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- Hi! and Thank you for using the 256 Color Sprite Animator!
-
- The main purpose of this program is to create and control smooth, fast,
- flicker-free animations with minimal effort.
-
- Besides for simple entertainment, this program has many uses:
-
- - Editing/Viewing 320x200 PCX files
-
- PROGRAMMERS! Use this program for the following:
-
- - Creating and testing sprite animations before writing
- any code. Great for games, title screens, and
- anything else you can think of!
- - Designing full color custom fonts
- - Creating bitmaps, backgrounds, and logos (for games,
- title screens, etc.)
- - Creating/Modifying VGA palettes
-
-
-
-
-
-
- REQUIREMENTS
- ------------
- The minimum requirements to run this program are:
- - 286 or higher processor
- - 512K of RAM
- - VGA or better video card and monitor
- - Microsoft or compatible mouse
-
-
- INTRODUCTION
- ------------
- What is a sprite? A sprite is a bitmap, or series of bitmaps to
- produce animation, that can move around the screen without affecting the
- background it is moving over. Most video games use sprites. For example,
- Mario, fighters in games like Street Fighter II and Mortal Kombat, and
- Sonic the Hedgehog are all sprites. This program allows sprites to be
- created and tested, simply for entertainment or for the creation of video
- games.
- This program allows you to create sprites using the full VGA palette
- (256 colors), and save them to file (in PCX format). The resolution used
- is 320x200, which is on the low end, but one of the most popular for game
- design because of it's ease of use and high range of colors. This is the
- tradeoff, since the higher the resolution, the less colors available.
- (Unless you move up to SVGA modes - maybe in a later version).
-
-
- AREAS OF THE SCREEN
- -------------------
- At the top of the screen is the menu bar. Features are discussed
- later. On the left half of the screen it the edit grid. It allows you to
- make draw or edit the currently selected bitmap. Each square on the grid is
- equivalent to one pixel. On the right half of the screen are the bitmaps
- available in actual size. Bitmaps can be selected by clicking on them. This
- makes it the current bitmap, and loads it into the edit grid. As changes are
- made in the edit grid, the changes are also made to the actual size copy so
- you can see how the change will really look. The currently selected bitmap
- is indicated by it's button being pressed. If more bitmaps are in use than
- can fit on this section, they can be accessed by clicking on the up and down
- arrows on the right side of the panel, or by using the page up and page down
- buttons. At the bottom right section of the screen is the palette. The
- current color is selected by clicking on it, and the current color is
- represented by being surrounded by a gray box.
-
-
- HOW SPRITES ARE STORED
- ----------------------
- When loading a file, you are not loading a series of bitmaps, but
- a full screen image (320x200). Bitmaps are not individual items, but simply
- different areas of the same image. The bitmaps are grabbed from the image,
- allowing you to work on the image in small chunks. When you save a file,
- you save the full image - bitmap dimensions are not stored. For example,
- say you open a file and specify the sprite width to be 32, the sprite height
- to be 64, and the number of sprites to be 10. The image is loaded, and
- 32x64 'chunks' are grabbed from the image for use as individual bitmaps.
- When saving a file, these chunks are put back on the image and the image is
- saved. It is up to you to keep track of the width and height of your
- particular sprites, because you can open a file with other sprite dimesions,
- thus working on the file in different size 'chunks'.
- The default dimensions with a new sprite are 24x24, with 60 bitmaps.
-
-
- HOW SPRITES ARE ANIMATED
- ------------------------
- Before you can animate anything, you must have at least one bitmap
- drawn. When drawing bitmaps, it is IMPORTANT to remember that color 0, the
- color at the top left corner of the palette, is NOT black: it is TRANSPARENT.
- This means pixels that are color 0 do not show up as black when the sprite
- is animated, but rather allow the background that the sprite is passing over
- to show through. If you actually want a pixel to be black on your sprite,
- choose another black from the palette, or if there is none, edit one of the
- colors not in use and make it black (see below).
