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Hide menu buttons?

Posted: Sun Jul 05, 2026 12:09 pm
by TheOnyxGuy
Just recently learned you can now change order of buttons for custom graphics sets, and I don't mean just their position on the screen, but in terms of how the game handles their order when scrolling through it with up/down arrows.

Code: Select all

...
  { "main.button.name.pos",				"-1"				},
  { "main.button.levels.pos",				"-1"				},
  { "main.button.scores.pos",				"-1"				},
  { "main.button.editor.pos",				"-1"				},
  { "main.button.info.pos",				"-1"				},
  { "main.button.game.pos",				"-1"				},
  { "main.button.setup.pos",				"-1"				},
  { "main.button.quit.pos",				"-1"				},
...
Here's a temporary graphics set I did for testing purposes, changing both their "positions" and texts.
fgksdgkfudsf.png
fgksdgkfudsf.png (29.85 KiB) Viewed 57 times

And as strange as this may sound, will there also be some sort of ability to disregard some of these buttons completely? Like, let's say, hiding Editor completely and making it completely unavailable. From what I understand, making a button completely intangible is kind of not a thing, since -1 just makes the button use it's default position and 0 is just not a regular position value with no particularily special effect.




Oh yeah, another thing not related to this topic, but does anyone what the "main.button.switch_sound_set" button is for? Is it an engine related button or something?

Re: Hide menu buttons?

Posted: Sun Jul 05, 2026 12:39 pm
by Holger
Just recently learned you can now change order of buttons for custom graphics sets, and I don't mean just their position on the screen, but in terms of how the game handles their order when scrolling through it with up/down arrows.
Yes, that's a new feature of 4.4.2.x -- see the (also new) level set "Diamond Caves" for how it works and looks like. :)
And as strange as this may sound, will there also be some sort of ability to disregard some of these buttons completely?
This already works with the "setup" and "info" menu entries (see any of Jürgen Bonhagen's games for examples how to do it), but I am afraid that if I add support for this also for the main menu screen, sooner or later somebody might think it's funny to create a level set which disables the "levelset" menu entry, so you can't go back to another levelset again. ;-)
Oh yeah, another thing not related to this topic, but does anyone what the "main.button.switch_sound_set" button is for? Is it an engine related button or something?
Again, have a look at the "Diamond Caves" level set and click on the logo panel at the bottom of the screen: It opens and offers to switch between the two included sound sets (using Amiga style sounds with and without low pass filter enabled, just as it was used by default by the Amiga 500 and the Amiga 1200). The button to switch between these two (or any two sound sets that can be switched between) is the button defined by "main.button.switch_sound_set". (It's the "sound counterpart" for "main.button.switch_ecs_aga", which does the same for two optional graphics sets for a level set, and was first used to switch between the two available graphics sets for the "Emerald Mine Club" level collection, which comes with two graphics sets for either the Amiga "Enhanced Chip Set" (ECS) (32 colors) or the Amiga "Advanced Graphics Adapter" (AGA) (64 colors), but could also just be seen (and used) as "graphics set #1" and "graphics set #2". :-) )