why are the pics so skinny,can they be changed??
that's because of the typical "texture" sizes, like 32x32, 64x64, 128x128, 256x256, etc.. (it's a typical computer thing, if you have worked with sprites on the old C64, you'll know what i mean^^ it's a calculation thing ..)
for example, if you have an intro screen from the game, it is also 512x512 or 1024x1024 pixel, and then gets stretched to the screen size
ps.: i added a strechted example to the first post
edit: i'll make an example, what i mean, with "computer/calculation" thing
example of a sprite:
a 8-bit table (here mirrored for easier understanding):
1 2 4 8 16 32 64 128 (all together 255, which is a hex value of "FF" (a HEX of "FF" = a byte's maximum value))
it (a single "bit") goes like this: 1 = ON, 0 = OFF
you put it into the table to produce your sprite picture
1|2|4|8|16|32|64|128 (again mirrored, 8 bits (binary example: "10101010" (read it like this: "on, off, on, off, on, off, on, off")) are 1 byte (hex example "AA"))
----------------
0|0|0|1|1|0|0|0 (8+16 are ON, which means, a DEC value of 24, which again means a HEX value of "18")
0|0|1|0|0|1|0|0 (4+32 are ON, which means, a DEC value of 36, which again means a HEX value of "24")
0|1|0|0|0|0|1|0 (2+64 are ON, which means, a DEC value of 66, which again means a HEX value of "42")
1|0|0|0|0|0|0|1 (1+128 are ON, which means, a DEC value of 129, which again means a HEX value of "81")
1|0|0|0|0|0|0|1 (1+128 are ON, which means, a DEC value of 129, which again means a HEX value of "81")
0|1|0|0|0|0|1|0 (2+64 are ON, which means, a DEC value of 66, which again means a HEX value of "42")
0|0|1|0|0|1|0|0 (4+32 are ON, which means, a DEC value of 36, which again means a HEX value of "24")
0|0|0|1|1|0|0|0 (8+16 are ON, which means, a DEC value of 24, which again means a HEX value of "18")
this simple old school 1-color (ON and OFF) sprite has a size of 8x8 pixel
in old C64 times you wrote it in DEC (decimal) values, which would then look like this:
24, 36, 66, 129, 129, 66, 36, 24
if you would write this as a HEX string, it would look like this:
18 24 42 81 81 42 24 18
.. remember, this was an old school sprite, with no color information, just simple ON and OFF!
edit: the sprite would look like this on screen:
(original size)
(enlarged)
today, we have colors, like RGB colors, each channel has an own byte to it, so it looks like this:
FF FF FF (all colors (R, G and B) are maximum (HEX "FF" = DEC "255" = binary "11111111"), which is the following color: white)
00 00 00 (all colors are NULL, which means, the color is: black)
FF 00 00 (R is 255 / FF .. G and B are NULL, you already know which color it is? exactly it's: red)
CC CC CC (this is a mid to bright gray)
if it is 32bit (together with an alpha channel) it looks like this:
FF FF FF 00 (color information gives out the color white, with full transparency (so this pixel is invisible))
FF FF FF FF (color information gives out the color white, with full visibility)
FF FF FF 7F (color information gives out the color white, with a half transparent alpha channel, so the color/pixel will then be half transparent)
another example: you know todays lcd displays? if all colors are ON, you will see white, in simple words, R + G + B = white; but remember mixing computer colors and mixing real life paint are two completely different things, if you would mix all colors of your paint together in real life it would become a black color instead of white
edit: and another example, this time the last example:
you know the 8bit table from above, which is 128|64|32|16|8|4|2|1 (all together 255), you see the logic behind it? it doubles its value, that's a logic thing, with this, you won't get the same value for different results, each value between 255 and 0 is individual/unique, this means you have 1 value and you have 1 result, so you can calculate it really easy and that is what the computer needs
example:
10000000 = 128
01111111 = 127
01000000 = 64
00111111 = 63
00000001 = 1
11111111 = 255
11111110 = 254
you see what i mean? it's easy
another (from "00" to "FF" [HEX]; "0" to "255" [DEC]; "00000000" to "11111111" [BIN]):
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0F
10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1F
20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2F
30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3F
40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4F
50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5F
60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6F
70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7F
80 81 82 83 84 85 86 87 88 89 8A 8B 8C 8D 8F
90 91 92 93 94 95 96 97 98 99 9A 9B 9C 9D 9F
A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 AA AB AC AD AF
B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 BA BB BC BD BF
C0 C1 C2 C3 C4 C5 C6 C7 C8 C9 CA CB CC CD CF
D0 D1 D2 D3 D4 D5 D6 D7 D8 D9 DA DB DC DD DF
E0 E1 E2 E3 E4 E5 E6 E7 E8 E9 EA EB EC ED EF
F0 F1 F2 F3 F4 F5 F6 F7 F8 F9 FA FB FC FD FF