
I've included the color bitmaps (pixmaps) I created for sasteroids in this
distribution. The files ending in '.xpm' were drawn using photostyler under
ms-windows (boo-hiss), and xpaint under Linux/Xfree.

If you want to change the bitmaps and use them in the game, you'll need perl
and although not *completely* neccesary, xpaint.

1)	Edit the bitmaps using any method you want, but they must be saved
        in the same format used by xpaint.  Why? because my perl script
        (xpm2bit) is dumb and only understands the xpm format that xpaint
        uses. xpm2bit translates the bitmaps into C code, and tries to build
        efficient color palettes for bitmaps that must share one palette
        (see #3 below).

2)	You can change the size of the bitmaps if you want, though I won't
        gaurantee everything will work fine :-) Try to keep the images
        'round' because the collision algorithm I used in sasteroids is
        almost as dumb as xpm2bit.

3)	Your ship, the enemy ship, the asteroids and the bullets are all on
	screen at the same time, so they will all share the same 256 color
	palette, so try not to introduce any more colors.

4)	run 'make bitmaps'

5)	Check the last line of the generated 'C' files to see the # of
	colors used.  Make sure its no more than 250.  Go back to step 3
	if there are too many colors.

6)	run 'make'


If your bitmaps look good, email 'em to me!  (I'd loved it if someone could
draw the asteroids in about 16 rotated positions with the shadow in the
lower right corner.  Then the asteroids could 'spin' in the game. cool.  I
tried it but my drawing skills are a little, umm, lacking)


--brad

