Warped Reality

If thou art strong, mortal, Supergeek shall reveal unto thee a great arcane magick which will allow thee to control the very natural laws of the Bomberman arena itself!

Introduction
AIs
Animation
Campaign Mode
Levels
Miscellaneous
Power-ups
Sounds
Disclaimer


Introduction

This magick can be wrought with a mere text editor such as WordPad. Using thy editor spell, call forth the file DATA/RES/VALUELST.RES from thy Atomic Bomberman installation. The structure of the file is simple.

Comments and instructions from the game programmers begin wherever there is a semicolon. These make the file easier for mortals to perceive the meaning of the data, and have no effect on Bomberman gameplay. A comment may even appear at the end of a line which contains data values. For example,

; this is a comment line -- bomberman ignores it
50,1 ; this comment shares a line with data
1000,320,240 ; this line sets more than one value at once

The rest of the file consists of pairs of data numbers and data values separated by commas. Think of data numbers as tags on little boxes that can hold information. Each box has a specific function and can hold a data value setting. In the second example above, the data number is 50, and this data number has a value of 1. Several values can be set at once on a single line as well. In the third example, values are changed starting with value number 1000. Since their are two values, the next value number (1001) is changed as well.

If you know which part of game a data number corresponds to, you can customize that part by changing the value. Generally, you should only change values for data numbers that are already in the file. Be wary! While some value settings will not crash the game, they may make it unplayable.

In the subsequent sections, Supergeek hath grouped the most useful numbers and values together by type for easy reference. After you have finished changing values, save the file and then start Atomic Bomberman to try them out! If you think there should be an addition or correction, let Supergeek know.


AIs

These settings will tweak the behavior of the AIs.

Num Default Range Description
92 30 0+ Number of seconds before entering "attract" mode.
910 15 0+ Seconds of warning that the wall is coming so that AIs can get out of the way.
915 5 1+ 1 in "n". Odds that an AI will attempt to destroy bricks.
920 4 0+ How close a power-up has to be for an AI to go for it.


Animation

These settings control counts of graphic resources, such as deatch and cornered animations, as well as frame rate and other control values.

Num Default Range Description
10 10 1+ Number of frames for the flame animation. Useful only if you customize this animation.
20 10 1+ Number of frames for block disintegration. Useful only if you create a custom level.
30 20 1+ Game frames per second.
31 150 1+ Milliseconds per frame.
32 40 0+ Number of frames to show player color in team mode before changing to team colors. "0" will never show player colors.
105 24 1+ Number of death animations installed. In network games, all players must have at least as many animations as the host machine.
106 4 0+ Angel movement rate. Controls how far the angel moves in the angel death animation.
190 250 0+ Low conveyor belt speed in 100th of a pixel.
191 350 0+ Medium conveyor belt speed in 100th of a pixel.
192 450 0+ High conveyor belt speed in 100th of a pixel.
330 13 1+ Number of cornered animations installed. This is the animation that shows when a player is completely trapped. In network play, all machines must have at least as many animations loaded as the server.
680 30 0+ Number of frames you bounce on the trampoline in one-player mode.
681 35 0+ Number of pixels per frame bomberman moves while bouncing on a trampoline in one-player mode.
1010 5 0+ Twinkle duration for the gold bomberman. The winner of the last match gets a prize from the roulette and glows at the start of the next match. Set to "0" to twinkle for the whole game.


Campaign Mode

Campaign mode is sort of like adventure mode in other Bomberman games. The object is to kill all of the ghosts, rovers, and AIs to score points in each of several successive schemes. To enter campaign mode, press "C" five times at the player selection screen in single player mode and then select a campaign from the list. The following values will alter how campaign mode works.

Num Default Range Description
1200 3 1+ 1 in "n". Odds that a ghost or rover will change its direction of movements.
1205 3 1+ 1 in "n". Odds that a direction change will not be toward a human player.
1300 250 0+ Number of points awarded for killing an AI.
1310 15 0+ Number of points awarded for destroying a rover.
1320 25 0+ Number of points awarded for killing a ghost.


Levels

A level is a set of brick and background graphics. The following settings control how levels are set up. Level properties are found in blocks in the file, with one value for each defined level. These are indicated as number ranges in the table. If you add a new custom level, a value must be added to each property block. Note that in network play all machines must have at least as many levels as the server machine.

Ice Delay
Other
Random
Regeneration


Ice Delay

This settings block controls the number of milliseconds of "ice" delay for each level. "0" disables the delay, other values may cause change of direction and stopping to be slowed. If you add a new custom level, you must add a line to the end of this block using the next available data number.

