view data/ST/etama3.script @ 612:73f134f84c7f

Request a RGB888 context, since SDL2’s default of RGB332 sucks. On X11/GLX, it will select the first config available, that is the best one, while on EGL it will iterate over them to select the one closest to what the application requested. Of course, anything lower than RGB888 looks bad and we really don’t want that.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 26 Mar 2015 20:20:37 +0100
parents 174324a4da51
children
line wrap: on
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ENTRY 0
Name: data/etama/etama3.png
Format: 1
Width: 256
Height: 256

# Items
Sprite: 0 16*16+0+32 # Power item
Sprite: 1 16*16+16+32 # Point item
Sprite: 2 16*16+32+32 # Big power item
Sprite: 3 16*16+48+32 # Bomb item
Sprite: 4 16*16+64+32 # Full power item
Sprite: 5 16*16+80+32 # Life item
Sprite: 6 16*16+96+32 # Star item

Sprite: 7 16*16+112+32 # HARDCODED: Power item indicator
Sprite: 8 16*16+128+32 # HARDCODED: Point item indicator
Sprite: 9 16*16+144+32 # HARDCODED: Big power item indicator
Sprite: 10 16*16+160+32 # HARDCODED: Bomb item indicator
Sprite: 11 16*16+176+32 # HARDCODED: Full power indicator
Sprite: 12 16*16+192+32 # HARDCODED: Life item indicator
Sprite: 13 16*16+208+32 # HARDCODED: Star item indicator

# Energy bullets
Sprite: 14 16*16+0+0
Sprite: 15 16*16+16+0
Sprite: 16 16*16+32+0
Sprite: 17 16*16+48+0
Sprite: 18 16*16+64+0
Sprite: 29 16*16+80+0
Sprite: 30 16*16+96+0
Sprite: 31 16*16+112+0
Sprite: 32 16*16+128+0
Sprite: 33 16*16+144+0
Sprite: 34 16*16+160+0
Sprite: 35 16*16+176+0
Sprite: 36 16*16+192+0
Sprite: 37 16*16+208+0
Sprite: 38 16*16+224+0
Sprite: 39 16*16+240+0

# "focused" things
Sprite: 40 8*16+4+16
Sprite: 41 8*16+20+16
Sprite: 42 8*16+36+16
Sprite: 43 8*16+52+16
Sprite: 44 8*16+68+16
Sprite: 45 8*16+84+16
Sprite: 46 8*16+100+16
Sprite: 47 8*16+116+16
Sprite: 48 8*16+132+16
Sprite: 49 8*16+148+16
Sprite: 50 8*16+164+16
Sprite: 51 8*16+180+16
Sprite: 52 8*16+196+16
Sprite: 53 8*16+212+16
Sprite: 54 8*16+228+16
Sprite: 55 8*16+244+16

# Numbered bullets
Sprite: 56 16*16+0+48   # 0
Sprite: 57 16*16+16+48  # 1
Sprite: 58 16*16+32+48  # 2
Sprite: 59 16*16+48+48  # 3
Sprite: 60 16*16+64+48  # 4
Sprite: 61 16*16+80+48  # 5
Sprite: 62 16*16+96+48  # 6
Sprite: 63 16*16+112+48 # 7
Sprite: 64 16*16+128+48 # 8
Sprite: 65 16*16+144+48 # ⑨
Sprite: 66 16*16+160+48 # 10 (A)
Sprite: 67 16*16+176+48 # 11 (B)
Sprite: 68 16*16+192+48 # 12 (C)
Sprite: 69 16*16+208+48 # 13 (D)
Sprite: 70 16*16+224+48 # 14 (E)
Sprite: 71 16*16+240+48 # 15 (F)

# Lasers
Sprite: 72 16*16+0+64
Sprite: 73 16*16+16+64
Sprite: 74 16*16+32+64
Sprite: 75 16*16+48+64
Sprite: 76 16*16+64+64
Sprite: 77 16*16+80+64
Sprite: 78 16*16+96+64
Sprite: 79 16*16+112+64
Sprite: 80 16*16+128+64
Sprite: 81 16*16+144+64
Sprite: 82 16*16+160+64
Sprite: 83 16*16+176+64
Sprite: 84 16*16+192+64
Sprite: 85 16*16+208+64
Sprite: 86 16*16+224+64
Sprite: 87 16*16+240+64

