Lo tengo ya todo correctamente y siguen sin salirme los tiles extras,pongo a continuacion como lo tengo todo:
Config.h:
$this->bbcode_second_pass_code('', '// Config.h
// Churrera v.4
// Copyleft 2010, 2011 The Mojon Twins
// ============================================================================
// I. General configuration
// ============================================================================
//#define MODE_128K // Experimental!
// In this section we define map dimmensions, initial and authomatic ending conditions, etc.
#define MAP_W 8 //
#define MAP_H 3 // Map dimmensions in screens
#define SCR_INICIO 8 // Initial screen
#define PLAYER_INI_X 2 //
#define PLAYER_INI_Y 7 // Initial tile coordinates
#define SCR_FIN 16 // Last screen. 99 = deactivated.
#define PLAYER_FIN_X 7 //
#define PLAYER_FIN_Y 3 // Player tile coordinates to finish game
#define PLAYER_NUM_OBJETOS 15 // Objects to get to finish game
#define PLAYER_LIFE 99 // Max and starting life gauge.
#define PLAYER_REFILL 50 // Life recharge
//#define COMPRESSED_LEVELS // use levels.h instead of mapa.h and enems.h (!)
//#define MAX_LEVELS 4 // # of compressed levels
//#define REFILL_ME // If defined, refill player on each level
// ============================================================================
// II. Engine type
// ============================================================================
// This section is used to define the game engine behaviour. Many directives are related,
// and others are mutually exclusive. I think this will be pretty obvious when you look at them.
// Right now the shooting engine is only compatible with the side-view engine.
// Bounding box size
// -----------------
// Comment both for normal 16x16 bounding box
#define BOUNDING_BOX_8_BOTTOM // 8x8 aligned to bottom center in 16x16
//#define BOUNDING_BOX_8_CENTERED // 8x8 aligned to center in 16x16
//define SMALL_COLLISION // 8x8 centered collision instead of 12x12
// General directives:
// -------------------
#define PLAYER_AUTO_CHANGE_SCREEN // Player changes screen automaticly (no need to press direction)
//#define PLAYER_CHECK_MAP_BOUNDARIES // If defined, you can't exit the map.
//#define DIRECT_TO_PLAY // If defined, title screen is also the game frame.
//#define DEACTIVATE_KEYS // If defined, keys are not present.
//#define DEACTIVATE_OBJECTS // If defined, objects are not present.
//#define ONLY_ONE_OBJECT // If defined, only one object can be carried at a time.
#define OBJECT_COUNT 1 // Defines which FLAG will be used to store the object count.
//#define DEACTIVATE_EVIL_TILE // If defined, no killing tiles (behaviour 1) are detected.
#define FULL_BOUNCE // If defined, evil tile bounces equal MAX_VX, otherwise v/2
//#define PLAYER_BOUNCES // If defined, collisions make player bounce
//#define SLOW_DRAIN // Works with bounces. Drain is 4 times slower
//#define PLAYER_FLICKERS // If defined, collisions make player flicker instead.
//#define MAP_BOTTOM_KILLS // If defined, exiting the map bottomwise kills.
#define WALLS_STOP_ENEMIES // If defined, enemies react to the scenary
//#define EVERYTHING_IS_A_WALL // If defined, any tile <> type 0 is a wall, otherwise just 8.
//#define ENABLE_PURSUERS // If defined, type 7 enemies are active
//#define DEATH_COUNT_EXPRESSION 20+(rand()&15)
//#define TYPE_7_FIXED_SPRITE 4 // If defined, type 7 enemies are always #
//#define TYPE_6_FIXED_SPRITE 2 // Sprite used - 1.
//#define SIGHT_DISTANCE 104 // Used in our type 6 enemies.
//#define USE_TWO_BUTTONS // Alternate keyboard scheme for two-buttons games
#define USE_HOTSPOTS_TYPE_3 // Alternate logic for recharges.
// Pushable tile
// -------------
#define PLAYER_PUSH_BOXES // If defined, tile #14 is pushable. Must be type 10.
//#define FIRE_TO_PUSH // If defined, you have to press FIRE+direction to push.
//#define ENABLE_PUSHED_SCRIPTING // If defined, nice goodies (below) are activated:
//#define MOVED_TILE_FLAG 1 // Current tile "overwritten" with block is stored here.
//#define MOVED_X_FLAG 2 // X after pushing is stored here.
//#define MOVED_Y_FLAG 3 // Y after pushing is stored here.
//#define PUSHING_ACTION // If defined, pushing a tile runs PRESS_FIRE script
// Shooting behaviour
// ------------------
#define PLAYER_CAN_FIRE // If defined, shooting engine is enabled.
#define PLAYER_BULLET_SPEED 8 // Pixels/frame.
#define MAX_BULLETS 3 // Max number of bullets on screen. Be careful!.
#define PLAYER_BULLET_Y_OFFSET 6 // vertical offset from the player's top.
#define PLAYER_BULLET_X_OFFSET 0 // vertical offset from the player's left/right.
#define ENEMIES_LIFE_GAUGE 1 // Amount of shots needed to kill enemies.
#define RESPAWN_ON_ENTER // Enemies respawn when entering screen
#define FIRE_MIN_KILLABLE 1 // If defined, only enemies >= N can be killed.
#define CAN_FIRE_UP // If defined, player can fire upwards and diagonal.
#define MAX_AMMO 99 // If defined, ammo is not infinite!
#define AMMO_REFILL 10 // ammo refill, using tile 20 (hotspot #4)
#define INITIAL_AMMO 99 // If defined, ammo = X when entering game.
//#define BREAKABLE_WALLS // Breakable walls
//#define BREAKABLE_WALLS_LIFE 3 // Amount of hits to break wall
//#define ENABLE_RANDOM_RESPAWN // If defined, automatic flying enemies spawn on killed enemies
//#define FANTY_MAX_V 256 // Flying enemies max speed (also for custom type 6 if you want)
//#define FANTY_A 16 // Flying enemies acceleration.
//#define FANTIES_LIFE_GAUGE 10 // Amount of shots needed to kill flying enemies.
// Scripting
// ---------
#define ACTIVATE_SCRIPTING // Activates msc scripting and flag related stuff.
#define SCRIPTING_DOWN // Use DOWN as the action key.
//#define SCRIPTING_KEY_M // Use M as the action key instead.
//#define SCRIPTING_KEY_FIRE // User FIRE as the action key instead.
//#define ENABLE_EXTERN_CODE // Enables custom code to be run from the script using EXTERN n
#define ENABLE_FIRE_ZONE // Allows to define a zone which auto-triggers "FIRE"
// Timer
// -----
//#define TIMER_ENABLE // Enable timer
//#define TIMER_INITIAL 99 // For unscripted games, initial value.
//#define TIMER_REFILL 30 // Timer refill, using tile 21 (hotspot #5)
//#define TIMER_LAPSE 32 // # of frames between decrements
//#define TIMER_START // If defined, start timer from the beginning
//#define TIMER_SCRIPT_0 // If defined, timer = 0 runs "ON_TIMER_OFF" in the script
//#define TIMER_GAMEOVER_0 // If defined, timer = 0 causes "game over"
//#define TIMER_KILL_0 // If defined, timer = 0 causes "one life less".
//#define TIMER_WARP_TO 0 // If defined, warp to screen X after "one life less".
//#define TIMER_WARP_TO_X 1 //
//#define TIMER_WARP_TO_Y 1 // "warp to" coordinates.
//#define TIMER_AUTO_RESET // If defined, timer resets after "one life less"
//#define SHOW_TIMER_OVER // If defined, "TIME OVER" shows when time is up.
// Top view:
// ---------
//#define PLAYER_MOGGY_STYLE // Enable top view.
//#define TOP_OVER_SIDE // UP/DOWN has priority over LEFT/RIGHT
// Side view:
// ----------
#define PLAYER_HAS_JUMP // If defined, player is able to jump.
//#define PLAYER_HAS_JETPAC // If defined, player can thrust a vertical jetpac
#define PLAYER_KILLS_ENEMIES // If defined, stepping on enemies kills them
//#define PLAYER_MIN_KILLABLE 3 // Only kill enemies with id >= PLAYER_MIN_KILLABLE
//#define PLAYER_BOOTEE // Always jumping engine. Don't forget to disable "HAS_JUMP" and "HAS_JETPAC"!!!
//#define PLAYER_STEP_SOUND // Sound while walking. No effect in the BOOTEE engine.
#define PLAYER_BOUNCE_WITH_WALLS // Bounce when hitting a wall. Only really useful in MOGGY_STYLE mode
//#define PLAYER_CUMULATIVE_JUMP // Keep pressing JUMP to JUMP higher in several bounces
// ============================================================================
// III. Screen configuration
// ============================================================================
// This sections defines how stuff is rendered, where to show counters, etcetera
#define VIEWPORT_X 1 //
#define VIEWPORT_Y 3 // Viewport character coordinates
#define LIFE_X 4 //
#define LIFE_Y 1 // Life gauge counter character coordinates
#define OBJECTS_X 9 //
#define OBJECTS_Y 1 // Objects counter character coordinates
#define OBJECTS_ICON_X 99 //
#define OBJECTS_ICON_Y 99 // Objects icon character coordinates (use with ONLY_ONE_OBJECT)
#define KEYS_X 14 //
#define KEYS_Y 1 // Keys counter character coordinates
#define KILLED_X 16 //
#define KILLED_Y 1 // Kills counter character coordinates
//#define PLAYER_SHOW_KILLS // If defined, show kill counter.
