost.@{ub} @endnode @node "MENUCOSHLiBD" "The ColorSetHandler Menu - Import/Link BDMAP" @toc "MENUCOSH" @{b}Link BDMAP@{ub} ------------ This menu is linking a @{"BDMAP" link "FAQBDMP"} of a file to the current list in memory. Dupe entries cause an @{"alias" link "CSHMClon"} creation. @endnode @node "MENUCOSHLoTT" "The ColorSetHandler Menu - Import/Load ToolTypes" @toc "MENUCOSH" @{b}Load ToolTypes@{ub} ---------------- This feature allows to convert the old tooltype version of the color set format into the new @{"BDMAP" link "FAQBDMP"} one. If you want to convert an old graphic set, then load the color set by using this item. After this procedure you save the color set by using the @{"Save BDMAP to Graphic Set" link "MENUCOSHSaGX"} menu item. @{b}Important: The file requester expects the name of the graphic set not the icon name (#?.info). Just select the graphic set. Thats all.@{ub} @endnode @node "MENUCOSHLoCM" "The ColorSetHandler Menu - Import/Load CMAP" @toc "MENUCOSH" @{b}Load CMAP@{ub} ----------- This Item allows to enlarge the @{"ColorSet List" link "CSHMCoLi"} by loading a new color set. An ASL Requester is opening and asks for an IFF file containing an @{"CMAP Chunk" link "FAQCMAP"}. @{b}For more information read @{"this chapter" link "CSHMLoCM"}!@{ub} @endnode @node "MENUCOSHSaBD" "The ColorSetHandler Menu - Export/Save BDMAP" @toc "MENUCOSH" @{b}Save BDMAP@{ub} ------------ This allows to save the BDMAP alone. This may be useful when using a paint program to make modifications. By using the @{"graphicset tooltypes " link "GFXToolTypes"} you are able to connect this single BDMAP file to BoulderDäsh, without saving the color into the picture. If you want to share your graphic set to other people, then save the colors @{"into the graphic set" link "MENUCOSHSaGX"}. In this case don´t forget to remove the @{"tooltype" link "GFXToolTypes"} "ColorSet" within the icon (.info) file. @endnode @node "MENUCOSHSaGX" "The ColorSetHandler Menu - Export/Save BDMAP into Graphic Set" @toc "MENUCOSH" @{b}Save BDMAP into GraphicSet@{ub} ---------------------------- This menu item allows to save the @{"BDMAP" link "FAQBDMP"} into the graphic file. Note: Paint programms are killing this color information during the save operation. If you want to make changes to the graphic set you should @{"load" link "MENUCOSHLoBD"} the colors sets by using this program and @{"save" link "MENUCOSHSaBD"} them alone. @endnode @node "MenuAll" "The Menus of BoulderDäsh" @{b}The Menus of BoulderDäsh@{ub} -------------------------- @{" " link "MenuMain"} The @{"Main Window" link "MaiW"} Menu @{" " link "MenuGaEd"} The @{"Game Editor" link "GaEd"} Menu @endnode @node "MenuMain" "The Main Window Menu" @toc "MaiW" @{b}The Main Window Menu@{ub} ---------------------- @{b}Project@{ub} @{b}Action@{ub} @{" " link "MenuMainGaLo"} Load game @{" " link "MenuMainDemo"} Classic C64 Demo @{" " link "MenuBARLABEL"} --------- @{" " link "MenuBARLABEL"} ---------------- @{" " link "MenuMainAbou"} About @{" " link "MenuMainRaDe"} Random Demo @{" " link "MenuBARLABEL"} --------- @{" " link "MenuMainQuit"} Quit game @endnode @node "MenuMainGaLo" "The Main Window Menu: Project" @toc "MenuMain" @{b}Load game@{ub} ----------- After the choice in the file requester a game with its levels will be loaded. @{b}All levels, that were in the memory, will be deleted.