BUBBLE BOBBLE EDITOR v2.0

 

GETTING STARTED

First of all, choose the .tap file called "BBE_v2_0". This is the main editor program. Load this into your emulator. You will be greeted by a screen telling you that it's building various tables. When this task is done, the screen clears and it starts to build a picture of level 1.

Once the level has been drawn, use the following keys to perform various functions...

ZX = down / up a level
G = goto a level (1 to 80)
C = clear level

OPQA = move

M = place block
N = remove block

S = save data to .tap/tzx or tape
L = load data from .tap/tzx or tape

All of these are performed within the screen editor. The following have some further explanation to come...

1 = change level colour
2 = edit baddies
3 = edit item position
4 = edit level bubble type
5 = edit level pattern

CHANGE LEVEL COLOUR

There are only 15 colour schemes in Bubble Bobble. The colours from the first 15 levels cycle around from level 16 onwards. This means that if you change the colour for level 16, then levels 1, 31, 46, 61 and 76 will also be affected. It's best to stick to changing the colours for the first 15 levels and leave the rest alone.

First you are asked for the Ink colour for the level you are editing. This is from 1 to 7, 2 excluded. 2 is the code for red, and if there is red ink on the screen all baddies will be killed the moment the level starts, so you can not select red ink.

Next you are asked for the Paper colour for the level you are editing. This is also from 1 to 7, with 5 excluded. 5 is the code for cyan, and if there is cyan paper on the screen all baddies will be killed the moment the level starts, so you can not select cyan paper.

Other codes are...

1=Blue

2=Red

3=Magenta

4=Green

5=Cyan

6=Yellow

7=White

You can also not select Black for either paper or ink.

You are next asked for the border size. This is 0 for small or 1 for big. It affects the way the pattern looks down the sides of the level.

 

EDIT BADDIES

The screen will clear, and you are given a list of the baddies, their Column, Type, Row and Direction. You will also see the number of the attribute style, and the length (from 1 to 255) of time the baddies take to burst out of bubbles you have caught them in.

You do not have to worry about Column and Row values, as these are automatically worked out from v2.0 onwards. Baddie types are as follows...

0 - square baddie
1 - hoodie baddie shooting biscuits
2 - blubbery baddie
3 - flying thingy
4 - spring baddie
5 - goblin thingy
6 - bee baddie
7 - space invader

Baddie types from 8 through to F (hex) repeat the above. You won't have to worry about entering these values, only 0 to 7.

Baddie directions are 0 / 8 for left and 1 / 9 for right. You only have to select left or right.

Once you've chosen a baddie to edit, the screen will build and a large cursor can be moved around as in the main editor, with OPQA, and you can select the point where your baddie will settle with M.

You are then asked for a baddie type (0 to 7 as above) and the direction it will face (0 or 1 for left or right). You are then taken back to the list of baddies, etc.

Once you've edited the baddies to your liking, you can select the time it takes for the baddies to break out of bubbles, and select an attribute. Attributes dictate when the baddies start to move from the start of the level, and are as follows...

0 - all move at once
1 - move one at a time
2 - move in pairs
3 - move in triplets
4 - move in fours
5 - 1 moves, 2 moves, 3&4 move, the remainder move
6 - 1&2 move, the remainder move
7 - 1 moves, 2&3 move, 4&5 move, the remainder move

Unfortunately, although you can add more baddies to a level, you can not yet delete them in this version of the editor. This may be improved in time.

You can also select 9 to exit and go back to the screen editor.

 

EDIT ITEM POSITIONS

Where you can place an item is dictated by the level you are on and it's type (symmetrical / asymmertrical). When you select to edit the item positions, a grid reference will be displayed according to where you can place the items. Items appear on one side of the screen first (where you select them to go), and then on the opposite side second. If you place an object 2 squares in from the left and 2 down from the top, the second object will appear 2 from the top and 2 from the right. Simply type in the grid reference relating to where you want your first item to appear. You will be taken back to the screen editor from there.

 

EDIT LEVEL BUBBLE TYPE

There are only so many levels that can have bubbles in them. If you want to add bubbles to a level, you must find a level that has bubbles already and remove the bubbles from that level first. You MUST also include gaps at the top and bottom of the screens where you place bubbles.

When you select to edit the bubbles, you will be shown the current bubble type for this level, and asked to choose which type of bubble you'd prefer to have. These are 1-Water, 2-Lightening, 3-Fire, 4-Extend or 0-None. If there is no room for bubbles on the current level, you will be told if you try to select 1-4.

You will automatically be taken back to the screen editor.

 

EDIT LEVEL PATTERN

This option takes you to a simple UDG editor. You can move the cursor with OPQ and A, place a pixel with M and remove one with N, clear the grid with C, and go back to the screen editor with X. There are 5 level patterns which cycle around like the colours do. Editing the pattern on level one affects the pattern on levels 6, 11, 16 etc...

 

FINISHING UP

Once you've saved you completed level data, you must then load up the .tap file called "BBE_Compiler_v2_0.tap". In this program you insert the .tap file with your saved data and press any key. The data then loads into the game and you are asked if you'd like to save it out as one block of code. Now, you can test your game. It automatically starts, so select your controls and play away until you've test all the bits you've edited and made any notes if there is anything you need to change.

The large block of code that is saved from the compiler is the entire game code with your levels inserted into it. It starts at address 25000 and is 40536 bytes long. It runs from address 62908. This simplest program that will load and run this code for you is as follows...

10 CLEAR 24999 : LOAD "" CODE 25000 : RANDOMIZE USR 62908

This should be saved before the code with the command SAVE "BB" LINE 0

Study the loader of the demo I've included to see how to add a title screen$.

 

CONVERTING FROM v1.3 OR BELOW TO v2.0

There is a converter program you must use if you've been editing in v1.3 or below of BBE, and want to carry on in v2.0. Load the program and follow the instructions, first to load in your old data files, and then to save out your new ones. If you had some UDGs you were using for level patterns, then have these handy too, as they can be included in the new files. They must be in the format of one file, 40 bytes long (that's all 5 UDGS / patterns).

 

Thankyou for reading this poorly written manual. If you'd like to tidy it up, add some more, correct my grammar etc, then please do so, and post the results in the thread on WOS at http://www.worldofspectrum.org/forums/showthread.php?t=15502 :)