Num Default Range Description
450-499 - 0+ Data number range for ice delay settings.
450 0 0+ Ice delay for the "New Green Acres" level.
451 0 0+ Ice delay for the "Classic Green Acres" level.
452 250 0+ Ice delay for the "Hockey Rink" level.
453 0 0+ Ice delay for the "Ancient Egypt" level.
454 0 0+ Ice delay for the "Coal Mine" level.
455 0 0+ Ice delay for the "Beach" level.
456 0 0+ Ice delay for the "Aliens" level.
457 0 0+ Ice delay for the "Haunted House" level.
458 0 0+ Ice delay for the "Under the Ocean" level.
459 0 0+ Ice delay for the "Deep Forest Green" level.
460 0 0+ Ice delay for the "Inner City Trash" level.

Other

This table contains settings for levels that do not fit into any of the other level categories.

Num Default Range Description
35 11 1-50 Number of levels that are defined.

Random

This settings block controls whether a level may appear when the "Random" level is chosen in the match setup. If you add a new custom level, you must add a line to the end of this block using the next available data number.

Num Default Range Description
1150-1199 - 0 = disable
1 = enable
Data number range for random level settings.
1150 1 0 = disable
1 = enable
Random setting for the "New Green Acres" level.
1151 1 0 = disable
1 = enable
Random setting for the "Classic Green Acres" level.
1152 0 0 = disable
1 = enable
Random setting for the "Hockey Rink" level.
1153 1 0 = disable
1 = enable
Random setting for the "Ancient Egypt" level.
1154 1 0 = disable
1 = enable
Random setting for the "Coal Mine" level.
1155 1 0 = disable
1 = enable
Random setting for the "Beach" level.
1156 0 0 = disable
1 = enable
Random setting for the "Aliens" level.
1157 1 0 = disable
1 = enable
Random setting for the "Haunted House" level.
1158 1 0 = disable
1 = enable
Random setting for the "Under the Ocean" level.
1159 1 0 = disable
1 = enable
Random setting for the "Deep Forest Green" level.
1160 1 0 = disable
1 = enable
Random setting for the "Inner City Trash" level.

Regeneration

This settings block controls the number of seconds between brick regenerations. "0" disables regeneration, other values cause bricks to periodically reappear. If you add a new custom level, you must add a line to the end of this block using the next available data number.

Num Default Range Description
340-389 - 0+ Data number range for regeneration settings.
340 0 0+ Regeneration value for the "New Green Acres" level.
341 0 0+ Regeneration value for the "Classic Green Acres" level.
342 0 0+ Regeneration value for the "Hockey Rink" level.
343 0 0+ Regeneration value for the "Ancient Egypt" level.
344 0 0+ Regeneration value for the "Coal Mine" level.
345 0 0+ Regeneration value for the "Beach" level.
346 0 0+ Regeneration value for the "Aliens" level.
347 4 0+ Regeneration value for the "Haunted House" level.
348 0 0+ Regeneration value for the "Under the Ocean" level.
349 0 0+ Regeneration value for the "Deep Forest Green" level.
350 0 0+ Regeneration value for the "Inner City Trash" level.


Miscellaneous

Useful settings that don't really fit in any of the other categories.

Num Default Range Description
12 7 0+ Wait time for the introduction screens before the game menu appears.
13 3 0+ For network games, minimum time to wait between rounds so that the client machines can catch up. The server must sit on the score screen at least this many seconds before the next round can begin.
16 7 1+ The number of wallpapers for the game settings screens.
1101 200 0+ Network time-out in milliseconds for IPX games. Missed packets will be resent if a time-out occurs.
1102 750 0+ Network time-out in milliseconds for modem games. Missed packets will be resent if a time-out occurs.
1103 400 0+ Network time-out in milliseconds for serial connection games. Missed packets will be resent if a time-out occurs.


Power-ups

These settings control collection, use, and effects of power-ups. This is broken up into several sections.

Birth
Bombs
Diseases
Found
Limits
Other
Speed


Birth

These settings determine which power-ups a player has at the start of the game. These default settings can be overridden by a scheme.

Num Default Range Description
50 1 1+ Default number of bombs players are born with.
51 2 1+ Default flame length at start.
53 0 0 = no kick
1 = kick
Defaults born with kick.
54 0 0+ Default number of skates players are born with.
55 0 0 = no punch
1 = punch
Defaults born with punch.
56 0 0 = no grab
1 = grab
Defaults born with grab.
57 0 0 = no spooge
1 = spooge
Defaults born with spooge.
58 0 0 = no goldflame
1 = goldflame
Defaults born with goldflame.
59 0 0 = no trigger
1 = trigger
Defaults born with trigger.
60 0 0 = no jelly
1 = jelly
Defaults born with jelly.

Bombs

These settings control bomb behavior.

Num Default Range Description
41 40 1+ Fuse length, in frames. Set it too low and it won't be safe to lay any bombs!
43 0 0 = regular
1 = trigger
2 = jelly
Default starting bomb type. This allows you to be born with trigger or jelly even if it's not in the scheme.
320 180 0+ Minimum number of seconds between potential dud bombs. Dud bombs appear in one-player mode only.
321 180 0+ Additional random seconds between potential dud bombs.
322 3 1+ 1 in "n". Chance potential dud bomb will be a dud.
323 120 0+ Minimum number of frames for which a dud bomb waits.
324 200 0+ Additional random wait frames for a dud bomb.
667 3 1+ 1 in "n" chance that a bouncing jelly bomb will change direction.