@{ub} @endnode @node "MenuMainAbou" "The Main Window Menu: Project" @toc "MenuMain" @{b}About@{ub} ------- This menu point opens an information requester. It shows the version and the author name and address. This window is identically with the nerv requester which appears if an @{"unregistered" link "CRIMP"} user is starting BoulderDäsh. @endnode @node "MenuMainQuit" "The Main Window Menu: Project" @toc "MenuMain" @{b}Quit game@{ub} ----------- This point ends BoulderDäsh and closes all open windows, which belong to BoulderDäsh. @endnode @node "MenuMainDemo" "The Main Window Menu: Action" @toc "MenuMain" @{b}Classic C64 Demo@{ub} ------------------ This menu activates an automatic demontration of BoulderDäsh. This demonstration is equal to the C64 self running demo in the first BoulderDash game. It is running on all levels, but it makes only sense to use it on the first level of the "BDash_I_Level1.game" game. You are able to quit the demo by pressing F1 or F10. Pressing ESC causes a "game over" and takes a few seconds. @endnode @node "MenuMainRaDe" "The Main Window Menu: Action" @toc "MenuMain" @{b}Random Demo@{ub} ------------- @{b}This feature is available for registered users only.@{ub} This menu activates an automatic demontration of a random BoulderDäsh level. This requires at least one level containing a solution. Some games are shipped with solve files, but you are able to create your own solutions by using the @{"game editor" link "MenuGaEdReco"}. You are able to quit the demo by pressing F1 or F10. Pressing ESC causes a "game over" and takes a few seconds. @endnode @node "MenuGaEd" "The Game Editor Menu" @toc "GaEd" @{b}The Game Editor Menu@{ub} ---------------------- @{b}Project@{ub} @{b}Edit@{ub} @{b}Replace@{ub} @{b}Solve@{ub} @{" " link "MenuGaEdGaLo"} Load game @{" " link "MenuGaEdLeEd"} Edit level @{" " link "MenuGaEdRGFX"} Graphic sets @{" " link "MenuGaEdReco"} Record @{" " link "MenuGaEdGaLi"} Link game @{" " link "MenuGaEdLeSe"} Level settings @{" " link "MenuGaEdRCHR"} Character sets @{" " link "MenuGaEdPlay"} Play @{" " link "MenuGaEdGaSa"} Save game @{" " link "MenuBARLABEL"} --------------- @{" " link "MenuGaEdRSPL"} Sample sets @{" " link "MenuGaEdSaSo"} Save @{" " link "MenuBARLABEL"} ---------------- @{" " link "MenuGaEdLeLo"} Load level @{" " link "MenuGaEdRMUS"} Music @{" " link "MenuGaEdGaIn"} Game information @{" " link "MenuGaEdLeSa"} Save level @{" " link "MenuBARLABEL"} ---------------- @{" " link "MenuBARLABEL"} --------------- @{" " link "MenuGaEdGaDe"} Delete game @{" " link "MenuGaEdLeNe"} New level @{" " link "MenuGaEdLeDe"} Delete level @endnode @node "MenuBarLabel" "BarLabel" @{b}Barlabel@{ub} ---------- This is not realy a menu item. It is only a separator bar between different menu items. @endnode @node "MenuGaEdGaLo" "The Game Editor Menu: Project" @toc "MenuGaEd" @{b}Load game@{ub} ----------- After the choice in the File requester a game with its levels will be loaded. @{b}All levels, that were in the memory, will be deleted.@{ub} @endnode @node "MenuGaEdGaLi" "The Game Editor Menu: Project" @toc "MenuGaEd" @{b}Link game@{ub} ----------- Like @{"load game" link "MenuGaEdGaLo"} all levels of the new game will be added to the levels of the game, which is already in the memory. @endnode @node "MenuGaEdGaSa" "The Game Editor Menu: Project" @toc "MenuGaEd" @{b}Save game@{ub} ----------- Saves all levels in one data. So the levels needn't be saved particular. If you press the Control-key simultaneously, you save the level with protection identification. This protection can´t be removed. So please save the game only protected, if you want to give it to another person, or if you are sure, that no more changes are needed. @endnode @node "MenuGaEdGaIn" "The Game Editor Menu: Project" @toc "MenuGaEd" @{b}Game information@{ub} ------------------ Opens the @{"GameInformation" link "GaPr"}-requester. @endnode @node "MenuGaEdGaDe" "The Game Editor Menu: Project" @toc "MenuGaEd" @{b}Delete game@{ub} ------------- With this option you can delete all levels, that are in the memory. Before this happens a security requester appears. @endnode @node "MenuGaEdLeEd" "The Game Editor Menu: Edit" @toc "MenuGaEd" @{b}Edit level@{ub} ------------ Starts the @{"Level Editor" link "LeEd"}. @endnode @node "MenuGaEdLeSe" "The Game Editor Menu: Edit" @toc "MenuGaEd" @{b}Level settings@{ub} ---------------- Opens the @{"Level settings" link "LeSe"}-requester. @endnode @node "MenuGaEdLeLo" "The Game Editor Menu: Edit" @toc "MenuGaEd" @{b}Load level@{ub} ------------ Opens an ASL-requester, in which you can choose the level, that you want to load. The level will be added in the level list at the end after loading. It is also possible to load C64 (498 Bytes) and Atari (504 Bytes) "BoulderDash Construction Kit Caves". @{b}The foreign cave formats are only available for @{"registered" link "HOWTOREGISTER"} users!