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Hacked high-bits on tree sprite graphic.
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@ -95,17 +95,15 @@ class PackPartitions
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def result = rows[0..63].collect { it[0..31] }
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// Kludge alert! strip high bits in Building6.
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if (imgEl.@name == "Building6") {
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println "hacking high bits in Building6"
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if (imgEl.@name == "Forestville building 1 - 3d") {
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println "hacking high bits in texture 'Forestville building 1 - 3d'"
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def rowNum = 0
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result = result.collect { row ->
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rowNum++
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row.collect { pix ->
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(rowNum <= 25 && pix == 3) ? 7 :
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(rowNum <= 25 && pix == 0) ? 4 :
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(rowNum > 25 && pix == 4) ? 0 :
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(rowNum > 25 && pix == 7) ? 3 :
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(rowNum > 25 && pix == 5) ? 0 :
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(rowNum <= 48 && pix >= 4) ? pix-4 :
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(pix == 4) ? 0 :
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(pix == 5) ? 1 :
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pix
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}
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}
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@ -30,13 +30,13 @@ MAX_SPRITES = 16 ; max # sprites visible at once
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NUM_COLS = 63
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; Starting position and dir. Eventually this will come from the map
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;PLAYER_START_X = $180 ; 1.5
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;PLAYER_START_Y = $380 ; 3.5
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;PLAYER_START_DIR = 4
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PLAYER_START_X = $280 ; 1.5
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PLAYER_START_Y = $380 ; 3.5
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PLAYER_START_DIR = 4
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PLAYER_START_X = $53E ; special pos for debugging
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PLAYER_START_Y = $67A
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PLAYER_START_DIR = $A
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;PLAYER_START_X = $53E ; special pos for debugging
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;PLAYER_START_Y = $67A
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;PLAYER_START_DIR = $A
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; Useful constants
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W_LOG_256 = $0800
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