The Archimedies version of Spots (of which I am basing my version on) and a very efficient way of storing the levels, whereby each tile had a value of 0 (no tile), 1 (a tile) and something like 2 and 3 for the different players.
Up until recently (ie last week), my level designs were taken from Spots V2 that I released last year or so. Unfortunately the level format was extremely inefficient, with each tile taking up 2 bytes and, for the arcade levels, requiring two layers - not exactly an efficient use of data, especially, as I would like to, run the program on machines with limited disk/storage space.
So, I had to write a program to convert my levels (which were originally created in Mappy) to the more efficient data system.
I have added a few extra things to the format, namely the default tile is now installed, whether the level can be used with 0 jumps and an 8 byte header.
This change also meant I had to change the Spots level loading code (the program wont look for any user-created content now) to a much simpler routine.
The display routine will now alternate between light and dark tiles (like in the original version), to give a more interesting display.
I now need to make sure the border is displayed correctly, put back the hiscore display, add a menu option to allow levels with holes in to be ignored, and write the instructions.
The levels data also needs to be updated to make sure that if 0 jumps are selected, the level can be ignored (or not).
After this the game will have all the features in it, and just needs extensive bug testing