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[:] - bbbb ------------------------- 100 | |
[:] SP[3]: 1,1 0 | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[2]: 1,1 0 | |
[:] PF[2]: 0,0 . | |
[:] SP[1]: 1,1 0 | |
[:] PF[3]: 0,0 . | |
[:] SP[0]: 1,1 0 | |
[:] PIVOT: 0,0 . | |
light breaks: | |
[:] - bbfb ------------------------- 100 | |
[:] SP[3]: 1,1 0 | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[2]: 1,1 0 | |
[:] PF[2]: 0,0 . | |
[:] SP[1]: 1,1 0 | |
[:] PF[3]: 0,0 . | |
[:] SP[0]: 1,1 0 | |
[:] PIVOT: 0,0 . | |
(repeated for 1 frame) | |
[:] - 7b7b ------------------------- 100 | |
[:] SP[3]: 1,1 0 - flickering green box below player ? (non-visible) | |
[:] PF[0]: 0,0 . - sky bg | |
[:] PF[1]: 0,0 . - outside of building (before level start) | |
[:] SP[2]: 1,1 0 - empty ? | |
[:] PF[2]: 0,0 . - wall bg | |
[:] SP[1]: 1,1 0 - most objects | |
[:] PF[3]: 0,0 . - wall sides | |
[:] SP[0]: 1,1 0 - doors | |
[:] PIVOT: 0,0 . | |
(repeated for 1 frame) | |
B B B B (normal) | |
B B F B (dark) | |
B B F B | |
7 B 7 B (bright) | |
7 B 7 B | |
B B F B (dark) | |
B B F B | |
7 B 7 B (bright) | |
7 B 7 B | |
B B F B (dark) | |
7 B 8 B (bright) | |
7 B A B (fading..) | |
7 B C B | |
7 B C B | |
7 B E B | |
7 B E B | |
8 B F B (done fading) (NO_BAD_12) | |
8 B F B | |
8 B F B | |
A B F B | |
A B F B | |
A B F B | |
A B F B | |
C B F B (done fading?) | |
C B F B | |
C B F B | |
C B F B | |
C B F B | |
... (for like 5 seconds) | |
C B F B | |
C B F B | |
C B F B | |
C B F B | |
7 B F B (flickers bright) | |
7 B F B | |
B B F B (dark) | |
B B F B | |
7 B F B (bright) | |
7 B F B | |
B B F B (dark) | |
B B F B | |
B B F B | |
B B F B | |
B B F B | |
A B F B (fades back to normal) | |
A B F B | |
A B F B | |
A B F B | |
9 B F B | |
9 B F B | |
9 B F B | |
9 B F B | |
B B B B | |
(back to normal) | |
bit a: which group | |
bit b: value select? or ignore | |
extra bit: also value select | |
fade out from menu: | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[1]: 1,1 0 (count: 2) | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[0]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 . | |
[:] SP[2]: 1,1 0 (count: 1) | |
[:] PF[3]: 0,0 . | |
[:] SP[3]: 1,1 0 (count: 173) | |
[:] PIVOT: 0,0 . | |
everything fades out equally(?) (incl pivot layer) | |
7 levels of brightness, changes every 4 frames | |
BBBB (hold) | |
BBCC x3 | |
CCCC x4 | |
CCDD x4 | |
DDDD x4 | |
DDEE x4 | |
EEEE x4 | |
EEFF x4 | |
FFFF x4 | |
black screen? | |
! priorities change here: | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[3]: 1,1 0 (count: 0) | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[2]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 . | |
[:] SP[1]: 1,1 0 (count: 0) | |
[:] PF[3]: 0,0 . | |
[:] SP[0]: 1,1 0 (count: 0) | |
[:] PIVOT: 0,0 . | |
BBBB | |
! prio change again (maybe for sprite lag?) | |
[:] -' fff7 `------------------------- 100 | |
[:] SP[3]: 1,1 1 (count: 0) | |
[:] PF[0]: 0,0 . - sky bg | |
[:] PF[1]: 0,0 . - front wall | |
[:] PF[2]: 0,0 . - back wall | |
[:] SP[1]: 1,1 1 (count: 0) - increases to 8 (elevator?) | |
[:] PF[3]: 0,0 . - side walls | |
[:] SP[2]: 1,1 1 (count: 0) | |
[:] SP[0]: 0,1 0 (count: 0) - increases to 42 (level name text?) | |
[:] PIVOT: 0,0 . | |
i think everything is still black here, except pivot and level name (fading in) | |
next animation i think: "mission 1" fades in, then "red after image" fades in -still on black bg, may be just palette | |
then outside of building + sky fades in while scrolling up | |
FFF7 x3 | |
FEF8 x4 | |
FDF9 x4 | |
FCFA x4 | |
FBFB x4 | |
FAFC x4 - now 62F0 lineram changes from FFF7 to FEF8 and follows the same animation (to fade in the bottom text later) | |
F9FD x4 | |
F8FE x4 | |
F7FF (hold) - lower half of screen is still at like FBFB FAFC etc. until it hits F7FF and we move to the next stage of the anim | |
NOW building should fade in i think | |
another prio change, finally playfields in correct order | |
[:] -' fff7 `------------------------- 100 | |
[:] SP[3]: 0,1 1 (count: 0) | |
[:] PF[0]: 0,1 . - sky bg | |
[:] PF[2]: 0,1 . - back wall | |
[:] SP[1]: 0,1 1 (count: 8) - this starts increasing as more inside objects load (not visible though) | |
[:] PF[3]: 0,1 . - side walls | |
[:] PF[1]: 0,1 . - front wall | |
[:] SP[2]: 0,1 1 (count: 0) | |
[:] SP[0]: 1,1 0 (count: 42) - text | |
[:] PIVOT: 0,0 . | |
maybe bg is using 3+1 (FF -> 7F) and sprites/pivot using 2+0 (F7->7F no change) | |
FFF7 x3 | |
EEF8 x4 | |
DDF9 x4 | |
CCFA x4 | |
BBFB x4 | |
AAFC x4 | |
99FD x4 | |
88FE x4 | |
77FF (hold) - anim finished | |
sprite group 2 starts increasing (helicopter?) | |
anim finished | |
[:] -' 77ff `------------------------- 100 | |
[:] SP[3]: 0,1 1 (count: 0) | |
[:] PF[0]: 0,1 . | |
[:] PF[2]: 0,1 . | |
[:] SP[1]: 0,1 1 (count: 20) | |
[:] PF[3]: 0,1 . | |
[:] PF[1]: 0,1 . | |
[:] SP[2]: 0,1 1 (count: 70) | |
[:] SP[0]: 1,1 0 (count: 42) | |
[:] PIVOT: 0,0 . | |
character appears (behind helicopter) | |
[:] -' 77ff `------------------------- 100 | |
[:] SP[3]: 0,1 1 (count: 0) | |
[:] PF[0]: 0,1 . - sky | |
[:] PF[2]: 0,1 . - back wall | |
[:] SP[1]: 0,1 1 (count: 33) - character, objects in building | |
[:] PF[3]: 0,1 . - side walls | |
[:] PF[1]: 0,1 . - front wall | |
[:] SP[2]: 0,1 1 (count: 70) - heli | |
[:] SP[0]: 1,1 0 (count: 42) - text | |
[:] PIVOT: 0,0 . | |
now: text AND front wall are fading out | |
i think text and wall are drawn onto one layer (without blending) and then that layer is transparent | |
no prios change, blending bits change | |
[:] -' 77ff `------------------------- 100 | |
[:] SP[3]: 1,1 1 (count: 0) - increases to 6 | |
[:] PF[0]: 0,0 . - sky | |
[:] PF[2]: 0,0 . - back wall | |
[:] SP[1]: 1,1 1 (count: 37) - object | |
[:] PF[3]: 0,0 . - side walls | |
[:] PF[1]: 0,1 0? - front wall | |
[:] SP[2]: 1,1 1 (count: 0) | |
[:] SP[0]: 0,1 0 (count: 42) text | |
[:] PIVOT: 0,0 . | |
77FF | |
88EE x4 | |
99DD x4 | |
AACC x4 | |
BBBB x4 | |
CCAA x4 | |
DD99 x4 | |
EE88 x4 | |
FF77 x4 (6 total incl next frame) | |
text/wall fully transparent here? | |
prio changed, no bits changed | |
[:] -' ff77 `------------------------- 100 | |
[:] SP[3]: 1,1 1 (count: 6) | |
[:] PF[0]: 0,0 . - sky | |
[:] SP[2]: 1,1 1 (count: 0) moved down | |
[:] PF[2]: 0,0 . - back | |
[:] SP[1]: 1,1 1 (count: 34) - objects | |
[:] PF[3]: 0,0 . - sides | |
[:] PF[1]: 0,1 . - front | |
[:] SP[0]: 0,1 0 (count: 42) - text (decreases to 0 after a frame) | |
[:] PIVOT: 0,0 . | |
text disappears | |
then wall later disappears for real | |
prio and bits change: | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[3]: 1,1 0 (count: 6) | |
[:] PF[0]: 0,0 . - sky | |
[:] PF[1]: 0,0 . -- moved down, now empty (was front wall) | |
[:] SP[2]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 . - back wall | |
[:] SP[1]: 1,1 0 (count: 28) - objects | |
[:] PF[3]: 0,0 . - side wall | |
[:] SP[0]: 1,1 0 (count: 0) - increases to 1 (1P indicator?) used for "caution" text ect. | |
[:] PIVOT: 0,0 . | |
BBBB (hold) | |
after inserting coin | |
"push start button" screen: | |
(all blank except pivot) | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[3]: 1,1 0 (count: 0) | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[2]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 . | |
[:] SP[1]: 1,1 0 (count: 0) | |
[:] PF[3]: 0,0 . | |
[:] SP[0]: 1,1 0 (count: 0) | |
[:] PIVOT: 0,0 . | |
BBBB | |
start pressed: | |
--- | |
all blank | |
[:] -' 77ff `------------------------- 100 | |
[:] SP[3]: 1,0 0 (count: 0) | |
[:] PF[0]: 1,0 0 - (will be monitor border) | |
[:] PF[1]: 1,0 0 | |
[:] SP[2]: 1,0 0 (count: 0) | |
[:] PF[2]: 1,0 0 | |
[:] SP[1]: 1,0 0 (count: 0) | |
[:] PF[3]: 1,0 0 - (will be computer screen) | |
[:] SP[0]: 1,0 0 (count: 0) | |
[:] PIVOT: 0,0 . - (will be press start text, and select character text etc) | |
77FF | |
--- | |
pivot reappears | |
--- | |
playfields 0 and 3 drawn | |
--- | |
"select your character" message appears on pivot (no other layers visible) | |
a few seconds | |
--- | |
character windows appear (sprite group 0) | |
[:] -' 88ee `------------------------- 100 | |
[:] SP[3]: 1,0 0 (count: 0) | |
[:] PF[0]: 1,0 0 - monitor border | |
[:] PF[1]: 1,0 0 - empty | |
[:] SP[2]: 1,0 0 (count: 0) | |
[:] PF[2]: 1,0 0 - empty | |
[:] SP[1]: 1,0 0 (count: 0) | |
[:] PF[3]: 1,0 0 - computer windows | |
[:] SP[0]: 1,0 0 (count: 145) - character windows | |
[:] PIVOT: 0,0 . - set to 0,1 . in the middle of the screen | |
computer screen fades in from black, as pivot text fades out to transparent on top of it (maybe additive?) | |
100 - fading in from black | |
001 - fading out to transparent | |
88EE x4 | |
99DD x4 | |
AACC x4 | |
BBBB x4 | |
CCAA x4 | |
DD99 x4 | |
EE88 x4 | |
FF77 x4 | |
pivot text is fully hidden in the middle now ("select your character" is still on the layer but not visible) | |
character windows expand | |
