DX: skins externalitzades a skins/<nom>.lua amb sprites propis
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-- Skin "pintor" — bitmaps i colors creats per a la versio DX.
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-- Format del fitxer:
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-- elements = id_logic_string → { cp = code_point, bitmap = {8 bytes}|nil, color = COLOR_X }
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-- state_colors = nom_estat → COLOR_X (ambient i estats del joc, no lligats a un element)
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--
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-- Constants de color disponibles (paleta CGA/EGA de 16, vore ASCII_API.md §3):
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-- COLOR_BLACK=0 COLOR_DARK_GRAY=8
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-- COLOR_BLUE=1 COLOR_LIGHT_BLUE=9
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-- COLOR_GREEN=2 COLOR_LIGHT_GREEN=10
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-- COLOR_CYAN=3 COLOR_LIGHT_CYAN=11
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-- COLOR_RED=4 COLOR_LIGHT_RED=12
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-- COLOR_MAGENTA=5 COLOR_LIGHT_MAGENTA=13
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-- COLOR_BROWN=6 COLOR_YELLOW=14
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-- COLOR_LIGHT_GRAY=7 COLOR_WHITE=15
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return {
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elements = {
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diners = { cp = 36, bitmap = {0x18,0x3E,0x60,0x3C,0x06,0x7C,0x18,0x00}, color = COLOR_YELLOW },
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pedra = { cp = 219, bitmap = {0xFF,0xF6,0xBF,0xFE,0xF7,0xBE,0xFF,0xAA}, color = COLOR_BROWN },
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escala = { cp = 205, bitmap = {0xC3,0xFF,0xFF,0xC3,0xC3,0xFF,0xFF,0xC3}, color = COLOR_LIGHT_GRAY },
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corda = { cp = 196, bitmap = {0x00,0x00,0x00,0xFF,0xFF,0x00,0x00,0x00}, color = COLOR_LIGHT_GRAY },
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-- Bloc 1/2/3: la pedra es cava decrescut en altura, pero mantenint
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-- la textura de la pedra (les files inferiors de pedra) per a que es
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-- veja com si la pedra real es va desfent des de dalt.
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bloc1 = { cp = 176, bitmap = {0x00,0x00,0x00,0x00,0x00,0x00,0xFF,0xAA}, color = COLOR_BROWN },
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bloc2 = { cp = 177, bitmap = {0x00,0x00,0x00,0x00,0xF7,0xBE,0xFF,0xAA}, color = COLOR_BROWN },
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bloc3 = { cp = 178, bitmap = {0x00,0x00,0xBF,0xFE,0xF7,0xBE,0xFF,0xAA}, color = COLOR_BROWN },
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pepe = { cp = 2, bitmap = {0x7E,0xFF,0xDB,0xDB,0xFF,0xC3,0xE7,0x7E}, color = COLOR_YELLOW },
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pepe_mort_a = { cp = 226, bitmap = {0x7E,0xFF,0x93,0xFF,0xFF,0xAB,0xD7,0x7E}, color = COLOR_LIGHT_RED },
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pepe_mort_b = { cp = 227, bitmap = {0x7E,0xFF,0xC9,0xFF,0xFF,0xD5,0xEB,0x7E}, color = COLOR_LIGHT_MAGENTA },
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malo1 = { cp = 88, bitmap = {0xC3,0x3C,0x7E,0x72,0x7E,0x72,0x3C,0xC3}, color = COLOR_LIGHT_RED },
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malo2 = { cp = 89, bitmap = {0xD8,0x33,0x7C,0xFC,0xFC,0x7C,0x33,0xD8}, color = COLOR_LIGHT_RED },
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malo3 = { cp = 90, bitmap = {0x07,0xEB,0x38,0x38,0x38,0x38,0xEB,0x07}, color = COLOR_LIGHT_RED },
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},
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state_colors = {
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bg = COLOR_BLUE,
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border = COLOR_BLUE,
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hud_text = COLOR_WHITE,
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hud_bg = COLOR_LIGHT_BLUE,
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title = COLOR_LIGHT_RED,
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pepe_invuln = COLOR_LIGHT_GREEN,
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malo_carrega = COLOR_LIGHT_MAGENTA,
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malo_atrapat = COLOR_BROWN,
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score_flash = COLOR_YELLOW,
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},
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}
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