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-
-
- VIRTUAL REALITY TOOLS 2.0
-
- With MCGA and VGA libraries
-
- (c) Copyright 93/94 D.G. Sureau
-
- For AT-286 or more
- 512 KB & VGA card
-
-
-
- ┌─────────┐
- │ SUMMARY │
- └─────────┘
- Overview.
- Starting up VTools.
- The VTools' desktop.
- MegaSprites.
- Automaton assembler.
- Organizer.
- Virtual tree editor.
- Three-D Viewer.
- Formats for sprites.
- File formats.
- Compatibility.
-
-
-
- ┌──────────┐
- │ OVERVIEW │
- └──────────┘
-
- Virtual Reality Tools is a set of utilities to create scenery
- and animations for programs of the new generation. The current
- version contains sprite editors, an automaton assembler, an
- editor of mathematical designed virtual trees, and other tools
- to facilitate work of programmers.
-
- Here, summarized, what you can do with VTools:
- - drawing 16 or 256 colors sprites for VGA or SVGA.
- - drawing icons and saving them in standard ICO files for Win-
- dows.
- - rotating, merging images or parts of images, and therefore
- assembling objects in more complexes ones.
- - assembling sprites in automatons and viewing animations.
- - converting sprites from a format to another at the touch of a
- key.
- - defining virtual trees and saving parameters in files usable
- by your own programs.
- - displaying walls and objects in a 3D scenery to try them be-
- fore using in your programs.
- In the near future, other tools will be again added to this set
- with free update to registered users...
-
-
- ┌────────────────────┐
- │ STARTING UP VTOOLS │
- └────────────────────┘
-
- From the DOS prompt, simply type:
-
- VTOOLS
-
- or add to the name of a sprite file or an icon as parameter:
- Ex: VTOOLS DEMO
- Ex: VTOOLS VTOOLS.ICO
-
- If extension is not typed, the program search for a sprite fi-
- le. In all cases but the present one, VTools sets itself the
- extensions for files, that are proper to file type, and that
- user can't change.
- Once the sprites loaded, you may type '?' to view them or
- choose a tool with cursor keys and press ENTER to start it.
-
-
- ┌─────────────────────┐
- │ THE VTOOLS' DESKTOP │
- └─────────────────────┘
-
- The desktop that appears when starting VTools is the disk in-
- terface. It allows to load and save files, and to choose a pro-
- gram.
- Each program of this software is represented by an icon and you
- also can see than icons are affected to each sprite file in the
- current directory, while they can fit in the available space on
- the screen... To click on an icon allows loading the file.
- As a general rule, commands and processes are similar to Win-
- dows' standard conventions that I have done to avoid users to
- learn several graphical interfaces.
-
- The software can be used either with a mouse or with the key-
- board. To click on an object, is equivalent to select the ob-
- ject with cursor keys and press ENTER. Then, I shall say simply
- in this manual "click on the object" to execute or load the ob-
- ject, equally when one uses mouse or keyboard.
-
- When several functions can apply to an object, one clicks once
- to select the object, then one chooses a function in the menu
- or one click again to apply it, or one clicks twice to execute
- the program or to load the file.
- The two mouse buttons equally can be used on menu or on command
- icons. In other cases, they have not identical effect.
- Sometimes they have same function but the left button is for a
- single act while the right button is for continuous act while
- held down. Inside drawing windows they have not same function
- at all.
-
-
- The title bar
-
- The desktop shows on the title bar the name of the current
- sprite file. The button at right of the menu bar is similar to
- the ESC key for the mouse, and allows to exit a process, to
- close a window, or to quit VTools. The button at left of the
- title bar is for displaying the copyright and the current ver-
- sion, and the shortcut key is 'h'.
-
-
- The menu bar
-
- To access menu, click on the menu bar or press ALT plus letter
- which is underlined, or press F10. Use cursor keys to select an
- option (up/down) or change sub-menu (left/right).
- Press ESC to exit a sub-menu, press ESC again to exit the menu.
- Here are detailed commands in each sub-menu and their shortcut
- keys.
-
- FILE
- Load work l Load previously saved work
- CTRL+l Load work saved by CTRL+s
- Save work s Save table of sprites, addresses, types,
- automaton board.