wait until character selected | |
--- | |
"ENTRY" appears on pivot ("select your character" still exists but hidden) | |
[:] -' ff77 `------------------------- 100 | |
[:] SP[3]: 1,0 0 (count: 0) | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[2]: 1,0 0 (count: 0) | |
[:] PF[2]: 0,0 . | |
[:] SP[1]: 1,0 0 (count: 0) | |
[:] PF[3]: 0,0 . | |
[:] SP[0]: 1,0 0 (count: 253) | |
[:] PIVOT: 0,0 . | |
screen instantly switches to black, pivot layer reappears a frame or 2 later (only credit / press start text is visible) | |
all playfields blank | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[3]: 1,1 0 (count: 0) | |
[:] PF[0]: 0,0 . | |
[:] PF[1]: 0,0 . | |
[:] SP[2]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 . | |
[:] SP[1]: 1,1 0 (count: 0) | |
[:] PF[3]: 0,0 . | |
[:] SP[0]: 1,1 0 (count: 0) | |
[:] PIVOT: 0,0 . | |
a few frames later | |
next screen appears | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[1]: 1,1 0 (count: 0) - ? (2) | |
[:] PF[0]: 0,0 . - empty | |
[:] PF[1]: 0,0 . - monitor bg | |
[:] SP[0]: 1,1 0 (count: 0) - empty | |
[:] PF[2]: 0,0 . - scaling map | |
[:] SP[2]: 1,1 0 (count: 0) - ? (2) | |
[:] PF[3]: 0,0 . - computer screen | |
[:] SP[3]: 1,1 0 (count: 0) - text | |
[:] PIVOT: 0,0 . | |
OK? | |
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everything fade in from black | |
[:] - fff7 ------------------------- 200 | |
[:] PF[3]: 1,0 . | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,1 . | |
[:] SP[2]: 0,1 0 | |
[:] PF[1]: 0,1 . | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[0]: 0,1 0 | |
[:] PIVOT.: 0,0 . - 0,0 on CREDIT text lines, 0,1 above that | |
FFF7 (hold: black?) | |
EEF8 | |
EDF9 | |
DCFA | |
DBFB | |
CAFC | |
C9FD | |
B8FE | |
text fades in from transparent | |
[:] PF[3]: 1,0 . | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,0 . | |
[:] SP[2]: 1,1 0 | |
[:] PF[1]: 0,1 . | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[0]: 0,1 0 | |
[:] PIVOT.: 0,1 . | |
A7FF | |
FFF7 (hold: bg visible) | |
-- + | |
EEF8 | |
- + | |
EDF9 | |
-- + | |
DCFA | |
- + | |
DBFB | |
-- + | |
CAFC | |
- + | |
C9FD | |
-- + | |
B8FE | |
-- + | |
A7FF (hold: text fully visible here?) | |
text fades back out | |
[:] PF[3]: 1,0 . | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,0 . | |
[:] SP[2]: 1,1 0 | |
[:] PF[1]: 0,1 . | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[0]: 0,1 0 | |
[:] PIVOT.: 0,1 . | |
anim plays in reverse | |
A7FF,B8FE,b9FD,CAFC,cBFB,DCFA,dDF9,EEF8,FFF7 (hold: text faded out) | |
then text switches, repeat text fade in/out, etc. | |
after a few lines of text | |
after final line of text: | |
[:] PF[3]: 1,0 . | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,0 . | |
[:] SP[2]: 1,1 0 | |
[:] PF[1]: 0,1 . | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[0]: 0,1 0 | |
[:] PIVOT.: 0,1 . | |
FFF7 (hold) | |
A7FF (hold, background brightness starts increasing (palette effect only)) | |
sprite animations etc. | |