- To give the illusion of movement, a series of bitmaps is displayed
- quickly, one after another. Each successive bitmap is slightly different
- from the previous one, to produce animation when the bitmaps are cycled. As
- a simple example, to create a sprite of a man walking to the right, the first
- bitmap could be the man facing to the right with his left leg forward and his
- right leg back. The second bitmap could be with both legs together, and the
- third bitmap could be with his right leg forward and his left leg back. To
- produce the illusion of the man walking, the sequence of bitmaps to display
- would be 1,2,3,2. Thus, when the sequence is repeated over and over
- (1,2,3,2,1,2,3,2,1,2,3,2, etc.) the man appears to be walking.
- The more bitmaps you can put in the sequence, the smoother the
- animation will be. The example of the man walking is pretty choppy, and can
- be improved by adding 2 more sprites, such as a fourth with his left leg
- forward and right leg back as in the first bitmap, but not as far. The fifth
- bitmap could have his right leg slightly forward and his left leg slightly
- back. The sequence to produce the smoother walking effect would then be
- 1,4,2,5,3,5,2,4. Note that the sprites do not have to be drawn in order -
- you simply specify the order when it comes time to try out the animation
- (see the animation section of the menu bar below). Near the end of this
- manual are some sample sprites included with the program that you can load,
- try out, modify, and use in your own programs if you wish.
-
-
- MENU BAR
- --------
- The first item in the menu bar is 'File' (Alt-F). It allows you to:
-
- - 'Open' an image. You specify sprite width, height, and
- number of bitmaps. The minimum width or height is
- 2, and the maximum is 64. The maximum number of
- bitmaps you can load is 99, howevern, if you specify
- more than can fit on one display, the maximum of
- bitmaps that will fit is used instead. For example,
- with a maximum size of 64x64, only 15 bitmaps can fit.
- With dimensions of 32x32, 60 bitmaps can fit. Note that
- width and height do not need to be the same. For
- example, you can load a file with bitmaps of dimensions
- 50x30, and 36 bitmaps will fit (6 across (7 across is
- to wide for 320 pixels) and 6 down (7 down is to tall
- for 200 pixels)).
- - 'New' image. You specify sprite width, height, and
- and number of bitmaps, and start with the default
- VGA palette.
- - 'Save' the current image to file, along with the current
- palette.
- - 'Save As' - save the current image with a new file name
- - 'Open palette' opens a new palette. Palettes are saved as
- part of the image, but you can also load and save
- palettes separately. WARNING! Opening a palette when
- you already have some bitmaps drawn can really mess
- up your colors. Individual pixels in a bit map are
- assigned a color number (0-255, for a total of 256).
- For example, let's assume an area of a bitmap is red,
- and the color number for that particular shade of
- red in the palette is 76. When a new palette is
- opened, those pixels don't know that they were red,
- they only know they were color 76. Color 76 in the
- new palette may be blue, changing the color of those
- pixels. Palette have the extension .PAL
- - 'Save Palette' and 'Save Palette As' save the palette to a
- file.
- - 'Exit' the sprite animator.
-
- The second menu item is 'Bit-Map' (Alt-B). It allows you to:
- - 'Copy' one bitmap to another. Each bitmap has a number, as
- displayed on the bitmap displayer on the right half
- of the screen. This can save you effort, since you
- don't have to start a new bitmap that is similar to
- another bitmap from scratch.
- - 'Clear' the current bitmap to color 0 (the top left color on
- the palette, usually black).
- - 'Color Fill' the current bitmap with the current color. Same
- as 'Clear', but allows you to specify which color to
- use.
- - 'Scroll Left' the current bitmap 1 column. The right-most
- column of pixels gets wrapped around to the other
- side.
- - 'Scroll Right' the current bitmap 1 column. The left-most
- column of pixels gets wrapped around to the other
- side.
- - 'Scroll Up' the current bitmap 1 row. The top-most
- row of pixels gets wrapped around to the bottom.
- - 'Scroll Down' the current bitmap 1 row. The bottom-most
- row of pixels gets wrapped around to the top.
- - 'Flip Horizontal' - flips the current bitmap horizontally.
- - 'Flip Vertical' - flips the current bitmap vertically.
- - 'Invert' all the colors of the current bitmap. This is not
- true color inversion (eg. yellow becomes blue,
- black becomes white, etc.), but rather a palette
- flip for the current bitmap (eg. pixels that are
- color 0 become color 255, pixels that are color 3
- become color 252, etc.)
-
- The next menu item is 'Colors' (Alt-C). It allows you to:
- - 'Edit Color'. Use this to edit the current color. In video,
- all colors are made up of different amounts of red,
- green, and blue. In basic VGA, these amounts are
- represented by a number in the range 0-63, which
- gives us 64 shades of each color to mix together.
- Although we are limited to only using 256 colors, we
- can choose from a total of 64*64*64, or 262144!
- WARNING! Beware of editing the first 16 colors in
- the palette. When you edit a color, EVERYTHING that
- is that color changes. The menu, the grid, the mouse
- cursor, etc are drawn with colors from the first 16,
- so changing these colors may make it difficult or
- impossible to read menu-items, see the mouse, etc.
- However, with a little care, you can customize the
- colors of the animator to your liking by adjusting
- these colors. For example, black is represented by
- the red, green, and blue values being 0, 0, 0.
- White is 63, 63, 63. A nice burgundy has values of
- 40, 10, 20.
-
- The next menu item is 'Animation' (Alt-A). This is the fun one:
- - 'Quick Animate' allows you to specify one animation sequence,
- which is played over and over until ESC is pressed.
- To specify a sequence, enter the numbers of the
- bitmaps in the order you wish to cycle. Use commas
- or spaces to separate the numbers. You can also
- use the minus sign to indicate ranges. For example,
- 5-15 will cycle though all the bitmaps from 5 to 15
- inclusive. You can combine ranges with individual
- numbers, for example 1,6,12-15,7,6-2.
- Once you have entered the sequence you want
- displayed, a panel appears with the animation. While
- this panel is displayed, you can press '+' to
- increase the speed, '-' to decrease the speed, and
- 'CTRL-S' to reset the speed to default. When you are
- finished, hitting ESC will stop the animation.
- - 'Full Animate' is similar to 'Quick Animate', except it
- allows you to specify not one, but four sequences.
- One for each direction (Left, Right, Up, Down), plus
- you can specify which bitmap to display when you want
- no movement. Once the sequences have been entered and
- 'OK' is clicked on, a panel appears. You can use the
- arrow keys to move the sprite around, and use the
- space bar to stop it. Like in 'Quick Animate', '+',
- '-', and 'CTRL-S' affect speed. You can also adjust
- how many pixels the sprite moves for both directions
- in between each bitmap change. Hit lowercase 'x' to
- decrease the number of pixels moved when the left and
- right arrows are used. Capital 'X' increases the
- number of pixels in the left and right directions.
- Likewise, 'y' and 'Y' decrease and increase the
- number of pixels moved in the Up and Down directions.
- By adjusting the speed and the pixel step size, you
- have alot of control over how the sprite moves.
-
- The last menu item is 'Misc' (Alt-M). The features in this menu are:
- - 'Grid On' - Turns the edit grid on.
- - 'Grid Off' - Turns the edit grid off. This is good for
- sprites with larger dimensions. As larger dimensions
- means the edit grid has smaller squares, having the
- grid on can make it hard to see what you are working
- on.
- - 'View' - Let's you see the current image.
-
-
-
- DRAWING BITMAPS
- ---------------
- There are a couple of handy features you can use when drawing
- bitmaps. One is the ability to find out exactly what color a pixel is by
- moving the edit cursor to that pixel with the mouse and hitting the right
- mouse button. The current color in the palette will change to the color of
- the pixel. Another feature that is useful is the ability to replace one color
- in a bitmap to another color. For example, say you wanted to change all the
- red pixels to blue. First, select the blue you wish to use. Next, move the
- edit cursor with the mouse to the any of the red pixels that you want to
- replace. Last, hit 'CTRL-R' to replace that current pixel and all pixels of
- the same color in the current bitmap to the new color.
- If you run out of bitmaps and need some more, simply save the image
- and re-open it with more bitmaps.
- You can also use the keyboard to move the cursor and place pixels if
- you prefer. To use the arrow keys to move the cursor, first move the mouse
- to the grid you want (either the edit grid or the palette). The arrow keys
- then move the cursor, and if you are on the edit grid, SPACE or ENTER places
- a pixel of the current color on the grid, ESC sets the current color to
- whatever the color of the current pixel is (works the same as the left and
- right mouse buttons).
-
-
- FILES INCLUDED
- ______________
- The program file is:
-
- - ANIM256.EXE
-
- Data files that ANIM256.EXE requires are:
-
- - ANIM256.DAT
-
- Some sample sprites are included. They are listed here, but
- described in the next section:
-
- - SPACEMAN.PCX
- - LIFTER.PCX
- - BOMB.PCX
- - DANCER.PCX
- - DIVER.PCX
- - BANANA.PCX
-
- The following palettes are included with this program:
-
- - RGB.PAL - 64 shades of red, 64 shades of blue, 64 shades of
- green, 48 shades of grey, and the standard EGA
- palette (first 16 colors)
- - DEFAULT.PAL - the standard VGA palette
- - 6ANDGRAY.PAL - shades of the 6 basic colors (red, green,
- blue, yellow, purple, cyan), gray, and the standard
- EGA palette
- - GREAT.PAL - just a all around great palette I found.
- somewhere. Good colors, and the standard EGA palette
-
-
- SAMPLE SPRITES
- --------------
- Here is a list of sample sprites you can learn from, modify, use in
- your own programs, etc. 'Open' the files with the specified width, height,
- and number of bitmaps, and use either 'Quick Animate' or 'Full Animate',
- with the specified sequence(s):
-
-
- Filename Width Height Number
-
- spaceman.pcx 48 48 10 Full animate: Left = 5,6,7,6
- Right = 8,9,10,9
- Up = 3,4
- Down = 1,2
- lifter.pcx 50 25 6 Quick animate: 1-6,5-2
- bomb.pcx 40 40 30 Quick animate: 1-30
- dancer.pcx 25 25 8 Quick or Full animate: 1-7,6-2
- or any random sequences
- diver.pcx 30 22 13 Quick animate: 1-13
- banana.pcx 24 24 7 Full Animate: Left = 1,2,3,2
- Right = 5,6,7,6
- Up = 1,2,3,2
- Down = 5,6,7,6
- Stop = 4
-
- THIS VERSION IS SHAREWARE!
- --------------------------
- Feel free to copy this program, give it to your friends, upload it
- to BBSs, etc., as long as all files listed above are included. I'll send you
- the next version of this program which allows you to save bitmap width
- and height, number of bitmaps, and animation sequences so you don't have to
- remember and re-type them in all the time. Also, I'll remove the delay timer
- on the title screen, and send you some really cool animations (not like the
- simple ones supplied with this shareware version). If you use this program
- to create a game, or anything else, you don't have to pay royalties, but I'd
- love a copy! If you have any comments or ideas for this or other products,
- I'd love those too.
-
- To register, send $25 + $5 shipping and handling (Canadian funds if you're
- from Canada or US funds from everywhere else, cheque or money order) to:
-
- ╒══════════════════════════╕
- │ Brian Tegart │ Be sure to include your name and
- │ Suite 1119, │ address, whether you want a 5¼ or
- │ #194 3803 Calgary Tr. S. │ 3½ diskette, and please indicate
- │ Edmonton, Alberta │ that you are registering the 256
- │ Canada, T6J 5M8 │ Color Sprite Animator!
- ╘══════════════════════════╛
-
- Thanks & Have Fun!
-