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intro_scene: Pbackground(MapData,tileData) Psprite(8,16,BlackMage+(32*5),P8x16m) Psprite(25,16,Civilian,P8x16m) Pupdatescreen Pwait(1) Pbackground(MapData,tileData) Psprite(11,16,BlackMage+(32*6),P8x16m) Psprite(25,16,Civilian,P8x16m) Pupdatescreen Pwait(1) Pbackground(MapData,tileData) Psprite(13,16,BlackMage,P8x16m) Psprite(25,16,Civilian,P8x16m) Pupdatescreen Ptext(0,0,"This is a cutscene\nPress a key") Pupdatescreen Ppause Ptext(0,0,"This is some more text") Ppause Pend
Pend = end of the cutscenePclearscreen = clears the screen bufferPupdatescreen = updates the screen from the bufferPtext(x,y,text) = displays text on the screenPsprite(x,y,sprite pointer,type) = displays a sprite on the screen sprite types: #P8x8 = 8*8 or #P8x16 = 8*16 or #P8x16m = 8*16 maskedPpause = waits for a key to be pressed and then depressed (updates screen too) displays a small filled circle to alert usersPwait(wait time) = waits n quarter secondsPrect(x1,y1,x2,y2,color) = draws a rectangle on the screenPnull = do nothing, waste a few cyclesPbackground(pointer,spriteset) = draws the tilemap at the location pointed to by pointer, using the spriteset pointed to by spriteset