Atomic Bomberman Guild

Scheme Editor

Originally, I was thinking about writing a scheme editor in Java. The I found out that Atomic Bomberman includes a scheme editor. To get in, go to the main menu in Bomberman, hold down CTRL, and press E six times.

Schemes

Kriket sent me the following two schemes: The Place For Pain and Trigger Hell. Download (ZIP file).

"[This] is a scheme file I've made named 'Vietnam.' It's really pretty cool, but when you play it find out where all the players go by experimentation and never use random placement or it kinda ruins the idea of the scheme. I've set it up so that each team should have a prisoner (i think the prisoners are players 4 and 8 if i remember right). Well, i hope you find a use for it. By the way, cool page!" - fenderguy@hawkpci.net

Dissection

The format of an Atomic Bomberman scheme file is actually very simple. It consists of an ASCII text file which can be edited by any text editor. Comments in the scheme file are denoted by the ';' character as the first character on a line. For example, the following two lines are comments:

; NOTE! This is an Atomic Bomberman Scheme File.
; Modify at your own risk.  It is machine-generated and updated.

From this point on, the scheme file separate configuration information using tags, beginning with a '-'. Following the tags are parameters, separated by the comma character.

; this is an internal version control number
-V,2
; this is the textual name of the scheme
-N,THE PLACE FOR PAIN

In the example above, the line '-V,2' stand for version 2. And the name of the scheme file is given by the '-N' tag, followed by the comma delimitor and the name.

In a Bomberman scheme, there are three types of blocks on the map: solid, brick, and blank. Solid is concrete that can not be destroyed. Brick are obsticles that can be blown up. And blank just means there is an empty space. The notation for each block is '#', ':', and '.', respectively.

The Bomberman battle field is 15 blocks across and 11 blocks down (165 blocks total). You must arrange your blocks within this grid. Bomberman scheme file denotes the battle grid using the row ('-R') tag. The row tag has two parameters. The first parameter is the row number and the second parameter is the block arrangement for the row.

-R, 3,:####:..:#####:

In the above example, we specified block arrangement for row 3 of the battle field. In your scheme file, you will need to specify arrangements for all 11 rows. Remember, in Computer Science, we start counting from 0. So you will have rows ranging from 0 to 10. Here is an example of the grid:

-R, 0,...::::::..::..
-R, 1,.######:######.
-R, 2,:####::::#####.
-R, 3,:####:..:#####:
-R, 4,..:##:..:##::::
-R, 5,.####:##:#####:
-R, 6,.:::######::...
-R, 7,::###########.:
-R, 8,::###:::::###::
-R, 9,..#####.#####..
-R,10,..:::...:::::..

Still under construction; more to come . . .


The content of these web pages are maintained and updated by Chieh Cheng.

Bomberman is copyrighted and trademarked by Hudson Soft Co., Ltd.
Atomic Bomberman is copyrighted by Interplay Productions.