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- S P R I T E S
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- G r a p h i c E d i t o r
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- Version 2.0
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- (c)1992 by Scott Harbour
- INTRODUCTION - 'Insert coin.'
-
- You may freely copy and distribute this program by disk and
- through electronic bulletin board systems provided that the program
- is not modified in any way, all files described in the READ.ME file
- are included in all transfers, and the total fee charged for
- shipping and handling for a single copy does not exceed $5.00.
-
- After having received a copy and found this program to be of
- use or enjoyment, you are asked to send $10.00 to the author to
- support further development and modification. You will receive a
- free upgrade disk by mail when any new version is available. If,
- however, you do not wish to support the development of this
- software, but find it interesting, your comments and suggestions
- are also welcome.
-
- Sprites v2.0 will allow the user to design small, detailed
- graphics images on the display screen. A variety of image
- manipulation functions are available, activated by moving the mouse
- pointer over a graphical button and "pressing" it by clicking the
- left mouse button. Rotate, Invert, and Shift are only a few of the
- many commands available. In addition, a group of 4 sprites may be
- loaded in sequence and animated on the screen. Creative use of
- such display tools can be very rewarding, and anyone with
- intermediate programming ability can create very graphical and
- entertaining games and animation demonstrations. But, as I've
- found, the most enjoyment is found by just sitting down and
- drawing; most of the time, the little sprites look like just a blob
- of pixels, but occasionally--springing forth excitement--they turn
- out great.
-
- The following items (or compatible versions thereof) are
- required for this program to begin operation: an IBM 8086/8088
- computer with a BIOS dated after 1986; MS-DOS 3.3 or higher; a 256k
- VGA adapter; a 640x480 VGA monitor; and Microsoft mouse driver
- version 6.0 loaded. If these items are not found, the program will
- either fail to load or come to a screeching halt and repond with a
- snide remark.
-
- After the requirements have been confirmed, the following
- items are recommended for the program to behave moderately: a
- mouse (it works with a mouse driver loaded but no mouse connected,
- but all you get to do is look, admire, and then reboot), a usable
- arm, a click-ready finger, a sense of direction, the ability to
- draw realistic images with only 16 colors, an active imagination (a
- little artistic ability can go a long way), and a sense of humor
- (chances are, if YOU laugh at your little designs, others will
- too!).
- DESCRIPTION - 'Welcome, brave adventurer!'
-
- Now, down to the nitty-gritty. The graphics images are
- referred to as "sprites" in this program since they may be used as
- individual elements of a program's display (such as icons) or
- as the building blocks for larger pictures, such as the terrain of
- a map. Some users may not understand the practicality of such a
- program; this program relies on the simplest feature of the
- computer's display: the pixel. Therefore it is possible to endow
- your sprites with great detail. There are no drawing tools of any
- kind in this program (such as line, circle, or rectangle). The
- only drawing tool available is pixel editing.
-
- Detailed maps, spooky dungeons, soaring waterfalls, concrete
- roads, battle fields, rpg characters, heinous monsters, powerful
- starships, elegant chess pieces, devastating explosions, colorful
- music notes, blue hedgehogs, wild tazmanian devils, yellow pac-men
- and pac-women, race cars, and even a kitty cat licking its paw
- (check out the animator) can all be designed with this program.
- (Of course, if you are a hard-core business executive whose primary
- interest lies in WYSIWYG word processors and 3-D spreadsheets, this
- program may not be for you.) I wrote this program to hasten the
- process of designing sprites for games, which is my primary
- interest.
-
- I almost choked with enthusiasm when this program came to
- mind. I am an avid video game player, and I have seen many
- different types of graphics styles and animations. Two of my
- favorite computer games of all time are Star Control (Accolade) and
- Starflight (Electronic Arts). These two games, like many others,
- are very strongly sprite-oriented. I don't declare to know how
- these games work, but it is quite obvious that, in Starflight,
- sprites are used for the planetary excursions in the terrain
- vehicle; and in Star Control, there are many beautifully-drawn
- spaceships, planets, asteroids, and moons that must have been drawn
- with some sort of graphic editor.
- THE THEORY OF VIDEO GAMING - 'Choose your character.'
