8244790603
- Add doc/AScreamFromTheDark_report.md: deep technical report covering
architecture, features, historical workarounds and known debt.
- Rewrite README.md to reflect the current 'A Scream from the Dark'
identity (ghost enemy, stamina/jump, fog of war, going-deeper victory)
instead of the stale 'gioco carino' copy with old file paths.
- Update doc/generation.md: goal is now a random south-edge hatch,
not the max-Manhattan-distance portal.
- Remove orphaned src/victory.{c,h} and its include in render.c;
the victory sequence was replaced by the full-screen next_level image.
- Regenerate tracked png2asset outputs to match current build.
30 lines
687 B
C
30 lines
687 B
C
//AUTOGENERATED FILE FROM png2asset
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#ifndef METASPRITE_enemy_H
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#define METASPRITE_enemy_H
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#include <stdint.h>
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#include <gbdk/platform.h>
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#include <gbdk/metasprites.h>
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#define enemy_TILE_ORIGIN 0
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#define enemy_TILE_W 8
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#define enemy_TILE_H 16
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#define enemy_WIDTH 16
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#define enemy_HEIGHT 16
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#define enemy_TILE_COUNT 32
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#define enemy_PALETTE_COUNT 8
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#define enemy_COLORS_PER_PALETTE 4
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#define enemy_TOTAL_COLORS 32
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#define enemy_PIVOT_X 8
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#define enemy_PIVOT_Y 8
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#define enemy_PIVOT_W 16
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#define enemy_PIVOT_H 16
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extern const metasprite_t* const enemy_metasprites[8];
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BANKREF_EXTERN(enemy)
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extern const palette_color_t enemy_palettes[32];
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extern const uint8_t enemy_tiles[512];
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#endif
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