// old sword 2 stuff required for console font printing
#define NAME_LEN 34
typedefstruct{
uint32compSize;// compressed size of frame - NB. compression type is now in Anim Header
uint16width;// dimensions of frame
uint16height;
}_frameHeader;
typedefstruct{
uint8fileType;// byte to define file type (see below)
uint8compType;// type of file compression used ie. on whole file (see below)
uint32compSize;// length of compressed file (ie. length on disk)
uint32decompSize;// length of decompressed file held in memory (NB. frames still held compressed)
uint8name[NAME_LEN];// name of object
}_standardHeader;
typedefstruct{
int16x;// sprite x-coord OR offset to add to mega's feet x-coord to calc sprite y-coord
int16y;// sprite y-coord OR offset to add to mega's feet y-coord to calc sprite y-coord
uint32frameOffset;// points to start of frame header (from start of file header)
uint8frameType;// 0=print sprite normally with top-left corner at (x,y), otherwise see below...
}_cdtEntry;
typedefstruct{
uint8runTimeComp;// type of runtime compression used for the frame data (see below)
uint16noAnimFrames;// number of frames in the anim (ie. no. of CDT entries)
uint16feetStartX;// start coords for mega to walk to, before running anim
uint16feetStartY;
uint8feetStartDir;// direction to start in before running anim
uint16feetEndX;// end coords for mega to stand at after running anim (vital if anim starts from an off-screen position, or ends in a different place from the start)
uint16feetEndY;
uint8feetEndDir;// direction to start in after running anim