@{ub} @endnode @node "MenuGaEdLeSa" "The Game Editor Menu: Edit" @toc "MenuGaEd" @{b}Save level@{ub} ------------ Saves the currently chosen level. The LevelName is given as FileName in the ASL-requester. @endnode @node "MenuGaEdLeNe" "The Game Editor Menu: Edit" @toc "MenuGaEd" @{b}New@{ub} ----- Here a level with the size 40*22 blocks is created and is added to the list. The size is equivalent to the original C64-Caves. @endnode @node "MenuGaEdLeDe" "The Game Editor Menu: Edit" @toc "MenuGaEd" @{b}Delete@{ub} -------- Deletes the current level. @endnode @node "MenuGaEdRGFX" "The Game Editor Menu: Replace" @toc "MenuGaEd" @{b}Graphic Sets@{ub} -------------- After a savety requester an ASL-requester opens. You choose a graphic set. This graphic set will be copied within all levels of the current game. This function is identical to the graphic set selection of the @{"level settings: Visual and Noisy" link "LeVi"}. The only difference is, that this menu item effects all levels of the game. @endnode @node "MenuGaEdRCHR" "The Game Editor Menu: Replace" @toc "MenuGaEd" @{b}Character Sets@{ub} ---------------- After a savety requester an ASL-requester opens. You choose a character set. This character set will be copied within all levels of the current game. This function is identical to the character set selection of the @{"level settings: Visual and Noisy" link "LeVi"}. The only difference is, that this menu item effects all levels of the game. @endnode @node "MenuGaEdRSPL" "The Game Editor Menu: Replace" @toc "MenuGaEd" @{b}Sample Sets@{ub} ------------- After a savety requester an ASL-requester opens. You choose a sample set. This sample set will be copied within all levels of the current game. This function is identical to the sample set selection of the @{"level settings: Visual and Noisy" link "LeVi"}. The only difference is, that this menu item effects all levels of the game. @endnode @node "MenuGaEdRMUS" "The Game Editor Menu: Replace" @toc "MenuGaEd" @{b}Music@{ub} ------- After a savety requester an ASL-requester opens. You choose a music. This music will be copied within all levels of the current game. This function is identical to the music selection of the @{"level settings: Visual and Noisy" link "LeVi"}. The only difference is, that this menu item effects all levels of the game. @endnode @node "MenuGaEdReco" "The Game Editor Menu: Solve" @toc "MenuGaEd" @{b}Record@{ub} -------- @{b}This feature is available for registered users only.@{ub} @{b}Some timing @{"problems" link "FAQPlayProblems"} may cause the @{"play back" link "MenuGaEdPlay"} not to be successful. Here you are able to record a solve for the current level. After selecting this menu item BoulderDÄsh is starting. It is up to You to play the level. If you finish or just loose a life, the record operation is done. Note: You should define your name by using the @{"game settings" link "GaSP"}, before recording. Your name will be recorded, too. By using the item @{"Play" link "MenuGaEdPlay"} you are able to play this recording a long a you wish. @{"Saving the game" link "MenuGaEdGaSa"} or using the menu item @{"Solve/Save" link "MenuGaEdSaSo"} causes a save of @{u}all@{uu} records, if created or loaded. When You are @{"loading a game" link "MenuGaEdGaLo"} the solvings will be load in, too. @endnode @node "MenuGaEdPlay" "The Game Editor Menu: Solve" @toc "MenuGaEd" @{b}Play@{ub} ------ @{b}This feature is available for registered users only.