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;label autonumbering: label#8=... or label$4 or label$4#8
;x,y,wid,hgt,defaultcolor(0..15 that will be used as ink in empty chr$)
;6912: color 0 in bmp is for mask
;16c: color 16 in bmp is for mask
;formats:
;b: b/w tiles: chrdata...
;B: colour tiles: chrdata...
;s: b/w sprites: wid8, hgt, (antimask, antipixels, ...)
;z: b/w sprites: antipixelsw... (right to left)
;Z: b/w sprites: antipixelsw... (left to right)
;w: b/w sprites: antipixelsw, antimaskw...
;W: b/w image by columns
;[S: colour sprites: wid8, hgt, (antimask, antipixels, ...)]
;T: colour tilepic 28xN (size 0xN00 bytes)
;x: 16c sprite: wid/2,hgt,(column:and,or...),(0x4000-((hgt-1)*40))...,prsprqwid
;L: 16c 16x16 tiles (N of tiles in "defaultcolor"): N of tile for each square
;i: 16c image
;P: DDp palette

fire0=x,0,16,16,16
fire1=x,16,16,16,16
fire2=x,32,16,16,16
fire3=x,48,16,16,16
fire4=x,64,16,16,16
fire5=x,80,16,16,16
fire6=x,96,16,16,16
fire7=x,112,16,16,16
fire8=x,128,16,16,16
magic0=x,144,16,16,16
magic1=x,160,16,16,16
magic2=x,176,16,16,16
tornado0=x,0,32,32,32
tornado1=x,32,32,32,32
tornado2=x,64,32,32,32
foam0=x,96,32,32,32
foam1=x,128,32,32,32
foam2=x,160,32,32,32
arrow0=x,0,64,8,8
arrow1=x,8,64,8,8
arrow2=x,16,64,8,8
arrow3=x,24,64,8,8
spell0=x,32,64,8,8
spell1=x,40,64,8,8
spell2=x,48,64,8,8
spell3=x,56,64,8,8
projectile0=x,64,64,8,8
projectile1=x,72,64,8,8
projectile2=x,80,64,8,8
projectile3=x,88,64,8,8
projectile4=x,96,64,8,8
projectile5=x,104,64,8,8
projectile6=x,112,64,8,8
projectile7=x,120,64,8,8
fireball=x,128,64,8,8
icefall=x,136,64,8,8
magicbubble=x,24,80,24,24
fireballs0=x,48,80,24,24
fireballs1=x,72,80,24,24
fireballs2=x,96,80,24,24
explosion0=x,120,80,24,24
explosion1=x,144,80,24,24
explosion2=x,168,80,24,24