?login_element?

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  1. ;смещения до спрайтов в этом файле, начиная от EMPTY_PBM
  2. SPRITE_MAP:
  3.        if EGA
  4.         dw EMPTY_PBM-_
  5.         dw FLOOR_0001_PBM-_
  6.         dw BLOCK_PBM-_
  7.         dw ENEMY_FACE_00_PBM-_
  8.         dw HERO_FACE_00_PBM-_
  9.         dw CHUPA_001_PBM-_
  10.         dw EXIT_DOOR_PBM-_
  11.         dw BOOM_01_PBM-_
  12.         dw BROKEN_BLOCK_PBM-_
  13.         dw ICEHOLE_PBM-_
  14.         dw BLOCK_D_PBM-_
  15.         dw BOX_PBM-_
  16.        else
  17.         dw 0,32,160,192,576,960,1088,1120,1248,1280,1312,1344
  18.        endif
  19.  
  20. EMPTY_PBM_ID:   equ 0
  21.        if EGA
  22. EMPTY_PBM=floor_0
  23.        else
  24. EMPTY_PBM:      db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
  25.        endif
  26.        
  27. FLOOR_0001_PBM_ID:      equ 1
  28.        if EGA
  29. FLOOR_0001_PBM=floor_1
  30. FLOOR_0002_PBM=floor_2
  31. FLOOR_0003_PBM=floor_3
  32. FLOOR_0004_PBM=floor_4
  33.        else
  34. FLOOR_0001_PBM: db 0,0,126,254,78,162,92,160,122,226,124,252,106,234,0,0,126,254,92,156,126,186,4,252,102,232,84,244,98,170,0,0
  35. FLOOR_0002_PBM: db 0,0,127,254,64,2,94,0,65,66,80,104,93,2,65,72,80,114,94,0,65,74,80,80,93,2,64,0,122,170,0,0
  36. FLOOR_0003_PBM: db 7,61,50,158,91,29,120,10,88,224,49,248,1,254,131,255,67,255,137,253,13,191,148,213,56,42,116,0,41,142,2,219
  37. FLOOR_0004_PBM: db 0,0,127,126,78,78,95,92,126,94,125,124,126,60,117,60,0,22,126,92,79,122,94,116,124,120,126,116,117,106,0,0
  38.        endif
  39.        
  40. BLOCK_PBM_ID:   equ 2
  41.        if EGA
  42. BLOCK_PBM=wall_0
  43.        else
  44. BLOCK_PBM:      db 0,0,62,60,107,110,94,90,125,92,122,122,116,124,42,122,0,108,62,122,103,108,93,120,126,116,117,42,42,16,0,0
  45.        endif
  46.        
  47. ENEMY_FACE_00_PBM_ID:   equ 3
  48.        if EGA
  49. ENEMY_FACE_00_PBM=enemy_0
  50. ENEMY_FACE_01_PBM=enemy_1
  51. ENEMY_FACE_02_PBM=enemy_2
  52. ENEMY_FACE_03_PBM=enemy_3
  53. ENEMY_FACE_04_PBM=enemy_4
  54. ENEMY_FACE_05_PBM=enemy_5
  55. ENEMY_FACE_06_PBM=enemy_6
  56. ENEMY_FACE_07_PBM=enemy_7
  57.        else
  58. ENEMY_FACE_00_PBM:      db 0,0,0,0,0,0,3,224,0,7,240,0,7,240,0,5,224,0,12,200,0,15,184,0,2,208,0,0,0,0,11,168,0,16,8,0,17,200,0,2,32,0,4,32,0,0,0,0
  59. ENEMY_FACE_01_PBM:      db 0,0,0,0,0,0,1,240,0,3,248,0,3,248,0,2,240,0,6,100,0,7,220,0,1,104,0,0,0,0,5,212,0,8,4,0,8,228,0,1,16,0,2,16,0,0,0,0