@{ub} @{b}Some timing @{"problems" link "FAQPlayProblems"} may cause the @{"play back" link "MenuGaEdPlay"} not to be successful. The Menu item allows to play a @{"recorded" link "MenuGaEdReco"} solution of the current level. @endnode @node "MenuGaEdSaSo" "The Game Editor Menu: Solve" @toc "MenuGaEd" @{b}Save@{ub} ------ @{b}This feature is available for registered users only.@{ub} This item allows to save @{u}all@{uu} solve of the current game. If you @{"save a game" link "MenuGaEdGaSa"} the solves are saved, too. It is impossible to save the included games, so this item allows to save the solutions alone. @endnode @node "BlockPositionTable" "Block Position Table" @{b}Block Position Table@{ub} ---------------------- The blocks are given from left to right and after the end of the line it will turn to the beginning of the next line. 0 Space - Background (Should be blank) 1 Ground 2 Metal 3 Metal moving (while Leveltilulit) 4 Metal Fake 5 Stone 6 Stone Ghost sleeping 7 Wall 8 Growing Wall left/right 9 Growing Wall up/down 10 Explosion 0 (The single blocks for the diamond creation explosion) 11 Explosion 1 12 Explosion 2 13 Explosion 3 14 Explosion 4 15 Plop 0 (The single blocks for the creation of Rockford and 16 Plop 1 the stone creation explosion.) 17 Plop 2 18 Twin 19 Earth Fake 20- 27 Diamond Ghost Animation (8 Blocks) 28- 35 Diamond Animation (8 Blocks) 36- 43 Ghost Animation (8 Blocks) 44- 51 Water Animation (8 Blocks) 52- 59 Slime Animation (8 Blocks) 60- 67 Rockford left Animation (8 Blocks) 68- 75 Rockford right Animation (8 Blocks) 76- 83 Stone Ghost Runs Animation (8 Blocks) 84- 91 Level In Animation (8 Blocks) 92- 99 Level Out Animation (8 Blocks) 100-107 Level Out Fake Animation (8 Blocks) 108-115 Magic Wall Animation (8 Blocks) 116-123 User Block Animation (8 Blocks) 124-126 Rockford stands (in each case 3 half blocks for head and legs) 127 Rockford stands (Main State) 128 Gravitation Arrow Up 129 Gravitation Arrow Down 130 Gravitation Arrow Left 131 Gravitation Arrow Right 132-139 Bonus Life Animation (8 Blocks) 140-147 Space Animation (8 Blocks) 148 Egg 149 Egg broken 0 150 Egg broken 1 151 Egg broken 2 @endnode @node "GFXToolTypes" "Tooltypes of the Graphic Set Files" @{b}The Tooltypes of the Graphic Set Files@{ub} ---------------------------------------- At the moment the following tooltypes will be supported. In brackets there are the default values, that are used, if no tooltypes are found. @{b}Speed Tooltypes@{ub} "Speed_ManRight" (1) "Speed_ManLeft" (1) "Speed_BonusLive" (1) "Speed_MagicWall" (2) "Speed_Diamond" (2) "Speed_In" (10) "Speed_Out" (10) "Speed_FakeOut" (10) "Speed_DiamondGhost" (2) "Speed_Ghost" (3) "Speed_Stonie" (7) "Speed_Water" (7) "Speed_Slime" (7) "Speed_MovingBlock" (1) "Speed_UserBlock" (3) "Speed_Space" (1) These tooltypes need a value from 0 to 255. These values are the delay time. The higher this value is the slower will be the animation. Examples : Speed_Slime=4 Speed_MovingBlock=2 @{b}ColorSet Tooltype@{ub} "ColorSet" (none) This tooltype defines the source of the @{"BDMP" link "CoSH"}-Chunk. This chunk contains the level colors. Under normal conditions the colors are saved within the graphic set. By using this tooltype you are able to define an other file as source. Why is this needed? Well, let´s have a look on the "ClassicC64Pumpkin.gfx" graphic set. This file isn´t containing any color set. If you take a look at the tooltypes you will find this: "ColorSet=ClassicC64.gfx". This makes color set editing much easier, because you edit one color set and all graphic sets are using the colors automaticaly. An other useful thing is that the ColorSet-tooltype is looking for the @{"BDMP" link "CoSH"}-Chunk only. This is very handy when making graphic set changes and saving the picture by using a paint programm. Under normal conditions the colors will be lost during the save procedure, but if you use the @{"ColorsetHandler" link "CoSH"} you are able to create a stand alone color set file. The only thing you must do is to specify this color set file by using the "colorSet"-tooltype. @{b}Note: It is required that the colorset file is saved within one of the "GraphicSets" subdirectories.