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Apple II lorcha is 49x40 pixels. The apple uses a 7x8 matrix for
characters, so 7x5 characters. For the Atari with its 8x8 matrix, I cut
off the leftmost column so it's now 48x40, or 6x5 = 30 characters. Of
these, 6 are inverse spaces, 4 are regular spaces, and 3 are dups of
other characters in the lorcha.  Means we need 17 custom characters to
draw an undamaged lorcha, leaving only 2 or 3 for showing damage.

X = inverse space, . = space, A-Q are our custom chars.

   012345
   ______
0 |.ABC.D
1 |.EXFGH
2 |.EXFGI
3 |JKLMNO
4 |PXXXXQ

name, screencode, 8 bytes of pixels, ascii
A, 2,  00 00 00 00 00 00 ff 3f, "
B, 3,  18 1f 1f 10 10 10 ff ff, #
C, 4,  00 f0 fc 3e 00 00 fc f0, $
D, 6,  00 00 40 70 7c 47 40 40, &
E, 1b, 1f 3f ff 3f 1f 3f ff 7f, ;
F, 1c, c0 f0 fc f0 c0 f0 fc f0, <
G, 1d, 07 03 07 0f 07 03 07 f0, =
H, 1e, fe fc fe ff fe f8 fe ff, >
I, 20, fe f8 fe ff fe fe fd f9, @
J, 3b, c0 fe ff ff ff ff 7f 1f, [
K, 3c, 00 00 c0 ff 8f 8e 8e fe, \
L, 3d, 38 38 38 38 ff 38 38 38, ]
M, 3e, 00 00 00 01 ff e3 e3 e3, ^
N, 3f, 00 00 00 ff 8d 8d 8d ff, _
O, 40, c3 cf ff ff 3f 3e 3c f8, 0x00
P, 46, 1f 0f 07 07 07 03 03 03, 0x06
Q, 47, f0 e0 c0 c0 c0 c0 80 80, 0x07

as screen data:

80 02 03 04 00 06
80 1b 80 1c 1d 1e
80 1b 80 1c 1d 20
3b 3c 3d 3e 3f 46
40 80 80 80 80 47

remaining unused characters, to be used for damage:
50 5b 5d 5e 5f 60 7b 7d 7e 7f

For damage, we can poke holes in the big sail with an inverse
ball (^T). A couple of the portholes can be replaced with a
custom 'crater' character. The right sail loses its flag (D)
and its upper-right gets replaced with a custom char. The
left sail can lose either of its F characters and have them
replaced with a piece with a bite taken out of it.