  60. ENEMY_FACE_02_PBM:      db 0,0,0,0,0,0,0,248,0,1,252,0,1,252,0,1,120,0,3,50,0,3,238,0,0,180,0,0,0,0,2,234,0,4,2,0,4,114,0,0,136,0,1,8,0,0,0,0
  61. ENEMY_FACE_03_PBM:      db 0,0,0,0,0,0,0,124,0,0,254,0,0,254,0,0,188,0,1,153,0,1,247,0,0,90,0,0,0,0,1,117,0,2,1,0,2,57,0,0,68,0,0,132,0,0,0,0
  62. ENEMY_FACE_04_PBM:      db 0,0,0,0,0,0,0,62,0,0,127,0,0,127,0,0,94,0,0,204,128,0,251,128,0,45,0,0,0,0,0,186,128,1,0,128,1,28,128,0,34,0,0,66,0,0,0,0
  63. ENEMY_FACE_05_PBM:      db 0,0,0,0,0,0,0,31,0,0,63,128,0,63,128,0,47,0,0,102,64,0,125,192,0,22,128,0,0,0,0,93,64,0,128,64,0,142,64,0,17,0,0,33,0,0,0,0
  64. ENEMY_FACE_06_PBM:      db 0,0,0,0,0,0,0,15,128,0,31,192,0,31,192,0,23,128,0,51,32,0,62,224,0,11,64,0,0,0,0,46,160,0,64,32,0,71,32,0,8,128,0,16,128,0,0,0
  65. ENEMY_FACE_07_PBM:      db 0,0,0,0,0,0,0,7,192,0,15,224,0,15,224,0,11,192,0,25,144,0,31,112,0,5,160,0,0,0,0,23,80,0,32,16,0,35,144,0,4,64,0,8,64,0,0,0
  66.        endif
  67.  
  68. HERO_FACE_00_PBM_ID:    equ 4
  69.        if EGA
  70. HERO_FACE_00_PBM=hero_0
  71. HERO_FACE_01_PBM=hero_1
  72. HERO_FACE_02_PBM=hero_2
  73. HERO_FACE_03_PBM=hero_3
  74. HERO_FACE_04_PBM=hero_4
  75. HERO_FACE_05_PBM=hero_5
  76. HERO_FACE_06_PBM=hero_6
  77. HERO_FACE_07_PBM=hero_7
  78.        else
  79. HERO_FACE_00_PBM:       db 0,0,0,1,128,0,2,192,0,4,32,0,11,208,0,5,160,0,15,240,0,23,104,0,43,220,0,52,40,0,111,246,0,39,228,0,10,80,0,12,32,0,24,24,0,0,0,0
  80. HERO_FACE_01_PBM:       db 0,0,0,0,192,0,1,96,0,2,16,0,5,232,0,2,208,0,7,248,0,11,180,0,21,238,0,26,20,0,55,251,0,19,242,0,5,40,0,6,16,0,12,12,0,0,0,0
  81. HERO_FACE_02_PBM:       db 0,0,0,0,96,0,0,176,0,1,8,0,2,244,0,1,104,0,3,252,0,5,218,0,10,247,0,13,10,0,27,253,128,9,249,0,2,148,0,3,8,0,6,6,0,0,0,0
  82. HERO_FACE_03_PBM:       db 0,0,0,0,48,0,0,88,0,0,132,0,1,122,0,0,180,0,1,254,0,2,237,0,5,123,128,6,133,0,13,254,192,4,252,128,1,74,0,1,132,0,3,3,0,0,0,0
  83. HERO_FACE_04_PBM:       db 0,0,0,0,24,0,0,44,0,0,66,0,0,189,0,0,90,0,0,255,0,1,118,128,2,189,192,3,66,128,6,255,96,2,126,64,0,165,0,0,194,0,1,129,128,0,0,0
  84. HERO_FACE_05_PBM:       db 0,0,0,0,12,0,0,22,0,0,33,0,0,94,128,0,45,0,0,127,128,0,187,64,1,94,224,1,161,64,3,127,176,1,63,32,0,82,128,0,97,0,0,192,192,0,0,0
  85. HERO_FACE_06_PBM:       db 0,0,0,0,6,0,0,11,0,0,16,128,0,47,64,0,22,128,0,63,192,0,93,160,0,175,112,0,208,160,1,191,216,0,159,144,0,41,64,0,48,128,0,96,96,0,0,0
  86. HERO_FACE_07_PBM:       db 0,0,0,0,3,0,0,5,128,0,8,64,0,23,160,0,11,64,0,31,224,0,46,208,0,87,184,0,104,80,0,223,236,0,79,200,0,20,160,0,24,64,0,48,48,0,0,0
  87.        endif
  88.  