@{ub} @{b}Please read the chapter @{"ColorSetHandler" link "CoSH"} to understand the color set handling. This may save time and avoids frustration.@{ub} @endnode @node "MUSToolTypes" "Tooltypes of the Music Files" @{b}The Tooltypes of the Music Files@{ub} ---------------------------------- At the moment the following tooltypes will be supported. In brackets there are the default values, that are used, if no tooltypes are found. "MixedMode" (0) "IgnoreJump" (If not specified this mode is disabled) The Voices are specified as follows: Voice 1 = 1 Voice 2 = 2 Voice 3 = 4 Voice 4 = 8 If your music is not using Voice 1 and 3 you should specify "MixedMode=5" to allow BoulderDäsh to use this voices for sound effects. "IgnoreJump" is used for musics that contain an intro. At the end of such music there is a jump command (bxx) that specifies a position right after the intro. If one music is played endless (Continue/Random mode), then use this tooltype to disable this jump. Example: IgnoreJump=3 BoulderDäsh ignores a B03-jump command. @endnode @node "TITLEToolTypes" "The Tooltypes of the Title Screen" @{b}The Tooltypes of the Title Screen@{ub} ----------------------------------- At the moment the following tooltypes will be supported. In brackets there are the default values, that are used, if no tooltypes are found. Eye_X (10) Eye_Y (10) Eye_Width (64) Eye_Height (17) Foot_X (10) Foot_Y (10) Foot_Width (64) Foot_Height (17) Music (TitleClassic.mus) RTGTitlePrefs (RTGTitlexxx.Prefs) The X and Y values are the destination position for the elements. (pixel) @{b}Note:@{ub} The ECS mode allows only X coordinates and width that are factors of 8. (e.G 12 => 8) Within the RTG mode all coordinatinates are available. The height is limitated. Valid are values 1 to 17. The music tooltype specifies the music for this picture. This entry must not have a path. "RTGTitlePrefs" is specifying the RTG preferences name for title picture screen mode.This entry must not have a path, too. @endnode @node "Technical" "Technical information about BoulderDäsh" @{b}Technical information about BoulderDäsh@{ub} ----------------------------------------- BoulderDäsh is 100% assembler coded. The sourcecode take more than 1455084 bytes in 123 files. BoulderDäsh is assembled with DevPac 3.04. DevPac needs 40 seconds and 1.77 MB each time. The game source files are taking 5572526 bytes in 8853 files and 54 directories. My personal game converter needs 13 Minutes to convert all games. The first versions of BoulderDäsh were created on an A500-000/7Mhz (2.8 MEG) then (Version 2) on an A2000-000/7Mhz (5 Meg). Since Version 3.0 I'am working with an A2000-030/25Mhz (9 MEG) The paint program PPaint (4.0/6.4) was used to create graphic sets and title graphics. I wrote this guide using GoldEd (3.x/4.x) and his fantastic fold features together with @{"GuideFormat" link "OtherPrgs"} to format lines containing links. @endnode @node "OtherPrgs" "Other programs!" @{b}Other programs!@{ub} ----------------- @{b}BoulderDäsh@{ub} [game/jump/boulderdaesh.lha] ------------- Clone of the original Boulderdäsh for Amiga. It is the only version running faster on Amiga than the original. It looks and behaves like the original. I was asked, where the C64 is. (-8 And all this on a 68000 without Fastmem. @{b}SimpleCat@{ub} [dev/misc/simplecat.lha] ----------- This tool is for ers and user. Using this program you can change catalogues of programs with your favourite text editor in the easiest way. These programs must include a CS file. Search for it in the archive of the catalogues drawer. @{b}Afind@{ub} [util/misc/afind.lha] ------- With this program you can search for programs on your Aminet CDs in the easiest way. It is the same than the original tool on the CD, but here you can use AminetCDs and AminetSets mixed. So you are not forced to search for a program on the first 5 Aminet CDs, that is on AminetSet1 Disk b. @{b}AView@{ub} [util/misc/aview.lha] ------- AView is a great multiview enhancement/replacement! It is working like Multiview, but you are able to specify a special viewer/player for each file typ. @{b}Guideformat@{ub} [text/edit/guideformat.lha] ------------- GuideFormat is a simple tool. It is easy to format text blocks, even if there are "links" or other guide commands in. @{b}GuideCheck@{ub} [text/edit/guidecheck.lha] ------------ GuideCheck ist ein Tool, das es erlaubt ein Guidefile vollständig zu prüfen und alle eventuellen Fehler aufzudecken. @{b}SiedlerBoot@{ub} [game/patch/siedlerboot.lha] ------------- This allows to start the Settlers direct via CD and save the scores on HD. There is no hard disk install required. SiedlerBoot requires the "Amiga Plus Sonderheft 9" cover CDROM. @{b}Execute64@{ub} [misc/emu/execute64.lha] ----------- Execute64 allows to transfer file direct into the C64 and to start them. This allows to play games an use the Amiga a big file server. @{b}R@{ub} [util/cli/r.lha] --- "R" creates a GUI for each DOS Programm. This allows you to use DOS commands even if you aren´t very good in reading templates. @{b}DVBControl@{ub} [comm/misc/dvbcontrol.lha] ------------ DVBControl is a software project for the Nokia MediaMaster (D-Box) and DVB2000 firmware. It allows to update firmware, edit channel settings and much more. So if you are using DVB2000 and an Amiga DVBcontrol is your only choise! @{b}MCControl@{ub} [hard/hack/mccontrol.lha] ----------- MCControl (MemoryCard Control) is a card reader for Playstation MemoryCards. It requires a little selfmade hardware (~$5) and the free software! @{b}VBRControl@{ub} [util/sys/vbrcontrol.lha] ------------ VBRControl moves the processor vector base to fastram. This is increasing system speed. @{b}AvailCPU@{ub} [util/sys/availcpu.lha] ---------- AvailCPU is a little program that shows the CPU usage by using the PowerLED! @{b}TrackDisplayClock@{ub} [util/time/trackdisplaycl.lha] ------------------- A hardware track display is very useful, if you need it! The most time these type of hardware is only good for lighting up the room! This will be changed when using TrackDisplayClock! TrackDisplayClock displays the system time on your track display! Its cool, its useful and of cource the time is always in visual range. Delete all programs using screens, windows or icons to display the time and of course don´t forget to remove your noclick tool! TrackDisplayClock is doing all these jobs and your system will be faster than before! (-8 @endnode @node "Index" "The Index" @index "Index" A @{"active time" link "LeMc"} @{"After playing a while BoulderDäsh denies keyboard usage!" link "FAQMultiTasking"} @{"After starting a level, Rockford does not appear. Why?" link "FAQNoRockford"} @{"alias" link "CSHMClon"} @{"All included games are using the same color!" link "FAQColorSets"} @{"All included intermissions are to big!" link "FAQBigInt"} @{"all" link "LeMcNeed"} B @{"BDMAP" link "FAQBDMP"} @{"BDMP" link "CoSH"} @{"Block Position Table" link "BlockPositionTable"} @{"BMHD-Chunk not found!" link "FAQBMHD"} @{"BODY-Chunk not found!" link "FAQBODY"} @{"bonus life" link "LePoBoLi"} @{"BoulderDäsh does not run!" link "FAQDoesnotCompute"} @{"butterflies" link "DT_DiamondGhost"} @{"Butterfly" link "DT_DiamondGhost"} C @{"change the name" link "GaSPPlay"} @{"Change play mode" link "GaMuPlMo"} @{"Changing start level and lives is not possible!" link "FAQStartLevel"} @{"character sets" link "INCCHR"} @{"Chunk" link "FAQCHUNK"} @{"Clone" link "CSHMClon"} @{"CMAP Chunk" link "FAQCMAP"} @{"CMAP-Chunk not found!" link "FAQCMAP"} @{"Color Set Selection" link "LeCo"} @{"ColorSet list" link "CSHMCoLi"} @{"ColorSetHandler" link "CoSH"} @{"complete" link "CRIMP"} @{"created" link "LeCo"} D @{"Data Set" link "GaSS"} @{"defined growing rate" link "LeWa"} @{"defined quantity" link "LeWa"} @{"Delete Game" link "GaEdDeGa"} @{"delete the original game" link "GaEdDeGa"} @{"Delete..." link "CSHMDeCM"} @{"Diamond" link "DT_Diamond"} @{"diamonds" link "DT_Diamond"} @{"Diamond_0" link "DT_Diamond"} E @{"earth" link "DT_Earth"} @{"earthquakes" link "LeEq"} @{"editor full screen" link "GaSRFSEd"} @{"Egg" link "DT_Egg"} @{"eggs" link "DT_Egg"} @{"Egg_0" link "DT_Egg"} @{"Egg_1" link "DT_Egg"} @{"Egg_2" link "DT_Egg"} @{"Egg_3" link "DT_Egg"} @{"element" link "Elements"} @{"elements" link "elements"} @{"enclosed character sets" link "INCCHR"} @{"enclosed graphics" link "INCGFX"} @{"enclosed modules" link "INCMUS"} @{"end" link "DT_OutBlinking"} F @{"Fake Out" link "DT_OutFake"} @{"Fake_Metal" link "DT_MetalFake"} @{"features" link "CRIMP"} @{"finish" link "DT_OutBlinking"} @{"fireflies" link "DT_Ghost"} @{"firefly" link "DT_DiamondGhost"} @{"Firefly" link "DT_Ghost"} @{"Flies" link "DT_ghost"} @{"flood rate" link "LeWaWFRa"} G @{"game settings" link "GaSP"} @{"Game Editor" link "GaEd"} @{"game editor" link "GaEd"} @{"game editor" link "MenuGaEdReco"} @{"Game result requester" link "ShSc"} @{"game Setting" link "GaSe"} @{"Game Settings - Data Sets" link "GaSS"} @{"Game Settings - Screen" link "GaSR"} @{"game settings screen" link "GaSR"} @{"Game Settings" link "GaSe"} @{"game settings" link "GaSe"} @{"Game Settings" link "GaSS"} @{"game settings" link "GaSSLeCo"} @{"game settings" link "GaSSLeDa"} @{"GameInformation" link "GaPr"} @{"graphic sets" link "INCGFX"} @{"graphics" link "GFXToolTypes"} @{"graphicset tooltypes" link "GFXToolTypes"} @{"Gravitation Arrow Down" link "DT_GravitationArrow"} @{"Gravitation Arrow Left" link "DT_GravitationArrow"} @{"Gravitation Arrow Right" link "DT_GravitationArrow"} @{"Gravitation Arrow Up" link "DT_GravitationArrow"} @{"Gravitation Arrow" link "DT_GravitationArrow"} @{"Ground" link "DT_Earth"} @{"growing rate" link "LeWaWGRa"} @{"Growing Wall - (left/right)" link "DT_GrowingWallLR"} @{"Growing Wall - (up/down)" link "DT_GrowingWallUD"} @{"Growing Wall left/right" link "DT_GrowingWallLR"} @{"Growing Wall up/down" link "DT_GrowingWallUD"} H @{"highscorelist" link "HiSc"} @{"hiscore list" link "HiSc"} @{"How can I change the RTG game/title screen mode?" link "FAQRTGScreenMode"} @{"How To Register" link "HOWTOREGISTER"} I @{"I don´t understand the Hiscores!" link "FAQHiscoresWhy"} @{"In my own graphics all animations are wrong!" link "FAQAnimWrong"} @{"In" link "DT_In"} @{"installing" link "HowToInstall"} @{"into the graphic set" link "MENUCOSHSaGX"} K @{"Keyboard problems!" link "FAQMultitasking"} L @{"level character set" link "LeVi"} @{"Level Colors" link "GaSSLeCo"} @{"Level Data" link "GaSSLeDa"} @{"Level Editor" link "LeEd"} @{"level editor" link "LeEd"} @{"level music" link "LeVi"} @{"Level settings" link "LeSe"} @{"level settings: Visual and Noisy" link "LeVi"} @{"level" link "LeVi"} @{"level" link "LeVi"} @{"LevelColor" link "GaSSLeCo"} @{"LevelColors" link "GaSSLeCo"} @{"LevelData" link "GaSSLeDa"} @{"Leveleditors" link "LeEd"} @{"LevelSetting" link "LeSe"} @{"lives" link "GaSeLive"} @{"Load CMAP" link "CSHMLoCM"} @{"load game" link "MenuGaEdGaLo"} @{"Load Level" link "GaEdLoLe"} @{"load" link "GaEdLoGa"} @{"load" link "MENUCOSHLoBD"} @{"loading a game" link "MenuGaEdGaLo"} M @{"Magic Wall" link "DT_MagicWall"} @{"main window" link "CSHM"} @{"Main Window" link "MaiW"} @{"Memory problems on game start, but the level editor works fine!" link "FAQMemory"} @{"menu" link "MENUCOSH"} @{"menu" link "MenuGaEd"} @{"menu" link "MenuMain"} @{"Metal - Fake" link "DT_MetalFake"} @{"Metal Fake" link "DT_MetalFake"} @{"Metal" link "DT_Metal"} @{"milling wall second" link "LeMcMiTi"} @{"milling walls" link "DT_MagicWall"} @{"miscellaneous" link "LeMc"} @{"music player settings" link "GaMu"} @{"music player state" link "GaMuMuPl"} @{"music player" link "GaMu"} @{"Music player" link "GaMuMuPl"} @{"music" link "MUSToolTypes"} @{"My animations are