Bomber Level Caracteristics
===========================

The bmblvls.92p format :

If you want to create your own levels, since no editor has been made yet, here is
the method and the way levels are coded !
First you must edit the file "BMBLVLS.ASM" which contains all the sprite stuff and
the level's data. You can insert a level where you want in the current level set.
Levels are 8*15 matrix and each cell contains a specific number which code a defined
case on the level :
	00 = Wall     (can't explode)
	01 = Nothing  (You can go through it)
	02 = Brick    (Can be removed by a bomb)
	03 = Brick (Flame bonus hidden)
	04 = Brick (Bomb  bonus hidden)
	05 = A bomb (don't use it, the bomb won't explose it is used for resume game)
	06 = Flame bonus
	07 = Bomb bonus
	08 = Mega-flame bonus
	09 = Random brick (any of the 3 kinds : 02->60% 03->20% 04->20%)
	10 = Random : brick (any kind) or nothing
	11 = Monster (slow)
	12 = Monster (fast)
	13 = Monster (mad, incredibly fast)
	15 = Brick hiding the exit (for 1p levels)
	16 = Magic Wall (a wall that can explose)
	17 = Random between Wall and Magic Wall
	18 = Invisible Wall
	19 = Invisible Brick
	20 = exit door (1P levels)
	21 = Brick (Mega-flame bonus)
	24 = Brick (Surprise Bonus)
	25 = Possible Exit Door
	26 = Surprise Bonus
	
The first number in a level corresponds to the sprite set used by default for this level
The second corresponds to the minutes left to complete the level, and the 3rd is the
seconds left...Then starts the matrix.
Be sure that you have forgotten nothing, no row, no column, no cell before running Bomber
otherwise the calc could crash !

After adding/changing a level, be sure that the 2 variables pointed by bmblvls@0001 & 
bmblvls@0002 are correct. The first one represents the number of levels the lib contains,
and the second one is the number of 1P level. In fact you must put all the 1P levels before 
the Battle level (just the random battle level must be at the FIRST position). Then the 1P 
game will go to the last 1P level (which is calculated thanks to the 'number of 1P levels').
The levels beyond the last 1P level will be designed only for Battle Game. (Note that all 1P
level's included are always compatible with Battle Game).


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Petite note en franais !
Pour tre sur que tout le monde comprenne bien le mode de codage des niveaux :
Premier chiffre : N de la lib de sprite pour le niveau
2			Minutes laisse pour finir le niveau (1 Joueur)
3			Secondes	 "		"		"
Ensuite c'est le dbut de la matrice 8*15 codant le niveau !
Le premier niveau dans la lib est le niveau standart alatoire pour le mode Battle,
ensuite viennent tous les niveaux 1 joueur les uns  la suite des autres, puis enfin
les niveaux Battle. La fin des niveaux 1 joueur est rgle par la variable bmblvls@0002
qui reprsente le nombre de tableaux 1 joueurs ! N'oubliez pas non plus de mettre 
jour la variable bmblvls@0001 qui correspond au nombre total de niveau.

Rassurez vous, si vous avez des problmes, un diteur de niveau va tre cr !
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Note : You can freely modify the BMBLVLS lib, but you are not allowed to broadcast it on
      the net without asking me. So, please send me your levels if you think they are great
	(either 1P levels or battle levels) and I will include them in the game, and of course,
	you will have your credit on the level !

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An editor will be made to create your own levels so if you are not successful in making
your levels (which is maybe a bit complex), you should wait for the editor, which will
be "easy-to-use"
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