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;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: wid, hgt, data]
;B: colour tiles: wid, hgt, data
;s: b/w sprites: wid8, hgt, (antimask, antipixels, ...)
;[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
;P: DDp palette

bulletr0=x,416,0,10,10
bulletu0=x,432,0,10,10
bulletl0=x,416,64,10,10
bulletd0=x,432,64,10,10
boom0=x,448,64,16,16
boom1=x,464,64,16,16
boom2=x,480,64,16,16
drop0=x,272,32,16,16
megatank0=x,288,32,16,16
megatank1=x,304,32,16,16
megatank2=x,288,48,16,16
megatank3=x,304,48,16,16
gameover0=x,320,32,16,16
gameover1=x,336,32,16,16
pause0=x,320,48,16,16
pause1=x,336,48,16,16
pause2=x,352,48,16,16
cloud0=x,352,32,16,16
cloud1=x,368,32,16,16
star0=x,384,32,16,16
star1=x,400,32,16,16
star2=x,416,32,16,16
star3=x,432,32,16,16
score10=x,368,48,16,16
score20=x,384,48,16,16
score30=x,400,48,16,16
score40=x,416,48,16,16
score50=x,432,48,16,16
megaboom0=x,448,32,32,32
;megaboom01=x,464,32,16,16
;megaboom02=x,448,48,16,16
;megaboom03=x,464,48,16,16
megaboom2=x,480,32,32,32
;megaboom21=x,496,32,16,16
;megaboom22=x,480,48,16,16
;megaboom23=x,496,48,16,16
bonus8=x,256,48,16,16
bonus9=x,272,48,16,16
;
megaship=x,288,32,32,32
tree=x,192,0,16,16
;
bonus0=x,128,48,16,16
bonus1=x,144,48,16,16
bonus2=x,160,48,16,16
bonus3=x,176,48,16,16
bonus4=x,192,48,16,16
bonus5=x,208,48,16,16
bonus6=x,224,48,16,16
bonus7=x,240,48,16,16
;
tile9=x,144,0,16,16
tile10=x,160,0,16,16
tile11=x,176,0,16,16
tile12=x,192,0,16,16
tile13=x,208,0,16,16
tile14=x,224,0,16,16
tile0=x,0,0,2,10