- CTRL+s Save addresses and sprite images in
- separated files.
- Directory d Open the directory window.
- Set dir mask x Choose files to be displayed.
- Set path Home Set drive and access path.
- Load icon i Load a Window's icon.
- Quit q Exit VTools.
-
- SPRITES
- MegaSprites M 256 colors sprite editor.
- Automaton A Automaton assembler.
- Organizer O Memory organizer.
- Virtual trees F Editor for virtual trees.
- Three-D view T Display sprites in 3D view.
- Display all ? Display sprites in memory.
-
- PALETTE
- Change RGB % Change colors.
- Load pal+RGB r Load colors.
- Save pal+RGB w Save colors.
-
- INFO
- Help F1 Help screen.
- System ~ Display formats, sizes, and so on...
- Internal b Display internal sprite buffer.
- Beeps on/off - Set/Reset sound.
- Colors o Dialog box for color preferences.
-
- QUIT
- Quit q Exit VTools.
- Restart y Restart program with default values.
- That will not clear sprite buffer.
- Erase sprites DEL Erase all sprites in memory.
-
- Other commands that are not in the menu:
- ENTER: execute an icon.
- ALT-F4, F3, ALT-x: Quit the program.
-
-
- Dialog box for confirmation
-
- When a box asks for a Y/N answer, press the left button inside
- the box to respond 'Y', or click out of the box to say 'N' and
- cancel. For security, one can't use mouse to respond, one must
- press the 'Y' or 'N' keys.
-
-
- The windows
-
- Some windows can be moved and have variable size. In this case,
- there is a button at left on the title bar, with a 3D box insi-
- de.
- If the window can be changed, press ALT-SPACE to enter editing
- mode, and then you may use the cursor keys to move the window,
- or hold down the ALT keys with the cursor keys to change the
- size. Alternate keys are +, -, <, > to change the size.
- Press ENTER or ESC to exit editing mode.
-
- When mouse is on the left or top border, the mouse pointer be-
- comes a four arrows image, if the window can be moved. Press
- left mouse button and drag to move the window.
- When mouse is on the right or bottom border, the pointer be-
- comes a horizontal arrow if size or width can be changed. In
- the same manner, press left button and drag to change.
-
- Press the right mouse button to exit the process, or click on
- the ESC button at the top of the screen.
-
- To change the colors, press ALT-b for the background, ALT-h for
- the title bar.
-
-
- The directory
-
- Press 'd' to display the current directory. It is displayed in
- a window having variable size.
- The window displays filenames in uppercase black letters, and
- sub-directories in lower case red letters.
- Click on a sub-directory to display it, click on '..' to return
- at previous level. Click on a disk icon or press the drive let-
- ter (uppercases) to change drive. Uses cursor keys or lift at
- right of the window to select a file and to scroll. Note there
- are two buttons at extremities of the lift than serves to
- scroll a single line at once.
-
- Click on a sprite filename (.SPR) or icon filename (.ICO) to
- load it.
-
- To change the window, press ALT-SPACE or click on borders.
-
- Press ESC, or do a mouse click out of the window to close it.
-
-
- File masking
-
- The directory display allows use of a combination of masks by
- file type. Press the 'x' key to open the dialogue box for the
- selection.
-
- The types and extensions are as following:
- - Work: Sprite files: SPR + WRK extensions.
- - Screens: PCX, VRT, VGA files.
- - ICO: Windows' icons.
- - All files: all files recognized by VTools including
- the above files..
- - Directories: sub-directories.
-
- Click on the 1...5 button or type the number to set/reset a
- mask. The program says 'YES', when files will be displayed.
- Press HOME to restore defaults.
- Press ENTER to close, or press 'd' to show the directory.
-
-
- To change drive and path
-
- On can set drive and path for files by a press on the 'p' key,
- and then by typing the drive letter and the path.
- Example: A:\PIC
-
-
- Dialog box for loading and saving sprites
-
- Loading and saving are done with a dialogue box, opened when
- one presses 'l' for loading, or 's' for saving (or CTRL-l and
- CTRL-s to have the adresses in a separated file).
-
- There is three fields, one for the drive, the second for the
- directory or path, and a field for the filename.