expanding circle animation? | |
priority order change | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,0 . | |
[:] SP[2]: 1,1 0 | |
[:] PF[1]: 0,1 . | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[0]: 0,1 0 | |
[:] PF[3]: 1,0 . --- moved to top (solid black playfield) clipped to circle | |
[:] PIVOT.: 0,1 . | |
A7FF | |
pf3 turns white | |
B8FE | |
B9FD | |
CAFC | |
CBFB | |
DCFA | |
DDF9 | |
EEF8 | |
FFF7 (hold: solid white screen?) | |
fade from white to sky | |
FFF7 | |
[:] PF[3]: 1,0 . -- moved back to bottom | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,1 . -- changed bits (still has old bg, should be fully transparent here) | |
[:] SP[2]: 0,1 0 -- changed bits | |
[:] PF[1]: 0,1 . | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[0]: 0,1 0 | |
[:] PIVOT.: 0,1 . | |
pf0 changes to sky | |
FFF7 | |
EEF8 | |
EDF9 | |
DCFA | |
DBFB | |
CAFC | |
C9FD | |
B8FE | |
A7FF (hold) | |
sky starts moving | |
(rest of title screen, no changes) | |
another circle transition, to white | |
pf0: sky | |
pf1: buildings | |
pf2: buildings bg (single image cut out and split between pf1 and pf2) | |
pf3: solid white | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,1 . | |
[:] SP[2]: 0,1 0 | |
[:] PF[1]: 0,0 . -- changed bits | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,0 . -- changed bits | |
[:] SP[0]: 1,1 0 -- changed bits | |
[:] PF[3]: 1,0 . -- moved to top | |
[:] PIVOT.: 0,1 . | |
A7FF | |
B8FE | |
B9FD | |
CAFC | |
CBFB | |
DCFA | |
DDF9 | |
EEF8 | |
FFF7 | |
fade from white | |
FFF7 | |
[:] PF[3]: 1,0 . -- moved to bottom | |
[:] SP[3]: 0,1 0 | |
[:] PF[0]: 0,1 . | |
[:] SP[2]: 0,1 0 | |
[:] PF[1]: 0,1 . -- changed bits | |
[:] SP[1]: 0,1 0 | |
[:] PF[2]: 0,1 . -- changed bits | |
[:] SP[0]: 0,1 0 -- changed bits | |
[:] PIVOT.: 0,1 . | |
FFF7 | |
background switches | |
pf0: sky, sky 2 | |
pf1: building, grass (for sky 2) | |
FFF7 | |
EEF8 | |
EDF9 | |
DCFA | |
DBFB | |
CAFC | |
C9FD | |
B8FE | |
A7FF (hold) | |
waiting for title screen | |
fade back out, same as before but in reverse | |
... | |
FFF7 (hold) | |
fading from white to black | |
pf change (at some point) | |
pf0: empty | |
pf1: empty | |
pf2: empty | |
pf3: solid white | |
FFF7 | |
EEF8 | |
EDF9 | |
DCFA | |
DBFB | |
CAFC | |
C9FD | |
B8FE | |
A7FF (1 frame) | |
pf3 changes to solid black (palette) | |
FFF7 (hold) | |
switching from title screen to demo gameplay (fade in from black) | |
pf0: bg | |
pf1: buildings (stencil layer combined with pf0) WHY ARE_THESE_VERTICALLY_MISALIGNED?? | |
pf2: board frame | |
pf3: solid black | |
[:] PF[3]: 1,0 . | |
[:] PF[0]: 0,1 . | |
[:] PF[1]: 0,1 . -- moved down | |
[:] SP[3]: 0,1 0 -- moved up | |
[:] SP[2]: 0,1 0 | |
[:] PF[2]: 0,1 . | |
[:] SP[1]: 0,1 0 -- moved up | |
[:] SP[0]: 0,1 0 | |
[:] PIVOT.: 0,1 . | |
FFF7 | |
EEF8 | |
EDF9 | |
DCFA (play area bg brightens at half the rate of rest of bg - so probably play area bg uses the first alpha value (increases every other frame until the last 2.. this is sprite group 3? and pf 0/1 where the tiles have alpha bits set) | |
