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May 27th, 2011
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  1. // Automatically generated by GRFCODEC. Do not modify!
  2. // (Info version 7)
  3. // Escapes: 2+ 2- 2< 2> 2u< 2u> 2/ 2% 2u/ 2u% 2* 2& 2| 2^ 2sto = 2s 2rst = 2r 2psto 2ror = 2rot 2cmp 2ucmp 2<< 2u>> 2>>
  4. // Escapes: 71 70 7= 7! 7< 7> 7G 7g 7gG 7GG 7gg 7c 7C
  5. // Escapes: D= = DR D+ = DF D- = DC Du* = DM D* = DnF Du<< = DnC D<< = DO D& D| Du/ D/ Du% D%
  6. // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
  7.  
  8. -1 * 0 00 00 00 00
  9. -1 * 0 08 07 44 56 23 07 "JVassie Practice 02" 00 "Coded by JVassie & Yexo" 00
  10. -1 * 0 00 04 \b3 \b1 TILE_TEST_1
  11. 08 "DFLT"
  12. 09 08 // 8 different tiles
  13. //Basic layout without a buffer
  14. \dx000003F4 // custom ground sprite
  15. 00 00 00 // x/y/z offset
  16. 10 05 04 // x/y/z extent
  17. \dx000042F
  18. 00 0B 00 // x/y/z offset
  19. 10 05 04 // x/y/z extent
  20. \dx000042F
  21. 80 // end of building sprite list
  22. \dx000003F3 // custom ground sprite
  23. 80 // no building sprites
  24.  
  25. //Basic layout with a buffer at north end
  26. \dx000003F4 // custom ground sprite
  27. 00 00 00 // x/y/z offset
  28. 10 05 04 // x/y/z extent
  29. \dx000042F
  30. 00 0B 00 // x/y/z offset
  31. 10 05 04 // x/y/z extent
  32. \dx000042F
  33. 00 00 00 // x/y/z offset
  34. 01 10 04 // x/y/z extent
  35. \dx0000430
  36. 80 // end of building sprite list
  37. \dx000003F3 // custom ground sprite
  38. 80 // no building sprites
  39.  
  40. //Basic layout with a buffer at south end
  41. \dx000003F4 // custom ground sprite
  42. 00 00 00 // x/y/z offset
  43. 10 05 04 // x/y/z extent
  44. \dx000042F
  45. 00 0B 00 // x/y/z offset
  46. 10 05 04 // x/y/z extent
  47. \dx000042F
  48. 10 00 00 // x/y/z offset
  49. 01 10 04 // x/y/z extent
  50. \dx0000430
  51. 80 // end of building sprite list
  52. \dx000003F3 // custom ground sprite
  53. 80 // no building sprites
  54.  
  55. //Basic layout with a buffer at both ends
  56. \dx000003F4 // custom ground sprite
  57. 00 00 00 // x/y/z offset
  58. 10 05 04 // x/y/z extent
  59. \dx000042F
  60. 00 0B 00 // x/y/z offset
  61. 10 05 04 // x/y/z extent
  62. \dx000042F
  63. 00 00 00 // x/y/z offset
  64. 01 10 04 // x/y/z extent
  65. \dx0000430
  66. 10 00 00 // x/y/z offset
  67. 01 10 04 // x/y/z extent
  68. \dx0000430
  69. 80 // end of building sprite list
  70. \dx000003F3 // custom ground sprite
  71. 80 // no building sprites
  72.  
  73. 0B 02 // callback flags
  74.  
  75. // concrete sprite is currently commented out - uses TTD default sprite
  76. //Tile action 1
  77. -1 * 0 01 04 \b1 \b4 //-1 * 0 01 09 <num-sets> <num-ent>
  78. // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
  79. -1 sprites/graphics/groundtiles.png 10 10 09 31 64 -31 0
  80. -1 sprites/graphics/groundtiles.png 80 10 09 31 64 -31 0
  81. -1 sprites/graphics/buffer.png 10 06 09 35 64 -31 -4
  82. -1 sprites/graphics/buffer.png 80 10 09 31 64 -31 0
  83.  
  84. -1 * 0 02 04 AB 00 01 \w0
  85.  
  86. -1 * 0 02 04 20 81
  87. 45 00 03
  88. \b3
  89. \wx8002 01 01 // buffer at north end
  90. \wx8004 02 02 // buffer at south end
  91. \wx8006 00 00 // buffer at both north and south
  92. \wx8000 // no buffers
  93.  
  94. -1 * 0 02 04 AB 85
  95. 0C 00 \wxFFFF // var, shift, mask
  96. \b1 // num ranges
  97. \wx20 \wx14 \wx14
  98. \wxAB
  99.  
  100. -1 * 0 03 04 01 TILE_TEST_1
  101. 00 \wxAB
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