-
- The dialogue box has a special built-in editor: use cursor keys
- up/down to change line, backspace or DEL key to delete letters,
- INS to toggle between insert/copy mode.
-
- In this program, only the filename node is read by the program,
- if an extension is typed the program removes it and replaces it
- with SPR and WRK extension to save or to load the file.
- Don't press ENTER when a line is filled, move to the following
- with the vertical cursor keys, the program keeps the displayed
- data. Press ESC to abort or ENTER when all three fields are
- right, to access the file.
- If previously, one has loaded sprite by clicking on its icon,
- when one wants to save the file, path and name are already ty-
- ped in the proper fields, only one has to press ENTER to save.
-
- The memory buffer for the table of sprites has variable size,
- that depends of the available conventional memory, 640Kb or
- less.
- If you frequently change the size of memory by loading resident
- programs, then avoid fully to fill up the memory buffer as the
- file will no longer fit in memory. If this occurs, you should
- have a disk system to boot which sets not these resident pro-
- grams.
-
-
- The palette windows (RGB registers)
-
- The % command opens the window for RGB registers changing, that
- don't affect the desktop's colors but those of the sprite edi-
- tors only. There are two buttons to select the previous or next
- colors and three bar to change the RGB registers.
- The registers are temporary affected to the color 9 to view the
- changes.
- This window allows to set the registers by numerical value. As
- the desktop use the VGA 18 screen mode, it is not possible to
- display the colors one have sets beyond the 64 first ones.
- VGA 18 has only 64 registers while MCGA has 256. However the
- current dialog box allows to change all the 256 colors and view
- them on the MegaSprites desktop.
- They RGB registers may also be changed within the MegaSprites
- program.
-
-
- The dialog box for colors
-
- To select an item to change, use the vertical cursor keys. To
- select the color, use the horizontal cursor keys.
- All these colors are for the desktop but the input background
- and text, that are for some fields to input or to display in
- the utilities.
- One may change colors of windows with the ALT-b key for the
- background and ALT-h for the title bar.
- These color are saved with the file of sprites.
-
- ┌─────────────┐
- │ MEGASPRITES │
- └─────────────┘
-
- Summary
-
- Features of MegaSprites
- The MegaSprites' screen
- The most usual keyboard commands:
- Using the mouse in MegaSprites
- Selecting a color for brush, ellipse, fill area and others
- Drawing
- Editing
- Changing the palette
- To change a color in the whole drawing
- Painting and special effects
- Making a sprite
- Making a standard icon
- Making a sprite in ASCII files
- Viewing sprites in memory
- Problems
- Summary of keyboard commands in MegaSprites
-
- Features of MegaSprites
-
- Produces 256 or 16 colors sprites, compressed fast sprites,
- standard icons for Windows (c), allows drawing with mouse or
- keyboard, can change size while editing, has simultaneous ma-
- gnifying window, creating palette, has rubber, ellipse, fill,
- rectangle, spray, shading, mirror, rotation by one degree, re-
- placing a color in the image, insert/delete row or column, mer-
- ging images, cut and paste with rotation on the drawing or from
- a sprite to the drawing, stores until 1024 sprites in memory.
-
-
- The MegaSprites' screen
-
- Images are drawn inside the window in the middle of the screen
- and zoomed x 4 simultaneously in the window above. Width and
- height are displayed below the image.
- At left, the "window on the memory" shows sprites loaded or
- previously drawn and stored into the table. Number in the table
- is below this window and available free space in memory is be-
- low the grey icons, that are for special effects.
- At right is the 256 colors palette and at top of the screen the
- palette for 16 colors sprites.
- Below, the three colors red, green and blue are for creating
- colors for the palette.
- Below are indicators:
- - at left the indicator for the brush up or down, nothing if
- brush is up and a filled rectangle if brush is down.
- - then is the rubber if rubber is on, otherwise nothing.
- - at right a triangle is shown when one gets a color to copy it
- elsewhere in the palette, or there are two filled rectangles
- when one does a color change in the image.
-
- Each of the ten most usual functions has an icon at the bottom
- of the screen, that are from left to right:
- 1) get image from the memory to the drawing window.
- 2) clear the drawing.
- 3) filling.
