A set.ini example - birth
[general]
name=Birth

[pics]
numpics=27
; default stone ball at origin
pic1=x0y0.bmp
; rotate right
pic2=x10y0.bmp
pic3=x20y0.bmp
pic4=x30y0.bmp
; rotate left
pic5=x-10y0.bmp
pic6=x-20y0.bmp
pic7=x-30y0.bmp
; rotate up
pic8=x0y10.bmp
pic9=x0y20.bmp
pic10=x0y30.bmp
pic11=x0y40.bmp
pic12=x0y50.bmp
pic13=x0y60.bmp
; morph to TodBirth
pic14=morf0001.bmp
pic15=morf0002.bmp
pic16=morf0003.bmp
pic17=morf0004.bmp
pic18=morf0005.bmp
pic19=todbirth.bmp
; spikes
pic20=spk001.bmp
pic21=spk002.bmp
pic22=spk003.bmp
pic23=spk004.bmp
pic24=spk005.bmp
pic25=spk006.bmp
pic26=spk007.bmp
pic27=spk008.bmp

[assignment]
; stone ball is default
default=1

; 13 pads (as promised in rj.ini)
; left and back
pad1=1 5 6 7 6 5 1
; right and back
pad2=1 2 3 4 3 2 1
; spikes - full
pad3=20 21 22 23 24 25 26 27
; up and back
pad4=1 8 9 10 11 12 13 12 11 10 9 8 1
; some fast spike sequences
pad5=20 21 23
pad6=23 22 20
pad7=24 26 27
; morph from stone ball to doc paradise
pad8=1 14 15 16 17 18 19 18 19
; reverse spikes
pad9=27 26 25 24 23 22 21 20
; jumpy left rotation
pad10=1 5 6 5 6 7
; jumpy right rotation
pad11=1 2 3 2 3 4
; "jump up, ..." (house of pain)
pad12=1 8 9 8 9 10 9 10 11 10 11 12 11 12 13
; Morph from doc paradise to stone ball
pad13=19 18 17 16 15 14 1 14 1
Back to tech page
See how it looks if you hit pads 4,8,13