Game and Cave Properties
|1||AcidProperties||Element to eat, growth propability||DIRT 0.03|||
|4||AmoebaGrowthProb||Amoeba slow (and fast) growth probability (two or one number)||0.03 and 0.25|||
|5||AmoebaThreshold||The percentage of the cave the amoeba is allowed to occupy before turning to boulders (number).||0.227|||
|6||AmoebaTime||Amoeba slow growth time (number)|||
|7||AmoebaType||BD1: Timer starts immediately (even before the cave start signal). |
BD2: Timer starts at the first possibility of growing. (default)
1stB: Like BD2, except the timer does not start before the cave start signal.
|8||Author||Cave (or game) author (string)||for cave default equals game author|||
|12||BiterProperties||Delay; Element to eat||0 DIAMOND|||
|13||BonusLife||Bonus life score (number, default = 500)|||
|14||BonusTime||Reward for collecting a clock|||
|15||BorderProperties||BD1: When elements move to upper or lower border, their delay state become permanent. (default if Levels=5) |
PLCK: Like BD1, except that the upper and lower borders aren't scanned at all. (default if Levels=1)
1stB: Upper and lower border are wrapped around. Detection is implemented through copying the opposided lines. Movement is redirected. If the active guy steps off the border, the cave is scrolled to the other side and the game is paused during that time.
perfect: Like 1stB, except the detection is also done through redirection. (Has no line shifting and no side effects)
wraparound: The cave scrolls endlessly instead of back, ie. you won't see any borders.
Object-instructions may wraparound as well. If they do, the type must be specified beforehead. In case of BD1 or PLCK, the structures are truncated at the upper and lower borders and line shifted at the side borders.
|65||BugValue||Points gained when a Bug is destroyed|||
|16||CaveDelay||Used in BoulderDash Construction Kit engine (CaveDelay and FrameTime can not be combined)|||
|17||CaveMaxTime||If you reach that number by collecting too many clocks, the time overflows to 0. (default=999)|||
|18||CaveSize||Default cave width and height (two numbers, default values = 40 and 22). Available only in [game] section.|||
|19||CaveTime||Cave total times for each level (five - or one - numbers). Available only in [cave] section|||
|20||Charset||Character set, for example "space" for BD3||"original"|||
|62||CrystalValue||Points gained when a Crystal is collected|||
|21||Date||Date of cave (or game) creating (string, 2002 or 2002-10 or 2002-10-31 format)|||
|22||Description||Cave (or game) description (string)|||
|23||DiagonalMovement||The guy can move diagonal. (default=false)|||
|24||DiamondsRequired||Number of diamonds required to successfully finish the cave for each level (five - or one - numbers). Available only in [cave] section|||
|60||DiamondValue||Points gained when a Diamond is collected|||
|27||DummyProperties||Can collect diamonds (boolean), dropped boulder cause penalty (boolean), may be destroyed (boolean). (default values=false false true) |
(The dummy is also known as a Voodoo doll)
|68||DynamiteValue||Points gained when a Dynamite is collected|||
|28||Effect||element1 element2 |
This applies a Lord Diego-Effect, except it is much more general. There may be several Effect attributes.
Replaces element 1 with element 2 in the effect table.
|59||EmeraldValue||Points gained when an Emerald is collected|||
|29||EnemyDirection||direction [type [time]] (time is a number, default=forward BD1) |
direction can be forward or backward
type can be
BD1: never change direction
1stB: change direction every time seconds, first change occours at the start signal
CrLi: like 1stB, except the direction does not change at the start signal.
|3||Engine||Specific Engine this file is intended for. Depends of the Gametype|||
|30||Fingerprint||Is used to validate a demo recording or a highscore table which makes it authentic for competition purposes. |
For validating a demo recording, the Fingerprint is placed at the end in the [demo]-section. This is a CRC of the Executable, the demofile (if it is not part of the BDCFF-file) and the [game]-section including all its [cave]-sections. Nested existing other [demo]-sections, [highscore]-section and the Fingerprint itself are excluded from the CRC.
