Format fixes in html files of 2014
This commit also adds the faq.html and bugs.html file that should have been committed with 2013. The reason the faq.md is updated with only the version update (backdated to yesterday) is because the version was not updated with the previous update.
This commit is contained in:
1 parent
567e6541f8
commit
8eafe398e2
11 files changed
+257
-170
No files matched your search
+129
-60
@@ -431,8 +431,8 @@ if you don’t know how to do this for your system.</p>
|
||||
<li>Sprites image height.</li>
|
||||
<li>Filename of the sprites image (raw RGBA image).</li>
|
||||
<li>Filename of the music (WAVE 8000 Hz 8bit Mono).</li>
|
||||
<li>Sky color. This number depends on the system where you run the program. See
|
||||
note on macOS.</li>
|
||||
<li>Sky color. This number depends on the system where you run the program. <a href="#running-under-macos">See
|
||||
note on macOS</a>.</li>
|
||||
</ol>
|
||||
<h2 id="try">Try:</h2>
|
||||
<pre><code> ./giana.sh
|
||||
@@ -489,8 +489,6 @@ these type of obstacles but cannot walk through them.</p></li>
|
||||
dies or loses its powers.</p></li>
|
||||
</ul>
|
||||
<h3 id="running-under-macos">Running under macOS</h3>
|
||||
<p>[NOTE: this seems to no longer be the case as of 2023 and most likely much
|
||||
earlier. However one can change the look of the game doing this anyway:]</p>
|
||||
<p>The color of the sky is wrong on macOS. You need to flip some bytes from the
|
||||
last parameter of the program:</p>
|
||||
<ul>
|
||||
@@ -518,8 +516,8 @@ because <code>while(c=getchar())</code> is not evil.</li>
|
||||
<li>Sprites image height.</li>
|
||||
<li>Filename of the sprites image (raw RGBA image).</li>
|
||||
<li>Filename of the music (WAVE 8000 Hz 8bit Mono).</li>
|
||||
<li>Sky color. This number depends on the system where you run the program. See
|
||||
note on macOS.</li>
|
||||
<li>Sky color. This number depends on the system where you run the program. <a href="#running-under-macos">See
|
||||
note on macOS</a>.</li>
|
||||
</ol>
|
||||
<h2 id="sprites">Sprites</h2>
|
||||
<p>The program read a single image that contains all the game sprites. The image
|
||||
@@ -530,27 +528,84 @@ program calculates the size in this way:</p>
|
||||
line, from left to right (for example sprite 0 is the top left sprite in the
|
||||
grid, sprite 8 is the first sprite of the second row of the grid etc.).</p>
|
||||
<p>Some positions of the grid have a predefined purpose:</p>
|
||||
<pre><code> Position | Description
|
||||
:-----------------|:--------------
|
||||
0 | Player standing right
|
||||
1 | Player walking right frame 0
|
||||
2 | Player walking right frame 1
|
||||
3 | Player jumping right
|
||||
4 | Player standing left
|
||||
5 | Player walking left frame 0
|
||||
6 | Player walking left frame 1
|
||||
7 | Player jumping left
|
||||
8 *(second row)* | Super player standing right
|
||||
9 | Super player walking right frame 0
|
||||
10 | Super player walking right frame 1
|
||||