DBFB | |
CAFC | |
C9FD | |
B8FE | |
A7FF (hold) |
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[:] -' bbbb `------------------------- 100 | |
[:] SP[1]: 1,1 0 (count: 2) - ? | |
[:] PF[0]: 0,0 0 - empty | |
[:] PF[1]: 0,0 0 - monitor frame | |
[:] SP[0]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 0 - scaling map | |
[:] SP[2]: 1,1 0 (count: 1) - ? | |
[:] PF[3]: 0,0 0 - computer window borders ui etc | |
[:] SP[3]: 1,1 0 (count: 173) - text on screen, character portrait | |
[:] PIVOT: 0,0 . - credit text | |
BBBB (hold) | |
BBCC x3 | |
CCCC x4 | |
CCDD x4 | |
DDDD x4 | |
DDEE x4 | |
EEEE x4 | |
EEFF x4 | |
FFFF x4 | |
everything is fading here (incl pivot) | |
110 = (2 or 3) + (0 or 1) | |
000 = (2 or 3) + (0 or 1) | |
[:] -' 77ff `------------------------- 100 | |
[:] PF[0]: 0,0 0 - sky | |
[:] PF[2]: 0,0 1 - back wall | |
[:] SP[1]: 1,1 1 (count: 37) - object | |
[:] PF[3]: 0,0 0 - side walls | |
[:] PF[1]: 0,1 1 - front wall | |
[:] SP[0]: 0,1 0 (count: 42) text | |
[:] PIVOT: 0,0 . | |
77FF | |
88EE x4 | |
99DD x4 | |
AACC x4 | |
BBBB x4 | |
CCAA x4 | |
DD99 x4 | |
EE88 x4 | |
FF77 x4 | |
sp0 and pf1 are transparent, fading out here | |
000 - blend dest | |
001 - blend dest | |
010 - transparent | |
011 - transparent | |
111 - blend dest | |
[:] -' bbbb `------------------------- 100 | |
[:] SP[3]: 1,1 0 (count: 6) | |
[:] PF[0]: 0,0 0 - sky bg | |
[:] PF[1]: 0,0 0 - empty | |
[:] SP[2]: 1,1 0 (count: 0) | |
[:] PF[2]: 0,0 1 - back wall | |
[:] SP[1]: 1,1 0 (count: 32) - objects | |
[:] PF[3]: 0,0 0 - side wall | |
[:] SP[0]: 1,1 0 (count: 1) - doors | |
[:] PIVOT: 0,0 . | |
B.B. | |
B.F. x2 | |
7.7. x2 | |
B.F. x2 | |
7.7. x2 | |
B.F. x1 | |
7.8. | |
7.A. | |
7.C. x2 | |
7.E. x2 | |
8.F. x3 | |
A.F. x4 | |
C.F. (hold) | |
7.F. x2 | |
B.F. x2 | |
7.F. x2 | |
B.F. x5 | |
A.F. x4 | |
9.F. x4 | |
B.B. | |
parts of pf2 are brightened/darkened | |
001 = darkened + lightened | |
000 = unaffected | |
110 = unaffected | |
[:] -' 88ee `------------------------- 100 | |
[:] SP[3]: 1,0 0 (count: 0) | |
[:] PF[0]: 1,0 0 - monitor border | |
[:] PF[1]: 1,0 0 - empty | |
[:] SP[2]: 1,0 0 (count: 0) | |
[:] PF[2]: 1,0 0 - empty | |
[:] SP[1]: 1,0 0 (count: 0) | |
[:] PF[3]: 1,0 0 - computer windows | |
[:] SP[0]: 1,0 0 (count: 145) - character windows | |
[:] PIVOT: 0,0 . - set to 0,1 . in the middle of the screen | |
computer screen fades in from black, as pivot text fades out to transparent on top of it (maybe additive?) | |
100 - fading in from black | |
001 - fading out to transparent | |
88EE x4 | |
99DD x4 | |
AACC x4 | |
BBBB x4 | |
CCAA x4 | |
DD99 x4 | |
EE88 x4 | |
FF77 x4 | |
pivot text is fully hidden in the middle now ("select your character" is still on the layer but not visible) | |
character windows expand | |
wait until character selected | |
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