Sometimes 'YES', sometimes 'NO', depends on the level. If the tank is on top of anything other than ground (ice, tank mover, tunnel, movable block, movable mirror, or anti-tank) at the end of the 'old' level, the tank will be on the ground in the 'new' level. The reason is: in the level file (*.LVL), each square has only one ASCII character to be assigned for the object on it (0=ground, 1=tank, 2=flag, 3=water, . . ., 78=black-tunnel.) If we save the level when the tank(=1) is on ice(=24), there will be too much information for that square in the 'new' level. The program knows there's a tank on that square, so it assigns '1'(=tank) for that tile. When we open the 'new' level, we will find the tank(=1) is on the ground.
Per-Gunnar Nilsson wrote: "Is it possible to then manually change the GHS (and HS) file which would make a GHS possible for at least two more levels (50 and 95) in the Special-I file ?"
The answer is 'NO' because Jim assigned: only two bytes for moves and only two bytes for shots in the GHS and HS files. (Each level needs 10 bytes: 1st-2nd=moves[LSD,MSD], 3rd-4th=shots[LSD,MSD], 5th-8th=initial, 9th-10th=reserved.)
Bye,
Suyono