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
line wrap: on
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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