- 4) the rabbit and the hat, symbolize the 'undo' function,
- that comes back to past and restore image as before last act.
- 5) cut and paste.
- 6) change a color in the whole image.
- 7) make a 32 x 32 icon from the image.
- 8) make a 256 colors sprite from the image.
- 9) make a compressed 16 colors sprite.
- 10) return to the desktop.
-
- There is also a panel for special effects or other drawing
- function: shading, rotating, brush width, ellipse, line, rec-
- tangle, spray...
-
-
- The most usual keyboard commands:
-
- ┌─────────────────────────────────────────────────────┐
- │ cursor keys: select a color. │
- │ space bar: set the brush up or down. │
- │ 0: set the rubber on or off. │
- │ numeric keypad: move the drawing cursor. │
- │ b or z: create a 256 or 16 color sprite. │
- │ i: create an icon. │
- │ <,>,+,- : change the size of the image. │
- │ page up/down: select a sprite in memory. │
- │ g: get a sprite from memory. │
- │ /: cut and paste. │
- │ c: change a color in the drawing. │
- │ u: undo. │
- │ f: fill. │
- │ ESC: returns to the desktop. │
- └─────────────────────────────────────────────────────┘
- The F1 key allows displaying usual commands while drawing.
-
-
- Using the mouse in MegaSprites
-
- In the drawing window the mouse becomes a pencil. By a click of
- the right mouse button, one puts the cursor where the mouse
- pointer is, inside the window, without any change in the dra-
- wing.
- Left mouse button is used to draw, a pixel at the time or
- continuously when holding down the button.
-
- Summarizing the mouse use in MegaSprites...
- In the central window:
- - press left button to draw.
- - press right button to put the cursor at a location.
-
- In the upper magnifying window:
- - press left button to draw.
- - press right button to get color according to that of the
- pixel pointed out by the mouse.
-
- In the left window on memory:
- - press left button to view next sprite.
- - press right button to view the previous one.
-
- In the palette area:
- press any mouse button to get the color.
-
- On the bar of icons:
- press any mouse button to execute the command.
-
-
- Selecting a color for brush, ellipse, fill area and others
-
- Use cursor keys to move both in the 256 color palette and in
- the 16 color palette. The current color is designated by a rec-
- tangle above the palette.
- One clicks the right mouse button on the color either in the
- palette or in the zoomed window to get the color.
-
-
- Drawing
-
- First put the brush down by a press on the space bar. When
- brush is down a rectangle of current color appears above the
- palette. In the same manners, the rubber is set on or off by a
- press on the '0' key.
- Use the numeric keypad to move the cursor on the drawing, or to
- draw if the brush or the rubber is down.
-
- One can change the size of brush by a press on the '.' key.
- Two sizes are allowed.
-
-
- Editing
-
- To edit the image, use these keys:
- CTRL-r Insert a row of pixels at cursor location.
- CTRL-y Delete the row.
- CTRL-o Insert a column.
- CTRL-w Delete the column.
-
- < reduce width (20 pixels min.).
- > increase width (80 pixels max.).
- - reduce height (20 pixels min.).
- + increase height (80 pixels max.).
-
- Mirror functions:
- ] or [ horizontal mirror.
- ~ vertical mirror.
-
- Undo:
- One level undo is provided, type 'u' to restore the image. That
- clears the result of any function having general effect.
- You can type 'b' to save the drawing in the memory buffer, era-
- sing it further is done at the touch of a key with the organi-
- zer.
-
- To clear the window, type CTRL-z or DEL.
-
-
- Changing the palette
-
- You can move a color from a number to another... Press 'o',
- this holds the current selected color, a triangle appears above
- the palette, move now to a new location and press 'o' again,
- this drop the color and the triangle disappears.
-
- You can change basis components of a color to create one...
- Above the palette are the basis components for colors: red,
- green and blue. One changes the current selected color by ad-
- ding or reducing of these inks. Click on the red, green or blue
- component with left button to add to, with right button to re-
- duce this ink.
- With the keyboard, press R, G, B (uppercases) to add ink to the
- color, press ALT+r, ALT+g or ALT+b to reduce an ink.
