#define GFX_SPECIAL_ARG_TOONS 31
#define GFX_SPECIAL_ARG_SCORESOLD 32
#define GFX_SPECIAL_ARG_SCORESNEW 33
#define GFX_SPECIAL_ARG_TOONS 31
#define GFX_SPECIAL_ARG_SCORESOLD 32
#define GFX_SPECIAL_ARG_SCORESNEW 33
-#define GFX_SPECIAL_ARG_FADING 34
-#define GFX_SPECIAL_ARG_QUIT 35
+#define GFX_SPECIAL_ARG_NO_TITLE 34
+#define GFX_SPECIAL_ARG_FADING 35
+#define GFX_SPECIAL_ARG_QUIT 36
// these additional definitions are currently only used for draw offsets
#define GFX_SPECIAL_ARG_INFO_MAIN 0
// these additional definitions are currently only used for draw offsets
#define GFX_SPECIAL_ARG_INFO_MAIN 0
#define GAME_MODE_PSEUDO_TOONS 31
#define GAME_MODE_PSEUDO_SCORESOLD 32
#define GAME_MODE_PSEUDO_SCORESNEW 33
#define GAME_MODE_PSEUDO_TOONS 31
#define GAME_MODE_PSEUDO_SCORESOLD 32
#define GAME_MODE_PSEUDO_SCORESNEW 33
-#define GAME_MODE_PSEUDO_FADING 34
-#define GAME_MODE_QUIT 35
+#define GAME_MODE_PSEUDO_NO_TITLE 34
+#define GAME_MODE_PSEUDO_FADING 35
+#define GAME_MODE_QUIT 36
// special definitions currently only used for custom artwork configuration
#define MUSIC_PREFIX_BACKGROUND 0
// special definitions currently only used for custom artwork configuration
#define MUSIC_PREFIX_BACKGROUND 0
boolean lazy_relocation; // only redraw off-screen player relocation
boolean can_pass_to_walkable; // player can pass to empty or walkable tile
boolean grow_into_diggable; // amoeba can grow into anything diggable
boolean lazy_relocation; // only redraw off-screen player relocation
boolean can_pass_to_walkable; // player can pass to empty or walkable tile
boolean grow_into_diggable; // amoeba can grow into anything diggable
boolean auto_exit_sokoban; // automatically finish solved Sokoban levels
boolean solved_by_one_player; // level is solved if one player enters exit
boolean auto_exit_sokoban; // automatically finish solved Sokoban levels
boolean solved_by_one_player; // level is solved if one player enters exit