too short!" link "FAQAnimShort"} N @{"Name Settings" link "GaSP"} @{"number of lives" link "GaSeLive"} O @{"Out & Magic Wall" link "Elements"} @{"Out - blinking" link "DT_OutBlinking"} @{"Out - Fake" link "DT_OutFake"} @{"Out blinking" link "DT_OutBlinking"} @{"Out fake" link "DT_OutFake"} @{"Out not blinking" link "DT_Out"} @{"Out" link "DT_Out"} @{"Out" link "DT_OutBlinking"} @{"own character sets" link "OwnSPL"} @{"own graphic sets" link "OwnGFX"} @{"Own Graphics" link "OwnCHR"} @{"own graphics" link "OwnGFX"} @{"own graphics" link "OwnGFX"} @{"Own Graphics" link "OwnMUS"} @{"Own Graphics" link "OwnSPL"} @{"own ingame music" link "OwnMUS"} @{"Own levels!" link "FAQOwnLevels"} @{"own music" link "OwnMUS"} @{"own sample sets" link "OwnSPL"} @{"own sounds" link "OwnSPL"} P @{"play back" link "FAQPlayProblems"} @{"play back" link "MenuGaEdPlay"} @{"Play Elements" link "Elements"} @{"Play" link "MenuGaEdPlay"} @{"Playback" link "MenuGaEdPlay"} @{"Player Name Settings" link "GaSP"} @{"Playername" link "GaSP"} @{"playernames" link "GaSp"} @{"playing mode" link "GaMuAuMo"} @{"prefer mode" link "GaMuPref"} @{"problems" link "FAQPlayProblems"} R @{"Record" link "MenuGaEdReco"} @{"recorded" link "MenuGaEdReco"} @{"register" link "HOWTOREGISTER"} @{"registered" link "HOWTOREGISTER"} @{"registration" link "HOWTOREGISTER"} @{"replace menu" link "MenuGaEd"} @{"Replace sample set" link "MenuGaEdRSPL"} @{"result window" link "ShSc"} @{"Rockford Twin" link "DT_Twin"} @{"Rockford" link "DT_Rockford"} @{"rockfords" link "DT_Rockford"} @{"RTG" link "GaSRRRTG"} @{"RTGMaster.library V23+" link "Systemrequirements"} S @{"sample sets" link "INCSPL"} @{"samples" link "INCSPL"} @{"save a game" link "MenuGaEdGaSa"} @{"Save BDMAP to Graphic Set" link "MENUCOSHSaGX"} @{"save" link "GaSPSave"} @{"save" link "MENUCOSHSaBD"} @{"SaveLevel" link "GaEdSaLe"} @{"Saving the game" link "MenuGaEdGaSa"} @{"Score Adjustment Window" link "LePo"} @{"screen configuration" link "GaSR"} @{"Self running demo" link "MenuMainDemo"} @{"size" link "LeVi"} @{"Slime" link "DT_Slime"} @{"solve menu" link "MenuGaEd"} @{"Solve/Save" link "MenuGaEdSaSo"} @{"Space - Background" link "DT_SpaceBackground"} @{"Space - Fake" link "DT_SpaceFake"} @{"Space Background" link "DT_SpaceBackground"} @{"Space" link "DT_Space"} @{"spaces" link "DT_Space"} @{"special feature" link "LeWa"} @{"start level" link "GaSeLevl"} @{"start the game" link "MaiWStar"} @{"Stone" link "DT_Stone"} @{"stones" link "DT_Stone"} @{"Stonie" link "DT_Stonie"} T @{"Table" link "BlockPositionTable"} @{"The color set selector is sometimes working wrong!" link "FAQColorSetSelector"} @{"The keyboard control is not very useful!" link "FAQKeyboard"} @{"The music player isn´t working!" link "FAQNoMusic"} @{"The player names are lost!" link "FAQNames"} @{"The structure of the game!" link "FAQOwnGames"} @{"this chapter" link "CSHMLoCM"} @{"title picture" link "GaSMTitl"} @{"title pictures" link "TitleToolTypes"} @{"tooltype" link "GFXToolTypes"} @{"ToolType" link "MUSToolTypes"} @{"Tooltypes" link "GFXToolTypes"} @{"tunes" link "INCMUS"} @{"Twin" link "DT_Twin"} U @{"unregistered" link "CRIMP"} @{"User Block" link "DT_User"} @{"Userblock" link "DT_User"} W @{"Wall" link "DT_Wall"} @{"water growing time" link "LeWaWaTi"} @{"Water or Slime" link "LeWa"} @{"Water" link "DT_Water"} @{"What is a BDMP-Chunk?" link "FAQBDMP"} @{"What is a Chunk?" link "FAQChunk"} @{"What is a keyfile?" link "FAQWhatKeyfile"} @{"Where are my scores, if I load a new game?" link "FAQHiscoresWhere"} @{"Where should I place the keyfile?" link "FAQKeyfile"} @{"While playing sometimes mysterious mistakes in the spaces appear!" link "FAQBonusLive"} @{"Why can't I start BoulderDäsh and the Level editor?" link "FAQNoStart"} @{"Why is the play feature not always working?" link "FAQPlayProblems"} @{"Why it isn´t possible to run the level editor?" link "FAQNoLeEd"} @{"window" link "GaSM"} @{"window" link "LeVi"} @endnode