-
- The palette you create must allow inversion of color for some
- drawing function, this supposes colors with complementary num-
- ber (=complementary position in the palette) also have comple-
- mentary display, so complementary of a clear color must be dark
- and conversely...
-
- The palette is saved in the WRK file, when sprites are saved,
- or separately with the 'w' command at the desktop.
-
-
- To change a color in the whole drawing
-
- This changes all pixels of a color to another color.
-
- Move the brush on a pixel having the color to be changed in the
- image, and then select a color in the palette for the replacing
- color, then press 'c' to do the change.
- The two colors, are displayed above the palette. At left, the
- previous one, at right the new one.
- Press ENTER to do the change, or you can use cursor keys if you
- want change the colors: up and down for the previous, left and
- right for the new.
-
- With mouse, one selects the icon #5, one gets if needed old co-
- lor with left button, new color with right button and one
- clicks again on icon #5 to do the change.
-
-
- Painting and special effects
-
- FILLING
- Select first the color, set the brush up, move the cursor in-
- side the area to fill, set the brush down, press 'f'.
-
- Using mouse:
- 1) first get a color,
- 2) set the location inside the drawing, with right mouse but-
- ton.
- 3) click on the fill icon, the third.
-
-
- ELLIPSE/CIRCLE, RECTANGLE, LINE
- Select first the color for the object to draw.
- Type
- - 'e' to draw an ellipse or a circle,
- - 'r' for a rectangle,
- - 'l' for a line.
-
- The location of the object if the current cursor location. This
- is the center for an ellipse, the starting point for a line,
- the left bottom corner for a rectangle.
-
- To move the object, use the cursor keys or the left mouse but-
- ton.
- To change the size, use the '4', '6', '8', '2' keys or the
- right mouse button. If a line, this changes the ending point.
-
- Type ENTER to draw the object according to the selected color,
- or press ESC to cancel. For the mouse, the get icon does an
- ENTER press.
-
-
- SPRAY
- Press 's' or click on the spray icon, the mouse pointer becomes
- a spray and so remains until you press again on the spray icon.
- When the mouse pointer is a spray, to click or to drag puts a
- set of pixels on the image rather than a single dot.
-
-
- SHADING
- - choose a row in the palette, it will be displayed at top in
- the 16 colors palette... The standard palette has at second row
- a gray gradation that is a good example for the shading func-
- tion.
- - move the cursor on a color in the image.
- - press 'a'. All areas with the chosen color have now grada-
- tion, according to the row of the palette...
- - press ALT-a to do shading from right to left.
-
- MERGING IMAGES
- Press the '@' key to put the sprite in memory over the drawing.
- Press the '*' key to do it according to the current rotation
- angle, value of which being displayed below the window of dra-
- wing, at right.
-
- To change this angle, type:
- F8 1 degree right.
- CTRL-F8 10 degrees right.
- ALT-F8 90 degrees right.
- F7 1 degree left.
- CTRL-F7 10 degrees left.
- ALT-F7 90 degrees left.
-
-
- CUT & PASTE
- This function is similar to the previous one, but it works with
- a part of the drawing, or a part of the sprite in memory.
- Press '/' . A rectangle is outlined upon the sprite in memory.
- Press the TAB key to cut into the image or to return on the
- sprite in memory.
-
- Use <, >, +, - to change size, and the cursor keys to move the
- outlined rectangle.
- Or put left mouse button down and drag to move and right button
- to change size.
- Now press ENTER or click on the first icon at bottom of screen.
- The cut part of the image is now displayed inside the drawing
- window, by inverting the colors...
- Remember than if colors are not complementary in the palette,
- you see nothing.
-
- Now you can change the angle of rotation if you want.
- - press a key of the numeric pad.
- - or press +, - to change a single degree.
- - or press < or > to change 10 degrees.
- - or use same keys as for the previous function.
- With mouse, click on the icons that represent curved arrows at
- left, to change the angle.
-
- The cursor keys or the left mouse button held down, allow to
- move the part of image.
-
- Press ENTER to paste or click on the icon #1 at the bottom of
- screen.
-
-
- Making a sprite
-
- Various kind of sprites can be made from drawing according to
- following commands:
-
- b 256 colors sprite.
- z Z-RLE compressed 16 colors sprite.
