;-------------------------------
; PuzzleBOBS configuration file
;-------------------------------
;
; Here you can configure PuzzleBOBS game. If you find a value in which is specified the range
; between brackets you must respect its and consider that extremes values could be included.
; If you don't find range you could insert a SIGNED LONG INT value from -2147483647
; to +2147483647. If you find (+) you must insert a positive value. 
; If you insert a string respect Amiga Dos directives and use and use quotes in strings with spaces.
; If an error occurs, PuzzleBOBS will confirm it to you. 
;
; Have a good configuration.
;
;
; --------------------  
; Config file About
; --------------------
"VIC E BABES"		
"Countries represented by bobs in this set are:"		
"Canada, France, Germany, Italy, Romania, Spain,"		
"United Kingdom, and United States of America."		
0		
0		
0		
; --------------------
; Screen confuguration
; --------------------
;
-1		;DISPALYID of screen. You must insert this as a decimal value. Normally IDS are written in esadecimal. If you use a w
320		;WIDTH (+) of window or screen.
256		;HEIGHT (+) of window or screen.
8		;DEPTH (+) of screen. If you use a window the game uses depth of Workbench screen.If you use non-amiga graphic devices you 
0		;FLAG (0-2) if set to (0) you use a screen, if you set to (1) you want a window and if you set to (2) you want a PIP window
0		;FLAG (0-1) If 1 you want closeworkbench else 0 you don't want. If you use a window for game this flag is no consider. If y
0		;FLAG (0-1) With 1 you can have screen forcing the ratio as in 640*256 that is not 16:9,and with 0 you disable this choice.
0		;FLAG (0-1) Here you can choose if the main titles have to be done by Blitter (1) or faster by copper (0) (On Aga machines 
320		;WIDTH (+) of the area that you want dedicate to the array of balls. With this value you can limit the size of rectangle
256		;HEIGHT (+) of the area that you want dedicate to the array of balls.
3		;FLAG (0-4) Here you can choose the mode of blitting. See the docs to choose method you want.
50		;PERCENTAGE (0-100) When you use the cooperative method between cpu and blitter, here you can set the percentage in blit 
14		
; ----------------
; Rotation objects  
; ----------------
1		;NUMBER (1-5) that define how many rotating objects have you. If you have only the principal pointer you must set this to 1
15		;WIDTH (+) of chunky rectangle of principal pointer.
54		;HEIGHT (+) of chunky rectangle of principal pointer.
8		;X of rotation center in chunky rectangular of principal pointer.
36		;Y of rotation center in chunky rectangular of principal pointer.
14		;VALUE (1-16) of precision of rotations.
0		;VALUE (0-255) of zoom of all rotation pointers. If you use zero it has no zoom and has dimensions defined in rectangular
1		;FLAG (0-1) If you set it to 1 you want rotation procedures to be optimized else no optimizations.
0		;PRI (0-4) of principal pointer. If you set to 0 the principal pointer has lower pri than pri of other gears the second has
; first gear.
0		;WIDTH (+) of graphic chunky array that define the first gear of pointer.
0		;HEIGHT (+) of graphic chunky array that define the first gear of pointer.
0		;X of rotation center of first gear in the rectangular array from 0,0.
0		;Y of rotation center of first gear in the rectangular array from 0,0.
0		;X of distance of the rotation center of this gear from the rotation center of the pointer.
0		;Y of distance of the rotation center of this gear from the rotation center of the pointer.
0		;MOLTIPLIER of the variation in degree of principal pointer. If you set this to 0 this gear will not move.
; second gear. 
0		;WIDTH (+) of graphic chunky array that define the second gear of pointer.
0		;HEIGHT (+) of graphic chunky array that define the second gear of pointer.
0		;X of rotation center of second gear in the rectangular array from 0,0.
0		;Y of rotation center of second gear in the rectangular array from 0,0.
0		;X of distance of the rotation center of this gear from the rotation center of the pointer.
0		;Y of distance of the rotation center of this gear from the rotation center of the pointer.
0		;MOLTIPLIER of the variation in degree of second gear. If you set this to 0 this gear will not move.
; -------------------
; Pointer Support
; -------------------
47		;WIDTH (+) of graphic chunky array that define the support that is under the principal poiner and substain it.
32		;HEIGHT (+) of graphic chunky array that define the support that is under the principal poiner and substain it.
24		;X of center that coincides with the rotating center of principal pointer.
9		;Y of center that coincides with the rotating center of principal pointer.
; -----
; Balls
; -----
16		;NUMBER (1-50) of balls in the graphic array.
1		;FRAMES (1-255) of anim of balls. If 1 you have only a frame.  Remember that all balls in graphic chunky file  must have th
16		;WIDTH (+) of bigger ball of set in graphic chunky array.
16		;HEIGHT (+) of bigger ball of set.
8		;WIDTH (+) of space between balls when near. If you have four tangs this value is not consider and tha game uses the WIDT
14		;HEIGHT (+) os space between balls when near.
3		;VALUE (0-31) of reduction of collision mask on the x axis. If you set this value to zero the collision respects the form o
3		;VALUE (0-31) of reduction of collision mask on the y axis.
2		;X of distance between the next ball and the ball over pointer,this is a multiplier of WIDTH of balls.
0		;Y of distance between the next ball and the ball over pointer,This is a multiplier of HEIGHT of balls.
20		;Y (+) of start position of rectangular array of balls from the top of screen/window. 
20		;Y (+) of distance from the lower end of array of balls and the ball over the pointer.
; -----------
; Controllers
; -----------
3		;VALUE in degrees of a movement of joystick and joypad to right.
3		;VALUE in degrees of a movement of joystick and joypad to left.
1		;VALUE in degrees of a movement of joystick and joypad to up.
1		;VALUE in degrees of a movement of joystick and joypad to down.
3		;VALUE in degrees of a movement of mouse to left and to right.
2		;VALUE in degrees of a movement of mouse to left and to right with right mouse button pressed.
1		;VALUE in degrees of a movement of mouse to left and to right with only right mouse button pressed.
; -----
; Fonts
; -----
10		;WIDTH (+) in pixel of the bigger letter of the large font set.The bigger letter is a form of the set and this value repr
15		;HEIGHT (+) in pixel of the bigger letter of the large font set.
9		;WIDTH (+) in pixel of the bigger letter of the small font set.
11		;HEIGHT (+) in pixel of the bigger letter of the small font set.
0		;X in pixel between two letters of large font set when written. 
0		;Y in pixel between two letters of large font set when written.
0		;X in pixel between two letters of small font set when written. 
0		;Y in pixel between two letters of small font set when written.
0		;FLAG (0-1) if you set this to 1 you don't want to have the exact distance between letters but use the value of maximum wid
; -------
; Columns
; -------
10		;WIDTH (+) of graphic chunky array that define the left column. The game will calculate with this the right column.
227		;HEIGHT (+) of graphic chunky array taht define the left column.
10		;WIDTH (+) of column that is out of array of balls. If it is as the WIDTH of column, the column is all out the ring.Else yo
0		;Y (+)  of start position of columns, Here you can define where columns have to be positioned from the top of screen.
; --------------- 
; Game Over Limit 
; ---------------
128		;WIDTH (+) of graphic chunky rectangle of stripe that define gameover limit.
4		;HEIGHT (+) of graphic chunky rectangle of stripe that define gameover limit.
; --------
; Aim Line
; --------
4		;WIDTH (+) of graphic chunky array that define an element of aim line.
4		;HEIGHT (+) of graphic chunky array that define an element of aim line.
1		;NUMBER (1-255) of frames in graphic chunky array of aim line.
10		;VALUE (0-255) of distance of the first element of aim line from the rotation center of pointer.
13		;VALUE (0-16) that define speed of aim line elements.If you set this to zero you will have not linear movement of aim lin
13		;VALUE (0-16) that define the distance between two elements of aim line.
20		;NUMBER (+) of elements that define the aim line.More elements you have, slower is the speed of aim line. I advise you to
13		;SPEED (0-16) of an element of aim line.An Other value.???
; ----
; Beam
; ----
128		;WIDTH (+) of grapich chunky array that define beam over balls.
10		;HEIGHT (+) of graphic chunky array that define  beam over balls.
4		;VALUE (+) of lateral movement of beam that push the balls array when it tremble.
; -----
; Timer
; -----
16		;WIDTH (+) of grapich chunky array that define a frame of timer.
16		;HEIGHT (+) of grapich chunky array that define a frame of timer.
17		;NUMBER (1-255) of frames of timer animation.
; -----
; Clock
; -----
45		;WIDTH (+) of grapich chunky array that define the clock.
