/****************************************** Color table *******************************************/ /*0:16*/ ←Palette entry number & color mode SPR_PAL pal_testFile_000[] = { 0x8000, /*0*/ ←Actual color data 0xE318, /*1*/ (Continues for 16 or 256 colors depending on the mode) 0xD318, /*2*/ : : : SPR_PAL_DAT paldata_testFile[] = { SPR_PAL_DEF(0x0040, 16, pal_AtestFile_000), SPR_PAL_DEF(0x0020, 16, pal_AtestFile_001), : ↑ : Palette address, color mode, label when editing : (Basically, unused areas are not output)
/****************************************** CG *******************************************/ /*0: 88x136*/ ←Sprite number & sprite size SPR_CG cg_testFile_000[] = { 0x0011,0x0011,0x0011,0x0011,0x0011,0x0011,0x0011,0x0011, 0x0011,0x0011,0x0011,0x0011,0x0011,0x0011,0x0011,0x0011, 0x0011,0x0011,0x0011,0x0011,0x0011,0x0011,0x0011,0x0011, 0x0011,0x0011,0x0011,0x0011,0x0021,0x0099,0x0066,0x00AA, : ↑ : Real pixel data : (Palette code in palette mode, actual color data in 32K color mode) SPR_CG_DAT cgdata_testFile[] = { SPR_CG_DEF( 88,136,0x00000000), SPR_CG_DEF( 24, 16,0x00001760), SPR_CG_DEF( 32, 23,0x00001820), SPR_CG_DEF( 40, 23,0x00001990), SPR_CG_DEF( 56, 48,0x00001B5C), : ↑ : H size, V size, relative address for each sprite :
/****************************************** MAP *******************************************/ /* 0:*/ ←Pattern number SPR_MAP map_testFile_000[] = { SPR_MAP_DEF( 1,COL_16 ,cg_testFile_005, 24, 16, 7, -62,0x0010), SPR_MAP_DEF( 2,COL_16 ,cg_testFile_002, 32, 23, 2, -46,0x0030), : ↑ : Sprite number, color mode (COL_16, COL_256, COL_DC) : Sprite label, H size, V size, H offset, V offset : Reversal information (0x0010=H inversion, 0x0020=V inversion)
/****************************************** ANIME *******************************************/ /* 0:*/ ANM_BNK bank_testFile_000[] = { ANM_DEF(map_testFile_000, 5), ANM_DEF(map_testFile_010, 20), ANM_DEF(map_testFile_001, 5), : ↑ : Display target pattern label, display time :
/****************************************** PATTERN(+rot) *******************************************/ /* 0:*/ PAT_MAP pat_testFile_000[] = { PAT_MAP_DEF( 0,COL_256,cg_testFile_000, 0, 3, -16, -16, 16, 16,0x20B6,0x0000) }; /* 1:*/ PAT_MAP pat_testFile_001[] = { PAT_MAP_DEF( 1,COL_256,cg_testFile_001, 0, 3, -16, -16, 16, 16,0xF60A,0x0000), PAT_MAP_DEF( 1,COL_256,cg_testFile_001, -19, 5, -16, -16, 16, 16,0xEAAA,0x0000), PAT_MAP_DEF( 2,COL_256,cg_testFile_002, 27, -17, -16, -16, 16, 16,0x18E2,0x0000) : ↑ : Sprite number, color mode (COL_16, COL_256, COL_DC) : Sprite label, rotation center H coordinate, rotation center V coordinate, : Offset A, Offset B, Offset C, Offset D, : Rotation angle, inversion information (0x0010=H inversion, 0x0020=V inversion) *Rotation center coordinates = relative coordinates from the pattern origin *Offset A to D = Relative coordinate values between the rotation center point and each vertex of the sprite (when the angle is 0°) (A=TopLeft-H coordinate B=TopLeft-V coordinate C=BottomRight-H coordinate D=BottomRight-V coordinate ) *Rotation angle = rotation angle for each sprite (0° to 360° expressed in hexadecimal from $0000 to $FFFF)
