亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? buildinf.txt

?? 小型游戲引擎
?? TXT
?? 第 1 頁 / 共 2 頁
字號:
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman// Ken Silverman's official web site: "http://www.advsys.net/ken"// See the included license file "BUILDLIC.TXT" for license info.Build information to get you started:The first half of this file explains the .ART, .MAP, and PALETTE.DAT formats.The second half has documentation about every BUILD engine function, what it	does, and what the parameters are.-Ken S.------------------------------------------------------------------------------Documentation on Ken's .ART file format                     by Ken Silverman	I am documenting my ART format to allow you to program your own customart utilites if you so desire.  I am still planning on writing the scriptsystem.	All art files must have xxxxx###.ART.  When loading an art file youshould keep trying to open new xxxxx###'s, incrementing the number, untilan art file is not found.1. long artversion;		The first 4 bytes in the art format are the version number.  The current	current art version is now 1.  If artversion is not 1 then either it's the	wrong art version or something is wrong.2. long numtiles;		Numtiles is not really used anymore.  I wouldn't trust it.  Actually	when I originally planning art version 1 many months ago, I thought I	would need this variable, but it turned it is was unnecessary.  To get	the number of tiles, you should search all art files, and check the	localtilestart and localtileend values for each file.3. long localtilestart;		Localtilestart is the tile number of the first tile in this art file.4. long localtileend;		Localtileend is the tile number of the last tile in this art file.		Note:  Localtileend CAN be higher than the last used slot in an art		file.			Example:  If you chose 256 tiles per art file:		TILES000.ART -> localtilestart = 0,   localtileend = 255		TILES001.ART -> localtilestart = 256, localtileend = 511		TILES002.ART -> localtilestart = 512, localtileend = 767		TILES003.ART -> localtilestart = 768, localtileend = 10235. short tilesizx[localtileend-localtilestart+1];		This is an array of shorts of all the x dimensions of the tiles	in this art file.  If you chose 256 tiles per art file then	[localtileend-localtilestart+1] should equal 256.6. short tilesizy[localtileend-localtilestart+1];		This is an array of shorts of all the y dimensions.7. long picanm[localtileend-localtilestart+1];		This array of longs stores a few attributes for each tile that you	can set inside EDITART.  You probably won't be touching this array, but	I'll document it anyway.	Bit:  |31           24|23           16|15            8|7             0|			-----------------------------------------------------------------			| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |			-----------------------------------------------------------------					  | Anim. |  Signed char  |  Signed char  |   |  Animate  |					  | Speed |   Y-center    |   X-center    |   |   number  |					  --------|    offset     |    offset     |   |------------								 --------------------------------|   ------------																			| Animate type:|																			| 00 - NoAnm   |																			| 01 - Oscil   |																			| 10 - AnmFd   |																			| 11 - AnmBk   |																			----------------			 You probably recognize these:		 Animate speed -            EDITART key: 'A', + and - to adjust		 Signed char x&y offset -   EDITART key: '`', Arrows to adjust		 Animate number&type -      EDITART key: +/- on keypad8. After the picanm's, the rest of the file is straight-forward rectangular		art data.  