  89. CHUPA_001_PBM_ID:       equ 5
  90.        if EGA
  91. CHUPA_001_PBM=coin_0
  92. CHUPA_002_PBM=coin_1
  93. CHUPA_003_PBM=coin_2
  94. CHUPA_004_PBM=coin_3
  95.        else
  96. CHUPA_001_PBM:  db 0,0,1,128,7,224,15,240,0,0,63,224,63,224,0,0,15,240,7,224,1,128,0,0,0,0,0,0,0,0,0,0
  97. CHUPA_002_PBM:  db 0,0,0,0,0,0,1,128,7,224,15,240,0,0,63,28,63,28,0,0,15,240,7,224,1,128,0,0,0,0,0,0
  98. CHUPA_003_PBM:  db 0,0,0,0,0,0,0,0,0,0,1,128,7,224,15,240,0,0,56,252,56,252,0,0,15,240,7,224,1,128,0,0
  99. CHUPA_004_PBM:  db 0,0,0,0,0,0,1,128,7,224,15,240,0,0,7,252,7,252,0,0,15,240,7,224,1,128,0,0,0,0,0,0
  100.        endif
  101.  
  102. EXIT_DOOR_PBM_ID:       equ 6
  103.        if EGA
  104. EXIT_DOOR_PBM=door_0
  105.        else
  106. EXIT_DOOR_PBM:  db 0,0,126,126,65,66,84,80,73,74,80,80,64,66,126,124,88,24,119,236,120,10,93,20,116,104,106,86,84,42,0,0
  107.        endif
  108.  
  109. BOOM_01_PBM_ID: equ 7
  110.        if EGA
  111. BOOM_01_PBM=bomb_0
  112.        else
  113. BOOM_01_PBM:    db 0,0,0,104,0,65,0,132,0,0,1,128,7,224,15,240,0,0,63,252,63,252,0,0,15,240,7,224,1,128,0,0
  114. BOOM_02_PBM:    db 0,0,0,192,1,8,1,32,0,8,1,128,7,225,15,224,12,12,1,252,63,248,63,0,0,112,7,224,1,128,0,0
  115. BOOM_03_PBM:    db 0,64,1,40,11,0,0,128,0,0,1,128,7,224,15,240,0,0,63,252,63,252,0,0,15,240,7,224,1,128,0,0
  116. BOOM_04_PBM:    db 4,0,17,64,3,0,40,128,0,0,1,128,7,224,0,240,62,0,63,248,3,252,8,12,15,224,7,224,1,128,0,0
  117.        endif
  118.  
  119. BROKEN_BLOCK_PBM_ID:    equ 8
  120.        if EGA
  121. BROKEN_BLOCK_PBM=broken_block_0
  122.        else
  123. BROKEN_BLOCK_PBM:       db 0,0,51,236,85,106,96,6,7,192,47,228,79,214,111,228,79,210,111,228,111,82,6,160,96,4,83,202,54,160,0,0
  124.        endif
  125.  
  126. ICEHOLE_PBM_ID: equ 9
  127.        if EGA
  128. ICEHOLE_PBM=floor_5
  129.        else
  130. ICEHOLE_PBM:    db 0,0,5,80,26,240,23,248,43,252,23,254,47,254,95,254,119,254,95,252,111,252,55,252,31,252,21,248,14,48,0,0
  131.        endif
  132.  
  133. BLOCK_D_PBM_ID: equ 10
  134.        if EGA
  135. BLOCK_D_PBM=wall_1
  136.        else
  137. BLOCK_D_PBM:    db 0,0,62,60,107,118,94,122,125,124,90,106,116,124,42,122,0,236,63,250,107,236,95,184,127,84,123,162,52,84,0,0
  138.        endif
  139.  
  140. BOX_PBM_ID:     equ 11
  141.        if EGA
  142. BOX_PBM=box_0
  143.        else
  144. BOX_PBM:        db 0,0,125,254,127,218,0,0,101,150,100,180,109,102,108,210,109,162,107,52,102,166,45,180,32,2,111,164,77,50,0,0
  145.        endif
  146.  
  147. _=EMPTY_PBM
  148.