# Lasers type 2
Sprite: 88 16*16+0+80
Sprite: 89 16*16+16+80
Sprite: 90 16*16+32+80
Sprite: 91 16*16+48+80
Sprite: 92 16*16+64+80
Sprite: 93 16*16+80+80
Sprite: 94 16*16+96+80
Sprite: 95 16*16+112+80
Sprite: 96 16*16+128+80
Sprite: 97 16*16+144+80
Sprite: 98 16*16+160+80
Sprite: 99 16*16+176+80
Sprite: 100 16*16+192+80
Sprite: 101 16*16+208+80
Sprite: 102 16*16+224+80
Sprite: 103 16*16+240+80

# HARDCODED laser ends
Sprite: 140 16*16+0+81
Sprite: 141 16*16+32+81
Sprite: 142 16*16+64+81
Sprite: 143 16*16+96+81
Sprite: 144 16*16+128+81
Sprite: 145 16*16+160+81


# Scripts: some are hardcoded in the game

# HARDCODED: Bullet type 0
Script: 0 # Numeroted balls
Instruction: 0 0 1 56
Instruction: 0 0 15

# HARDCODED: Bullet type 1
Script: 1 # Energy balls
Instruction: 0 0 1 14
Instruction: 0 0 15

# HARDCODED: Bullet type 2
Script: 2 # Focused things
Instruction: 0 0 1 40
Instruction: 0 0 26 1
Instruction: 0 0 15

# HARDCODED: Bullet type 3
Script: 3
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 4
Script: 4
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 5
Script: 5
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 6
Script: 6
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 7
Script: 7
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Bullet type 8
Script: 8
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Laser type 0
Script: 9
Instruction: 0 0 1 72
Instruction: 0 0 13
Instruction: 0 0 15

# HARDCODED: Laser type 1
Script: 10
Instruction: 0 0 1 88
Instruction: 0 0 13
Instruction: 0 0 15

# HARDCODED: cancel anim for bullet type 0
Script: 11
Instruction: 0 0 1 56
Instruction: 0 0 0

# HARDCODED: cancel anim for bullet type 1, 2, 3, 4, 5
Script: 12
Instruction: 0 0 1 56
Instruction: 0 0 0

# HARDCODED: cancel anim for bullet type 6, 7, 8
Script: 13
Instruction: 0 0 1 56
Instruction: 0 0 0

# HARDCODED: launch anim for bullet type 0, flag 2
Script: 14
Instruction: 0 0 1 56
Instruction: 20 0 0

# HARDCODED: launch anim for bullet type 0, flag 4
Script: 15
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type 0, flag 8
Script: 16
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (1, 2, 3, 4, 5), flag 2
Script: 17
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (1, 2, 3, 4, 5), flag 4
Script: 18
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (1, 2, 3, 4, 5), flag 8
Script: 19
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: launch anim for bullet type (6, 7, 8), flag (2, 4, 8)
Script: 20
Instruction: 0 0 1 56
Instruction: 200 0 0

# HARDCODED: Power item
Script: 21
Instruction: 0 0 1 0
Instruction: 0 0 15

# HARDCODED: Point item
Script: 22
Instruction: 0 0 1 1
Instruction: 0 0 15

# HARDCODED: Big power item
Script: 23
Instruction: 0 0 1 2
Instruction: 0 0 15

# HARDCODED: Bomb item
Script: 24
Instruction: 0 0 1 3
Instruction: 0 0 15

# HARDCODED: Full power item
Script: 25
Instruction: 0 0 1 4
Instruction: 0 0 15

# HARDCODED: Life item
Script: 26
Instruction: 0 0 1 5
Instruction: 0 0 15

# HARDCODED: Star item
Script: 27
Instruction: 0 0 1 6
Instruction: 0 0 15