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A few are handled during conversion in order to retain compatibility:
* Move(Self,constant) increases Inertia by Strength instead of setting Inertia equal to Strength. For compatibility with puzzles that depend on this, it is handled in a special way during conversion (see mbtofhm.c for details).
<h2>Footnotes</h2>
<sup>1</sup> "Improper puzzles" means that the operation of the puzzle can be affected by things that it is not supposed to be affected by, such as: randomness, timing, internal numbers assigned to classes/messages/objects, level reordering, animations, etc.
<sup>2</sup> It may be necessary to figure out how to properly handle Roller animations (and possibly the irregular Hero animations) in this way.
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