+# CHUKYUU.PCX demo sprite sheet compiler script\r
+# (C) 2016 Jonathan Campbell\r
+\r
+# *spritesheet declares the section used by the sprite sheet cutting tool\r
+#\r
+# Sprites are declared by name (which becomes the .VRL file) at the + in the form:\r
+# +NAME@ID\r
+#\r
+# Sprite names are meant for temporary use when compiling the sprite sheet into VRLs.\r
+# At some point a longer name might be provided for use in your code.\r
+# This will fill the CURRENT WORKING DIRECTORY with .VRL files as directed when you\r
+# run PCXSSCUT, make sure your makefile does this in a temporary directory when\r
+# you integrate into your build and that your cleanup commands delete these files,\r
+# and that your .gitignore does not attempt to commit these files.\r
+\r
+# this format is a bit crap, but we'll improve it as needed. be patient.\r
+\r
+# begin spritesheet section\r
+*spritesheet\r
+\r
+# ---------------- player, walking, blue shirt with white cross. Frame 2/3 could be used for standing still\r
+\r
+# player, forward, frame 1/3\r
++CHUBFCW0@10\r
+xy=0,0\r
+wh=24,32\r
+# player, forward, frame 2/3\r
++CHUBFCW1@11\r
+xy=24,0\r
+wh=24,32\r
+# player, forward, frame 3/3\r
++CHUBFCW2@12\r
+xy=48,0\r
+wh=24,32\r
+\r
+# player, left, frame 1/3\r
++CHUBLCW0@20\r
+xy=0,32\r
+wh=24,32\r
+# player, left, frame 2/3\r
++CHUBLCW1@21\r
+xy=24,32\r
+wh=24,32\r
+# player, left, frame 3/3\r
++CHUBLCW2@22\r
+xy=48,32\r
+wh=24,32\r
+\r
+# player, right, frame 1/3\r
++CHUBRCW0@30\r
+xy=0,64\r
+wh=24,32\r
+# player, right, frame 2/3\r
++CHUBRCW1@31\r
+xy=24,64\r
+wh=24,32\r
+# player, right, frame 3/3\r
++CHUBRCW2@32\r
+xy=48,64\r
+wh=24,32\r
+\r
+# player, away, frame 1/3\r
++CHUBACW0@40\r
+xy=0,96\r
+wh=24,32\r
+# player, away, frame 2/3\r
++CHUBACW1@41\r
+xy=24,96\r
+wh=24,32\r
+# player, away, frame 3/3\r
++CHUBACW2@42\r
+xy=48,96\r
+wh=24,32\r
+\r
+# begin animation list section. must come after sprite sheet\r
+*animation\r
+\r
+# Chikyuu, forward, standing and walking animation cycles\r
++CHUBFCW_STANDING@10\r
+sprite=CHUBFCW1\r
+\r
++CHUBFCW_WALKING@11\r
+sprite=CHUBFCW0\r
+delay=3\r
+-newframe\r
+sprite=CHUBFCW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+-newframe\r
+sprite=CHUBFCW2\r
+delay=3\r
+-newframe\r
+sprite=CHUBFCW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+\r
+# Chikyuu, left, standing and walking animation cycles\r
++CHUBLCW_STANDING@20\r
+sprite=CHUBLCW1\r
+\r
++CHUBLCW_WALKING@21\r
+sprite=CHUBLCW0\r
+delay=3\r
+-newframe\r
+sprite=CHUBLCW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+-newframe\r
+sprite=CHUBLCW2\r
+delay=3\r
+-newframe\r
+sprite=CHUBLCW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+\r
+# Chikyuu, right, standing and walking animation cycles\r
++CHUBRCW_STANDING@30\r
+sprite=CHUBRCW1\r
+\r
++CHUBRCW_WALKING@31\r
+sprite=CHUBRCW0\r
+delay=3\r
+-newframe\r
+sprite=CHUBRCW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+-newframe\r
+sprite=CHUBRCW2\r
+delay=3\r
+-newframe\r
+sprite=CHUBRCW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+\r
+# Chikyuu, away, standing and walking animation cycles\r
++CHUBACW_STANDING@40\r
+sprite=CHUBACW1\r
+\r
++CHUBACW_WALKING@41\r
+sprite=CHUBACW0\r
+delay=3\r
+-newframe\r
+sprite=CHUBACW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+-newframe\r
+sprite=CHUBACW2\r
+delay=3\r
+-newframe\r
+sprite=CHUBACW1\r
+delay=3\r
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"\r
+\r