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-
- Mobed 2
-
- Copyright (c) 1991 Martin Jones
-
- PSD
-
-
- Mobed2 is the follow up to the original Mobed.It is a
- program written for the editing of sprites and bobs.
- Unlike the original,Mobed2 is NOT public domain.The other
- text file "tutorial.doc" gives a tutorial on how to use
- the program effectively (it will help if you print that
- file out if you intend to use it).
-
- (By the way my spelling's not brilliant)
-
- Contents of this file:
-
- Purpose
- System requirements
- General control
- Editing window
- Drawing modes
- Sizes and Planes
- Palette
- Loading and Saving
- Commands and Effects
- Author
-
-
- Purpose
- -------
-
- Moveable OBject EDitor 2 ,what is a mob I hear you
- scream (I've got very good hearing)?It is a word
- I borrowed from our old friends Commodore,(C64 programmers
- reference guide) A mob describes any kind of moveable
- object it was a word used before Sprites,Bobs,Blobs and
- Hsprites came into use.The pointer can be called a Mob
- the aliens rushing about in the latest shoot-em-up are
- Mobs.So it is that Mobed2 can edit both sprites and Bobs
- (Some of you may call Bobs Blobs,but I think that sounds
- horrible).Users of the original will find that this program
- is a vast improvement over the original.It now has a file
- selector,decent cyclelist editing and a whole plethora of
- useful effects and commands,it is also a lot,lot faster
- with the OS knocked out cold I was able to make extensive
- use of the Blitter (Commodore would you please make your
- next generation blitter with hardware scaling,hardware
- realtime rotation and a 3D point system,Should be no
- trouble these days).The Blitter is a dead useful chip,just
- look at the speed of 2*2 magnification.Anyway onto the
- more serious stuff.
-
-
- System Requirements
- -------------------
-
- Mobed2 was coded on a 1.3 1Meg A500 with external drive
- (and a printer).Therefore I know that it works on that
- configuration.There shouldn't be any problems with other
- configurations although I haven't been able to test it
- with a hard drive.Half meg users should have all of
- Mobed's functions apart from Maped.I still haven't bought
- the official manuals and so I still don't fully know what
- I am doing with the operating system,therefore the OS is
- frozen while the program is running,being revived only
- for disk access and rewoken on exit of Mobed.This has
- several advantages (basically I know exactly what's going
- on and can have nice simple interrupt routines) but it
- does have the disadvantage that you cannot normally change
- disks while the program is running.If you eject a disk
- while Mobed2 is running you will notice the absence of
- clicks,however when DOS is revived your Amiga may well
- crash.There is a way around this which will be explained
- in the loading and saving chapter.No extra files are
- actually required to load Mobed2,it is a fully self
- contained executable program.Should the system suddenly
- seize up and the mouse disappears then AmigaDos has
- intervened because of a major disk error (e.g. no disk
- in drive),if this is the case then press the right mouse
- button.It seems that AmigaDos is reluctant to inform my
- program of such errors,and tries to warn you itself,which
- it can't do on my custom screen.That may seem like some
- major problems but they do fade into the background
- (Honest !).
-
- General Control
- ---------------
-
- The mouse is used for nearly everything,apart from moving
- around the editing window.There are keyboard versions of
- the icons (i.e. you can press DEL instead of clicking on
- Clear).The keyboard is slightly different,it is
- automatically set to GB but the keypad works slightly
- differently,the non numeric keys are remapped to be used
- as hex keys as so:
-
- Old Keypad New Keypad
- ---------- ----------
-
- ( ) / * a b c d
-
- 7 8 9 - 7 8 9 e
-
- 4 5 6 + 4 5 6 f
-
- 1 2 3 E 1 2 3 E
- n n
- 0--0 . t 0--0 <-- t
-
-
- This will be of great help if you need to be quick at
- typing in hexadecimal numbers without wandering all over
- the keyboard.
- Clicking on some commands will bring up a window (a bit
- similar to the ones you get with WorkBench).These windows
- cannot be repositioned and are closed (if they don't
- close themselves) by clicking in the title bar (on the
- name).Hexadecimal and normal decimal notation are used in
- Mobed2,the only times that decimal is used is for a
- a few commands.Details of these changes are given in the
- command summary.Where details aren't given assume that
- the number is hexadecimal (especially if there is only
- room for two digits).
