

'' TILE 38 = a = red brickīefore we jump into sprites and tiles, let's talk a little about basic debugging. If you are having trouble picturing how the ASCII image above becomes the image, here's the characters a-d of my current font/file. SCR file into the Micromite editor like a. SCR file with the image and you'll see the same map.Īt the time of this Instructable, there is only one way to edit screen map ".SCR" files: The letters b & c have become the left and right sides of my ladders, and finally the d is an 8x8 gold chest.Ĭompare the. I've defined the lower case a as a brick. You'll note the use of the lower case characters a,b,c, and d. In ASCII, a screen/map character looks like this: (scroll page) # SCR) is a 1k ASCII text file which contains 31 lines of 28 characters, preceded by a #. It is possible it display any single font/tile or group of font/tiles on the screen from BASIC, but screen maps allow you to design creatively. SCR) files which will place the tiles a screen at a time. Once you've created your font/tile characters in the last step, you will probably want to create your own screen maps, (.
#Cooking companions sprites update#
A "work in progress" update to SPREDIT called GRPHEDIT can be used on the MMC.FNT file into the Micromite editor like a. These are the tiles frequently used for designing 8x8 graphics tiles.Īt the time of this Instructable, there is two ways to edit font/tile ".FNT" files: Tiles 38 - 62 are lowercase characters a-z.If you want in game messages, then leave these alone. Tiles 11 - 36 are UPPERCASE characters A-Z.If you want a scoreboard, then leave these alone. Tiles 1 - 10 are the numbers zero through nine.This tile is used as "space" and may make your program look strange if it contains pixels. FNT file may be altered, it's generally a good idea to leave tile zero (the first tile) set as all 0's. If you look carefully, you can see the upper case A in white "F" pixels. These hexadecimal, single digit numbers determine the color of each pixel in the character. In ASCII, a font/tile character looks like this: '' TILE 11 = AĮach line of 8 pixels is preceded by a "#" hash-tag.Įach pixel of the 8x8 font/tile is represented by a single character, 0-9, A-F. FNT) is an 8k ASCII text file which contains 63 font/tile characters, numbered 0-62.

Edit the sprites online with your web browser.Ĭompare the ASCII version of the sprite with the first image.Edit the sprite on the Micromite Companion with SPREDIT Sprite Editor.Load the sprite into the Micromite editor like a.In the case of the sprite above, the 0 is transparent, then 8, F, and E are used.Īt the time of this Instructable, there are three ways to edit sprite ".spr" files: These hexadecimal, single digit numbers determine the color of each pixel in the sprite. SPR) is a 5k ASCII text file which contains 16 sprites, numbered 0-15.Įach line of 16 pixels is preceded by a "#" hash-tag.Įach pixel of the 16x16 sprite is represented by an single character, 0-9, A-F.
