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1991-06-13
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**** ***** ****** ADVENTURE BANK CREATOR
* * * * * ======================
****** **** * For AMOS Written On AMOS
* * * * * ======================
* * * ***** * ****** By Chris Beeson
It's As Easy As A.B.C.
- GRAPHICS MANUAL -
Main Backdrops(IFF Picture)
---------------------------
The Editor can cope with most screen formats, the only restriction is
memory. Every time you load a picture, the Editor will 'Double Buffer'
the screen(It stops the bobs from flickering), this uses twice the amount
of memory as your orignal screen. So most people couldn't load a Hi-res
screen. I always use a Lo-res screen with 32 colours.
When drawing your screens use the file 'Graphicstemplate.Iff' as a
template (Only draw in the large area), also think about your sprites.
When I use backgrounds and sprites together I have a 32 lo-res screen. I
use the first 9 colours for the sprites and all the others for the
background. This way I can change the colours for the sprites/bobs
without changing the colours of the main screen.
Work out something like this before you start drawing, or you could end
up with having colourful sprites and really wierd background colours!
Bobs/Sprites
------------
When drawing your sprites make sure the format of the screen is the
same as the format of your background, otherwise you will get strange
results.
It is possible with versions 1.2+ to enter the mask (The colours to
load from the sprite bank).
If you don't know anything about masks etc. Read on:
When you load a sprite palette the mask is always :
%111111111111111111111111111111111 <- 32 1's if it's a 32 colour screen
If the screen had 16 you would only
need 16 1's.
1 means ON 0 means OFF
So if it's a 1 then it will load that colour.
if it's 0 it will ignore it.
E.g I have a 8 colour screen, but I only want to load the first 3
colours. Help!
It would be :
%11100000
If you wanted the last 3 it would be :
%00000111
ALWAYS include the 0's
End
Have Fun,
CHRIS BEESON