;---------------------------------------- ; color data ;---------------------------------------- ; global .global pal_Test_000 .global pal_Test_000_END : : ;---------------------------------------- ; cg_Test_131 ← Sprite that was using the corresponding palette when editing pal_Test_000: CLSIZE pal_Test_000_END-pal_Test_000-4 ←Data size COLOR h'E318,h'F39C,h'D2DD,h'BA1C,h'A114,h'BA58,h'FA0C,h'F968 ;No=00-07 COLOR h'D808,h'A194,h'990E,h'8088,h'82FD,h'8000,h'8000,h'8000 ;No=08-0F : ↑ : Actual color code : pal_Test_000_END:
;---------------------------------------- ; CG-data ;---------------------------------------- ; global .global cg_Test_000 ← Global definition of used label .global cg_Test_000_END : : ;---------------------------------------- ; x_size:40 y_size:43 (16colors) ←H size, V size, color mode cg_Test_000: CGSIZE cg_Test_000_END-cg_Test_000-4 ←Data size .data.b h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'02,h'20,h'00,h'00,h'00,h '00 .data.b h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'00,h'2B,h 'B2 : ↑ : Pixel data (4bit/pixel in 16 color mode) ,8bit/pixel in 256 color mode) cg_Test_000_END: ;---------------------------------------- ; x_size:56 y_size:105 (32Kcolors) cg_Test_001: CGSIZE cg_Test_001_END-cg_Test_001-4 .data.w h'6F7B,h'6F7B,h'6F7B,h'4631,h'0000,h'7FFF,h'6F7B,h'6F7B .data.w h'6F7B,h'6F7B,h'0000,h'7FFF,h'7FFF,h'7FFF,h'7FFF,h'7FFF : ↑ : Pixel data (16bit/pixel in 32K color mode) cg_Test_001_END:
;---------------------------------------- ; Sprite Map ;---------------------------------------- ; global .global map_Test_000 .global map_Test_001 : : map_test_000: SPRNUM 8 ←Total number of sprites SPRDEF 1, 24, 16, -16, -60, NONE SPRDEF 2, 32, 23, -19, -44, NONE SPRDEF 3, 40, 23, -24, -21, HREV SPRDEF 4, 56, 48, 45, -18, HREV|VREV SPRDEF 5, 40, 72, 5, -18, HREV SPRDEF 6, 48, 25, -60, 1, NONE SPRDEF 7, 48, 21, -60, 36, VREV SPRDEF 8, 24, 10, -52, 26, NONE SPREND ↑ Sprite number, H size, V size, H offset, V offset, reverse information (H inversion=HREV, V inversion=VREV, None=NONE)
;---------------------------------------- ; Anime Table ;---------------------------------------- ; global .global bank_Test_000 .global bank_Test_001 : : bank_anumSamp_000: ANIMNUM 12 ←Total number of patterns used ANIM map_Test_000, 5 ANIM map_Test_010, 20 ANIM map_Test_001, 5 :↑Target pattern, display time : ANIMEND
;---------------------------------------- ; Sprite Pattern(+rot) ;---------------------------------------- ; global .global pat_anumSamp_000 .global pat_anumSamp_001 : : pat_anumSamp_000: PATNUM 5 PATTERN 1, 0, 3, -16, -16, 16, 16,h'F60A,NONE PATTERN 1, -19, 5, -16, -16, 16, 16,h'EAAA,NONE : ↑ : Sprite number, rotation center H coordinate, rotation center V coordinate, : Offset A, Offset B, Offset C, Offset D, : Rotation angle, reversal information (H reversal = HREV, V reversal = VREV, None = NONE) PATEND *Rotation center coordinates = relative coordinates from the pattern origin *Offset A to D = Relative coordinate values between the rotation center point and each vertex of the sprite (when the angle is 0°) (A=TopLeft-H coordinate B=TopLeft-V coordinate C=BottomRight-H coordinate D=BottomRight-V coordinate ) *Rotation angle = rotation angle for each sprite (0° to 360° expressed in hexadecimal from $0000 to $FFFF)
The file format itself is ■2. ■4. Same as .