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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
;%: mirror sprites, don't generate anything

human0=x,0,0,16,16
human0step=x,16,0,16,16
human1=x,32,0,16,16
human1step=x,48,0,16,16
human2=x,64,0,16,16
human2step=x,80,0,16,16
human3=x,96,0,16,16
human3step=x,112,0,16,16
human4=x,128,0,16,16
human4step=x,144,0,16,16
human5=x,160,0,16,16
human5step=x,176,0,16,16
human6=x,192,0,16,16
human6step=x,208,0,16,16
human7=x,224,0,16,16
human7step=x,240,0,16,16
bulletright=x,16,16,8,8
bulletleft=x,24,16,8,8
human2hit=x,64,16,16,16
human3hit=x,96,16,16,16
human4hit=x,128,16,16,16
human5hit=x,160,16,16,16
herostandright0=x,0,32,32,32
herostandright1=x,32,32,32,32
;herostandleft0=x,0,64,32,32
;herostandleft1=x,32,64,32,32
herostandleft0=%,0,32,32,32
herostandleft0=x,0,32,32,32
herostandleft1=%,32,32,32,32
herostandleft1=x,32,32,32,32
herorunright0=x,64,32,32,32
herorunright1=x,96,32,32,32
herorunright2=x,128,32,32,32
;herorunleft0=x,64,64,32,32
;herorunleft1=x,96,64,32,32
;herorunleft2=x,128,64,32,32
herorunleft0=%,64,32,32,32
herorunleft1=%,96,32,32,32
herorunleft2=%,128,32,32,32
herorunleft0=x,64,32,32,32
herorunleft1=x,96,32,32,32
herorunleft2=x,128,32,32,32