--- /dev/null
+bakapee1[data/spri/chikyuu.sht]\r
+bakapee2[data/test.map]\r
+stackavail()=32584\r
+\r
+\r
+press any key to continue!\r
+======================================load=====================================\r
+====================================load end===================================\r
+contents of the buffer\r
+[\r
+# 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
+\r
+]\r
+\r
+yay!\r
+\r
+\r
+press any key to continue!\r
+======================================read=====================================\r
+====================================read end===================================\r
+contents of the buffer\r
+[\r
+{ "backgroundcolor":"#000000",\r
+ "height":30,\r
+ "layers":[\r
+ {\r
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+ "height":30,\r
+ "name":"top",\r
+ "opacity":1,\r
+ "type":"tilelayer",\r
+ "visible":true,\r
+ "width":40,\r
+ "x":0,\r
+ "y":0\r
+ }, \r
+ {\r
+ "height":30,\r
+ "name":"ob",\r
+ "objects":[\r
+ {\r
+ "height":16,\r
+ "name":"trunk",\r
+ "properties":\r
+ {\r
+ "walkable":"0"\r
+ },\r
+ "type":"nonc",\r
+ "visible":true,\r
+ "width":32,\r
+ "x":128,\r
+ "y":32\r
+ }, \r
+ {\r
+ "height":16,\r
+ "name":"stump",\r
+ "properties":\r
+ {\r
+ "walkable":"0"\r
+ },\r
+ "type":"nonc",\r
+ "visible":true,\r
+ "width":16,\r
+ "x":144,\r
+ "y":128\r
+ }],\r
+ "opacity":1,\r
+ "type":"objectgroup",\r
+ "visible":true,\r
+ "width":40,\r
+ "x":0,\r
+ "y":0\r
+ }],\r
+ "orientation":"orthogonal",\r
+ "properties":\r
+ {\r
+\r
+ },\r
+ "tileheight":16,\r
+ "tilesets":[\r
+ {\r
+ "firstgid":1,\r
+ "image":"ed.png",\r
+ "imageheight":64,\r
+ "imagewidth":64,\r
+ "margin":0,\r
+ "name":"wwww",\r
+ "properties":\r
+ {\r
+\r
+ },\r
+ "spacing":0,\r
+ "tileheight":16,\r
+ "tilewidth":16\r
+ }, \r
+ {\r
+ "firstgid":17,\r
+ "image":"forest.gif",\r
+ "imageheight":112,\r
+ "imagewidth":80,\r
+ "margin":0,\r
+ "name":"forest",\r
+ "properties":\r
+ {\r
+\r
+ },\r
+ "spacing":0,\r
+ "tileheight":16,\r
+ "tilewidth":16\r
+ }],\r
+ "tilewidth":16,\r
+ "version":1,\r
+ "width":40\r
+}\r
+]\r
+\r
+yay!\r
+\r
+\r
+press any key to continue!\r
+XxY = 97x163\r
+XxY = 97x155\r
+XxY = 97x147\r
+XxY = 97x139\r
+XxY = 97x131\r
+XxY = 97x123\r
+XxY = 97x115\r
+XxY = 97x107\r
+XxY = 97x99\r
+XxY = 97x91\r
+========================================\r
+ DebugMemory_\r
+========================================\r
+Memory Usage\r
+------------\r
+Total: 472k\r
+Free: 64k\r
+With purge: 464k\r
+------------\r
+\r
+\r
+press any key to continue!\r
+========================================\r
+ MM_Report_\r
+========================================\r
+ ÉLIMEMS 1\r
+ ÇÄEMM v4.0 available\r
+ ÇÄtotalEMSpages: 4032 freeEMSpages: 3923\r
+ ÇÄEMSPageFrame: e000\r
+ ÓÄEMSmem: 64274432\r
+ ÉXMS 1\r
+ ÇÄXMS v3.0 available\r
+ ÇÄXMSDriver: c83f:0010\r
+ ÇÄXMSHandle: 08fc\r
+ ÓÄXMSmem: 2355200\r
+ ÉConv. 1\r
+ ÓÄTotal: 472k Free: 64k With purge:464k\r
+nearheap: 764 farheap: 482630\r
+========================================\r
+near= 18b0:f8f8 far= 28b1:021a\r
+&near= 18b0:204e &far= 18b0:204a\r
+========================================\r
+Project 16 exmmtest.exe. This is just a test file!\r
+version Oct 6 2017 12:09:39\r