Mercurial > touhou
view data/ST/etama4.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 | 1bc0ad774ed4 |
children |
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ENTRY 0 Name: data/etama/etama4.png Format: 1 Width: 256 Height: 256 # Large bullets Sprite: 0 64*64+0+0 Sprite: 1 64*64+64+0 Sprite: 2 64*64+128+0 Sprite: 3 64*64+192+0 # Large numbers Sprite: 4 64*64+0+64 Sprite: 5 64*64+64+64 Sprite: 6 64*64+128+64 Sprite: 7 64*64+192+64 # Effects Sprite: 8 64*64+0+128 # Large effect Sprite: 9 32*32+64+160 # Small effect Sprite: 10 32*32+96+160 # Small warp-shaped effect Sprite: 11 32*32+128+160 # Small effect Sprite: 12 32*32+160+160 # Small square # Small numbers Sprite: 13 16*16+0+240 Sprite: 14 16*16+16+240 Sprite: 15 16*16+32+240 Sprite: 16 16*16+48+240 Sprite: 17 16*16+64+240 Sprite: 18 16*16+80+240 Sprite: 19 16*16+96+240 Sprite: 20 16*16+112+240 Sprite: 21 16*16+128+240 Sprite: 22 16*16+144+240 Sprite: 23 16*16+160+240 Sprite: 24 16*16+176+240 Sprite: 25 16*16+192+240 Sprite: 26 16*16+208+240 Sprite: 27 16*16+224+240 Sprite: 28 16*16+240+240 # HARDCODED: Bullet type 9 Script: 0 Instruction: 0 0 1 0 Instruction: 0 0 13 Instruction: 0 0 15 # HARDCODED: cancel anim for bullet type 9 Script: 1 Instruction: 0 0 1 0 Instruction: 0 0 15 # HARDCODED: launch anim for bullet type 9, flag 2, 4, 8 Script: 2 Instruction: 0 0 1 0 Instruction: 0 0 15 # HARDCODED: explosion (ECL instruction 118) effect type 0, also used as default death anim Script: 3 Instruction: 0 0 1 10 Instruction: 0 0 13 Instruction: 0 0 11 0.1f 0.1f Instruction: 0 0 12 0 30 Instruction: 0 0 10 0.0f 0.0f 0.15f Instruction: 30 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 1 Script: 4 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 2 Script: 5 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 3, also used as death (bomb) particles Script: 6 Instruction: 0 0 1 13 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 17 Script: 7 Instruction: 0 0 1 0 Instruction: 420 0 0 # TODO: ??? Used in stage 6 Script: 8 Instruction: 0 0 1 0 Instruction: 420 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 4, also used as death particles Script: 9 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 5, also used as hit particles Script: 10 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 6, also used as bomb effects Script: 11 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 7 #TODO: check that it doesn't change anything with vanilla data Script: 12 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 8, also used as grazing effect Script: 13 Instruction: 0 0 1 13 Instruction: 0 0 13 Instruction: 40 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 9 #TODO: check that it doesn't change anything with vanilla data Script: 14 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 10 #TODO: check that it doesn't change anything with vanilla data Script: 15 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 11 #TODO: check that it doesn't change anything with vanilla data Script: 16 Instruction: 0 0 1 0 Instruction: 0 0 0 # HARDCODED: explosion (ECL instruction 118) effect type 12, also used as hit/player death anim, also used with (some?) ECL 121 functions Script: 17 Instruction: 0 0 1 8 Instruction: 0 0 13 Instruction: 0 0 12 0 40 Instruction: 0 0 11 0.2f 0.2f Instruction: 200 0 0 # HARDCODED: explosion (ECL instruction 118) effect type (13, 14, 15), also used as "square effect" (ECL instruction 102) Script: 18 Instruction: 0 0 1 12 Instruction: 0 0 2 0.5f 0.5f Instruction: 0 0 10 0.0f 0.0f 0.1f Instruction: 0 0 13 Instruction: 4000 0 0 # TODO Script: 19 Instruction: 0 0 1 0 Instruction: 420 0 0 # TODO Script: 20 Instruction: 0 0 1 0 Instruction: 420 0 0