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
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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:
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).