Diseases

The settings in this table control how diseases spread and how long they last.

Num Default Range Description
120 1 0 = indestructible
1 = destructible
Controls whether diseases can be destroyed by a bomb blast in one-player mode. In network play, diseases can always be destroyed.
121 1 0 = permanent
1 = temporary
Controls whether diseases wear off after a period of time.
123 1 0 = hand off
1 = multiply
Controls whether a disease is shared or handed off when you touch another player.
124 1 0 = incurable
1 = curable
Controls whether a disease can be cured by picking up another power-up (or disease).
125 10 1+ 1 in "n". Chance that picking up a power-up will cure a disease, if diseases are curable.
129 10 0+ Number of frames that a disease must be possessed before it can be handed off, if diseases are passed.
130 300 0+ Duration in frames of molasses.
131 300 0+ Duration in frames of speedy.
132 300 0+ Duration in frames of constipation.
133 300 0+ Duration in frames of poops.
134 300 0+ Duration in frames of short flame.
135 300 0+ Duration in frames of crack poops.
136 300 0+ Duration in frames of short fuse.
138 300 0+ Duration in frames of reverse.

Found

These settings control how many of each power-up can be found by destroying bricks. A negative setting is a 1 in "n" chance that the power-up will appear. Non-negative settings are actual quantities. These settings can be overridden by a scheme.

Num Default Range Description
400 10 # Number of available bombs.
401 10 # Number of available flames.
402 3 # Number of available diseases.
403 4 # Number of available kicks.
404 8 # Number of available skates.
405 2 # Number of available punches.
406 2 # Number of available grabs.
407 1 # Number of available spooges.
408 -2 # Number of available goldflames.
409 -4 # Number of available triggers.
410 1 # Number of available jelly bombs.
411 -4 # Number of available bad diseases.
412 -2 # Number of available randoms.

Limits

These settings limit the quantity of a power-up a player can collect. Set to "0" for unlimited. Note that having more than one of most power-ups, like punch or kick, will not really affect your player's abilities. However, in one-player mode it can let you keep these abilities even when you are hit on the head, since you will drop "extra" ones.

Num Default Range Description
550 8 0+ Maximum number of bombs.
551 8 0+ Maximum number of flames.
553 1 0+ Maximum number of kicks.
554 4 0+ Maximum number of skates.
555 1 0+ Maximum number of punches.
556 1 0+ Maximum number of grabs.
557 1 0+ Maximum number of spooges.
558 1 0+ Maximum number of goldflames.
559 1 0+ Maximum number of triggers.
560 1 0+ Maximum number of jelly bombs.

Other

These are power-up settings that don't fit into the other power-up categories.

Num Default Range Description
102 40 0+ Wait time in seconds before punch, grab, or bad disease will appear when a brick is destroyed. Set to "0" to have all power-ups available at the start of the match.
670 1 0+ Minimum number of power-ups lost in one-player mode if Bomberman is hit on the head. In network play, power-ups are not lost.
671 3 0+ Random additional number of power-ups that may be lost in one-player mode if Bomberman is hit on the head. In network play, power-ups are not lost.

Speed

All speed settings are in 100th of a pixel per frame.

Num Default Range Description
42 923 1+ Player starting speed.
90 150 0+ Speed gain from picking up a skate.
91 150 0+ Speed loss from the roulette "clog".
300 1000 1+ Speed of a kicked bomb.
301 1300 1+ Speed of a punched bomb.


Sounds

Depending on your memory configuration, adjusting how the game manages sound may improve its performance.

Num Default Range Description
3 0 0 = disabled
1 = enabled
Enables load of critical sounds at game startup.Set to "1" to load critical sounds when Atomic Bomberman starts rather than during the game.
5 200 10-200 Number of sound files allowed to be loaded simultaneously.
6 7000000 500000-20000000 Sound cache maximum size, in bytes.
7 1800 0+ Wait time (seconds) to clear all sounds and load different ones. "0" disables reload.
8 5 1+ Number of sounds that can play simultaneously.
9 100 0+ Wait time (seconds) for clearing sounds under the "minimum" memory model.
95 5 0+ 1 in "n". Odds that a taunt will play after a player dies.
650 4 0+ 1 in "n". Odds that a taunt will play after a player lays many bombs.
651 4 1+ Bomb count to consider to be "many" bombs.


Disclaimer

Supergeek assumes no responsibility for Atomic Bomberman crashing as a result of improperly modifying its configuration files. Before you start, back up any files you're going to change and make sure you understand everything you have to do to make it work. Happy hacking!


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