The game support up to 256 16x16 sprite patterns, which screen 8 = one color out of 256 per pixel.

The color 0 = Transparent, and the darked red is used as black outline.


The sprites pattern table are divided by characters classes,
The first 33 sprite patterns are reserved for players, them are fully black,
it is ok!, the game code will draw player patterns there each time them dress or undress.

for editing sprite patterns.

run GFX.COM

LOAD SCSPRITE.TS

made changes to the patterns (read the GFX manual).

don't forget to save the changes, SAVE -> SCSPRITE.TS

don't forget to COMPILE the changes COMPILE -> SCSPRITE.TS

It will do the SCSPRITE.BIN that the game loads.

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Note that each character patterns set is sort its actions all the characters the same sort.

It is called CommonClass model.

Pattern number offset
+0 & +1 = dange received pattern (facing right).
+2 = attack pattern (facking right).
+3 = just impact with the floor (facing to the screen).
+4 +5 = falling only vertically (facing to the screen).
+6, +7, +8 = walking to the right.
+9 = falling facing to the right.

+10 = climb ladder  (only used in PlayerClass), it is facing to the back of the screen, in others words to the ladder that he is climbing).

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MonstersClasses hardly will use CommonClass, so its patterns are custom for each monster class.

In other words, experiment.

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And the player patterns?, them are in another file.


run GFX.COM

Load Player.ts

made the changes.

Save the changes SAVE Player.ts

COMPILE player.ts it will generate player.bin

exit the GFX application.

go to the MSX-BASIC

run "compress.bas" and patient.

it will process player.bin and generate playerp.bin, which is a compressed version of player.bin.

playerp.bin is what the game will load.

IF playerp.bin is larger than 16384 bytes, then, your patterns failed,
you did too much details on the patterns, and it didn't compressed below the 16KB mark,
the game will crash.



The player sprite patterns, follow the CommonClass pattern set.

There is a set of the player naked, and there is a set for each wearable item,
3 helmets, 3 armours, 3 shoes, and the hand weapon.

The sets for all items must match with the naked player set, what the game code do, is:

to copy the player naked first, place on it the helmet, the armour, the shoes, and the hand weapon.

So each set, is 11 sprite patterns, and all items set must overlap perfectly with the naked version of the player.

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Don't draw the handweapon on the attack action (pattern number offset +2).
Because the game code will use an extra sprite with its own pattern to show the hand weapon.

Remember that the handweapon is holded by the player right hand,
so if the action don't show that hand, don't show the weapon either.

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