bakapee1[data/spri/chikyuu.sht] bakapee2[data/test.map] stackavail()=32584 press any key to continue! ======================================load===================================== ====================================load end=================================== contents of the buffer [ # CHUKYUU.PCX demo sprite sheet compiler script # (C) 2016 Jonathan Campbell # *spritesheet declares the section used by the sprite sheet cutting tool # # Sprites are declared by name (which becomes the .VRL file) at the + in the form: # +NAME@ID # # Sprite names are meant for temporary use when compiling the sprite sheet into VRLs. # At some point a longer name might be provided for use in your code. # This will fill the CURRENT WORKING DIRECTORY with .VRL files as directed when you # run PCXSSCUT, make sure your makefile does this in a temporary directory when # you integrate into your build and that your cleanup commands delete these files, # and that your .gitignore does not attempt to commit these files. # this format is a bit crap, but we'll improve it as needed. be patient. # begin spritesheet section *spritesheet # ---------------- player, walking, blue shirt with white cross. Frame 2/3 could be used for standing still # player, forward, frame 1/3 +CHUBFCW0@10 xy=0,0 wh=24,32 # player, forward, frame 2/3 +CHUBFCW1@11 xy=24,0 wh=24,32 # player, forward, frame 3/3 +CHUBFCW2@12 xy=48,0 wh=24,32 # player, left, frame 1/3 +CHUBLCW0@20 xy=0,32 wh=24,32 # player, left, frame 2/3 +CHUBLCW1@21 xy=24,32 wh=24,32 # player, left, frame 3/3 +CHUBLCW2@22 xy=48,32 wh=24,32 # player, right, frame 1/3 +CHUBRCW0@30 xy=0,64 wh=24,32 # player, right, frame 2/3 +CHUBRCW1@31 xy=24,64 wh=24,32 # player, right, frame 3/3 +CHUBRCW2@32 xy=48,64 wh=24,32 # player, away, frame 1/3 +CHUBACW0@40 xy=0,96 wh=24,32 # player, away, frame 2/3 +CHUBACW1@41 xy=24,96 wh=24,32 # player, away, frame 3/3 +CHUBACW2@42 xy=48,96 wh=24,32 # begin animation list section. must come after sprite sheet *animation # Chikyuu, forward, standing and walking animation cycles +CHUBFCW_STANDING@10 sprite=CHUBFCW1 +CHUBFCW_WALKING@11 sprite=CHUBFCW0 delay=3 -newframe sprite=CHUBFCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBFCW2 delay=3 -newframe sprite=CHUBFCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" # Chikyuu, left, standing and walking animation cycles +CHUBLCW_STANDING@20 sprite=CHUBLCW1 +CHUBLCW_WALKING@21 sprite=CHUBLCW0 delay=3 -newframe sprite=CHUBLCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBLCW2 delay=3 -newframe sprite=CHUBLCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" # Chikyuu, right, standing and walking animation cycles +CHUBRCW_STANDING@30 sprite=CHUBRCW1 +CHUBRCW_WALKING@31 sprite=CHUBRCW0 delay=3 -newframe sprite=CHUBRCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBRCW2 delay=3 -newframe sprite=CHUBRCW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" # Chikyuu, away, standing and walking animation cycles +CHUBACW_STANDING@40 sprite=CHUBACW1 +CHUBACW_WALKING@41 sprite=CHUBACW0 delay=3 -newframe sprite=CHUBACW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" -newframe sprite=CHUBACW2 delay=3 -newframe sprite=CHUBACW1 delay=3 event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing" ] yay! press any key to continue! ======================================read===================================== ====================================read end=================================== contents of the buffer [ { "backgroundcolor":"#000000", "height":30, "layers":[ { "data":[1, 2, 3, 4, 0, 3, 3, 3, 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"type":"tilelayer", "visible":true, "width":40, "x":0, "y":0 }, { "height":30, "name":"ob", "objects":[ { "height":16, "name":"trunk", "properties": { "walkable":"0" }, "type":"nonc", "visible":true, "width":32, "x":128, "y":32 }, { "height":16, "name":"stump", "properties": { "walkable":"0" }, "type":"nonc", "visible":true, "width":16, "x":144, "y":128 }], "opacity":1, "type":"objectgroup", "visible":true, "width":40, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":16, "tilesets":[ { "firstgid":1, "image":"ed.png", "imageheight":64, "imagewidth":64, "margin":0, "name":"wwww", "properties": { }, "spacing":0, "tileheight":16, "tilewidth":16 }, { "firstgid":17, "image":"forest.gif", "imageheight":112, "imagewidth":80, "margin":0, "name":"forest", "properties": { }, "spacing":0, "tileheight":16, "tilewidth":16 }], "tilewidth":16, "version":1, "width":40 } ] yay! press any key to continue! XxY = 97x163 XxY = 97x155 XxY = 97x147 XxY = 97x139 XxY = 97x131 XxY = 97x123 XxY = 97x115 XxY = 97x107 XxY = 97x99 XxY = 97x91 ======================================== DebugMemory_ ======================================== Memory Usage ------------ Total: 472k Free: 64k With purge: 464k ------------ press any key to continue! ======================================== MM_Report_ ======================================== ÉLIMEMS 1 ÇÄEMM v4.0 available ÇÄtotalEMSpages: 4032 freeEMSpages: 3923 ÇÄEMSPageFrame: e000 ÓÄEMSmem: 64274432 ÉXMS 1 ÇÄXMS v3.0 available ÇÄXMSDriver: c83f:0010 ÇÄXMSHandle: 08fc ÓÄXMSmem: 2355200 ÉConv. 1 ÓÄTotal: 472k Free: 64k With purge:464k nearheap: 764 farheap: 482630 ======================================== near= 18b0:f8f8 far= 28b1:021a &near= 18b0:204e &far= 18b0:204a ======================================== Project 16 exmmtest.exe. This is just a test file! version Oct 6 2017 12:09:39