// sheet script: chikyuu.sht
// palette file: chikyuu.pal
-#define _chikyuu_CHIBFCW0 10U
-#define _chikyuu_CHIBFCW1 11U
-#define _chikyuu_CHIBFCW2 12U
-#define _chikyuu_CHIBLCW0 20U
-#define _chikyuu_CHIBLCW1 21U
-#define _chikyuu_CHIBLCW2 22U
-#define _chikyuu_CHIBRCW0 30U
-#define _chikyuu_CHIBRCW1 31U
-#define _chikyuu_CHIBRCW2 32U
-#define _chikyuu_CHIBACW0 40U
-#define _chikyuu_CHIBACW1 41U
-#define _chikyuu_CHIBACW2 42U
+#define _chikyuu_CHUBFCW0 10U
+#define _chikyuu_CHUBFCW1 11U
+#define _chikyuu_CHUBFCW2 12U
+#define _chikyuu_CHUBLCW0 20U
+#define _chikyuu_CHUBLCW1 21U
+#define _chikyuu_CHUBLCW2 22U
+#define _chikyuu_CHUBRCW0 30U
+#define _chikyuu_CHUBRCW1 31U
+#define _chikyuu_CHUBRCW2 32U
+#define _chikyuu_CHUBACW0 40U
+#define _chikyuu_CHUBACW1 41U
+#define _chikyuu_CHUBACW2 42U
// end list
-# player.PCX demo sprite sheet compiler script
+# CHUKYUU.PCX demo sprite sheet compiler script
# (C) 2016 Jonathan Campbell
# *spritesheet declares the section used by the sprite sheet cutting tool
# ---------------- player, walking, blue shirt with white cross. Frame 2/3 could be used for standing still
# player, forward, frame 1/3
-+CHIBFCW0@10
++CHUBFCW0@10
xy=0,0
wh=16,32
# player, forward, frame 2/3
-+CHIBFCW1@11
++CHUBFCW1@11
xy=16,0
wh=16,32
# player, forward, frame 3/3
-+CHIBFCW2@12
++CHUBFCW2@12
xy=32,0
wh=16,32
# player, left, frame 1/3
-+CHIBLCW0@20
++CHUBLCW0@20
xy=0,32
wh=16,32
# player, left, frame 2/3
-+CHIBLCW1@21
++CHUBLCW1@21
xy=16,32
wh=16,32
# player, left, frame 3/3
-+CHIBLCW2@22
++CHUBLCW2@22
xy=32,32
wh=16,32
# player, right, frame 1/3
-+CHIBRCW0@30
++CHUBRCW0@30
xy=0,64
wh=16,32
# player, right, frame 2/3
-+CHIBRCW1@31
++CHUBRCW1@31
xy=16,64
wh=16,32
# player, right, frame 3/3
-+CHIBRCW2@32
++CHUBRCW2@32
xy=32,64
wh=16,32
# player, away, frame 1/3
-+CHIBACW0@40
++CHUBACW0@40
xy=0,96
wh=16,32
# player, away, frame 2/3
-+CHIBACW1@41
++CHUBACW1@41
xy=16,96
wh=16,32
# player, away, frame 3/3
-+CHIBACW2@42
++CHUBACW2@42
xy=32,96
wh=16,32
+
+# 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=20
+-newframe
+sprite=CHUBFCW1
+delay=20
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"
+-newframe
+sprite=CHUBFCW2
+delay=20
+-newframe
+sprite=CHUBFCW1
+delay=20
+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=20
+-newframe
+sprite=CHUBLCW1
+delay=20
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"
+-newframe
+sprite=CHUBLCW2
+delay=20
+-newframe
+sprite=CHUBLCW1
+delay=20
+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=20
+-newframe
+sprite=CHUBRCW1
+delay=20
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"
+-newframe
+sprite=CHUBRCW2
+delay=20
+-newframe
+sprite=CHUBRCW1
+delay=20
+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=20
+-newframe
+sprite=CHUBACW1
+delay=20
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"
+-newframe
+sprite=CHUBACW2
+delay=20
+-newframe
+sprite=CHUBACW1
+delay=20
+event=@100 # in this example, signal the game engine the frame is one that can immediately transition to "standing"
+
// sheet script: chikyuu.sht
// sprite sheet (sprite IDs)
-#define _chikyuu_CHIBFCW0_sprite 10U
-#define _chikyuu_CHIBFCW1_sprite 11U
-#define _chikyuu_CHIBFCW2_sprite 12U
-#define _chikyuu_CHIBLCW0_sprite 20U
-#define _chikyuu_CHIBLCW1_sprite 21U
-#define _chikyuu_CHIBLCW2_sprite 22U
-#define _chikyuu_CHIBRCW0_sprite 30U
-#define _chikyuu_CHIBRCW1_sprite 31U
-#define _chikyuu_CHIBRCW2_sprite 32U
-#define _chikyuu_CHIBACW0_sprite 40U
-#define _chikyuu_CHIBACW1_sprite 41U
-#define _chikyuu_CHIBACW2_sprite 42U
+#define _chikyuu_CHUBFCW0_sprite 10U
+#define _chikyuu_CHUBFCW1_sprite 11U
+#define _chikyuu_CHUBFCW2_sprite 12U
+#define _chikyuu_CHUBLCW0_sprite 20U
+#define _chikyuu_CHUBLCW1_sprite 21U
+#define _chikyuu_CHUBLCW2_sprite 22U
+#define _chikyuu_CHUBRCW0_sprite 30U
+#define _chikyuu_CHUBRCW1_sprite 31U
+#define _chikyuu_CHUBRCW2_sprite 32U
+#define _chikyuu_CHUBACW0_sprite 40U
+#define _chikyuu_CHUBACW1_sprite 41U
+#define _chikyuu_CHUBACW2_sprite 42U
// animation list (animation IDs)
+#define _chikyuu_CHUBFCW_STANDING_anim 10U /*frames=1 [ CHUBFCW1@11/event=0/delay=0 ] */
+#define _chikyuu_CHUBFCW_WALKING_anim 11U /*frames=4 [ CHUBFCW0@10/event=0/delay=20 CHUBFCW1@11/event=100/delay=20 CHUBFCW2@12/event=0/delay=20 CHUBFCW1@11/event=100/delay=20 ] */
+#define _chikyuu_CHUBLCW_STANDING_anim 20U /*frames=1 [ CHUBLCW1@21/event=0/delay=0 ] */
+#define _chikyuu_CHUBLCW_WALKING_anim 21U /*frames=4 [ CHUBLCW0@20/event=0/delay=20 CHUBLCW1@21/event=100/delay=20 CHUBLCW2@22/event=0/delay=20 CHUBLCW1@21/event=100/delay=20 ] */
+#define _chikyuu_CHUBRCW_STANDING_anim 30U /*frames=1 [ CHUBRCW1@31/event=0/delay=0 ] */
+#define _chikyuu_CHUBRCW_WALKING_anim 31U /*frames=4 [ CHUBRCW0@30/event=0/delay=20 CHUBRCW1@31/event=100/delay=20 CHUBRCW2@32/event=0/delay=20 CHUBRCW1@31/event=100/delay=20 ] */
+#define _chikyuu_CHUBACW_STANDING_anim 40U /*frames=1 [ CHUBACW1@41/event=0/delay=0 ] */
+#define _chikyuu_CHUBACW_WALKING_anim 41U /*frames=4 [ CHUBACW0@40/event=0/delay=20 CHUBACW1@41/event=100/delay=20 CHUBACW2@42/event=0/delay=20 CHUBACW1@41/event=100/delay=20 ] */
// end list