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authorJuan J. Martinez <jjm@usebox.net>2023-11-10 18:01:48 +0000
committerJuan J. Martinez <jjm@usebox.net>2023-11-10 18:01:48 +0000
commit3d8ee9389c089f60fb86d9df2bb32b90cb86774b (patch)
tree00257c811b9f9eada30d41a7d89ecca35616c4d4
parent2fbdf974338bde8576efdae40a819a76b2391033 (diff)
downloadkitsunes-curse-main.tar.gz
kitsunes-curse-main.zip
Fix a few typos, formattingHEADmain
-rw-r--r--README.md14
1 files changed, 7 insertions, 7 deletions
diff --git a/README.md b/README.md
index 4ab5cc9..86ef370 100644
--- a/README.md
+++ b/README.md
@@ -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).