Below is a list of the spritefiles supplied with Hextris as default. The
filename is listed together with the dimensions of the sprites and a note
about their appearance. The mode the sprites are defined in, is also listed.

filename        width   height  mode    note
------------------------------------------------
212_large       12      6       12      large size
212_medium      21      10      12      medium size
212_small       16      8       12      small size

312_large       12      6       15      large size, shaded
312_medium      21      10      15      medium size, shaded
312_small       16      8       15      small size, shaded

211_large       12      12      20      large size
211_medium      20      10      20      medium size
211_small       16      16      20      small size

112_large       12      12      8       large size
112_medium      20      10      8       medium size
112_small       16      16      8       small size

312_lhomo       12      6       15      large size, homegeneous colouring
312_mhomo       21      10      15      medium size, homegeneous colouring
312_shomo       16      8       15      small size, homegeneous colouring



Make your own Hextris sprites
_________________________________________________

If you are making your own sprites for use by Hextris, you must obey the
following rules:

1 The spritefile must consist of sprites, which are all defined in the same
screen mode. Furthermore, all sprites must have the same dimensions.

2 The spritefile must contain at least three sprites.

2a The first sprite in a spritefile is used for masking and the interior of
the hexagon should thus be totally filled with non-transparent pixels (the
latter is not a necessity, though strange effects will occur, not fulfilling
this point!). The first line in the mask sprite *must* contain some
non-transparent pixels --- Hextris uses this sprite to compute information
for drawing the sprites.

2b The second sprite in a spritefile is used for the borders of the Hextris
playarea.

2c The third and remaining sprites are used for the bricks. We call the the
brick-sprites. Hextris will use at most ten different sprites. The
spritefile need not necessarily contain a sprite for each of the ten
different bricks --- Hextris will use whatever number of brick-sprites the
spritefile contains.

3 For the best appearance, the sprites should have an even height, though
the width may be odd. A trick to get a good look is to keep an outline of
transparent pixels around each sprite (In the spritefiles supplied, you can
study this --- most of them have an outline of transparent pixels at the
bottom and right of the hexagon).

4 The spritefile must be named thus 'BXY_abcdef'. 'abcdef' is a name of your
own choice, whereas 'BXY' is a three digit sequence, as described below.

4a 'M' is the base two logarithm of the number of bits per pixel (BPP) of
the mode the sprites are defined in ('2' for a 16 colour mode, '3' for a 256
colour mode etc.)

4b 'X' and 'Y' are the XEigFactor and YEigFactor values respectively of the
current mode (see SWI OS_ReadModeVariable). These are defined as follows:
XEigFactor = external horizontal resolution / internal horizontal resolution
YEigFactor = external vertical resolution / internal vertical resolution



Have a look at the supplied spritefiles in this directory to see some
examples. If you design some fantastic good-looking sprites, I'd love to see
them! (My address is listed at the end of the !Help file).