-
-
- Editing Window
- --------------
-
- This is where all drawing and direct editing is performed.
- You can't miss it,it's the big square on the left of the
- screen,with some numbers at the top and some icons hanging
- beneath it.In the top left corner are the coordinates of
- the pointer on the mob (you might have to move the pointer
- into the edit window to update the numbers).A mob's
- coordinates are not like mathematical coordinates which
- start at 0,0 in the bottom left corner but start at 0,0 in
- the top left corner.If you are used to Bit-plane coordinates
- then you should be use to this notation.The coordinates are
- updated as long as the pointer is inside the edit window.
- When the position of the window changes the coordinates will
- be adjusted to represent the position of the pointer to the
- top left of the mob,not the top left of the magnification
- in the edit window.The coordinates are displayed as decimal
- numbers.
- Moving along a little bit you find the current mob number
- ,Mobed2 is capable of working on 255 mobs,this number will
- be less if you have large mobs and/or several Bit-planes.
- To advance through the mobs click on the plus gadget,to
- step back click on the minus gadget.If you advance past the
- last mob then you will be put at mob 00,similarly if you
- step back past 00 then you will jump to the highest mob
- available.To jump to a specific mob click on the digits,a
- cursor will then appear,type in the mob number,if it is
- available you will jump to that mob.Much more handy than
- clicking on the + and - gadgets are the increase and
- decrease mob number keys,"a" will decrease the mob number
- "b" will increase it,remember that the a and b keys are
- duplicated onto the ( and ) keys on the keypad.The current
- mob number is displayed as a hexadecimal number.
- Next along is the magnification control,Mobed2 has 5
- modes of magnification 1:1 2:1 4:1 8:1 16:1.The highest
- magnification is always available but the lower
- magnifications are only available if they will completely
- fill the edit window (i.e. you can't have 1:1 magnification
- on a mob that is only 112 * 80 pixels).To zoom in click on
- the plus gadget,zoom out by using the minus gadget.There are
- keys for these once again which have been designed for
- speed of use,"c" zooms out,"d" zooms in ( / and * keys on
- the keypad).When you zoom using the keys Mobed2 will try to
- place the point underneath the pointer into the centre of
- the edit window.
- To move the edit window use the arrow keys and the keypad
- arrow keys (8,4,6,2).The keypad arrow keys shift you by
- several pixels,the amount depends on which magnification
- mode you are in.The arrow keys will always shift you one
- pixel.
- The part above the icons,it probably says No name,is
- where you can give a name to your mob.Just click in
- here and type your name.
-
- Drawing Modes
- -------------
-
- Each drawing mode in Mobed2 has a different animated
- pointer,the pointers are animated so that they should
- be visible over any colour (apart from exactly the same as
- the pointer).There are a couple of other pointers used for
- colour selection and to show the computer is doing some
- maths work.The pointers represent the drawing function,
- you have an animated square for the square command.The icons
- slung beneath the edit window are the same as the pointers
- but aren't animated.To select a drawing mode just click on
- the icon,the pointer will change to represent this and a
- name will appear above the palette box.On some of the icons
- clicking with the right mouse button has a different effect
- to the left button.There are key commands as well.The
- following is a list of modes from left to right.
-
- Button clicked Mode Key command
-
- Left Dot F1
- Right Dot F1
-
- Left Line F2
- Right Line F2
-
- Left Circle F3
- Right Filled Circle None
-
- Left Ellipse F4
- Right Filled Ellipse None
-
- Left Square F5
- Right Filled Square None
-
- Left Rectangle F6
- Right Filled Rectangle None
-
- Left Cut F7
- Right Cut F7
-
- Left Paste (Clear Back) F8
- Right Paste (Solid Back) F9
-
- Left Spray F10
- Right Spray adjust None
-
-
- To use the selected drawing mode move the pointer into the
- edit window and depress either the left mouse button to
- use the drawcol or the right button for the erasecol (see
- the palette section).Mode explanations:
-
- Dot:Quite simply a dot of colour is put under the mouse
- pointer.
-
- Line:When the mouse button is depressed the start of the
- line is set,when you release the button a line is drawn
- from the start to the current pointer position.You can
- still move around the edit window while drawing a line.
-
- Circle:Depression sets the centre and releasing sets the
- radius.
-
- Ellipse:Similar to circle but draws an ellipse
-
- Square:Depression sets one corner,releasing sets an
- opposite corner.
-
- Rectangle: As above except with a rectangle.
-
- Cut:Cuts a rectangular section of the current mob and
- places it into memory.The area to be cut is designated
- by a rectangle.
-
- Paste:Places a previously cut section onto the current
- mob (which can be different from the where the rectangle
- was cut from).With a clear background,the section is
- partly see-through,all colour 00 is invisible.When the
- background is solid all information beneath the cut
- section is overwritten.The handle on the brush can be
- changed using the keys 1,3,7,9,5.
-
- Spray:Activates a spray can,the radius of the spray can
- can be adjusted by clicking on the spray icon with the
- right mouse button,simply enter the new radius.The spray
- icon is that funny diamond one,I tried a proper spray
- can icon but it didn't look right.
-
-
- Sizes and Planes
- ----------------
-
- All of your mobs in one file must be of the same size,
- you can edit both 16*16 and 32*32 sized mobs,just not
- at the same time.Once the Mob size is set all of the
- mobs will be the same size.The same goes for bit planes
- ,you can have different amounts but not in the same file.
- I suggest that you set the Size and number of Planes as
- the first thing you do when you start editing a new file
- (This information is saved with your save file).Mobs in
- Mobed2 come in many more sizes than in the original Mobed
- but Mobed2 cannot edit 8*8 sized mobs.The X-size can be
- $10,$20,$30,$40,$50,$60,$70 or $80 pixels and the Y-size
- can range from 8 to 255 pixels.To select the size click
- on the Size icon,then select the X-size you want by
- clicking in one of the eight boxes (1,2,3,4,5,6,7 or 8)
- ,then click in the Y-size box and type in the required
- height (in hexadecimal).Now click on the Clr+Set button
- ,the memory has been cleared and set ready for use.If you
- click on Size by mistake just click in the title bar of
- the size window and you will be returned.
- Mobed2 is capable of using EHB and the lower 5 planes,
- which is all that is normally required,if you want to edit
- HAM mobs then I can only suggest that you get a good HAM
- paint package and an IFF converter (I once saw a converter
- by KEFRENS it looked most impressive,look out for it I think
- that it could be P.D. or Shareware).To adjust the planes
- click on Planes,then the required number of planes and then
- on Clr+Set.A1000 users and very early A500 users may have
- problems with EHB because you haven't got it,the other
- modes should still work fine though.
-
-
- Palette
- -------
-
- This will be quite a big section.Over to the right of
- the edit window is a box with many colours,there could
- well be duplicates of the colours.When Mobed2 first loads
- some of the colours will be changing (colours $10-$1f are
- rainbow cycling),this is quite normal.To select a colour
- just move the pointer over to the palette box and just
- click on the colour you want,use the left mouse button to
- select the drawcol and the right for the erasecol.The
- current drawcol and erasecol are shown in a box beneath the
- palette box,the square on the left is drawcol,the one on
- the right erasecol.That is the easy bit now onto cycling.
- Mobed2 has the ability to colour cycle the colours,but
- not in the same way as Dpaint (but that effect is dead easy
- to synthesize),each colour in the palette box actually has
- a whole list of colours to describe it.The colours move
- through the list at their own rates (run off of the Vblank)
- ,a colour not cycling still has a list it's just that it
- only uses one value in the list.To see a colour's list
- click on the drawcol or erasecol a window is then opened,
- don't worry this is the largest and most packed window
- in Mobed2,if you can handle this everything else is dead
- easy.The big bank of numbers on the left are all the RGB
- values,the actual cyclelist.To change these just click
- in the boxes and type.Over to the right and at the top
- is a small palette box,click in here to change the colour
- you are editing,the box just below the palette box will
- show your current colour and the number below that tells
- you the index number of the colour.Posn shows the last
- position of the cursor in the cyclelist only any use for
- finding the limit of the cycle.Start/Hold this is an
- individual control for that colour,when a colour is held
- then the first value in the cyclelist is displayed (i.e.
- there is no cycling).On/off is the master control for
- colour cycling ,you can switch all cycling off using this
- command.This can be usefull when trying to draw using
- many cycling colours,it's very easy to get confused and
- use the wrong colour.I find it useful to draw with the
- cycling switched off and then check that the mob is
- cycling properly by switching it on every now and then.
- Align is a tidying up command,if your colours aren't cycling
- in step then try clicking on Align and things should become
- clearer.Speed,this sets the cycling speed,the lower the
- number the faster the cycling,each unit is 1 Vblank.Limit
- sets the highest value the colour will take.
- The lower parts of the window are general editing commands
- which make life a lot easier than in Mobed1.Copy,when you
- click on this icon or the box and type in a number then
- the cyclelist,speed and limit are copied from the colour
- number in the box to the current colour,you will see the
- cyclelist change to this.Offset is used in conjunction with
- the copy command instead of copying straight from one cycle-
- list to another an offset can be introduced so value 00 is
- copied to value 01.Offset uses modulo 64 so you can also
- use negative numbers.Swap,the swap command in the cycle box
- is not to be confused with the other swap on the main
- screen,they do similar things but in totally different ways.
- Swap simply swaps the current colour with the colour number
- in the box,the cyclelist are physically exchanged.Blend
- takes an average of the cyclelist of the colour in the blend
- box with the current colour and puts it into the current
- colour,progressive use of this command brings the current
- colour closer to the blend colour.Spread,this command only
- affects the current colour,the upper number represents the
- start position and the lower number the end position.If you
- need to produce a glowing effect going through all the greys
- all you have to do is set the first value to 000 (black)
- and then go to the bottom of the first column and set the
- last value as fff(pure white).Now go to spread,set the start
- position as 00 and the end one as 0f then click on spread.
- The first sixteen values in the cyclelist will now read
- 000,111,222,333,444,555,666,777,888,999,aaa,bbb,ccc,ddd,
- eee,fff a smooth graduation of colour has been produced with
- little effort.
- Hopefully the tutorial will make things easier to
- understand.
-
-
- Loading and Saving
- ------------------
-
- Mobed2 now has a file requester,unlike the original.When you
- click on load or save for the first time the directory will
- be read and appears in the directory box.Mobed2 files appear
- as normal,directories are printed in inverse video and files
- that haven't been saved from Mobed2 are printed in shaded
- text.The arrows to the right of the directory box will move
- the directory up or down.To change directory just click
- on one in the directory box or type it in the path box.Files
- can be selected by clicking on them or typing them in.As was
- mentioned before Mobed2 halts the Amiga's operating system
- and so you can't flip a disk out while the program is
- running,the only time you can change disks is when the
- directory box is waiting for you to click a mouse button,
- while Mobed2 is waiting for this action AmigaDos is awake.
- It is a good idea to wait for all disk access to stop before
- pressing the mouse button,occasionally the drive might
- still be running when you return to the main program,this
- is not harmfull but can be annoying,re-reading the directory
- can help this problem.Should a major error such as No disk
- in drive occur then AmigaDos decides to wait for you to
- click the right mouse button,why I don't know,I think it
- could be a quirk with AmigaDos.Both the Load and Save
- commands have a number of options,listed below.
-
- Load: Mob1:Select this to load a file from the original
- Mobed.You cannot load 8*8 or 24*24 sized mobs from
- the original program.To load a file (and they are
- different formats) make a note of the size of the
- mobs and the number of planes and then save them out
- of the original as a binary file with mask but
- without blitter information.Then load Mobed2 set
- the Xsize and the Ysize of Mobed2 to the same as
- the file and the same number of planes.Then load the
- file.After you have converted the file it is good
- idea to save it as a Mobed2 file.Remember that the
- file you are loading from the original program
- will appear as shaded text in the directory box.
-
- Mob2:Select this to load a Mobed2 file,size and
- planes will be automatically set.
-
- Colour:Select this to load a palette file,palette
- files from the original Mobed can be loaded
- without any trouble,they are the same file format.
- However they will appear as shaded in the directory
- box.
-
- Once you have selected the required option click
- on Load.
-
- Save: Bin: (raw) save the file as pure binary without
- any mask information.File is recorded starting
- with mob00's 1st bitplane,then 2nd bitplane,after
- all of mob00's bit planes have been saved the
- program records mob01's planes and so on.No
- header is recorded unlike the original.
-
- Mask: Just like binary apart from mask information
- is saved at the end of the last bit plane of
- each mob.
-
- Sprite: Saves the mobs as sprite information blank
- words are added at the start and the end of each
- mob to act as control words and a longword at the
- end.Only mobs with a width of sixteen pixels can
- be converted to sprites and they must have either
- four or sixteen colours.When using sixteen colours
- mobed2 save two sprites for each mob,the second
- one holding the higher colour information.
-
- Mob2: Mobed2's custom file saves all relevant
- information with it and unlike the other mob files
- can be reloaded into Mobed2.
-
- Colour: Used for saving the current palette.
-
- Once you have made your selection click in the End
- box and type in the highest number of the mob
- you have edited.Now click on Save.It is very
- important to set the end value,or else you could
- end up saving only one mob and losing all the
- others that you have edited.
- When Mobed2 saves a file it doesn't do any file
- compression so you don't need to decompact any
- files.
-
-
- Commands and Effects
- --------------------
-
- I shall go through all of the icons and give explanations
- and give keyboard shortcuts,I can't expect a beginner to
- remember what all of these commands do,so it would be a
- good idea just to experiment a little bit on your own,
- you should be able to suss out what most commands do.
- Sometimes using the right mouse button has a different
- affect to the left button.I shall give the title of the
- command followed by the key command in speech marks and
- use the abbreviations LB for left button and RB for
- right button,if I don't state LB or RB then both buttons
- have the same effect.
-
- Clear "DEL" : LB fills the current mob with colour 00
- RB fills the current mob with the erasecol
-
- Copy "k" : LB copy mob number XX to current mob
- RB sets Copy mode,you can use different
- logical operators.Also move command allows
- you to move a set of mobs about.
-
- Insert "i" : LB Move all the mobs starting from the curent
- mob up one place,the highest numbered mob is
- lost.This command is useful if you need to
- add another frame of animation in the middle
- of a sequence.
- RB Moves all the mobs above the current mob
- down one place,current mob is overwritten by
- mob just above it.Useful for removing a frame of
- animation.
-
- Undo "u" : Usefull if you have made a mistake while drawing
- ,takes back last operation.
-
- Repeat "R" : Very powerful command allows you to perform
- an operation on a whole series of mobs,the
- operation can be altered slightly each time.
- Repeat has a number of sub windows accessable
- by clicking on one of the 10 Repeat commands.
- On most of the Repeated commands there is a
- start mob and end mob,also a starting value
- and a delta value.When a repeated operation
- occurs the operation starts at the start mob
- with the start value passed to the effect,once
- the first mob has been altered the program then
- moves to the next in the series,adds on the delta
- value and does the same operation,this continues
- until all the mobs in the series have been done.
- All the delta values can be treated as modulo
- numbers,negative numbers can be expressed as
- high positive numbers (the tutorial will make
- this clearer).The only exceptions to this
- are R-clear the function of which is pretty
- obvious and R-copy.R-copy repeatedly copies the
- source into a series,if you had a source of 34
- and start mob of 65 end mob of 78 then mobs 65-78
- inclusive would look the same as mob 34.When you
- use these commands be prepared for quite a wait
- especially if you are spinning large EHB mobs.
-
-
- Forcol "o" : Command allows you to select what colours
- Mobed2 uses for it's foreground and background.
- It would be pointless not being able to choose
- your foreground colour and background colour
- because it could affect the way you design your
- palette which could work out as hassle for
- things like collision detection.When you click on
- forcol the pointer changes showing you that it
- is ready for the colour selection,now click in
- the palette box.Use the left button to set the
- forcol and the right button for the borcol.When
- you have selected the required colours click
- outside the palette box.The cursor will now
- revert back to normal.I find it helps to choose
- my forcol and borcol as different shades of the
- screen colour,I find it easier to read especially
- as I have only got a TV and not a monitor.
-
- Size "Z" : Used to set the size of the mobs,note that when
- you adjust the size the currrent mobs in memory
- will be lost.The X-size is set by selecting one
- of the boxes,for the actual size in pixels
- multiply each number by 16.X-size can only be a
- multiple of 16 and no larger than 128.Y-size
- can be any number from 8 to 255 ($ff).The
- Clr+Set icon finalises the decision.
-
- Planes "P" : Used to adjust the number of bit-planes,just
- click on the required number of planes (EHB is
- six planes) and then on Clr+Set.
-
- View "v" : Clears the screen and displays upto 10 animated
- mobs at the same time.To reposition one of
- these mobs click on it with the left mouse button
- then move it to where you want to go and click
- the left mouse button once more.When you click
- with the right button a window is brought up.You
- can control the number of mobs displayed from
- here and the animations.For more information on
- animations read below.Press retrun to get back to
- the main screen.
-
- Anim "n" : Over to the right of the screen are three mobs,one
- of these is a proper version of what you see in
- the edit window,the other two are independent and
- can be animated.This command is usefull to see
- how the frames are fitting together and it can
- also be used to step through all the mobs so you
- know what you have already done.The Anim window
- has two numbers at the top they select which of
- the animated mobs you are affecting.There is a
- start mob value and an end mob value,these are
- self explanatory.The offset is used so that the
- pair of mobs can run through the same sequence
- of mobs (e.g. from 23 to 56) but be out of
- step.If your animations are out of step (or in
- the wrong step) then click on align,these will
- bring them into alignment,it won't affect the
- offset though.Active defines whether the mob
- is actually animating.Loop and Bounce define
- waht type of animation it is.With Loop the mob
- starts at the start value and is incremented
- until it reaches the end value,it is then
- restarted from the start.Bounce starts at the
- start value reaches the end value and then
- reverses direction back down to the start value
- then the sequence is repeated.Speed is measured
- in units of Vblanks.
-
- Pos "p" : You may want to change the positions of the mobs
- on the left.Click on pos and then click on the
- mob you need to move,click to place it
- elsewhere.For fine positioning you can use the
- arrow keys for single pixel movement.When you
- have animated mobs (especially high speed
- animations) they can flicker considerably (I
- could have buffered the screen but only at
- the expense of a lot of memory and speed).The
- best way to get around this is to place the
- essential mobs at the bottom of the screen or
- some place that the flicker is lessened.
-
- Swap "w" : Bit plane colour swap,can be used to swap
- certain colours over.Unlike the swap command
- inside the palette box this works on bit
- plane information and not cyclelists.The boxes
- on the left contain the list of colours to
- be swapped,the top colour is replaced by the
- second colour.The second colour replaced by
- the third and so on.To change these colours
- click in the number boxes to the right.The
- boxes furthest to the right define how many
- colours are swapped.If you only wanted the
- first colour to be changed into the second
- then click on the second box down.If you just
- want to swap two colours over then set the
- first two colours as the ones you want to swap
- and then set the third the same as the first
- and click on the third box down on the right.
- You should hopefull get use to this and find
- that it is quite a useful command that can
- save absolutely ages of work.
-
- Stretch "t" : Getting a bit more impressive these commands,
- this one is used for (suprise,suprise)
- stretching and squashing in one dimension
- (whether X or Y is your choice).The Horizontal
- and Vertical buttons show what direction the
- stretch will take place in.Factor is how much
- the mob will be stretched.Numbers below one
- shrink the mob and above one they enlarge it.
- You don't have to type the decimal point.
- Origin,now this is an interesting one,many of
- the more advanced commands have an origin control
- this defines which part on the mob is neutral,
- somewhere the command will not affect the mob.
- The pair of numbers represent offsets for the
- X-axis and Y-axis They are decimal numbers,can
- be positive or negative and are measured from
- the centre of the mob.Normally the origin is left
- as 0,0.Positive displacements are movements to
- the right for horizontal stretches and upwards
- (as in normal mathematical notation) for vertical
- stretches.Maybe an example will make things
- clearer if you have drawn a design in the left
- hand side of a mob and you now wish to expand it
- horizontally.Click on horizontal then change the
- Y-axis (Y affects horizontal stretching and X
- affects vertical,this may seem odd but it does
- work,honest) to a negative number,maybe -60
- on a 128 pixel wide mob and then stretch it,
- remembering to set the stretch factor to
- whatever you require.
-
- Implode "j" : Very much like stretch but does both Y and
- X direction at the same time,usefull for
- explosion and z-scaling effects.Factor governs how
- much the mob is to be reduced by.This function
- implodes instead of explodes because you lose
- some definition in exploding,however an explosion
- can be produced by having a factor less than one.
- Origin forms the centre of the explosion
- (vanishing point of Z-scale).
-
- Mirror "m" : Pretty obvious this one,just select the type of
- mirror that you want and mirror your mob.
-
- Rotate "r" : Rotates the mob about the origin,there are three
- shortcut buttons of +90,-90 and 180 degrees.The
- degree can be positive or negative,just type it
- and click on rotate,like other advanced commands
- this can take a little bit of time.Commands
- involving degrees are specified as decimal
- numbers (in fact in any box with a sign will
- use decimal)
-
- Spin "s" : It's a good one this,uses a nice bit of maths as
- well.Spin tilts the mob about one of the axis
- producing a new image as if the old mob was a
- thin sheet and has now been tilted,Z-scaling
- is taken into account.Degree is how far round
- you want the mob to be spun.Mobed2 cannot
- spin through 90 or 270 degrees (this would just
- produce a blank mob) and so performs no
- operation when passed one of these values.
- Z-factor is how much the object is affected by
- 3D,7.00 is quite a reasonable starting point,the
- higher the number the bigger the effect,numbers
- above 8.50 produce a weird fish-eye effect,
- experimentation is really the best way to learn
- here,however Spin is one of the slowest functions
-
- Shear "x" : Origin sets the invariant lines.The mob is
- cut up into segments,each of which is given a
- displacement,this effect makes a square into
- a diamond.Segments sets the number of segments
- negative numbers here give negative displacements
- to the segments.
-
- Shadow "h": This will save time if you are drawing one of
- them spaceships wot have a shadow following
- them,alternatively it can be used just to
- beef up a flat picture,giving it depth.Shadow
- works by drawing a shillouette of the current
- mob in the colour specified DeltaX pixels
- to the right and DeltaY pixels down from the
- original.The original is not overwritten,the
- shadow is only drawn where there is background
- colour.Shadow works best with a dark colour as
- the shadow colour and DeltaX and Deltay are
- about 2.
-
- Load "L" : Load a file
-
- Save "S" : Save a file
-
- Maped "m" : Gosh aren't you lucky,not only do you have a
- mob editor but you have got a Map editor as
- well.Before you can enter the editor you must
- have 100K of fastmem free and be using either
- $10*$10 or $20*$20 sized mobs.The upper half of
- the Maped screen is the control panel,moving from
- left to right the things are.
- Display box:shows the current mob
- Mob : holds the current mob number,click in to change
- and to return to drawing mode after being in block
- or cut.
- X and Y : Shows the last position of the pointer in
- coordinates starting from the upper left of the
- map.Note that coordinates "wrap-around".
- X and Y : Shows the dimensions of the current map,just
- click and type to change the dimensions.
- Block : Number shows the mob used when drawing a block
- click here if you need a solid block of colour.
- Cut : As in Mobed but works on the map
- Paste : Sticks the cut section onto the map
- Load : Load a Maped file ,there are no options apart
- from Load
- Save : Save a Maped file,files are saved starting at the
- top left and then are saved line by line.
- Remove : Takes the control panel away and allows you
- to see the whole picture.
- Return : Returns you back to the main program.
-
- Drawing in maped is simply point in the map area and
- press the left mouse button,to draw blocks and to cut
- follow the same procedure as drawing a rectangle.To
- move yourself around the map use the arrow keys or
- a joystick plugged into the other port.
-
- Other commands:
- Pressing "M" brings up a window about the mouse,if
- you would prefer it to move faster or slower then click
- on the X and Y ratios,on no account set these as 0,you
- could end up with a seriously stuck mouse.A high ratio
- means that the mouse moves quickly in that direction.
- Underneath the palette box are four arrows,these scroll
- the mob,they do NOT have the same affect as the arrow
- keys or the keypad arrow keys.The scrolling functions in
- Mobed2 are thankfully a whole load faster than the
- original.All they do is shift the mob in the direction of
- the arrow.One last bit,the cycling window can be accessed
- by pressing "y".
-
-
- Author
- ------
-
- This is my bit to be egotistical and spell things however
- I like.All very well but I can't think of anything to write.
- If you actually code something really super and use Mobed2
- to design your sprites then a hidden message would be quite
- nice.This message is very important,if you should see
- a person called Clare Embling on your travels (she will be
- doing a course at a University,something electrical) then
- ask her why she didn't paint a picture of my thingies (not
- those thingies you perv!).Try and get her to E-mail me at
- the University of East Anglia,i'm in the SYS school.I will
- only read the file if she gives me her middle name (your
- parents either have a twisted sense of humour or are just
- plain sadistic).Also ask her if she found out what PSD
- means,I don't think I have given any clues on this disk.
- Hello to Jim (who will neraly certainly read this file)
- (and point out that nearly is spelt N E A R L Y) and my
- sister (that's a long story) Mel.Next on the chopping board
- is an SFX editor (i've already tried it once but failed,this
- time i'll get it right).Anyone know where I can get a cheap
- Fiesta Mk1 body shell?Anyone want to sell me a 100Mb 10ms
- hard disk for 50 quid?Can anyone tell me why I got a C in
- my maths A-level and a B in my further maths A-level.And
- while i'm on the unexplained i'm missing three pairs of snot
- coloured socks,has anyone found the 'Sock and Paperclip'
- dimension (it's the same one that the piece of string in your
- pocket has to pass through to form a triple reef knot with
- added GPO power).Gosh look at that,i'm on the 815th line
- of this text file already,Mobed2's source code weighed in
- at over 11,000 lines and over 200K.It would have been shorter
- but i'm a slow typer (figure that one out).Anyway enough
- waffle or i'm going to miss Hale and Pace,till I see you
- in the tutorial or my next program goodbye.If you want to
- reach me then try UEA but they will probably tell you to
- clear off.
-
-
-
-
-
- It's O.k. don't worry about the socks an Alien craft has
- just dropped them off.Something about needing them to travel
- through the 6th dimension and thus side stepping the fourth.
-
-
-
-
- * * * * *
-
-
-
- Well that was written in 1991,it is now April,1992.After
- absolutely no response what so ever from the magazines
- this is being submitted into the public domain.Shareware
- does NOT work in this country,I got absolute flap all for
- Mobed.Therefore feel free to distribute it as you like as
- long as you don't make any money.I actually have an address
- at the university now,if you would like to send me some mail
- or money or booze (I would say drugs as well but I would
- get done for it so I won't).
-
- Martin Jones
- SYS
- University of East Anglia
- Norwich
- NR4 7TJ
-
- or if you want to be flash (also I stand more chance of
- replying coz I don't need a stamp) then e-mail me.
-
- janett::uk.ac.uea.computing-centre::u9117784
-
- My mail name is "Ermintrude the Cow".If you do send me
- some e-mail then be prepared to get junk mail back.
- Do not feel obliged to send me anything I would be quite
- pleased just to get a hello (Whether I answer or not
- is a different matter altogether).Some where on this disk
- is another program but that is up to you to find.It will
- only be hard for a novice.I desperately need the bodyshell
- now as my car has no MOT and no Tax,but I have found a way
- of getting them cheap.Clare is at Imperial college so if
- anyone is at imperial and doing an electronics course say
- hello for us.Hello Mr Floppy how are u ? (that was a
- greeting,honest).Oh by the way beige is the most horrible
- colour ever,why is it used so much???Sure it's neutral and
- business like but it's also
-
-