TAP

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Tile Animation Patterns come in records 20 INTs (40 bytes) long. There are two per tileset. Each pattern can contain up to nine actions, each of which has a type and an argument. The animation loops through the pattern until an end of animation action is reached, which causes the pattern to start again from the first action.

[edit] Formal Specs

About Formal Specs

Data Meaning
INTstarting tile number of the "set range"
INTdisable if tag (0 = n/a, -n = tag n is off, +n = tag n is on)
INT(9)action types, 9 total
INT(9)action parameters, 9 total

[edit] Explanation of the animation actions

Type Explanation
0end of animation: go back to action 0 and reset tile
1move up <arg> number of tiles
2move down <arg> number of tiles
3move right <arg> number of tiles
4move left <arg> number of tiles
5stop for <arg> amount of ticks
6continue only if tag <arg> (0 = n/a, -n = tag n is off, +n = tag n is on)
else, go to action 0 and reset tile

ARCHINYM.LMP . BROWSE.TXT . ATTACK.BIN . BINSIZE.BIN . DEFPAL#.BIN . DEFPASS.BIN . FIXBITS.BIN . LOOKUP.BIN . MENUS.BIN . MENUITEM.BIN . PALETTES.BIN . PLOTSCR.LST . SFXDATA.BIN . SONGDATA.BIN . UICOLORS.BIN . GEN . BAM . Map Format . T . P . E . D . L . N . DOR . DOX . DT0 . DT1 . DT6 . EFS . FOR . FNT . HSP . HSZ . ITM . MAP . MAS . MN . MXS . PAL . PT0 . PT1 . PT2 . PT3 . PT4 . PT5 . PT6 . SAY . SHO . SNG . STF . STT . TAP . TIL . TMN . VEH

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