[highscores]
1 LogicDeLuxe 666666
2 Prof Knibble 666665
3 No One 666664
; Can contain several lines of
; Rank Name Scores
; The first rank is listed first, followed by the second etc.
; Can also occur in [cave] section
; May be absent
[/highscores]
[mapcodes]
; extended codes for map-coded caves, may be absent.
Length=1 ; The length (1 or 2 characters) of the map-codes. Default value = 1
; For example,
.=DIRT
W=STEELWALL
; ...etc. If Length = 2 then ..=DIRT, Ws=STEELWALL, etc.
[/mapcodes]
[cave]
; next cave, etc.
[map]
; a map of a cave, is absent if cave is object-coded.
; For example,
WWWWWW
WXd..W
W.d..W
W.d..W
W.d.PW
WWWWWW
[/map]
[yam]
; Specifies the objects that appear when a YAM explodes
; May be absent if the engine or the level doesn't contain yams
; uses the same object codes as the map-section
;empty lines should be skipped but may be present for readability
; may be in one line, i.e. $3RR$3$3Yl$3$3RR$3 etc.
; for example
$3RR$3
$3Yl$3
$3RR$3
$1$1$1
$1Bo$1
$1$1$1
$3RR$3
$3Yl$3
$3RR$3
RoRoRo
RoRoRo
RoRoRo
[/yam]
[magicball]
; Specifies the objects that appear when a MAGICBALL is active.
; in the EMV5/EMV6 engine this in only 1 object
; in the engine of David Tritscher, there is room for 8 objects (a 3x3 grid with the ball in the middle
; for example
$1$1$1
$1 $1
$1$1$1
[magicball]
[/BDCFF]