45		;HEIGHT (+) of grapich chunky array that define the clock.
23		;(+) X of rotation center that coincides with the rotating center of hand, from 0,0.
23		;(+) Y of rotation center that coincides with the rotating center of hand, from 0,0.
1		;FLAG (0-1) If you set 1 you have the clock respects the second, else with 0 divides the total time in 360 equal parts. 
10		;VALUE (0-360) Here you can choose how many seconds before the time finish, the clock must have written in letters, secon
0		;FLAG (0-1) If you set this to 0 you will have the SMALL FONT (0) for the numbers over the clock, else with 1 you will have
25		;PERCENTAGE (0-100) of screen's height that define the clock's y position.
; ------------
; Clock's Hand  
; ------------
3		;WIDTH (+) of grapich chunky array that define the clock's hand.
17		;HEIGHT (+) of grapich chunky array that define the clock's hand.
2		;(+) X of rotation center of hand in  the rectangular array from 0,0.
16		;(+) Y of rotation center of hand in  the rectangular array from 0,0.
0		;VALUE (0-255) of zoom of hand. If you use zero it has no zoom and has dimensions defined in rectangular chunky array.
; --------------
; Cpu Explosions
; --------------
1		;VALUE (1-16) that influence the cpu explosions in size.
0		;NUMBER (+) of maximum frame in cpu calculated explosion.
0		;VALUE (+) with which you can increase the frame of cpu calculated explosion.Remeber that the frame influences the dimensio
; ---------------------------
; Graphic explosion extension  
; ---------------------------
16		;WIDTH (+) of an explosion's set frame in graphic data which defines explosion's animation.
16		;HEIGHT (+) of an explosion's set frame in graphic data which defines explosion's animation.
0		;X (+) from the top left corner of pixel in a single explosion frame which coincides with the left top corner of a bob's mo
0		;Y (+) from the top left corner of pixel in a single explosion frame which coincides with the left top corner of a bob's mo
6		;FRAMES (1-255) of animation frames.
16		;NUMBER (+) of animation sequences done. If you have 8 bobs in your set and you have done an animation for each you have t
; --------------
; Ball Movements
; --------------
11		;SPEED (1-16) of balls that you fire from your pointer.
3		;SPEED (0-255) of movement of a ball when collides to an other ball. If you set this to zero after collision the ball will 
16		;VALUE (1-16) of speed to found collisions. If you use 16 you have the top of precision finding collisions. If you use 0 
2		;VALUE of a movement of balls from pointer. This is an other method to choose speed of balls that start from pointer.This i
8		;SPEED (1-16) of balls that fall.
8		;SPEED (0-255) of balls that fall and collide against other balls.If you set this to zero after collision the ball will go 
1		;VALUE of speed of falling balls. This is an other method to choose speed of falling balls that start from pointer.This is 
3		;SPEED of next ball when goes to the pointer. Represent pixels per time.
1		;FLAG (0-1) If you use 0 you have non anim of next ball when moves to pointer.If you put 1 you have anim. Mode 0 is faster.
; -----------------
; Task's priorities
; -----------------
;
; Main global tasks.
126		;TASK's PRI (-127/+127) which controls all bobs drawings.
51		;TASK's PRI (-127/+127) which controls all objects rotations. 
127		;TASK's PRI (-127/+127) which controls all objects explosions.
; 
; Player's tasks.
104		;TASK's PRI (-127/+127) which controls all player's sub tasks and communicates with level's tasks.
105		;TASK's PRI (-127/+127) which controls player's inputs from a remote controller (Joystick,mouse,keyboard,joypad). 
106		;TASK's PRI (-127/+127) which moves next balls to the pointer.
50		;TASK's PRI (-127/+127) which controls aim line's drawings and movements. 
35		;TASK's PRI (-127/+127) which controls the timer's drawing.
;
; Level's tasks.
100		;TASK's PRI (-127/+127) which controls all level's sub tasks and receives communications from players.
101		;TASK's PRI (-127/+127) which controls dropping bobs. 
102		;TASK's PRI (-127/+127) which asynchronously explodes level's bobs. 
103		;TASK's PRI (-127/+127) which asynchronously draws level's bobs. 
99		;TASK's PRI (-127/+127) which controls beam's tremble movements. 
30		;TASK's PRI (-127/+127) which controls score counter display. 
31		;TASK's PRI (-127/+127) which controls bob's animations. 
