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					|   Hyper Bomberman (with Map Editor)   | 
				 
				
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	- 2D tile engine with dynamic/animating tiles written in C, uses DirectDraw 7:
 
	
		- Fast assembler drawing routines for alpha-blending, shapes, and lines.
 
		- Supports multiple rendering layers (background, level, blocks, overlay).
 
		- Tileset definition compiler/loader (text-based definitions as loadable).
 
		- Supports windowed and fullscreen video modes at any resolution.
 
		- Supports 32-bit (24-bit + alpha), 16-bit (565+555 pixel formats), and 8-bit (with JASC palette file loader) color depths.
 
		- Fast bitmap font drawing function with printf(...) style syntax.
 
	 
	- Sprite system using velocity/acceleration/time based movement and frame animation:
 
	
		- Text-based sprite definition file loader (using struct serialization system).
 
	 
	- Quake-style console with fast runtime parser/interpreter/event manager that handles:
 
	
		- Commands: that support multiple arguments and are directly linked to functions prototyped with the function(int argc, char *argv[]) syntax.
 
		- Variables: that can be strings, integers, floats, or booleans (toggles) and are directly linked to in-code variables.
 
		- Aliases: that can define new commands as sequences of multiple commands seperated by semicolons.
 
		- Actions: that are commands with on/off dualities (+command/-command).
 
		- Bindings: that tie key input events to commands or actions that trigger +command for key down events and -command for key up events.
 
	 
	- Menu system with nestable sub menus:
 
	
		- Passes through console interpreter for variables and commands.
 
		- Has extendible menu item types including: commands, textboxes, listboxes, sliders, checkboxes, labels, and seperators.
 
	 
	- Input using DirectInput 7 to poll keyboard/mouse and generate events for interpreter.
 
	- Sound using DirectSound 7 with multiple channels to mix multiple sound clips.
 
	- Music using DirectMusic 7 for MIDI files to change tempo and set loop points.
 
	- Multiplayer network support using DirectPlay 7 lobby/session system:
 
	
		- Game logic for hosting is NOT fully implemented yet.
 
		- Event messaging system for queuing, processing, and serialization of game messages.
 
		- TCP/IP and IPX protocols are available.
 
	 
	- Map and tileset editor using pure Win32 API and DirectDraw 7.
 
	
		- Reads/writes to custom binary map format.
 
		- Supports editing of multiple map layers, including layer drawing toggles.
 
		- Unlimited map dimensions (width/height).
		
 - Built in tileset editor and external text file tileset compiler.
 
		- Supports bitmaps for tilesets with width of 256 and unlimited height.
 
		- Map editing and tile selection frames are scrollable by mouse (right-click/hold/drag) or arrow keys.
 
		- Alpha-blending and inverting used for selected and hovering tiles.
 
		- Tileset selection and player start position editor tabbed dialogs.
 
	 
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