You must go through the tilesizx and tilesizy arrays to find		where the artwork is actually stored in this file.		Note:  The tiles are stored in the opposite coordinate system than			the screen memory is stored.  Example on a 4*4 file:			Offsets:			-----------------			| 0 | 4 | 8 |12 |			-----------------			| 1 | 5 | 9 |13 |			-----------------			| 2 | 6 |10 |14 |			-----------------			| 3 | 7 |11 |15 |			---------------------------------------------------------------------------------------------	If you wish to display the artwork, you will also need to load yourpalette.  To load the palette, simply read the first 768 bytes of yourpalette.dat and write it directly to the video card - like this:	Example:		long i, fil;		fil = open("palette.dat",O_BINARY|O_RDWR,S_IREAD);		read(fil,&palette[0],768);		close(fil);		outp(0x3c8,0);		for(i=0;i<768;i++)			outp(0x3c9,palette[i]);------------------------------------------------------------------------------Packet format for DUKE3D (specifically for network mode 1, n(n-1) mode):Example bunch of packets:A  B  C   D  E  F     G      H      I   J  K  L  M   N...       O---------------------------------------------------------------------d9 00 d9  11 01 00  -  -   -  -   -  -   -  -  -  -  4f       16 31da 00 da  11 01 00  -  -   -  -   -  -   -  -  -  -  b2       b7 9ddb 00 db  11 01 00  -  -   -  -   -  -   -  -  -  -  b1       24 62dc 00 dc  11 01 00  -  -   -  -   -  -   -  -  -  -  ca       1d 58dd 00 dd  11 01 00  -  -   -  -   -  -   -  -  -  -  a9       94 14de 00 de  11 01 05  00 00  -  -   03 00  -  -  -  -  c5       50 b9df 00 df  11 01 0f  a1 ff  fe 09  00 00  26 -  -  -  e2       88 6fe0 00 e0  11 01 04  -  -   -  -   fd ff  -  -  -  -  77       51 d7e1 00 e1  11 01 03  1f 00  ff 09  -  -   -  -  -  -  ac       14 b7e2 00 e2  11 01 0b  9c 00  fb 09  -  -   24 -  -  -  f8       6c 22GAME sends fields D-NMMULTI adds fields A-C and O for error correction.A: Packet count sending modulo 256B: Error state.  Usually 0.  To request a resend, bit 0 is set.  In order		to catch up on networks, sending many packets is bad, so 2 packets		are sent in 1 IPX packet.  To send 2 packets in 1 packet, bit 1 is set.		In special cases, this value may be different.C: Packet count receiving modulo 256D: Message header byte.  These are all the possible values currently.  You		are probably only interested in case 17.  Note that fields E-N apply		to case 17 only.	  0: send movement info from master to slave (network mode 0 only)	  1: send movement info from slave to master (network mode 0 only)	  4: user-typed messages	  5: Re-start level with given parameters	  6: Send player name	  7: Play Remote Ridicule sound	  8: Re-start level with given parameters for a user map	 17: send movement info to everybody else (network mode 1 only)	250: Wait for Everybody (Don't start until everybody's done loading)	255: Player quit to DOSE: Timing byte used to calculate lag time.  This prevents the 2 computer's		timers from drifting apart.F: Bits field byte.  