;* ---------------------  
;* Frames/sec of events
;* ---------------------
142		;VALUE (1-1000000) of frames in a second of ball movements from pointer.
142		;VALUE (1-1000000) of frames in a second of falling balls.
20		;VALUE (1-1000000) of frames in a second of first movement of beam.
40		;VALUE (1-1000000) of frames in a second of second movement of beam.
33		;VALUE (1-1000000) of frames in a second of drawing of all elements of aim line.
50		;VALUE (1-1000000) of frames in a second of cpu and graphic explosions.
142		;VALUE (1-1000000) of frames in a second of next ball when moves to the pointer.
500		;VALUE (1-1000000) of frames in a second of anims of balls.
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
1		
;From here there are 50 values that determinate of which type are all balls that you have 
;in the chunky rectangular array.See the docs to fill right values to determinate type of balls.
;Use only a number of values equal to balls in use.
1		
1		
1		
1		
1		
1		
1		
1		
2		
3		
4		
5		
6		
7		
8		
9		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
0		
; From now you have to insert strings of files and of menu to auto localizate its into your language.
PuzzleBOBS:gfx/vix/flags/320x256/flagback_320x256x8		;STRING of background.
PuzzleBOBS:gfx/vix/flags/320x256/FlagBalls_Set1_16x240x8		;STRING of balls.
PuzzleBOBS:gfx/vix/flags/320x256/FlagColumn_10x227x8		;STRING of column.
PuzzleBOBS:gfx/vix/flags/320x256/flagbeam_128x10x8		;STRING beam.
PuzzleBOBS:gfx/vix/flags/320x256/flagfont_10x15_60x240x8		;STRING font set small.
PuzzleBOBS:gfx/vix/flags/320x256/flagpalette		;STRING palette of background.
PuzzleBOBS:gfx/vix/flags/320x256/flagaim_1f_4x4x8		;STRING aim objects.
PuzzleBOBS:gfx/vix/flags/320x256/FlagLimit_128x4x8		;STRING graphic limit of level.
PuzzleBOBS:gfx/vix/flags/320x256/flagpointer_8x36c_15x54x8		
0		
0		
PuzzleBOBS:gfx/vix/flags/320x256/flagsupport_24x9c_47x32x8		
PuzzleBOBS:gfx/vix/flags/320x256/flagfont_9x11_54x176x8		;STRING font set large.
PuzzleBOBS:gfx/vix/flags/320x256/FlagsTimer_17f_16x272x8		;STRING Timer.
PuzzleBOBS:gfx/vix/flags/320x256/flagballsexpl_set1_96x240x8		;STRING Graphic explosion data.
PuzzleBOBS:gfx/vix/flags/320x256/flagclock_23x23c_45x45x8		;STRING of clock data.
PuzzleBOBS:gfx/vix/flags/320x256/flagclockhand_2x16c_3x17x8		
;
;Others backgrounds, beams, columns and palettes (strings of).
;
;11°
0		;Background
0		;palette
0		;beam
0		;columns
;12°
0		;Background
0		;palette
0		;beam
0		;columns
;13°
0		;Background
0		;palette
0		;beam
0		;columns
;14°
0		;Background
0		;palette
0		;beam
0		;columns
;15°
0		;Background
0		;palette
0		;beam
0		;columns
;16°
0		;Background
0		;palette
0		;beam
0		;columns
;17°
0		;Background
0		;palette
0		;beam
0		;columns
;18°
0		;Background
0		;palette
0		;beam
0		;columns
;19°
0		;Background
0		;palette
0		;beam
0		;columns
;10°
0		;Background
0		;palette
0		;beam
0		;columns
;11°
0		;Background
0		;palette
0		;beam
0		;columns
;12°
0		;Background
0		;palette
0		;beam
0		;columns
;13°
0		;Background
0		;palette
0		;beam
0		;columns
;14°
0		;Background
0		;palette
0		;beam
0		;columns
;15°
0		;Background
0		;palette
0		;beam
0		;columns
;16°
0		;Background
0		;palette
0		;beam
0		;columns
;17°
0		;Background
0		;palette
0		;beam
0		;columns
;18°
0		;Background
0		;palette
0		;beam
0		;columns
;19°
0		;Background
0		;palette
0		;beam
0		;columns
;20°
0		;Background
0		;palette
0		;beam
0		;columns
