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