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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

hero_r0=x,0,16,24,16
hero_r1=x,24,16,24,16
hero_r2=x,48,16,24,16
hero_l0=x,72,16,24,16
hero_l1=x,96,16,24,16
hero_l2=x,120,16,24,16
hero_climb0=x,144,16,24,16
hero_climb1=x,168,16,24,16
hero_dead=x,192,16,24,16
alien1_r0=x,0,48,24,16
alien1_r1=x,24,48,24,16
alien1_r2=x,48,48,24,16
alien1_l0=x,72,48,24,16
alien1_l1=x,96,48,24,16
alien1_l2=x,120,48,24,16
alien1_climb0=x,144,48,24,16
alien1_climb1=x,168,48,24,16
alien1_dead=x,192,48,24,16
alien2_r0=x,0,80,24,16
alien2_r1=x,24,80,24,16
alien2_r2=x,48,80,24,16
alien2_l0=x,72,80,24,16
alien2_l1=x,96,80,24,16
alien2_l2=x,120,80,24,16
alien2_climb0=x,144,80,24,16
alien2_climb1=x,168,80,24,16
alien2_dead=x,192,80,24,16