11 | Super player jumping right
|
||||
12 | Super player standing left
|
||||
13 | Super player walking left frame 0
|
||||
14 | Super player walking left frame 1
|
||||
15 | Super player jumping left
|
||||
24 | Player dead
|
||||
32 | Player won
|
||||
40 | Super player won</code></pre>
|
||||
<ul>
|
||||
<li>0
|
||||
<ul>
|
||||
<li>Player standing right</li>
|
||||
</ul></li>
|
||||
<li>1
|
||||
<ul>
|
||||
<li>Player walking right frame 0</li>
|
||||
</ul></li>
|
||||
<li>2
|
||||
<ul>
|
||||
<li>Player walking right frame 1</li>
|
||||
</ul></li>
|
||||
<li>3
|
||||
<ul>
|
||||
<li>Player jumping right</li>
|
||||
</ul></li>
|
||||
<li>4
|
||||
<ul>
|
||||
<li>Player standing left</li>
|
||||
</ul></li>
|
||||
<li>5
|
||||
<ul>
|
||||
<li>Player walking left frame 0</li>
|
||||
</ul></li>
|
||||
<li>6
|
||||
<ul>
|
||||
<li>Player walking left frame 1</li>
|
||||
</ul></li>
|
||||
<li>7
|
||||
<ul>
|
||||
<li>Player jumping left</li>
|
||||
</ul></li>
|
||||
<li>8 <em>(second row)</em>
|
||||
<ul>
|
||||
<li>Super player standing right</li>
|
||||
</ul></li>
|
||||
<li>9
|
||||
<ul>
|
||||
<li>Super player walking right frame 0</li>
|
||||
</ul></li>
|
||||
<li>10
|
||||
<ul>
|
||||
<li>Super player walking right frame 1</li>
|
||||
</ul></li>
|
||||
<li>11
|
||||
<ul>
|
||||
<li>Super player jumping right</li>
|
||||
</ul></li>
|
||||
<li>12
|
||||
<ul>
|
||||
<li>Super player standing left</li>
|
||||
</ul></li>
|
||||
<li>13
|
||||
<ul>
|
||||
<li>Super player walking left frame 0</li>
|
||||
</ul></li>
|
||||
<li>14
|
||||
<ul>
|
||||
<li>Super player walking left frame 1</li>
|
||||
</ul></li>
|
||||
<li>15
|
||||
<ul>
|
||||
<li>Super player jumping left</li>
|
||||
</ul></li>
|
||||
<li>24
|
||||
<ul>
|
||||
<li>Player dead</li>
|
||||
</ul></li>
|
||||
<li>32
|
||||
<ul>
|
||||
<li>Player won</li>
|
||||
</ul></li>
|
||||
<li>40
|
||||
<ul>
|
||||
<li>Super player won</li>
|
||||
</ul></li>
|
||||
</ul>
|
||||
<p>All the others sprites can be used as you want, depending on the game you want
|
||||
to create.</p>
|
||||
<h2 id="levels">Levels</h2>
|
||||
@@ -571,39 +626,53 @@ here:</p>
|
||||
</ol>
|
||||
<p><code>CLASSFLAGS</code> must be a combination (bitwise OR) of some of these constants:</p>
|
||||
<ul>
|
||||
<li><p><code>ENEMY</code> (<code>1</code>)</p>
|
||||
<pre><code> An enemy. CLASSPARAM0 can be 0 if the enemies don't move, 1 if the
|
||||
initial move direction is right, -1 if that direction is left. All
|
||||
enemies that walk will change their direction after 20 steps. The
|
||||
sprite of an enemy must have 2 other adjacent sprites: SPRITE-1,
|
||||
used when the enemy dies, and SPRITE+1, used when it moves.</code></pre></li>
|
||||
<li><p><code>BLOCK</code> (<code>2</code>)</p>
|
||||
<pre><code> A wall. Player can walk over the object but can not pass through it.</code></pre></li>
|
||||
<li><p><code>OBJECT BLOCK</code> (<code>4</code>)</p>
|
||||
<pre><code> When the player hits the object from below, a new object is created.
