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PCFormat 1993-10.iso
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READ.ME
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1993-05-29
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Using the Program.
Menu Option 1: Edit block.
There are 25 slots for blocks, small sprites which may be
combined and saved into files. When you select this option the
screen will clear and you will be asked to enter a slot
number. When you have entered the number the contents of that
slot will appear on the screen but this will be blank if you
are starting a fresh set of sprites. You may move a block
around on the screen using the arrow keys, and draw a block in
the current colour by pressing <ENTER>. You may change the
current colour by pressing <F1> and typing the number of the
new colour. To return to the main menu press <SHIFT><E>. The
program will ask you what slot you wish to store your work in.
Type the number and the slot you specify will be overwritten
with your work. You will then return to the main menu.
Menu Option 2: Save Blocks.
This will ask you for a file name and save all 25 slots
under that name. This file is used only for saving half
finished work for the Sprite editor as Options 4 and 5 are
used to create the finished piece.
Menu Option 3: Load Blocks.
This will ask you for a file name and load all 25 slots in
that file into memory.
Menu Option 4: Draw Blocks.
This option allows you to link one or more blocks together
into one sprite. You type the slot number, then move the
block with the arrow keys to the desired position. Then press
<SHIFT><E>. When you have finished press <SHIFT><E>, then type
'0' then press <SHIFT><E> again. You will then be able to move
a small dot around the screen with the arrow keys. Move the
dot to the top left corner of your sprite and press <ENTER>.
The dot will become fixed and another dot will appear. Move
the new dot to the lower right hand corner of your sprite and
press <ENTER>. The sprite is now in memory and you will be
returned to the main menu.
Menu Option 5: Store Sprite in File.
Enter the filename and the last sprite made using menu
option 4 will be saved to disk, and an example routine to load
such a sprite into and array using the GET (image) instruction
in QBASIC is included with this program.