#define AMMO_X 19 //
#define AMMO_Y 1 // Ammo counter character coordinates
#define TIMER_X 99 //
#define TIMER_Y 99 // Timer counter coordinates
//#define PLAYER_SHOW_TIMER // If defined, show timer counter
// Text
//#define LINE_OF_TEXT 1 // If defined, scripts can show text @ Y = #
#define LINE_OF_TEXT_X 1 // X coordinate.
#define LINE_OF_TEXT_ATTR 71 // Attribute
// Graphic FX, uncomment which applies...
//#define USE_AUTO_SHADOWS // Automatic shadows made of darker attributes
//#define USE_AUTO_TILE_SHADOWS // Automatic shadows using specially defined tiles 32-47.
//#define UNPACKED_MAP // Full, uncompressed maps. Shadows settings are ignored.
//#define NO_MASKS // Sprites are rendered using OR instead of masks.
//#define PLAYER_ALTERNATE_ANIMATION // If defined, animation is 1,2,3,1,2,3...
//#define MASKED_BULLETS // If needed
//#define ENABLE_TILANIMS 32 // If defined, animated tiles are enabled.
// the value especifies firt animated tile pair.
#define PAUSE_ABORT // Add h=PAUSE, y=ABORT
//#define GET_X_MORE // Shows "get X more" when getting an object
// ============================================================================
// IV. Player movement configuration
// ============================================================================
// This section is used to define which constants are used in the gravity/acceleration engine.
// If a side-view engine is configured, we have to define vertical and horizontal constants
// separately. If a top-view engine is configured instead, the horizontal values are also
// applied to the vertical component, vertical values are ignored.
// IV.1. Vertical movement. Only for side-view.
#define PLAYER_MAX_VY_CAYENDO 356 // Max falling speed (512/64 = 8 pixels/frame)
#define PLAYER_G 36 // Gravity acceleration (32/64 = 0.5 píxeles/frame^2)
#define PLAYER_VY_INICIAL_SALTO 120 // Initial junp velocity (64/64 = 1 píxel/frame)
#define PLAYER_MAX_VY_SALTANDO 320 // Max jump velocity (320/64 = 5 píxels/frame)
#define PLAYER_INCR_SALTO 44 // acceleration while JUMP is pressed (48/64 = 0.75 píxeles/frame^2)
//#define PLAYER_INCR_JETPAC 32 // Vertical jetpac gauge
//#define PLAYER_MAX_VY_JETPAC 256 // Max vertical jetpac speed
// IV.2. Horizontal (side view) or general (top view) movement.
#define PLAYER_MAX_VX 256 // Max velocity (192/64 = 3 píxels/frame)
#define PLAYER_AX 56 // Acceleration (24/64 = 0,375 píxels/frame^2)
#define PLAYER_RX 36 // Friction (32/64 = 0,5 píxels/frame^2)
// ============================================================================
// V. Tile behaviour
// ============================================================================
// Defines the behaviour for each tile. Remember that if keys are activated, tile #15 is a bolt
// and, therefore, it should be made a full obstacle!
// 0 = Walkable (no action)
// 1 = Walkable and kills.
// 2 = Walkable and hides.
// 4 = Platform (only stops player if falling on it)
// 8 = Full obstacle (blocks player from all directions)
// 10 = special obstacle (pushing blocks OR locks!)
// 16 = Breakable (#ifdef BREAKABLE_WALLS)
// You can add the numbers to get combined behaviours
// Save for 10 (special), but that's obvious, innit?
#ifndef COMPRESSED_LEVELS
unsigned char comportamiento_tiles [] = {
0, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 1, 8, 8, 10, 10,
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
};
#endif
')
androide.spt
$this->bbcode_second_pass_code('', '# Androide zx spectrum 48k
# Copyleft 2014 Montydesing.
# Churrera 3.99.3
# Decoracion
ENTERING SCREEN 8
IF TRUE
THEN
# decoracion tiles extra
SET TILE (3, 7) = 24
SET TILE (4, 7) = 22
SET TILE (4, 6) = 23
END
END
')
Si necesitais algo mas pedirmelo,solo me queda esto para darle unos detalles y estara terminado,gracias de antemano.