AMOS TOME Series IV Manual  Index Prev Page Next Page 70

At the end of these is the first Brik data area, which is almost exactly the same as the map bank format, i.e 1 word each for the Width and Height (BrikX.w and BrikY.w) and then the tiles used in the brik stored as single bytes.

Animation/Update Bank

This bank stores data for the animations, as well as temporary data for the Update system.

The bank starts with the offset to the animations as a longword, and then 4 words for each reserved update. These are:


Tile.w

Tile to place

X.w

X co-ordinate to place it at

Y.w

Y co-ordinate to place it at

Dummy.w

spare word (its faster to store as 8 byte blocks than 6 byte blocks)

After these blocks follows the Animation data, for each animation the following data is stored:

ANX.w

X co-ord of animation

ANY.w

Y co-ord of animation

ANR.w

number of repeats

ANS.w

Delay between updates

ANC.w

Counter

ANL.w

Length of animation string

ANP.w

pointer to position in string

ANBASE.l

Offset into map data of X,Y co-ord (pre calculated for speed)

ANMOVE.w

Animation Still/Moving flag

ANSTR.b

44 byte string for animation data


Map Zone Bank

This is again a very simple format. It is made up of 1 word to show the number of zones reserved, and then 4 words for each zone, being:


X1.w

Top Left X co-ord

Y1.w

Top Left Y co-ord

X2.w

Bottom Right X co-ord

Y2.w

Bottom Right Y co-ord.