# skunkworks-c

## code standard

snake_case for variables, function names, and struct names.
always explicit struct, no typedefs.
prefix struct members with _ (yes, its allowed, but _within_ structs only) if "private".
function order:
- create functions(including unnamed value type ones)
- destroy functions
- empty line
- static functions(ones that don't take object as parameter)
- empty line
- methods(ones that do take object as parameter)

## game skunk advance stuffs

do lots automagic...
magic main function within the header?
autocalling update and init function.
texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.

### game skunk advance specs
8-bit colour, but user changeable palette(realtime)
tilesize 16x16
screensize 304x176 (19x11 tiles)
multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture
4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects
256 sprites (using tileset)
