User guide of Bouncy! 2.1

Game interface

[2nd] Select a level to start the game
Unbind the balls
[ALPHA] Shoot a lazer
[MATH] Sacrifice one life against one ball more
[x^-1] Shake the screen to deviate the balls
[GRAPH] Change the game speed
[TRACE] Change the difficulty level
[STAT]  Do a break
[APPS]  Back to the main menu
[MODE]  Leave the game

The bonus

Hexadécimal Value Description
1 Extra life
2 Passing by the next level
3 The bal destroy some walls without bounce.
4 Extra Ball
5 Laser refill
6 The trajectoire trajectory of the balls become random.
7 Enlarge the bat
8 The balls glue to the bat.
9 A bar of protection appear momentarily in the bottom of the screen.
A Add some points to the score.
B ? Loss of one life.
C ? Back to the previous level.
D ? Inverse les directions de la batte.
E ? The bat become slippery.
F ? Contract the bat.

The walls

Breakable in once
Breakable in twice
Breakable in thrice
Destroy the walls around its when it is destroyed. (scope of 1 wall)
Destroy the walls around its when it is destroyed. (scope of 2 walls)
Unbreakable
Direct the ball to the left
Direct the ball to the right
Direct up the ball
Direct down the ball

Level editor interface

[2nd]  et [ALPHA] Change the selected wall or bonus
[del] Remove the selected wall or bonus
[+] et [-] Modify the probability than a wall contain a bonus
[Y=] et [WINDOWS] Navigate in the levels
[GRAPH] Insert a level after the current level
[TRACE] Remove the current level
[ZOOM]
[STAT]  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
Stop
Stop
[APPS]  Return to the main menu
[MODE]  Leave the editor

The keys coresponding to the walls

Hexadecimal value Corresponding key in the editor Description
1 Breakable in once
2 Breakable in twice
3 Breakable in thrice
4 Destroy the walls around its when it is destroyed. (scope of 1 wall)
5 Destroy the walls around its when it is destroyed. (scope of 2 walls)
6 Unbreakable
7 Direct the ball to the left
8 Direct the ball to the right
9 Direct up the ball
A Direct down the ball
B ? Teleport the ball to an other teleporter.
C ? Do turn the balle as it is its satellit.
D ? Unbreakable wall witch creat a death bonus each time it is touched.
E ? Sticky wall (press [2nd] to set free its)
F ? Wall containing a ball (When the wall is destroyed, it creat a new ball.) Temporary ball ?

Creation of line of walls

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.

Prédefinition of the bonus

To have acces to the edition of the bonus, the probability must be decrease until "Bonus : Def / 63" is display and press [ZOOM].

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 [ZOOM].

Level structure

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
...

Ball structure

Size Name Description
1 bit sensxglu Direction of the ball en scope mode
0 : left to right
1 : right to left
1 bit particuleballe Distinction between the ball and the particule
0 : classic ball
1 : particule for the animation of the explosions
6 bits xglu Relative position of the ball with the bat + 5 The value 0 correspond to a free ball.
1 byte dir Direction of the ball from 0 to 63
The positions of the balls are « hexadecimal numbers with dot affixed » in 16 bits.
The 8 low bits represent the integer value and the 8 highs the after dot digit.
1 byte xpos Representation of the after dot digit.
Used in 16 bits to the trigonometrical calculus.
1 byte xposN Integer value of the ball abscissa.
1 byte ypos Representation of the after dot digit.
Used in 16 bits to the trigonometrical calculus.
1 byte yposN Integer value of the ball ordinate.

Acknowledgments

I want to thank the communauty of this forum hosted by yAronet.