{
-1, -1,
TYPE_BOOLEAN, CONF_VALUE_8_BIT(21),
- &li.bd_wraparound_objects, FALSE
- },
- {
- -1, -1,
- TYPE_BOOLEAN, CONF_VALUE_8_BIT(22),
&li.bd_scan_first_and_last_row, TRUE
},
{
-1, -1,
- TYPE_BOOLEAN, CONF_VALUE_8_BIT(23),
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(22),
&li.bd_short_explosions, TRUE
},
{
-1, -1,
- TYPE_BOOLEAN, CONF_VALUE_8_BIT(24),
+ TYPE_BOOLEAN, CONF_VALUE_8_BIT(23),
&li.bd_gravity_affects_all, TRUE
},
// compatibility settings
cave->lineshift = level->bd_line_shifting_borders;
- cave->wraparound_objects = level->bd_wraparound_objects;
cave->border_scan_first_and_last = level->bd_scan_first_and_last_row;
cave->short_explosions = level->bd_short_explosions;
cave->gravity_affects_all = level->bd_gravity_affects_all;
// compatibility settings
level->bd_line_shifting_borders = cave->lineshift;
- level->bd_wraparound_objects = cave->wraparound_objects;
level->bd_scan_first_and_last_row = cave->border_scan_first_and_last;
level->bd_short_explosions = cave->short_explosions;
level->bd_gravity_affects_all = cave->gravity_affects_all;
int bd_scheduling_type; // BD engine scheduling type
boolean bd_pal_timing; // BD engine uses special PAL timing
boolean bd_line_shifting_borders; // BD engine uses line-shifting wrap-around
- boolean bd_wraparound_objects; // BD cave object rendering uses wrap-around
boolean bd_scan_first_and_last_row; // BD engine scans top and bottom border rows
boolean bd_short_explosions; // BD engine uses four game cycles for explosions
boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects