syntaxe is: compiler file1 [file2] [options]
-idx <sequence(s)> define sprite indexes to compute inside a binary file
-c compile a full sprite
-d compile difference between two sprites or a sequence
-meta compile consecutive sprites
-noret do not add RET at the end of the routine
-inch add a INC H at the end of the routine
-jpix add a JP (IX) at the end of the routine
-jpiy add a JP (IY) at the end of the routine
-l insert a numbered label for multi diff
; use same file for source and destination
; describe one sequence for source and one sequence for destination
; this will generate transitions from sprites 0,1,2,3,4..., 62 to sprites 1,2,3,4,5...,63
compiler asteroids16x16x64.bin asteroids16x16x64.bin -idx 0-62 -idx 1-63 -l astroide -d > astro.asm
; this will generate the transition from sprite 63 to sprite 0
compiler asteroids16x16x64.bin asteroids16x16x64.bin -idx 63 -idx 0 -l astroide -d >> astro.asm
; you can mutualise both lines like this
; first sequence to 0 from 63, destination sequence from 1 to 63 + 0 at the end!
compiler asteroids16x16x64.bin asteroids16x16x64.bin -idx 0-63 -idx 1-63,0 -l astroide -d > astro.asm