|
||||
CLASSFLAGS of the new object is defined in CLASSPARAM0. The sprite
|
||||
used for the new object is defined in CLASSPARAM1. The sprite of the
|
||||
new object must have an adjacent sprite: SPRITE+1, used when the
|
||||
block is hit.</code></pre></li>
|
||||
<li><p><code>POWERUP</code> (<code>8</code>)</p>
|
||||
<pre><code> This is a power-up like the classic Mario mushroom. When the
|
||||
character hits the power-up object, the character becomes the Super
|
||||
character. If CLASSFLAGS has the bit ZOOM, the character height will
|
||||
be doubled. The Super character can hit the enemies without dying,
|
||||
but when this happens, the Super character goes back to being
|
||||
normal.</code></pre></li>
|
||||
<li><p><code>END</code> (<code>16</code>)</p>
|
||||
<pre><code> When the player hits this object the level ends; the player wins.</code></pre></li>
|
||||
<li><p><code>ZOOM</code> (<code>32</code>)</p>
|
||||
<pre><code> This flag can be used with POWERUP to indicate a power-up that
|
||||
will double the size of the player (like the Mario mushroom).</code></pre></li>
|
||||
<li><p><code>DESTROY</code> (<code>64</code>)</p>
|
||||
<pre><code> When the player hits the object (e.g. the classic Mario coin) the
|
||||
object disappears but the engine does not count the points, so,
|
||||
from the player point of view, this object is useless.</code></pre></li>
|
||||
<li><p><code>DESTROYUP</code> (<code>128</code>)</p>
|
||||
<pre><code> This object is like a BLOCK but when the player hits the object
|
||||
from below, the object disappears.</code></pre></li>
|
||||
<li><code>ENEMY</code> (<code>1</code>)
|
||||
<ul>
|
||||
<li>An enemy. <code>CLASSPARAM0</code> can be 0 if the enemies don’t move, 1 if the
|
||||
initial move direction is right, -1 if that direction is left. All enemies
|
||||
that walk will change their direction after 20 steps. The sprite of an enemy
|
||||
must have 2 other adjacent sprites: <code>SPRITE-1</code>, used when the enemy dies, and
|
||||
<code>SPRITE+1</code>, used when it moves.</li>
|
||||
</ul></li>
|
||||
<li><code>BLOCK</code> (<code>2</code>)
|
||||
<ul>
|
||||
<li>A wall. Player can walk over the object but can not pass through it.</li>
|
||||
</ul></li>
|
||||
<li><code>OBJECT BLOCK</code> (<code>4</code>)
|
||||
<ul>
|
||||
<li>When the player hits the object from below, a new object is created.
|
||||
<code>CLASSFLAGS</code> of the new object is defined in <code>CLASSPARAM0</code>. The sprite used
|
||||
for the new object is defined in <code>CLASSPARAM1</code>. The sprite of the new object
|
||||
must have an adjacent sprite: <code>SPRITE+1</code>, used when the block is hit.</li>
|
||||
</ul></li>
|
||||
<li><code>POWERUP</code> (<code>8</code>)
|
||||
<ul>
|
||||
<li>This is a power-up like the classic Mario mushroom. When the character
|
||||
hits the power-up object, the character becomes the Super character. If
|
||||
<code>CLASSFLAGS</code> has the bit <code>ZOOM</code>, the character height will be doubled. The
|
||||
Super character can hit the enemies without dying, but when this happens,
|
||||
the Super character goes back to being normal.</li>
|
||||
</ul></li>
|
||||
<li><code>END</code> (<code>16</code>)
|
||||
<ul>
|
||||
<li>When the player hits this object the level ends; the player wins.</li>
|
||||
</ul></li>
|
||||
<li><code>ZOOM</code> (<code>32</code>)
|
||||
<ul>
|
||||
<li>This flag can be used with <code>POWERUP</code> to indicate a power-up that will
|
||||
double the size of the player (like the Mario mushroom).</li>
|
||||
</ul></li>
|
||||
<li><code>DESTROY</code> (<code>64</code>)
|
||||
<ul>
|
||||
<li>When the player hits the object (e.g. the classic Mario coin) the object
|
||||
disappears but the engine does not count the points, so, from the player
|
||||
point of view, this object is useless.</li>
|
||||
</ul></li>
|
||||
<li><code>DESTROYUP</code> (<code>128</code>)
|
||||
<ul>
|
||||
<li>This object is like a <code>BLOCK</code> but when the player hits the object from
|
||||
below, the object disappears.</li>
|
||||
</ul></li>
|
||||
</ul>
|
||||
<p>If <code>CLASSFLAGS</code> is <code>0</code> the object only has an aesthetic function.</p>
|
||||
<p>The last row of the level descriptor must have all its columns set equal to
|
||||
|
||||
Reference in new issue
Block a user