Portable Game Console
PoGa-4DGL Reference Manual
//2) cherries
0x0000,0x0000, // line 1
0x0000,0x0000, // line 2
0x0000,0x0500, // line 3 11
0x0000,0x0550, // line 4 1111
0x0000,0x0045, // line 5 11 1
0x4000,0x0040, // line 6 1 1
0x1FC0,0x0010, // line 7 3331 1
0xF7F0,0x0004, // line 8 333133 1
0x3FF0,0x00F7, // line 9 33333 3133
0xCFB0,0x03F7, // line 10 3233 331333
0xCEF0,0x03FF, // line 11 3323 333333
0xCFC0,0x03FE, // line 12 333 323333
0xC000,0x03FB, // line 13 332333
0x0000,0x00FF, // line 14 3333
0x0000,0x0000, // line 15
0x0000,0x0000, // line 16
//3) ghost
0x0000,0x0000,0xA000,0x000A,0xAA00,0x00AA,0xAA80,0x02AA,
0xBEA0,0x0BEA,0xFFA0,0x0FFA,0x5FA0,0x05FA,0x5FA8,0x25FA,
0xBEA8,0x2BEA,0xAAA8,0x2AAA,0xAAA8,0x2AAA,0xAAA8,0x2AAA,
0xAAA8,0x2AAA,0x2A28,0x28A8,0x2808,0x2028,0x0000,0x0000
// ..........
// more bitmaps can follow.....
// ..........
#END
// part 2] the colour lookup table (CLUT), with 13 example colour entries (128 max available)
#DATA
word mycolours
BLACK, // 0
RED, // 1
BROWN, // 2
PINK, // 3
CYAN, // 4
CYAN, // 5
BLUE, // 6
LIGHTSLATEGRAY, // 7
ORANGE, // 8
YELLOW, // 9
LIME, // 10
RED, // 11
WHITE // 12
#END
// part 3] the palettes, each entry may have 4 colours.
// The colours are selected from the CLUT
#DATA
byte mypalette
0,1,0,9, // black, red, black, yellow (box)
0,9,0,1, // black, yellow, black, red (box alternate colours)
0,10,12,1, // black, lime, white, red (for strawberry)
0,6,1,12 // black, blue, red, white (for red ghost)
#END
//=========================================================================
func main()
var xoffs, yoffs, n;
gfx_SpriteSet(mysprites, mycolours, mypalette); // set the pointers for the sprite
generator
gfx_TransparentColour(BLACK); // ucan se transparent mode, black is
transparency reference
//gfx_Transparency(ON);
//txt_Width(2); // tests that the sprite X mag works
//txt_Height(2); // tests that the sprite X mag works
// now test all the screen aspects
//NORTH 0
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