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- Help for !Pointer
- =================
-
- THIS APPLICATION IS FREEWARE. Please read the
- accompanying !ReadMe file for conditions of use.
-
- !Pointer provides you with an animated (or simply
- different) mouse pointer.
-
- Once running, you can change the mouse pointer
- shape/animation to any of those available by selecting
- it's name from the 'Select ⇨' submenu.
-
- You can also change the update speed, using the
- 'Speed ⇨' submenu.
-
-
- Once you have selected an animation that you like,
- and the best speed, you can select 'Save state' to set
- that animation/speed as the default pointer that will
- appear when you first run !Pointer.
-
-
- Please note that due to this application changing the
- pointer colours as it animates, the palette utility may
- no longer be able to re-define the pointer colours
- correctly, or for any period of time.
-
-
-
-
- To design your own pointer animations:
- ======================================
-
- -First create a set (1 or more) of animation sprites
- in !Paint.
- These sprites should be 4-colour ones.
- These sprites can be any size you like, but they are
- used as 32x16 sprites, so this is the maximum size you
- should define. (Also, they should be 16 pixels high,
- or the hotspot may be left a long way from the pointer
- that appears on-screen- The hotspot always occurs in
- the top left corner of the pointer shape)
- The sprites will be animated in the order they appear
- in the !Paint window (left to right, top to bottom).
-
- - Now, add a palette to any sprites for which you wish
- to define new palettes as the animation proceeds.
- Make sure you define a palette for the VERY FIRST
- sprite (the one in the top left corner).
- On a 4-colour sprite, the four colours 0,1,2,3
- define the transparent colour, and mouse colours
- 1, 2, and 3 respectively (i.e. don't bother with
- colour '0', as it is always transparent.)
-
- -Save this sprite file in the !Pointer.Pointers
- directory, with a name that describes the pointer
- animation.
-
- -Now quit !Pointer, and re-run it so that it notices
- the new pointer definition, and select it's name from
- the 'Select ⇨' menu.
-
- NOTES:
- See the sprite files already defined to get a
- better idea of how this should be done.
- Also, note that if no palette is found in a
- sprite, then the palette will remain unchanged
- for that animation step.
- If there is only one sprite in your animation
- sequence, then the palette will be set when it
- is loaded, but thereafter unaltered. Thus, the
- palette on un-animated pointers can be changed
- successfully with the Palette utility.
-
-