Fields G-M are sent only when certain bits		in this byte are set.G: X momentum update (2 bytes).  Sent only if ((F&1) != 0)H: Y momentum update (2 bytes).  Sent only if ((F&2) != 0)I: Angle momentum update (2 bytes).  Sent only if ((F&4) != 0)J: The states of 8 different keys (1 byte).  Sent only if ((F&8) != 0)K: The states of 8 different keys (1 byte).  Sent only if ((F&16) != 0)L: The states of 8 different keys (1 byte).  Sent only if ((F&32) != 0)M: The states of 8 different keys (1 byte).  Sent only if ((F&64) != 0)N: Sync checking byte.  Useful for debugging programming errors.  Can be a	variable number of bytes.  Actual number of sync checking bytes is	calculated by length of the whole packet minus the rest of the bytes sent.O: CRC-16------------------------------------------------------------------------------|   @@@@@@@@@@@     @@@       @@@  @@@@@@@@@  @@@           @@@@@@@@@        ||   @@@@@@@@@@@@@   @@@       @@@  @@@@@@@@@  @@@           @@@@@@@@@@@      ||   @@@       @@@@  @@@       @@@     @@@     @@@           @@@    @@@@@     ||   @@@        @@@  @@@       @@@     @@@     @@@           @@@      @@@@    ||   @@@       @@@@  @@@       @@@     @@@     @@@           @@@       @@@    ||   @@@@@@@@@@@@@   @@@       @@@     @@@     @@@           @@@       @@@    ||   @@@@@@@@@@@@@   @@@       @@@     @@@     @@@           @@@       @@@    ||   @@@       @@@@  @@@       @@@     @@@     @@@           @@@       @@@    ||   @@@        @@@  @@@       @@@     @@@     @@@           @@@      @@@@    ||   @@@       @@@@  @@@@     @@@@     @@@     @@@           @@@    @@@@@     ||   @@@@@@@@@@@@@    @@@@@@@@@@@   @@@@@@@@@  @@@@@@@@@@@@  @@@@@@@@@@@      ||   @@@@@@@@@@@        @@@@@@@     @@@@@@@@@  @@@@@@@@@@@@  @@@@@@@@@        ||                                                                            ||                          M A P   F O R M A T !                             |------------------------------------------------------------------------------Here is Ken's documentation on the COMPLETE BUILD map format:BUILD engine and editor programmed completely by Ken SilvermanHere's how you should read a BUILD map file:{	fil = open(???);		//Load map version number (current version is 7L)	read(fil,&mapversion,4);		//Load starting position	read(fil,posx,4);	read(fil,posy,4);	read(fil,posz,4);          //Note: Z coordinates are all shifted up 4	read(fil,ang,2);           //All angles are from 0-2047, clockwise	read(fil,cursectnum,2);    //Sector of starting point		//Load all sectors (see sector structure described below)	read(fil,&numsectors,2);	read(fil,&sector[0],sizeof(sectortype)*numsectors);		//Load all walls (see wall structure described below)	read(fil,&numwalls,2);	read(fil,&wall[0],sizeof(walltype)*numwalls);		//Load all sprites (see sprite structure described below)	read(fil,&numsprites,2);	read(fil,&sprite[0],sizeof(spritetype)*numsprites);	close(fil);}		-------------------------------------------------------------		| @@@@@@@ @@@@@@@ @@@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@  @@@@@@@ |		| @@      @@      @@         @@    @@   @@ @@   @@@ @@      |		| @@@@@@@ @@@@@   @@         @@    @@   @@ @@@@@@@  @@@@@@@ |		|      @@ @@      @@         @@    @@   @@ @@   @@@      @@ |		| @@@@@@@ @@@@@@@ @@@@@@@    @@    @@@@@@@ @@    @@ @@@@@@@ |		-------------------------------------------------------------	//sizeof(sectortype) = 40typedef struct{	short wallptr, wallnum;	long ceilingz, floorz;	short ceilingstat, floorstat;	short ceilingpicnum, ceilingheinum;	signed char ceilingshade;	char ceilingpal, ceilingxpanning, ceilingypanning;	short floorpicnum, floorheinum;	signed char floorshade;	char floorpal, floorxpanning, floorypanning;	char visibility, filler;	short lotag, hitag, extra;} sectortype;sectortype sector[1024];wallptr - index to first wall of sectorwallnum - number of walls in sectorz's - z coordinate (height) of ceiling / floor at first point of sectorstat's	bit 0: 1 = parallaxing, 0 = not                                 "P"	bit 1: 1 = sloped, 0 = not	bit 2: 1 = swap x&y, 0 = not                                    "F"	bit 3: 1 = double smooshiness                                   "E"	bit 4: 1 = x-flip                                               "F"	bit 5: 1 = y-flip                                               "F"	bit 6: 1 = Align texture to first wall of sector                "R"	bits 7-15: reservedpicnum's - texture index into art fileheinum's - slope value (rise/run) (0-parallel to floor, 4096-45 degrees)shade's - shade offset of ceiling/floorpal's - palette lookup table number (0 - use standard colors)panning's - used to align textures or to do texture panningvisibility - determines how fast an area changes shade relative to distancefiller - useless byte to make structure alignedlotag, hitag, extra - These variables used by the game programmer only			 -----------------------------------------------			 | @@      @@ @@@@@@@@ @@      @@      @@@@@@@ |			 | @@      @@ @@    @@ @@      @@      @@      |			 | @@  @@  @@ @@@@@@@@ @@      @@      @@@@@@@ |			 | @@ @@@@ @@ @@    @@ @@      @@           @@ |			 |  @@@ @@@@  @@    @@ @@@@@@@ @@@@@@@ @@@@@@@ |			 ----------------------------------------------|	//sizeof(walltype) = 32typedef struct{	long x, y;	short point2, nextwall, nextsector, cstat;	short picnum, overpicnum;	signed char shade;	char pal, xrepeat, yrepeat, xpanning, ypanning;	short lotag, hitag, extra;} walltype;walltype wall[8192];x, y: Coordinate of left side of wall, get right side from next wall's left sidepoint2: Index to next wall on the right (always in the same sector)nextwall: Index to wall on other side of wall (-1 if there is no sector)nextsector: Index to sector on other side of wall (-1 if there is no sector)cstat:	bit 0: 1 = Blocking wall (use with clipmove, getzrange)         "B"	bit 1: 1 = bottoms of invisible walls swapped, 0 = not          "2"	bit 2: 1 = align picture on bottom (for doors), 0 = top         "O"	bit 3: 1 = x-flipped, 0 = normal                                "F"	bit 4: 1 = masking wall, 0 = not                                "M"	bit 5: 1 = 1-way wall, 0 = not                                  "1"	bit 6: 1 = Blocking wall (use with hitscan / cliptype 1)        "H"	bit 7: 1 = Transluscence, 0 = not                               "T"	bit 8: 1 = y-flipped, 0 = normal                                "F"	bit 9: 1 = Transluscence reversing, 0 = normal                  "T"	bits 10-15: reservedpicnum - texture index into art fileoverpicnum - texture index into art file for masked walls / 1-way wallsshade - shade offset of wallpal - palette lookup table number (0 - use standard colors)repeat's - used to change the size of pixels (stretch textures)pannings - used to align textures or to do texture panninglotag, hitag, extra - These variables used by the game programmer only		-------------------------------------------------------------		| @@@@@@@ @@@@@@@ @@@@@@@   @@@@@@ @@@@@@@@ @@@@@@@ @@@@@@@ |		| @@      @@   @@ @@   @@@    @@      @@    @@      @@      |		| @@@@@@@ @@@@@@@ @@@@@@@     @@      @@    @@@@@   @@@@@@@ |		|      @@ @@      @@    @@    @@      @@    @@           @@ |		| @@@@@@@ @@      @@    @@  @@@@@@    @@    @@@@@@@ @@@@@@@ |		-------------------------------------------------------------	//sizeof(spritetype) = 44typedef struct{	long x, y, z;	short cstat, picnum;	signed char shade;	char pal, clipdist, filler;	unsigned char xrepeat, yrepeat;	signed char xoffset, yoffset;	short sectnum, statnum;

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
日本不卡123| 成人av免费在线观看| 丝袜亚洲另类丝袜在线| 亚洲精品国久久99热| 国产精品国产三级国产有无不卡 | 日韩午夜激情免费电影| 在线不卡中文字幕播放| 欧美老肥妇做.爰bbww| 欧美高清视频一二三区| 91精品久久久久久蜜臀| 日韩欧美一二三区| 久久亚洲综合av| 国产欧美日韩另类视频免费观看| 久久精品水蜜桃av综合天堂| 久久久影院官网| 欧美国产97人人爽人人喊| 国产精品国产三级国产aⅴ原创| 中文字幕人成不卡一区| 亚洲一区二区在线免费看| 无码av免费一区二区三区试看 | 亚洲精品va在线观看| 亚洲福利视频三区| 久久精品国产第一区二区三区| 国产一区二区三区四区在线观看| 国产精品中文字幕一区二区三区| av在线综合网| 欧美猛男超大videosgay| 日韩一区国产二区欧美三区| 久久久www成人免费无遮挡大片| 欧美国产一区在线| 亚洲小少妇裸体bbw| 久久国产尿小便嘘嘘尿| 成人丝袜视频网| 欧美丝袜丝交足nylons图片| 91精品国产综合久久福利| 亚洲精品一区二区在线观看| 国产精品欧美一级免费| 亚洲国产你懂的| 狠狠色丁香久久婷婷综| 91在线视频观看| 欧美一区二区三区四区高清| 亚洲国产精品av| 午夜电影一区二区| 国产a精品视频| 欧美精品aⅴ在线视频| 国产欧美日产一区| 亚洲成年人网站在线观看| 国产精品1024久久| 欧美亚洲自拍偷拍| 国产亚洲精品aa| 亚洲无人区一区| 国产成人在线电影| 欧美日韩国产综合一区二区| 欧美激情在线一区二区三区| 亚洲成av人影院| 福利一区二区在线| 欧美一区永久视频免费观看| 中文字幕一区二区三区四区| 蜜臀av性久久久久蜜臀aⅴ四虎| 不卡的av电影| 日韩免费观看高清完整版在线观看| 亚洲欧洲色图综合| 国产一区二区三区四| 欧美精品日韩综合在线| 国产精品电影一区二区| 狠狠色狠狠色合久久伊人| 欧美日韩卡一卡二| 一色桃子久久精品亚洲| 国产一二三精品| 日韩一区二区三区在线观看| 亚洲日本在线观看| 国产成人8x视频一区二区| 日韩欧美国产综合一区| 香蕉加勒比综合久久| 一本到高清视频免费精品| 国产视频一区二区三区在线观看| 天天色综合天天| 91精品1区2区| 中文字幕一区二区在线观看| 国产另类ts人妖一区二区| 日韩一区二区三区免费看 | 色综合 综合色| 国产欧美视频在线观看| 久久精品国产99| 欧美高清dvd| 亚洲一区二区三区四区在线免费观看| 国产91露脸合集magnet| 久久久久久久综合色一本| 裸体在线国模精品偷拍| 欧美顶级少妇做爰| 亚洲成人www| 欧美日韩国产一二三| 亚洲综合一区二区精品导航| 色婷婷激情一区二区三区| 国产精品毛片无遮挡高清| 国产.欧美.日韩| 日本一区二区在线不卡| 国产一区二区调教| 久久久国际精品| 国产成人超碰人人澡人人澡| 久久久午夜精品理论片中文字幕| 韩国女主播成人在线观看| 日韩欧美卡一卡二| 精品在线视频一区| xnxx国产精品| 国产精品一区二区久久不卡 | 久久久亚洲午夜电影| 国产一区二区三区久久久| 久久人人爽人人爽| 国产91精品欧美| 国产精品国产三级国产普通话蜜臀 | 成人免费精品视频| 中文字幕精品一区| 99久久精品国产网站| 亚洲日本在线看| 欧美午夜寂寞影院| 视频一区视频二区中文| 欧美一二区视频| 国产精品综合网| 国产精品久久久久久久久搜平片| 99综合电影在线视频| 一区二区三区在线看| 欧美日韩精品高清| 奇米888四色在线精品| 欧美精品一区二| 国产91丝袜在线播放0| 亚洲品质自拍视频| 欧美性色黄大片| 美女视频黄频大全不卡视频在线播放| 精品国产成人在线影院| 懂色av噜噜一区二区三区av| 亚洲天堂2014| 欧美日本韩国一区二区三区视频| 麻豆国产精品视频| 欧美高清在线精品一区| 在线视频一区二区三| 蜜臂av日日欢夜夜爽一区| 国产女主播视频一区二区| 色婷婷av久久久久久久| 日本午夜精品视频在线观看| 9191国产精品| 国产精品自产自拍| 亚洲精品欧美专区| 日韩欧美一区二区视频| 成人av小说网| 图片区小说区区亚洲影院| 国产婷婷精品av在线| 色婷婷精品久久二区二区蜜臂av| 麻豆一区二区99久久久久| 国产精品久久久久久亚洲伦| 亚洲一区二区在线观看视频 | 91精品在线一区二区| 国产成人免费在线| 亚洲国产裸拍裸体视频在线观看乱了| 日韩欧美成人激情| 91丨porny丨户外露出| 青青青伊人色综合久久| 国产精品电影院| 欧美r级在线观看| 91尤物视频在线观看| 激情文学综合插| 亚洲综合视频在线| 国产女人aaa级久久久级| 国产女同性恋一区二区| 欧美日韩三级一区二区| 风间由美中文字幕在线看视频国产欧美| 亚洲综合色成人| 国产精品久久久爽爽爽麻豆色哟哟| 欧美日本乱大交xxxxx| 成人午夜免费视频| 蜜臀91精品一区二区三区 | 日韩精品欧美精品| 亚洲三级小视频| 久久理论电影网| 日韩久久久精品| 欧美美女黄视频| 色一区在线观看| av电影天堂一区二区在线| 国内久久婷婷综合| 日韩国产成人精品| 亚洲综合清纯丝袜自拍| 中文字幕一区二区三区精华液 | 最新日韩av在线| 欧美国产精品一区二区三区| 欧美大肚乱孕交hd孕妇| 欧美日韩午夜在线视频| 91麻豆国产福利精品| 高清av一区二区| 国产精品一级在线| 激情五月婷婷综合| 男女视频一区二区| 天涯成人国产亚洲精品一区av| 亚洲视频中文字幕| **欧美大码日韩| 国产精品看片你懂得| 国产精品欧美综合在线| 国产精品污网站| 欧美激情中文字幕| 国产精品久久久久久久午夜片| 国产日本欧美一区二区|