diff options
author | Juan J. Martinez <jjm@usebox.net> | 2023-11-10 18:01:48 +0000 |
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committer | Juan J. Martinez <jjm@usebox.net> | 2023-11-10 18:01:48 +0000 |
commit | 3d8ee9389c089f60fb86d9df2bb32b90cb86774b (patch) | |
tree | 00257c811b9f9eada30d41a7d89ecca35616c4d4 | |
parent | 2fbdf974338bde8576efdae40a819a76b2391033 (diff) | |
download | kitsunes-curse-main.tar.gz kitsunes-curse-main.zip |
-rw-r--r-- | README.md | 14 |
1 files changed, 7 insertions, 7 deletions
@@ -5,8 +5,8 @@ for the Amstrad CPC 464 or compatible. Get the official releases from [Kitsune's Curse](https://www.usebox.net/jjm/kitsunes-curse/). -**The game is finished, no further development is planned. The code has been open -sourced in case the community finds it useful and helps making new games!** +**The game is finished, no further development is planned. +The code has been open sourced in case the community finds it useful and helps making new games!** ## Requirements @@ -59,7 +59,7 @@ details once the game is built) The game uses "mini-buffers" to build the scene based on dirty tiles. Instead of tracking the areas of the screen that need redrawing between frames -using a big buffer, when a part of the screen needs redrawing, a small buffer +using a big buffer, when a part of the screen needs redrawing a small buffer is allocated and background and masked sprites are drawn to it. When the scene is finished, those mini-buffers are copied to the screen in a fast loop. @@ -75,7 +75,7 @@ The memory area dedicated to the mini-buffers is calculated with this formula: ``` * TW: tile width in bytes (pixels / 2). -* TH: tile width in pixels. +* TH: tile height in pixels. * SPRITES_TH: sprites height in tiles (of TH pixels). * MAX_SPRITES: maximum number of sprites we may need to draw. @@ -120,9 +120,9 @@ and processed by a Python tool. See `data/stage.json`. The binary data includes *n* maps, with each map: -* 1 byte: map data length, not including flags (0 for empty map; no more data included). +* 1 byte: map data length, not including flags (0 for empty map; no more data included) * 1 byte: flags -* map length bytes: map data (4-bit per tile) H x W x n (compressed with `apultra`) +* *map length* bytes: map data (4-bit per tile) H x W x n (4-bit per tile, compressed with `apultra`) * *m* bytes: entity data (0xff for end marker) The map flags are: @@ -146,7 +146,7 @@ See `tools/map.py` for details. ## Licence * The source code of the game is licensed [GPL 3.0](gpl-3.0.txt). -* The assets are licensed [CC-BY-NC-SA](https://creativecommons.org/licenses/by-nc-sa/4.0/). +* The assets are licensed [CC-BY-SA-NC](https://creativecommons.org/licenses/by-nc-sa/4.0/). The tools/libraries included that I don't own have their own copyright notices and license (some are public domain, others are open source). |