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- Below is a list of the spritefiles supplied with Hextris as default. The
- filename is listed together with the dimensions of the sprites and a note
- about their appearance. The mode the sprites are defined in, is also listed.
-
- filename width height mode note
- ------------------------------------------------
- 212_large 12 6 12 large size
- 212_medium 21 10 12 medium size
- 212_small 16 8 12 small size
-
- 312_large 12 6 15 large size, shaded
- 312_medium 21 10 15 medium size, shaded
- 312_small 16 8 15 small size, shaded
-
- 211_large 12 12 20 large size
- 211_medium 20 10 20 medium size
- 211_small 16 16 20 small size
-
- 112_large 12 12 8 large size
- 112_medium 20 10 8 medium size
- 112_small 16 16 8 small size
-
- 312_lhomo 12 6 15 large size, homegeneous colouring
- 312_mhomo 21 10 15 medium size, homegeneous colouring
- 312_shomo 16 8 15 small size, homegeneous colouring
-
-
-
- Make your own Hextris sprites
- _________________________________________________
-
- If you are making your own sprites for use by Hextris, you must obey the
- following rules:
-
- 1 The spritefile must consist of sprites, which are all defined in the same
- screen mode. Furthermore, all sprites must have the same dimensions.
-
- 2 The spritefile must contain at least three sprites.
-
- 2a The first sprite in a spritefile is used for masking and the interior of
- the hexagon should thus be totally filled with non-transparent pixels (the
- latter is not a necessity, though strange effects will occur, not fulfilling
- this point!). The first line in the mask sprite *must* contain some
- non-transparent pixels --- Hextris uses this sprite to compute information
- for drawing the sprites.
-
- 2b The second sprite in a spritefile is used for the borders of the Hextris
- playarea.
-
- 2c The third and remaining sprites are used for the bricks. We call the the
- brick-sprites. Hextris will use at most ten different sprites. The
- spritefile need not necessarily contain a sprite for each of the ten
- different bricks --- Hextris will use whatever number of brick-sprites the
- spritefile contains.
-
- 3 For the best appearance, the sprites should have an even height, though
- the width may be odd. A trick to get a good look is to keep an outline of
- transparent pixels around each sprite (In the spritefiles supplied, you can
- study this --- most of them have an outline of transparent pixels at the
- bottom and right of the hexagon).
-
- 4 The spritefile must be named thus 'BXY_abcdef'. 'abcdef' is a name of your
- own choice, whereas 'BXY' is a three digit sequence, as described below.
-
- 4a 'M' is the base two logarithm of the number of bits per pixel (BPP) of
- the mode the sprites are defined in ('2' for a 16 colour mode, '3' for a 256
- colour mode etc.)
-
- 4b 'X' and 'Y' are the XEigFactor and YEigFactor values respectively of the
- current mode (see SWI OS_ReadModeVariable). These are defined as follows:
- XEigFactor = external horizontal resolution / internal horizontal resolution
- YEigFactor = external vertical resolution / internal vertical resolution
-
-
-
- Have a look at the supplied spritefiles in this directory to see some
- examples. If you design some fantastic good-looking sprites, I'd love to see
- them! (My address is listed at the end of the !Help file).
-