Gracias por responder aunque no hiciera falta
Bueno quisiera preguntaros una duda, estoy con el final del juego y resulta que modifico el config.h pongo las coordenadas de fin y no pasa nada, no sé si me falta alguna opción que descomentar o algo que configurar. Ya os digo que he creado el ending.bin como en el manual y lo he puesto en \dev, al pasar por el punto en cuestión no sucede nada.
Os dejo el config.h
// Config.h
// Churrera v.4
// Copyleft 2010, 2011 The Mojon Twins
// ============================================================================
// I. General configuration
// ============================================================================
// In this section we define map dimmensions, initial and authomatic ending conditions, etc.
#define MAP_W 10 //
#define MAP_H 3 // Map dimmensions in screens
#define SCR_INICIO 24 // Initial screen
#define PLAYER_INI_X 7 //
#define PLAYER_INI_Y 1 // Initial tile coordinates
#define SCR_FIN 10 // Last screen. 99 = deactivated.
#define PLAYER_FIN_X 2 //
#define PLAYER_FIN_Y 1 // Player tile coordinates to finish game
#define PLAYER_NUM_OBJETOS 99 // Objects to get to finish game
#define PLAYER_LIFE 10 // Max and starting life gauge.
#define PLAYER_REFILL 1 // Life recharge
//#define COMPRESSED_LEVELS // use levels.h instead of mapa.h and enems.h (!)
//#define MAX_LEVELS 2 // # 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_PUSH_BOXES // If defined, tile #14 is pushable
//#define FIRE_TO_PUSH
#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... erm...
//#define ENABLE_PURSUERS // If defined, type 7 enemies are active
//#define DEATH_COUNT_EXPRESSION 8+(rand()&15)
// 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 4 // Amount of shots needed to kill enemies.
#define RESPAWN_ON_ENTER // Enemies respawn when entering screen
#define ENABLE_RANDOM_RESPAWN // If defined, automatic flying enemies spawn on killed enemies
#define FANTY_MAX_V 256 // Flying enemies max speed.
#define FANTY_A 12 // 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.
// 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
// ============================================================================
// III. Screen configuration
// ============================================================================
// This sections defines how stuff is rendered, where to show counters, etcetera
#define VIEWPORT_X 1 //
#define VIEWPORT_Y 0 // Viewport character coordinates
#define LIFE_X 12 //
#define LIFE_Y 21 // Life gauge counter character coordinates
#define OBJECTS_X 99 //
#define OBJECTS_Y 99 // 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 21 //
#define KEYS_Y 21 // Keys counter character coordinates
#define KILLED_X 99 //
#define KILLED_Y 99 // Kills counter character coordinates
//#define PLAYER_SHOW_KILLS
// 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...
// ============================================================================
// 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 512 // Max falling speed (512/64 = 8 pixels/frame)
#define PLAYER_G 48 // Gravity acceleration (32/64 = 0.5 píxeles/frame^2)
#define PLAYER_VY_INICIAL_SALTO 96 // Initial junp velocity (64/64 = 1 píxel/frame)
#define PLAYER_MAX_VY_SALTANDO 300 // Max jump velocity (320/64 = 5 píxels/frame)
#define PLAYER_INCR_SALTO 60 // 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 48 // Acceleration (24/64 = 0,375 píxels/frame^2)
#define PLAYER_RX 64 // 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!)
#ifndef COMPRESSED_LEVELS
unsigned char comportamiento_tiles [] = {
0, 8, 8, 8, 8, 8, 1, 1, 0, 0, 1, 0, 8, 1, 1, 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