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Talk:R-Type

264 bytes added, 16:47, 21 November 2009
/* Objects/Sprites subsytem */
Sprite graphics are composed of theses structures:
*BYTE : attribute (afaik only used for color after AND 3)
*BYTE*8 : 1bit graphics , only present if attribute <> #36
there Attribute seems to be only used to compute color, only the 2 lower bits are used like this :* 10 (2) : color 1* 11 (3) : color 3* 00 (0) or 01 (1) : color 2 There are 2 routines to solve sprite dimensions and adress from a sprite number in A : #8E97 for basic sprites (héro,modules,weapons,logo,etc...) and #8E90 for levels sprites.Theses routines return pixels address in HL and dimensions in char units in D,E.
Sprites tables are composed of theses structures :
*BYTE height in char units
*BYTE width in char units
*BYTE height in char units
*WORD pixels address
The basic sprites table if located at #BC67 and level sprites table address can be found at (#C4BA)
Here is some example code written in Basic to convert R-Type sprites from uncompressed 64K type 1 SNA to BMP format :[[file:R_extractspr.x]]  [[User:Fano|Fano]] 1016:4347, 21 November 2009 (UTC)
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