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{
"JUMP-N-RUN",
{
{ 1, GAME_PIECE_Jumpman, FLAG_VA, 19, 28, SPECIAL_ABILITY_None},
{ 10, GAME_PIECE_Girder_Hor, FLAG_VA, 0, 8, 6},
{ 11, GAME_PIECE_Girder_Down, FLAG_VA, 6, 9, 4},
{ 12, GAME_PIECE_Girder_Hor, FLAG_VA, 10, 13, 2},
{ 13, GAME_PIECE_Girder_Up, FLAG_VA, 12, 12, 4},
{ 14, GAME_PIECE_Girder_Hor, FLAG_VA, 16, 8, 8},
{ 15, GAME_PIECE_Girder_Down, FLAG_VA, 24, 9, 4},
{ 16, GAME_PIECE_Girder_Hor, FLAG_VA, 28, 13, 2},
{ 17, GAME_PIECE_Girder_Up, FLAG_VA, 30, 12, 4},
{ 18, GAME_PIECE_Girder_Hor, FLAG_VA, 34, 8, 6},
{ 20, GAME_PIECE_Girder_Hor, FLAG_VA, 0, 28, 6},
{ 21, GAME_PIECE_Girder_Down, FLAG_VA, 6, 29, 4},
{ 22, GAME_PIECE_Girder_Hor, FLAG_VA, 10, 33, 4},
{ 23, GAME_PIECE_Girder_Hor, FLAG_VA, 17, 36, 6},
{ 24, GAME_PIECE_Girder_Hor, FLAG_VA, 26, 33, 4},
{ 25, GAME_PIECE_Girder_Up, FLAG_VA, 30, 32, 4},
{ 26, GAME_PIECE_Girder_Hor, FLAG_VA, 34, 28, 6},
{ 30, GAME_PIECE_Girder_Hor, FLAG_VA, 0, 52, 8},
{ 31, GAME_PIECE_Girder_Hor, FLAG_VA, 32, 52, 8},
{ 40, GAME_PIECE_Girder_Hor, FLAG_VA, 0, 70, 5},
{ 41, GAME_PIECE_Girder_Hor, FLAG_VA, 10, 70, 20},
{ 42, GAME_PIECE_Girder_Hor, FLAG_VA, 35, 70, 5},
{ 50, GAME_PIECE_Girder_Hor, FLAG_VA, 0, 88, 40},
{ 60, GAME_PIECE_Rope_Down, FLAG_VA, 10, 28, 12},
{ 61, GAME_PIECE_Rope_Down, FLAG_VA, 28, 28, 12},
{ 70, GAME_PIECE_Rope_Up, FLAG_VA, 0, 30, 5},
{ 71, GAME_PIECE_Rope_Up, FLAG_VA, 12, 36, 8},
{ 72, GAME_PIECE_Rope_Up, FLAG_VA, 26, 36, 8},
{ 73, GAME_PIECE_Rope_Up, FLAG_VA, 38, 30, 5},
{ 80, GAME_PIECE_Ladder, FLAG_VA, 0, 4, 6},
{ 81, GAME_PIECE_Ladder, FLAG_VA, 38, 4, 6},
{ 82, GAME_PIECE_Ladder, FLAG_VA, 0, 68, 5},
{ 83, GAME_PIECE_Ladder, FLAG_VA, 38, 68, 5},
{ 84, GAME_PIECE_Ladder, FLAG_VA, 19, 6, 4},
{ 85, GAME_PIECE_Ladder, FLAG_VA, 19, 22, 1},
{ 86, GAME_PIECE_Ladder, FLAG_VA, 19, 26, 1},
{ 87, GAME_PIECE_Ladder, FLAG_VA, 19, 30, 5},
{ 88, GAME_PIECE_Ladder, FLAG_VA, 19, 50, 2},
{ 89, GAME_PIECE_Ladder, FLAG_VA, 19, 58, 3},
{ 90, GAME_PIECE_Ladder, FLAG_VA, 16, 68, 5},
{ 91, GAME_PIECE_Ladder, FLAG_VA, 22, 68, 5},
{100, GAME_PIECE_Bomb, FLAG_VAS, 10, 9,120}, // execute script 120
{101, GAME_PIECE_Bomb, FLAG_VAS, 28, 9,121}, // execute script 121
{102, GAME_PIECE_Bomb, FLAG_VA, 3, 24, 0}, //
{103, GAME_PIECE_Bomb, FLAG_VAS, 10, 20,122}, // execute script 122
{104, GAME_PIECE_Bomb, FLAG_VAS, 28, 20,123}, // execute script 123
{105, GAME_PIECE_Bomb, FLAG_VA, 35, 24, 0}, //
{106, GAME_PIECE_Bomb, FLAG_VAS, 2, 42,124}, // execute script 124
{107, GAME_PIECE_Bomb, FLAG_VAS, 36, 42,125}, // execute script 125
{108, GAME_PIECE_Bomb, FLAG_VA, 3, 74, 0}, //
{109, GAME_PIECE_Bomb, FLAG_VAS, 10, 84,126}, // execute script 126
{110, GAME_PIECE_Bomb, FLAG_VAS, 19, 84,127}, // execute script 127
{111, GAME_PIECE_Bomb, FLAG_VAS, 28, 84,128}, // execute script 128
{112, GAME_PIECE_Bomb, FLAG_VA, 35, 74, 0}, //
{120, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 13, 0}, // make object 13 invisible
{121, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 15, 0}, // make object 15 invisible
{122, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 85, 0}, // make object 85 invisible
{123, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 86, 0}, // make object 86 invisible
{124, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 21, 0}, // make object 21 invisible
{125, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 25, 0}, // make object 25 invisible
{126, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 90, 0}, // make object 90 invisible
{127, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 88, 0}, // make object 88 invisible
{128, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE, 91, 0}, // make object 91 invisible
{140, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{141, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{142, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{143, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{ 0, 0, 0, 0, 0, 0}, // end of level marker
},
1500,13,0, // bonus start value = 1500, bombs required = 13
0,0,0,0,
false,
false,
},
0,0,0,0,
false,
false,
0,0,0,0,
false,
false,
#define OBJECTS_PER_LEVEL_MAX 165
typedef struct
{
char name[24]; // name of the level including the NULL
OBJECT_Type object_list[OBJECTS_PER_LEVEL_MAX];
int2 bonus_points; // starting bonus points
int1 collectable_required; // collectables required to complete the level
int1 wind_speed; // speed of wind if applicable
int1 toggle_bits; // used for toggling platform visibilty
int1 res1; // reserved for future use
int1 res2; // reserved for future use
int1 res3; // reserved for future use
bool wrap_mode; // wrap around mode in x direction for certain levels
bool final_level; // final level marker
} LEVEL_Type;
sizeof(LEVEL_Type) = 1024 bytes.
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