For validating a highscore table, the Fingerprint is placed in the end of the [highscore]-section. This is a CRC of the Executable and the BDCFF-file, but all [demo]-sections are excluded from the CRC.
|31||Fontset||Font set, for example "space" for BD3||"original"|||
|72||ForcefieldTime||The time a forcefield keeps active after collecting|||
|32||FrameTime||Default=200; 200 ms per frame, ie 5 frames per second. (CaveDelay and FrameTime can not be combined)|||
|70||GateWheelTime||The time a timeGatewheel keeps spinning after activation|||
|10||GraphicSet||Name of the Graphicset or Spriteset to be used||The default graphics of the engine|||
|33||HatchingDelay||The guy's hatching delay. This is the number of scanning frames inbox will be flashing before the guy's hatching. (number, default=21)|||
|34||InitialBorder||Initial border element (element name). This element is used to draw the border. Default is STEELWALL|||
|35||InitialFill||Initial fill element (element name). This element is used to fill entire field, except for the border . Default is DIRT|||
|36||InOutBoxType||BD1: Alternate between full and empty on each appearance (if there is an even number of active In/Outboxes, they won't flash) |
1stB: (default) Like BD1, except flashing is enforced by ensuring the first accouring In/Outbox has a different state on each scan.
synchronious: All In/Outboxes have a common state alternating on each scan. This is common behavior in many Boulder Dash Clones.
The guy can only appear when its Inbox is in its empty state. Any Inbox in its filled state has to wait to "flash" to its empty state first. Hence the Inbox behavior has influence on the pattern several guys appear.
|37||Intermission||Is intermission (boolean, default value = false). Available only in [cave] section|||
|38||IntermissionProperties||Can scroll, immediate bonus life, bonus life when solved (booleans, default values = false true false).|||
|39||IntermissionSize||Default intermission cave width and height (two numbers, default values = 20 and 12). Available only in [game] section|||
|57||KeyValue||Points gained when a Key is collected|||
|40||Levels||Default number of levels (number, default = 1). Available only in [game] section|||
|42||Lives||Initial number of lives [maximum number of lives] (numbers, default = 3 9). Available only in [game] section|||
|43||MagicWallTime||Magic wall milling time (number)|||
|44||MagicWallType||BD1: (default if Levels=5) when a boulder falls into it, the caves scan restarts from top left. Amoebas beyond that point aren't count. Amoeba can be converted because of this. |
BD2: (default if Levels=1) no special timing, does not care about amoeba.
1stBN: like BD2, except timer does not start before the cave start signal (however, the wall can be activated before that point.).
1stBA: like 1stBN, but does convert amoeba (without the BD1 behavior)
|74||MusicSet||Name of the Musicset or Backgroundmusic to be used (if present)||The default music of the engine|||
|45||Name||Cave (or game) title (string)|||
|73||Note1||string: content of note 1..n|||
|63||NutValue||Points gained when a Nut is cracked|||
|71||PacmanScore||Points gained when a Pacman is destroyed|||
|61||PearlValue||Points gained when a Pearl is collected|||
|46||PenaltyTime||Time discount when a dummy is destroyed|||
|47||PushingBoulderProb||Probability normal and with sweet collected. (number [number], default = 0.25, 1.0)|||
|48||RandomFill||Pseudo-randomly placed elements (four or less pairs of element name and it's probability). This info is used to pseudo-randomly fill entire field. Available only in [cave] section.|||
|49||RandSeed||Random generator seed values for corresponding pseudo-randomly placed elements (five numbers)|||
|67||RobotValue||Points gained when a Robot is destroyed|||
|55||Scrollproperties||BD1: Scroll per step. |
1stB: Follow the first guy in Cave. (default)
|50||Selectable||Is selectable (boolean, default value = true). Available only in [cave] section|||
|51||Size||Current cave width and height (two numbers, default values correspond to game info). Available only in [cave] section. Can range from 20 12 up to 128 128.|||
|52||SlimePermeability||Slime probabilitiy of penetrating (float number, default=1.0)|||
|53||SlimePermeabilityC64||Slime permeability C64 style (number, 8 bit all with equal value, default=0)|||
|75||SoundSet||Name of the Soundset or SoundFX to be used (if present)||The default SoundFX of the engine|||
|66||SpaceShipValue||Points gained when a SpaceShip is destroyed|||
|58||TimeValue||Points gained for the remaining time when exiting|||
|69||WheelTime||The time a Robotwheel keeps spinning after activation|||
|56||WWW||Link to author's webpage|||
|64||YamValue||Points gained when a Yam is destroyed|||