X-Git-Url: http://4ch.mooo.com/gitweb/?p=16.git;a=blobdiff_plain;f=EXMMTEST.LOG;h=aa44074283096b22fc0219f8ccc9a0ce769a87f3;hp=c0eeeaa8307ff5b189cbf6abc4659ee851ab8ebf;hb=b8c9d5fcb2b66420bc673f54b14cc5d0ea5283ed;hpb=3ad667193b2905bcf70aa1c628d276fa968a757d diff --git a/EXMMTEST.LOG b/EXMMTEST.LOG index c0eeeaa8..aa440742 100755 --- a/EXMMTEST.LOG +++ b/EXMMTEST.LOG @@ -1,12 +1,173 @@ +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 @@ -109,4 +270,69 @@ contents of the buffer { "firstgid":17, "image":"forest.gif", - "imageheight": \ No newline at end of file + "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