-
- Many people own a home video game such as Nintendo, Super
- Nintendo, Nintendo GameBoy, Sega Genesis, NEC TurboGrafix 16, NEC
- Turbo Express, Sega Game Gear, Atari Lynx, or other. The companies
- that create the games for these systems have their own development
- software, and a computer with the same microprocessor as the system
- for which they are creating game cartridges (a cartridge is just a
- program burned onto a chip, surrounded by a plastic case). The
- difference between their video game development system and your
- home video game is that they probably have a keyboard, monitor,
- disk drive, PROM burner, mouse, and other peripherals built-in, and
- all you have are a couple of controllers and a ROM cartridge port.
- The graphics in these video games are almost entirely sprites!!
- The other graphics are called background images, which can be
- scaled and rotated to suit the needs of the game, and these
- graphics functions are usually built into the hardware.
-
- Take a closer look at a game such as Zelda (Nintendo) if you
- have not yet paid close attention to the image sizes. You will
- notice that most of the graphics in the game are about the same
- size. Many video games use sprites in roots of 8 (1 byte = 8
- bits). So, many of the images in a game are probably 8x8, 16x16,
- 32x32, or 64x64. 32 is most common (Sprites v2.0 uses 30x30 for
- its sprite size. To create a sprite of smaller or larger
- dimensions than 30x30, you can use a portion of the grid (such as
- a fourth) or combine 30x30 sprites into four pieces to make one
- large 60x60 sprite. This process can become quite time-consuming,
- depending on the programming language and speed of the computer, so
- it is usually best to design an editor for each size of image, or
- allow the artist to change the image size inside the program
- configuration.
-
- I had been churning over a Star Trek game for months but I
- still could not comprehend how to design a realistic combat
- scenario that would take place on the VGA graphics screen. I knew
- exactly how I wanted the ships to look and move (something like a
- mixture of Star Control and Starflight) and I had already written
- the data structure for the quadrant (a small piece of a fictional
- galaxy) with 150 star systems, 600 planets, and ten alien races.
- I tried drawing the ships using TDRAW, my own full-screen drawing
- program, but that program is a full-screen background editor, so
- there was no detail control. Then I tried a professional drawing
- program and discovered (again) the ZOOM feature. I could zoom in
- on my drawing and edit pixels in a larger grid. Sprites v1.0 was
- born.
- HISTORY - 'You will die!'
-
- The original version of Sprites has undergone a major refit to
- fulfill the requirements for an entirely new version. The
- following is a revision history:
-
- 0.1 - 06/26/91, designed main screen layout
- 0.2 - 07/10/91, basic graphic editor finished
- 0.3 - 07/23/91, 320x200x256 mode added
- 0.4 - 07/28/91, image shift, rotate & invert
- 0.5 - 07/30/91, pull-down menus for 256 mode
- 0.6 - 08/21/91, drivers & fonts stored in EXE file
- 0.7 - 09/17/91, multi-sprite files (sprite cramming)
- 0.8 - 09/18/91, added a new error handler routine
- 1.0 - 09/19/91, Released to the public
- 1.1 - 03/15/92, null and redraw, 320x200x256 discontinued
- 1.2 - 06/02/92, direct video writes to speed operation
- 1.5 - 06/03/92, Animation with a group of 4 sprites
- 1.7 - 06/05/92, file browser load and save
- 2.0 - 06/10/92, Second public release
-
- I chose to drop the 256-color extension with little thought on
- the matter. It worked great with the 3-button mouse I used to test
- the program, but did not seem to work correctly with any other
- mouse! I cannot explain this phenomena, but it existed; so instead
- of dealing with the problem, I eliminated it. I know, this sounds
- like giving up, but I didn't like the feel of the program. It
- didn't seem to run smoothly. But not all is lost of the extension;
- I integrated the pull-down menus into TDRAW v1.0, which enhanced
- the program greatly.
- FEATURES - 'Warrior needs food, badly.'
-
- In Sprites v2.0, several changes are apparent. The direct
- video writes have speeded up the screen update whenever the sprite
- is displayed, such as with the SHIFT arrows and rotate and invert.
- The animator was added for convenience, since I had been running a
- separate program to animate several sprites on the screen. Some
- very good animations can be created with only 4 sprites swapping
- over one another.
-
- A much more distinct change than the animator, however, is the
- file browser. Now, rather than trying to remember the names of all
- the sprites within a sprite file (.SCF), all you must remember is
- the sprite file name. The sprites in the file are displayed on the
- screen (up to a maximum of 50), where one may be chosen to load.
- The same file browser is used to save sprites as well. The sprite
- file name and description are requested. If the file exists, the
- sprites in the file are displayed and you may choose to place the
- new sprite over one of the existing sprites (thus overwriting it),
- or you may click on the next empty square to append the new sprite
- to the file. So far, I haven't seen the need for a sprite deletion
- routine, since they may be overwritten quite easily with the save
- command. If you wish to delete a large number of sprites, I
- suggest copying the sprites you wish to keep to a new file and
- deleting the old file at the DOS prompt.
- OPERATION - 'Warrior...is about to die.'
-
- Use of the mouse can be a bit tricky at times. It just takes
- a little patience and practice; but until you are used to the
- program, you may find it frustrating having your newly drawn sprite
- erased. The two mouse buttons are used to transfer between the
- animation BUFFER and the CURRENT sprite. When you load a sprite,
- it will be the CURRENT sprite. In order to move it into one of the
- animation buffers, you click the RIGHT mouse button on the BUFFER
- you wish, and the CURRENT sprite will be copied into that buffer.
- The other button works in the opposite way. In order to move one
- of the animation BUFFER sprites into the CURRENT sprite buffer, you
- click the LEFT mouse button on the animation buffer to copy.
-
- For instance, suppose you want to load the animation sequence
- of a soldier shooting his gun (included in the sample sprite file)
- into the animation buffers. First load SHOT1 from the file SAMPLE
- by clicking on the <LOAD> button on the screen, then typing SAMPLE
- for the file name. Now, SHOT1 is the CURRENT sprite. To move
- SHOT1 into the first animation BUFFER, click the RIGHT mouse button
- on the first square, or first animation buffer. The current sprite
- is then copied into the first animation buffer. Next, load SHOT2,
- and copy it into the second animation buffer by clicking the RIGHT
- button on the second square. Next, load SHOT3, and copy it into
- the third animation buffer by clicking the RIGHT button on the
- third square. Finally, load SHOT4, and copy it into the fourth
- animation buffer by clicking the RIGHT button on the fourth square.
- You have now loaded the animation sequence from disk into the
- animation buffers. To perform the animation, click on the button
- labeled ANIMATE. The buffers will then be drawn in sequence. At
- this time, the mouse is limited to a small location on the screen.
- The only options are the speed arrows. Click on the LEFT ARROW
- diagram on the screen and the animation will slow down. Click on
- the RIGHT ARROW diagram on the screen and the animation will speed
- up. To EXIT from the animation, click the RIGHT mouse button once.
- To save the animation sequence you have newly drawn, simply move
- the sprite from each animation buffer into the current buffer and
- click the <SAVE> button.
- CONTROLS - 'You have defeated the villain!'
-
- Following is a list of all of the functions in the program:
-
- NULL Remove all blank characters from the sprite. This
- is useful for speeding up the loading process and
- may be used to facilitate placing a black outline
- around the image.
-
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- INFO Displays information about the program and author.
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- LOAD Invoke the file browser to load a sprite.
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- SAVE Invoke the file browser to save a sprite.
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- CLEAR Remove the sprite from memory and clear the screen.
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- QUIT Halt the program and exit.
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- REDRAW Refresh the screen by clearing it and restoring the
- image again. Useful if any stray pixels spill on
- the screen.
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- ROTATE Rotate the sprite 90 degrees.
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- INVERT Rotate the sprite 180 degrees.
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- SHIFT Scroll the sprite up, down, left, or right.
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- ANIMATE Animate the sprites in the 4 buffers.
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- SPEED Increase or decrease the animation rate.
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- DESCRIPT Shows the description of the current sprite.
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- FILENAME Shows the sprite file name of the current sprite.
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- CONTENTS Shows how many sprites are in the sprite file.
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- COLOR Shows the current drawing color.
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- COLOR BAR Located above the grid, shows the 16 available
- drawing colors.
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- GRID A zoomed image of the current sprite where all
- pixel editing takes place.
- CONCLUSION - 'The End'
-
- Well, that about covers it. I'm sure you have seen all of
- these functions in action since it is a well-known fact that very
- few people read the documentation before trying the product.
-
- I thank you for your interest in this program and await your
- reply. There is no greater incentive to hacking software than the
- reply of someone who has used it. All replies will receive a
- personal response from the author, including complaints.
-
- Scott Harbour
- 8759 Quail Valley Drive
- Redding, CA 96002
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