home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Falcon 030 Power 2
/
F030_POWER2.iso
/
ST_STE
/
MAGS
/
ICTARI07.ARJ
/
ictari.07
/
ASSEMBLY
/
SPRITES
/
SPR_CHCK.DOC
< prev
next >
Wrap
Text File
|
1993-09-03
|
6KB
|
150 lines
SPRITE CHECK PROGRAM OPERATING INSTRUCTIONS
===========================================
Written by Peter Hibbs Copyright September 1993
Version 1.0 3-9-1993
INTRODUCTION.
This program is used to display sprites which have been designed and
stored in a sprite object data file by the NEOCHROME-MASTER art program.
As well as displaying the sprite images and sprite information, it can
store the hot spot offset values for any sprite and also displays the
colour palette information.
MAIN SCREEN.
Before the program is run ensure that the computer is in low resolution
mode and that the SPR_CHCK.RSC file is present in the same folder as the
program itself. Running the program shows the main screen with a number
of buttons. Some of the options will only work when a data file has been
loaded into memory.
LOAD (L).
First click on LOAD or press key L to load a data file, the file selector
is displayed. Select a sprite data file (normally with the extension .OBJ
although it doesn't have to be) and click on OK. If the file is a valid
sprite data file it will be loaded into memory and the main screen will
show the relevant information.
The filename and file size are displayed at the top of the screen.
The filenames of the NEOCHROME picture files used by the sprite file are
shown in the left box.
The number of sprites stored in this file is shown at the top of the
right hand box and the rest of the box shows the information for sprite
number 1.
NEXT (UP ARROW).
To display the data for the next sprite click on NEXT or press the UP
ARROW key, the sprite number and sprite data is shown for the next
sprite.
PREV (DOWN ARROW).
To display the data for the previous sprite click on PREV or press the
DOWN ARROW key.
SHOW (ESCAPE).
To display the sprite itself click on SHOW or press the ESCAPE key. The
screen will clear and the current sprite image will be displayed along
with the sprite number, width, height, x offset and y offset on the
bottom line. Press the UP or DOWN arrow keys to display the next or
previous sprites. Press the ESCAPE key to return to the main screen.
The hot spot pixel will flash on and off on the sprite image to indicate
its position. Pressing key H will disable/enable the flashing. Pressing
key I will hide or display the information line at the bottom of the
screen.
COLOURS (C).
Click on COLOURS or press key C to display the colour palette. Note that
when the sprite file is loaded the program loads the beginning of the
first NEOCHROME screen picture file (usually screen 0) and uses the
palette from that file. If any sprites are stored on other screens which
have different palettes, the sprite colours may be incorrect.
The colour of each index and the numerical setting for each colour is
displayed. Clicking on any box with the left mouse button will increment
the colour value and clicking with the right mouse button will decrement
it.
The numbers in brackets are the GEM colour code equivalents for each
index colour code and should be used if setting colours with a GEM VDI
call.
Click on OK (or press RETURN) to return to the main screen.
OFFSETS (O).
Clicking on OFFSETS or pressing key O will display the OFFSET screen.
This screen allows the hot spot of any sprite (or range of sprites) to be
changed. First enter the offset value into the x and y offset fields. If
only the current sprite is to be changed (as shown at the top of the
form) click on CURRENT. The program returns to the main screen with the
new values displayed.
If a number of sprites need to be changed with the SAME x and y offset
values, the first sprite object number and the last sprite object number
should be entered into the next two fields. The sprites to be changed
must, of course, be consecutive numbers. Click on RANGE to change the
specified sprites, the main screen is then re-displayed.
HELP (HELP).
Click on HELP or press the HELP key to display the key commands
available.
SAVE (S).
If a sprite file has been changed (i.e. hot spot values reprogrammed) the
sprite file must be saved back to disk. Click on SAVE or press key S and
use the file selector to save the file as normal. It is possible, of
course, to change the filename when saving if required.
QUIT (Q).
Click on QUIT or press Q to return to the desktop, a warning message will
be displayed if the sprite file has been changed but not saved.
LIMITATIONS.
This program does not allow for the extra colours of the STE at the
moment, if anyone wants this option please let me know.
The internal buffers are limited to the following sizes.
Sprite data file 400K bytes
Sprite mask buffer 100K bytes
Sprite table 1000 sprites
Sprite data files should not exceed 400K bytes (if you need more let me
know) and the number of sprites not more than 1000 (999 is the maximum
anyway). Since these buffers are defined within the program, this program
will not work on a machine with less than 1Mb of memory.
If there are any bugs found or any extra facilities required in this
program please let me know, I MAY be able to oblige.
HISTORY.
Version 1.0 Original version. 3-9-1993
Please send any comments about this program to me at -
63 Woolsbridge Road, Ashley Heath, Ringwood, Dorset, BH24 2LX