HerzAusGold wrote:The "Id" should not matter too!!
What's the purpose of it anyway? I'm not familiar with Emerald Mine internals.
The two byte code is free to use.
But for Rnd we need more.
As those codes are merely defaults, any cave editor is free to define more, and any engine is supposed to read such a list. The important thing are the element names, which should be consistent for compatibility.
The "engine" which should use for.
engine can be "BD1","BD2","BD3" for Boulderdash engine,
or "EM1","EM2","EM3","EM4","EM5","EM6" for EMC engine,
or "RND" for Rnd-Engine
or "DX" for DX-Boulderdash engine
or whatever.
I just thought of this as well. (Btw., there is no BD3 engine, as BD3 uses the dated BD1 engine.)
The Engine attribute is in fact a good idea. It can be "BD1", "BD1atari", "BD2", "PLCK", "1stB" or "CrLi" for Boulder Dash and should set some defaults as following:
(feel free to fill in those for non-BD engines.)
"BD1":
BorderProperties=BD1
DummyProperties=false false true
InOutBoxType=BD1
IntermissionProperties=false true false
MagicWallType=BD1
Scrollproperties=BD1
"BD1atari":
BorderProperties=BD1
DummyProperties=false false true
InOutBoxType=BD1
IntermissionProperties=false true false
MagicWallType=BD2
Scrollproperties=BD1
"BD2":
BorderProperties=BD2
DummyProperties=false false true
InOutBoxType=BD1
IntermissionProperties=false true false
MagicWallType=BD2
Scrollproperties=BD1
"PLCK":
BorderProperties=PLCK
DummyProperties=false false true
InOutBoxType=BD1
IntermissionProperties=false true false
MagicWallType=BD2
Scrollproperties=BD1
"1stB":
BorderProperties=1stB
DummyProperties=true true false
InOutBoxType=1stB
IntermissionProperties=false false true
MagicWallType=1stBN
Scrollproperties=1stB
"CrLi":
BorderProperties=1stB
DummyProperties=true true false
InOutBoxType=1stB
IntermissionProperties=false false true
MagicWallType=1stBN
Scrollproperties=1stB
If no engine is given, the defaults remain as stated with the atribut's documentation.
Eventhough BD1 and BD2 don't have dummies, anyone should be able to convert a cave and edit them in a BDCFF file, thus there should be defaults in order to be compatible with other tools/engines. Also there are some enhanced engines on the C64, including BD1 with dummies added.
As for Emerald Mine, I think, we need some more attributes. For instance, we need to specify the Yamyam content.
And since some fans began to build sequels which are supposedly level 6-10 of old games, I though of the usefulness to restrict the levels attribute to either 1 or 5. Should this restriction remain? Or should it be loosen to allow any number of levels?