Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Automatically generated by GRFCODEC. Do not modify!
- // (Info version 7)
- // 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>>
- // Escapes: 71 70 7= 7! 7< 7> 7G 7g 7gG 7GG 7gg 7c 7C
- // Escapes: D= = DR D+ = DF D- = DC Du* = DM D* = DnF Du<< = DnC D<< = DO D& D| Du/ D/ Du% D%
- // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
- -1 * 0 00 00 00 00
- -1 * 0 08 07 44 56 23 07 "JVassie Practice 02" 00 "Coded by JVassie & Yexo" 00
- -1 * 0 00 04 \b3 \b1 TILE_TEST_1
- 08 "DFLT"
- 09 08 // 8 different tiles
- //Basic layout without a buffer
- \dx000003F4 // custom ground sprite
- 00 00 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 00 0B 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 80 // end of building sprite list
- \dx000003F3 // custom ground sprite
- 80 // no building sprites
- //Basic layout with a buffer at north end
- \dx000003F4 // custom ground sprite
- 00 00 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 00 0B 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 00 00 00 // x/y/z offset
- 01 10 04 // x/y/z extent
- \dx0000430
- 80 // end of building sprite list
- \dx000003F3 // custom ground sprite
- 80 // no building sprites
- //Basic layout with a buffer at south end
- \dx000003F4 // custom ground sprite
- 00 00 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 00 0B 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 10 00 00 // x/y/z offset
- 01 10 04 // x/y/z extent
- \dx0000430
- 80 // end of building sprite list
- \dx000003F3 // custom ground sprite
- 80 // no building sprites
- //Basic layout with a buffer at both ends
- \dx000003F4 // custom ground sprite
- 00 00 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 00 0B 00 // x/y/z offset
- 10 05 04 // x/y/z extent
- \dx000042F
- 00 00 00 // x/y/z offset
- 01 10 04 // x/y/z extent
- \dx0000430
- 10 00 00 // x/y/z offset
- 01 10 04 // x/y/z extent
- \dx0000430
- 80 // end of building sprite list
- \dx000003F3 // custom ground sprite
- 80 // no building sprites
- 0B 02 // callback flags
- // concrete sprite is currently commented out - uses TTD default sprite
- //Tile action 1
- -1 * 0 01 04 \b1 \b4 //-1 * 0 01 09 <num-sets> <num-ent>
- // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
- -1 sprites/graphics/groundtiles.png 10 10 09 31 64 -31 0
- -1 sprites/graphics/groundtiles.png 80 10 09 31 64 -31 0
- -1 sprites/graphics/buffer.png 10 06 09 35 64 -31 -4
- -1 sprites/graphics/buffer.png 80 10 09 31 64 -31 0
- -1 * 0 02 04 AB 00 01 \w0
- -1 * 0 02 04 20 81
- 45 00 03
- \b3
- \wx8002 01 01 // buffer at north end
- \wx8004 02 02 // buffer at south end
- \wx8006 00 00 // buffer at both north and south
- \wx8000 // no buffers
- -1 * 0 02 04 AB 85
- 0C 00 \wxFFFF // var, shift, mask
- \b1 // num ranges
- \wx20 \wx14 \wx14
- \wxAB
- -1 * 0 03 04 01 TILE_TEST_1
- 00 \wxAB
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement