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1994-11-27
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SPRite EDIT SPREDIT V3.1S
COPYRIGHT 1994 by Warren Steven Riley
WHITE OBSIDIAN SOFTWARE
Shareware Version
Introduction:
I developed Spredit originally because I started writing games
with animation of small sprite objects. At the time there were
no 320x200 256 color sprite editors at my disposal. The problem
was that I needed an editor that was really built with small
objects in mind. Larger paint programs lacked the detail that
was necessary for working with small sprites. Using large scale
editors was like using a sculptor's chisel to engrave a small
piece of jewelry. Both objects are great, but not really built
for each other. Though other paint programs have zoom functions,
they were not created to support editing the zoomed images very
well. Spredit was built around this concept. It doesn't even
consider working with objects over 80 pixels by 80 pixels.
Those are objects where every pixel is not quite as important
and is better left to larger paint/animation programs.
Especially when dealing with moving game objects that are say 20
pixels by 20 pixels every pixel counts. Large scale paint
programs weren't really built with small images and animation in
mind. So if you want to design games with animation Spredit
3.1R is the way to go!
(Distribution and Registering info are at the end of this document)
--------------------------------------------------------------------
------------|REQUIREMENTS|------------------------------------------
--------------------------------------------------------------------
Spredit 3.1R requires any basic VGA compatible video card, at
least 1 megabyte of extended memory and a mouse or compatible
input device. A 386 or any faster computer is recommended.
--------------------------------------------------------------------
------------|SPREDIT 3.1 SHAREWARE INTRODUCTION|--------------------
--------------------------------------------------------------------
To install Spredit simply place at least all of its basic file
components in a directory you would like to use for Spredit. These
basic file components are as follows:
SPREDIT.EXE
MEN.WOP
PALMENU1.WOP
ARROWS.WOP
LOWMEN1.WOP
RGB.WOP
LOWMEN2.WOP
BMEN.WOP
SPRDTEMP.TMP
DPMI16BI.OVL
RTM.EXE
Once all the files are installed, you are ready to start working
with Spredit 3.0. When you run it the first thing you will see is
the introduction screen with my name and all the usual stuff on it.
Once you have read it hit any key to move on. What you will see
next is the basic operating environment.
It is important to keep the base files all in the same directory
as they contain the files necessary to run the program. The
SPREDTMP.TMP file is also very important. Do not delete it.
Once all the files are installed, you are ready to start working
with Spredit 3.1 Shareware. When you run it the first thing you
will see is the introduction screen with my name and all the
usual stuff on it. Once you have read it hit any key to move
on. What you will see next is the basic operating environment.
--------------------------------------------------------------------
-------------| BASIC OPERATING ENVIRONMENT|-------------------------
--------------------------------------------------------------------
The main components of the Spredit operating environment include:
1111111111111111111111111111 22222222222222222 AAAAAAA 9
1 1 2 2 A A 9
1 LARGE BIT GRID 1 2 SPRITE 2 AAAAAAA 9
1 1 2 2
1 1 2 2 555555
1 1 2 2 5 5
1 1 2 2 5 5
1 1 22222222222222222 5 5
1 1 555555
1 1 3
1 1 3 3 44444444444444444 BBB
1 1 3 4 PALETTE GRID 4 BBB
1 1 4 4 BBB
1 1 77777 4 4 BBB
1 1 4 4 BBB
1 1 8888888 4 4 BBB
1 1 8 8 4 4 BBB
1111111111111111111111111111 8888888 44444444444444444 BBB
666666666666666666666 CCCCCCC
666666666666666666666 CCCCCCC
1 - SPRITE BIT GRID 2 - ACTUAL SPRITE 3 -CONTROL ARROWS
4 - PALETTE GRID 5 - PAINT CONTROLS 6 - INK CONTROLS
7 - FRAME ARROWS 8 -CURRENT COLOR
C - WORKING PALETTE CLUSTER
1 - Sprite Bit Grid:
This is the area you will do all of your sprite editing. It is
a zoomed version of the actual sprite. The grid size is 35 by
35, the largest part of the sprite that can be seen in the zoom
window. The zoom grid gives you exact control over the image.
You can clearly see every pixel. The grid has many different
control functions associated with it. The actual lines in the
grid can be turned off for example by hitting the 'G' key.
These grid lines are useful for exact placing of pixels and
colors. Press 'R' to create guide rules at whatever interval
you wish. Set the interval in the GUIDES selection in the
WORKSPACE menu.
2 - Actual Sprite:
This is where the actual sprite is displayed. It maximum
capacity is 80 by 80. This also is the largest size sprite that
can be edited inside of Spredit. Clicking anywhere on the
actual sprite with the left mouse button will make that area
appear in the zoom grid. This is the most convenient way to
navigate through a sprite image. The next best alternative uses
the scroll control arrows. By using the right button on this
area you can change the size of the sprite to the bounds of
wherever you click. Be careful! Sometimes you can
inadvertently change the size of the sprite by mistake and chop
off extra sprite data. Undo will always fix this if you
remember to reset the sprite X and Y sizes before you do the
undo.
3 - Control Arrows:
The control arrows serve a dual function. One is a simple
scroll function for the zoomed view area of the sprite. Using
this method you can pan the edit area all over the sprite
definition one pixeled line after another. The second function
uses the right key and does a pixel shift on the entire image
when selected. It moves the image one pixel in whatever
direction arrow was used. If a line of pixels falls out of the
sprite definition it will be "wrapped" over to the other side.
This can be used to help align or center an object inside its
definition. The keyboard can also be used for these two
functions. The arrow keys by themselves will pan through the
sprite image. When used in conjunction with the shift key the
arrows will cause a pixel shift of the image. Sometimes it is
easier to get "exact" control over an object this way because
the keyboard functions do not scroll as fast.
4 - Palette Window:
The palette grid is used to select the working palette color and
to assign a cluster for clustered palette functions. The right
button is used to select clusters. The first click is the first
color in the cluster and the second click is the last. Cluster
colors will have white dots in the center of their palette
squares. This is an easy way to set them apart. Clusters can
include as few as one color or as many as are in the entire
palette. Clusters have to be continuous. A basic use for the
cluster is to create a gradient range for horizontal, vertical
and circular gradients. The scope of the gradations will cover
the entire range of the cluster. Many simple effects can be
created by using clusters and gradients. Clusters are also used
in the palette submenu to select areas of the palette to
condition using palette controls This palette submenu can be
reached by pressing 'P' or clicking on EDIT in the palette text
menu or by hitting a button over the big "current color"
square.. The palette window shows every color in working
palette, top to bottom left to right. The grid is 16 colors by
16 colors. This shows all of the available 256 colors. These
palettes can be loaded and saved to disk in certain submenus.
The left mouse button is used in this area to select the working
color. The color will appear to the left of the palette window
as a big square. The color will also be marked in the palette
window using a single white dot in the middle of the current
color's palette square. The current color can also be changed by
using the right mouse button on top of a color in the zoom grid.
This sets the current color to the color under the pointer
allowing you to continue using the exact color you were using
before. By holding down the shift key while pressing the right
button it is possible to 'move' certain colors from one area of
the palette to another. This is an easy way to change the order
of the colors in the palette. This is great when used for
palette design. Be careful though, the colors in the actual
image are assigned to their corresponding palette number and not
to the actual colors. By changing the value of the colors you
will also change the color of the images that use that color.
Moving a color is the same thing as reassigning its color.
Another small trick:- With the CAPSLOCK key down you can use the
arrow keys to change the current color number. This can be
useful if you don't want to have to move the mouse to change
color in an image with lots of close changing colors.
5 - Paint Control Toolbox:
The available paint modes appear in the paint control toolbox.
These basic functions include:
POINT - This mode allows you to sketch using the currently
selected color. You can change the pixel size by selecting the
point function with the right button. You can change the pixel
size from 1 to 5 pixels using this technique.
LINE - This mode allows you to generate lines by selecting the
start point and end point. It uses the current ink.
RECTANGLE - This mode allows you to create a rectangle by
selecting its two corners. Use the SHIFT KEY when making a
rectangle to make it hollow.
CIRCLE - This mode allows you to create a circle by selecting
center and radius. Use the SHIFT KEY when making a circle to
make it hollow.
FILL - This function fills with the current ink the area whose
boundaries are defined by a different color than selected. Try
it to understand it.
FILLTO - This function is used to fill to a certain boundary.
Simply select the pixel in the zoom grid that is your boundary
color and then the area to be filled.
SQUARE SPRAY - This tool is used to randomly spray pixels on the
selected area. The right button allows you to change the
settings of the spray box and its speed.
*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*
- (NOT AVAILABLE IN SHAREWARE VERSION) -
- -
- ALL MODE - This mode allows you to take any brush and use it on -
- the entire current sprite. Simply pick a brush, select all and -
- then click your left button anywhere in the zoom grid. -
- -
- ROTATE - This function allows you to rotate the entire sprite by -
- whatever angle you specify. When you want to rotate a sprite at -
- an angle not a factor of 90 this is the way to go. -
- -
*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*
6 - Ink Control Window:
The available ink modes appear in the ink control area. These
basic functions include:
NORMAL - Draws in the selected palette color.
VERTICAL GRADIENT - Creates a vertical gradient using the
selected cluster. Creates different effects when used with
different tools. Experiment to understand the various effects.
HORIZONTAL GRADIENT - Horizontal gradient creates a horizontal
gradient using the selected color. Experiment to see how this
brush works with different tools.
*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*
- (Not Available in the Shareware Version) -
- -
- CIRCULAR GRADIENT - The circular gradient creates a circular -
- gradient using the selected color. Experiment to see how this -
- brush works with different tools. You can use the right mouse -
- button when selecting it to define its properties. You can then -
- set the radius of the circle as well as the x and y coordinates -
- for its center. -
*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*|||||||*
BLEND - Gently blends pixel's color with their neighboring
pixels.
TINT - Uses the current color to tint the area being acted upon.
It distributes a glass over its object. Using the right button
will allow you to change then intensity of the tint.
TILE - Using currently copied pattern (as seen in the upper
right-hand corner of the screen) to use as repeating wallpaper.
Can create some interesting effects.
7 - Frame Control Arrows:
Use the frame control arrows to manually walk from one frame to
the next. The number between the arrows is the current frame
number. Click on the number to see an animation of the sprites
that follows the rules of the Set Animation parameters. The
frames go from 0 to 9.
8 - Current Working Color:
This simply displays a big block of your current color.
Clicking this block will enter the palette edit menu.
9 - Rotate Functions:
Three rotate functions are available here. They are rotate
right, flip horizontal, and flip vertical. Using the right
mouse button flips the sprite itself. Using the left mouse
button flips the clipboard area.
10 - Copy Block Functions:
CLIPBOARD AREA: This area is used for cut and paste functions.
It shows the current clipboard contents. Cut and Paste are
controlled through mouse functions.
RIGHT BUTTON + CTRL KEY COPYBLOCK - First click start area of
block and then end area. Hold the control key down.
RIGHT BUTTON + SHFT KEY PASTEBLOCK - Click the start area of
block. Hold control key down.
RIGHT BUTTON + ALT KEY PASTEBLOCK - Click the start area of
block. Hold the alt key down. This function uses palette color
0 as a see-through mask (holes in image).
11 - Red, Green and Blue Palette Control Bars:
These control bars control the palette values of the selected
color. Use the top of the bars to increase the RGB value and
the bottom of the bars to decrease its value.
--------------------------------------------------------------------
-------------------| HELP |-----------------------------------------
--------------------------------------------------------------------
HELP is always available by pressing F1 or F2. F1 is
for keyboard related help and F2 is for mouse related help. In
the mouse help mode you simply point to an object and you can
see what effect the left and right buttons will have on it. The
palette submenu is also displayed for mouse help.
--------------------------------------------------------------------
--------------------| MENU |----------------------------------------
--------------------------------------------------------------------
To access the menu of control functions move you mouse all the
way to the upper left corner at pixel (0,0). The menu functions
are divided into five areas:
1 - SPRITE:
LOAD - Load sprite file from disk.
The "L" key is load's shortcut.
SAVE - Save sprite file to disk.
The "S" key is the keyboard variation.
IMPORT CEL - Import Autodesk Animator CEL file type.
Uses the "I" key also.
EXPORT CEL - Export Autodesk Animator CEL file type.
Uses the "E" key also.
IMPORT PCX - Import 256 Color PCX files.
EXPORT PCX - Export 256 Color PCX files.
2 - BASICS:
UNDO - Restores image to its previous image before the last
action was done. Undo levels go 10 deep. The backspace key is
the short cut for this menu item.
CLEAR - Clears current sprite image. The "C" key is the
shortcut for this item.
CLRALL - Clears all ten frames of animation.
SET - Set parameters for animation. The three parameters are
end frame, speed and 'Up & Down'. The end frame is the frame
number of the last sprite being animated. The speed is a speed
from 1-1000 to slow animation down. 'Up & Down' refers to
whether or not you want the sprite function to return to the
first frame once it is done or you want it to bounce back. 'Up
& Down' NO - 1,2,3,4,1,2,3,4 'Up & Down' YES - 1,2,3,4,3,2,1
ANIMATE - Animate sprite. Hit a key or mouse button to stop.
The "A' key is the shortcut for animation.
3 - PALETTE:
EDIT - Edit Palette (discussed later)
LOAD - Load Palette
SAVE - Save Palette
MENUFIX - Synchronizes the current display with palette for
"cleanups". If the menu colors on your screen ever look odd try
hitting menufix. It will try to making the menu colors look as
pleasing as possible. 4 - WORKSPACE:
LOAD - Load all ten frames and all of their attributes including
animation info. When designing animation sequences this is much
more useful than saving each sprite file.
SAVE - Save all ten frames and all of their attributes including
animation info.
GRID - Activate grid to be super imposed on zoom area. A grid
helps you edit more precisely.
GUIDES - Similar to grid but allows you to show the guide after
a set number of pixels. This allows you to create grid squares
of any size. It asks you how many pixels to skip and whether to
turn guides on or off.
KEYBOARD HELP - Show a keyboard help menu.
MOUSE HELP - Shows a mouse help menu.
5 - EXIT: Exits Spredit.
--------------------------------------------------------------------
-------------------------| PALETTE MENU|----------------------------
--------------------------------------------------------------------
The palette menu can be accessed either from the main menu in
palette edit or by hitting the big block of current color (#8 in
diagram) with the mouse. The purpose of this menu is to have
strong solid palette control. It includes many functions to
finesse the palette into exactly what you want. The basic items
include:
1 - Cluster/All Buttons:
Select either CLUSTER or ALL depending on which group of colors
you want to work with. If you select cluster then the palette
functions will only work on the selected cluster not the entire
palette.
2 - Light & Dark Buttons:
These buttons LIGHTEN the palette or DARKEN the palette. Don't
worry about making it too bright or dark you can always pull the
colors back down or hit revert.
3 - Red Adjuster:
Allows you to enhance or de-enhance the level of red in the
selected palette portion.
4 - Green adjuster.
Allows you to enhance or de-enhance the level of green in the
selected palette portion.
5 - Blue adjuster.
Allows you to enhance or de-enhance the level of blue in the
selected palette portion.
6 - Ramp Icon:
The ramp icon creates a ramp for the selected palette cluster or
all using the first and last colors in the cluster as the base
ramp colors. These creates a smooth change from the first color
to the last and is good for subtle effects like gradient fills.
7 - LUMinosity:
The luminosity icon allows you to sort the currently selected
cluster using levels of luminosity for sorting.
8 - Menu Fix
Color corrects menus for tricky palettes.
9 - Erase
Erases defined cluster making all colors gray.
10- + Cycle -:
The cycle buttons cycle the entire selected palette area one
color forward or backwards. The RGB colors aren't changed just
their position in the palette table.
11 - Reverse:
Reverse takes the currently selected palette area and makes
their order in the palette table the reverse. This function
doesn't change the RGB values just the colors order in the
palette table.
12 - Palette to Grayscale Icon:
This icon changes the selected areas of the palette to grayscale
removing all of their color.
13 - Compress Icon:
This icon compresses the palette to the actual number of colors
used. The other are cleared out.
14- Negative Palette Icon:
This table makes a negative of the selected palette regions
black to white etc. This is like a photo negative. PALEXIT:
Hit this button to exit palette menu keeping the colors you
selected.
15 - Abort:
Exits palette menu returning palette to its previous state.
16 - Revert:
Restores palette to its previous state without exiting the menu.
17 - Default:
Resets palette to standard default when entering a graphics mode.
18 - Load:
Loads a palette from disk with the extension COL.
19 - SAVE:
Saves a palette to disk with the extension COL.
--------------------------------------------------------------------
------------------------| BASIC FUNCTIONS|--------------------------
--------------------------------------------------------------------
SPREDIT is a ten-frame animator. Most games seldom require more
than ten frames of animation per sprite. When you first start
making a sprite one of the first things you want to do is clear
the sprite. I usually start at frame zero also. Use the mouse
and the two triangular arrows on the left and right of the frame
number to change the frame number. When you get to frame zero
hit 'C' to clear the image. Now you are ready to set the size
of the sprite. Simply hit 'X' and set its size and then 'Y' and
set its size. By default I usually go with the 80x80 maximum
and then trim off what I don't need. After that you simply use
the paint and ink tools until you are done with your sprite. If
you wish to do sprite animation then you either use the
clipboard to capture the sprite (using CTRL + RIGHT MOUSE
BUTTON) and transfer it to the next frame or you can simply save
the sprite, go to the next frame and reload it. You can use
this as a template for the next frame of animation. When you
have created all the frames, you can see the sprite in action by
setting the animation parameters. You access these parameters
in the menu under animation or by hitting the 'F' key. The
first parameter is the number for last frame at the last actual
frame number you used and then setting Playspeed and 'UP &
Down'. The only thing left to do is hit 'A' to see it animate.
When you are satisfied with the sprite animation you save each
frame and you are set. I usually use a naming convention where
the first seven letters of the file name are the same and the
eighth character is the frame number. The files then look like
this: SAMPLE1.SPF SAMPLE2.SPF SAMPLE3.SPF When saving
individual sprites simply use the 'L' and 'S' keys. You don't
have to add the .SPF because it will be appended automatically.
Other saving options include the EXPORT and IMPORT functions.
Using these functions you can Import and Export CELs used in
Autodesk Animator or Import and Export 256 color PCX files. You
can save your images in this format so you can manipulate then
in animator. The 'I' and 'E' keys are used for these functions.
The third saving option is the LOAD SESSION and SAVE SESSION
commands. These are special commands that save all the
environment information. This way all the frames, the animation
info and other variables can be immediately restored. This is
probably not the final format you would want to keep for your
games because the files are a little larger than the raw sprite
.SPF files. The SPF file format is simply X size, Y size and
then a dump of all pixel info. The X and Y size are both stored
as bytes. If you created a special palette you can save it in a
straight palette dump format. The extension that will be used
is .COL and the info is a straight dump of the palette
information, exactly 768 (256 entries X 3 RGB). If you are
making a game this information should be all you need to for
your program to utilize all the sprite information. The grid and
guide tools are useful when you are attempting to exact your
sprite definition. With the grid on ('G' on the keyboard) you
can get a better feel for exactly what row or column you're in.
If you want to see nothing but the image you can hit 'G' again
to turn it off. The guide situation is similar. The hot key
for guides is 'R' and you can find it in the workspace menu (go
to the upper left pixel (0,0) to pull up menu) under workspace.
When you select the guide option you are prompted for the skip
and whether or not you want the guide on now. The skip
information is basically the resolution of the guide. If you
want guidelines drawn every three pixels enter three. It's that
simple.
There are also some miscellaneous points to keep in mind when
using Spredit 3.1 Shareware.
When using the palette's compress function, it compresses all of
the frames. Therefore if you wish to compress only one frame,
you must clear all other frames using the clear all menu
function.
It is also recommended that you only use the CEL format to
transfer files between various graphics programs. This format
saves all graphics data including the palette and if you have 40
different sprites all using the same palette you are wasting
256*3 (RGB) *40 = 30k of data space.
The workspace save function is an extremely convenient middle
ground for animation development and it is highly suggested that
it be used.
When using the number bar selectors (as in when select x size of
sprite) the mouse or the keyboard can be used.
If you have any problems with the palette and the menus try
using menufix ('M') and if this doesn't work try hitting 'P' for
palette menu and then hitting 'C' for compress palette and then
Y for confirmation. If all else fails load the original
SPREDTMP.TMP over the your working copy of SPREDTMP.TMP.
--------------------------------------------------------------------
--------------------|REGISTERING|-----------------------------------
--------------------------------------------------------------------
You are allowed a thirty-day trial period to exam Spredit and
see if you would like to register it. After that period you
will be required to register it. When you register it, you will
receive:
1 The latest registered version of Spredit.
2 Additional functions and tools unavailable in the shareware version.
3 A manual describing Spredit's features.
4 Removal of 'NAG' screens.
To register simply send $20 check or money order to:
Steve Riley
P.O.Box #21
Herndon, VA 22070-9998
Make check or money order payable to Steve Riley.
Make sure and give us your full address.
Make sure and specify Spredit 3.1
Make sure and specify whether you would like 5 1/4 inch disks
or 3 1/2 inch disks.
If you have a printer send in your registration on the ORDER.DOC
form.
If you have any comments, suggestions or complaints . . .
whether you intend to continue using the program or not, please
feel free to send comments. All suggestions or comments you
have will be considered and used to improve the program in
future versions.
Have fun and if you have any questions or comments make sure
and write us.
Steve Riley
White Obsidian Software
--------------------------------------------------------------------
--------------------|DISTRIBUTION|----------------------------------
--------------------------------------------------------------------
These files may be freely distributed as long as all the files
are distributed as is and intact. All of the files must be present.
The file list is at the end of the DOC. No profit can come from the
sale of this product. The only acceptable payment is reimbursement
for distribution costs. The non-shareware registered version of this
product should never be given out under any circumstances.
Enjoy,
Steve Riley
November 9, 1994.
FILELIST:
EGYPT CEL 4,510 11-25-92 7:18p
CLOWN CEL 3,545 11-26-92 11:34p
DOLLAR CEL 4,391 10-14-92 9:26p
MOUSE CEL 6,646 11-25-92 7:25p
RIKER COL 768 10-20-94 12:22a
FILE_ID DIZ 364 11-09-94 5:39p
ORDER DOC 1,365 11-09-94 6:15p
SPREDIT DOC 32,377 11-15-94 10:17p
VENDOR DOC 1,642 11-09-94 5:37p
RTM EXE 85,998 10-27-92 7:00a
SPREDIT EXE 131,328 11-15-94 9:32p
D EXE 33,904 07-03-94 3:59p
DPMI16BI OVL 63,504 10-27-92 7:00a
CEMENT PCX 3,513 11-06-94 7:38p
CUTEFACE PCX 7,015 11-06-94 7:40p
FLOWERS PCX 4,384 11-06-94 6:38p
FRUIT PCX 4,849 11-06-94 9:56p
LOVE PCX 7,397 11-06-94 9:06p
MIDIMAN PCX 8,665 10-29-94 2:31a
PITCHER PCX 5,463 11-06-94 7:41p
BOMBER1 SPF 578 02-15-92 7:32p
BOMBER2 SPF 578 02-15-92 7:36p
BOMBER3 SPF 578 02-15-92 7:36p
BOMBER4 SPF 578 02-15-92 7:37p
BOOM1 SPF 427 02-14-92 11:45p
BOOM2 SPF 427 02-14-92 11:46p
BOOM3 SPF 427 02-14-92 11:46p
BOOM4 SPF 427 02-14-92 11:55p
BOX1 SPF 422 02-15-92 11:18p
BOX2 SPF 422 02-15-92 11:28p
BOX3 SPF 422 02-15-92 11:57p
BOX4 SPF 422 02-15-92 11:59p
DBOMBER SPF 578 04-21-94 8:10p
ESPHERE1 SPF 427 02-15-92 8:21p
ESPHERE2 SPF 427 02-15-92 8:19p
ESPHERE3 SPF 427 02-15-92 8:18p
ESPHERE4 SPF 427 02-15-92 8:16p
EYE1 SPF 427 02-15-92 3:08p
EYE2 SPF 427 02-15-92 3:11p
EYE3 SPF 427 02-15-92 3:14p
EYE4 SPF 427 02-15-92 3:17p
FACE1 SPF 602 02-15-92 7:02p
FACE2 SPF 602 02-15-92 7:03p
FACE3 SPF 602 02-15-92 7:04p
FACE4 SPF 602 02-15-92 7:05p
FIGHTER SPF 422 02-15-92 2:28a
FIGHTER1 SPF 422 02-15-92 9:00p
FIGHTER2 SPF 422 02-15-92 8:59p
FIGHTER3 SPF 422 02-15-92 9:06p
LFIGHTER SPF 422 04-21-94 3:22a
LIVES SPF 158 02-15-92 1:56p
MISSL SPF 38 02-15-92 6:21a
MOTH1 SPF 422 02-15-92 11:18p
MOTH2 SPF 422 02-15-92 11:28p
MOTH3 SPF 422 02-15-92 11:57p
MOTH4 SPF 422 02-15-92 11:59p
PURPFIRE SPF 42 08-14-91 2:01p
SKULL SPF 602 02-15-92 8:28p
SNAKBALL SPF 274 02-15-92 7:09p
SNAKHOLE SPF 274 02-15-92 7:10p
SPHERE1 SPF 427 02-15-92 6:14a
SPHERE2 SPF 427 02-15-92 6:15a
SPHERE3 SPF 427 02-15-92 6:15a
SPHERE4 SPF 427 02-15-92 6:16a
TEMP SPF 427 02-15-92 5:57a
VERTEBRA SPF 274 02-15-92 5:49a
SPRDTEMP TMP 17,124 11-15-94 10:03p
ARROWS WOP 731 07-04-93 9:15p
BMEN WOP 483 07-04-93 10:25p
LOWMEN1 WOP 882 10-09-94 7:12a
LOWMEN2 WOP 882 10-07-94 11:37p
MEN WOP 2,093 10-10-94 12:04a
PALMENU1 WOP 8,179 10-25-94 6:04p
RGB WOP 184 10-17-92 4:12p
BOMBER WRK 12,070 11-06-94 8:54p
BOOM WRK 11,616 11-06-94 8:56p
ESPHERE WRK 11,466 11-06-94 8:52p
EYE WRK 11,466 11-06-94 8:53p
SPREDIT SDA 4,666 11-20-94 9:37p
80 files