- k 16 colors sprite (Size in memory is reduced by half
- in relation to 256 colors sprite). As above, but no
- compressed.
-
- When making any 16 color sprite or icon, the image must have
- colors of a same row in the palette. The sprite has colors of
- the row of palette you select at the time you made it, not the
- colors you use when drawing it... The first color in this 16
- colors palette is always the black background color.
-
- A 16 colors sprite must have even number of columns as two
- pixels are stored into one byte. The program sets the correct
- number of columns.
-
-
- Making a standard icon
-
- When you want to create an icon for Windows, you must first set
- the proper 32 x 32 pixels size.
- Use the '<' key to reduce the width and '-' to reduce the
- height, then draw the image.
- The black color is a part of the displayed image, to make the
- background, use any color that is not in the first row at bot-
- tom of the palette.
- To create the ICO file, press 'i', then give a 8 letters name,
- without extension, and press ENTER.
- The image will also be stored as a k sprite to be further edi-
- ted.
-
- Making a sprite in ASCII file
-
- Type 'j' and give a 8 letters name, without extension, and
- press ENTER.
- The program will create a text file having ASC extension, that
- holds a 16 color sprite, that you may insert directly into your
- programs. The syntax of the array is for the C language, but
- you may be easily edit it to another one.
- This command also makes an icon and a k sprite.
-
-
- Viewing sprites in memory
-
- The window at left shows sprites in memory, one uses PAGE UP
- and PAGE DOWN to select next or previous one in memory. Or one
- puts the mouse pointer into this window and presses the left
- button to view the next sprite or the right button to view the
- previous one.
-
- Type 'g' to copy the sprite from memory to the window of dra-
- wing.
- To compare the images, type @ to put one over the other and
- type u to restore the drawing.
- The Organizer displays full description of each sprite in memo-
- ry.
-
- Problems
-
- UNDO exists. Type 'u' to restore image as before the last act.
-
- BLACK SCREEN
- If you load a previous work and the WRK file has been corrup-
- ted, the color registers can be erased, type 'y' to restore
- standard palette, or load a previously saved palette.
-
- NO ELLIPSE, RECTANGLE, LINE, PASTE...
- The ellipse starts with color complementary to background co-
- lor, if background has color 0, and is black, complementary co-
- lor is 255, and if it is black also, you see nothing. This pro-
- blem disappears by making a palette with complementary colors,
- that is generally the case when using gradation.
-
- COLORS OF SPRITE...
- Remember than when ones makes a 16 colors sprite with MegaSpri-
- tes, colors of the sprites are those or current 16 color pa-
- lette (at top of screen), not colors used when drawing. This is
- a voluntary feature that allows to use different sets of colors
- with a same drawing...
-
- WIDTH OF SPRITES...
- The 16 color sprites must have even width. The program automa-
- tically corrects that and add a column if needed.
-
- WORK CAN'T BE LOADED
- This can occurs if you save sprites with CTRL-s (addresses and
- raw data in separated files) and then load file with 'l' (ad-
- dresses and raw data in same file). Remember 'l' matches s,
- CTRL-l matches CTRL-s.
-
- CTRL-c The control-c interrupt is disabled, however some mouse
- drivers can thwart that, so try to avoid type that.
-
-
- Summary of keyboard commands in MegaSprites
-
- Be careful to upper and lower cases. Keyboard is set in small
- letters state at start.
-
- F1 or h Help screen.
- ESCAPE, q Return to desktop.
- cursor keys Select a color.
- space bar Brush up or down.
- 0 Rubber or brush.
- . Change size of the brush.
- numeric keypad Moving the brush on the drawing.
- HOME Move to lower left in the drawing window.
- END Move to upper right in the drawing window.
- u Undo, restore the previous state.
-
- PAGE UP/DOWN Select a sprite in memory.
- CTRL-HOME View first sprite in memory.
- CTRL-END View last sprite in memory.
- g Get displayed sprite.
- # Put sprite in memory over the drawn image.
- * Put sprite over image with current rotation.
- / Cut and paste with rotation.
-
- b Make a 256 colors sprite.
- z Make a compressed 16 colors sprite.
- k Make a 16 colors sprite.
- i Both stores image in table in 16 color format
- and writes it in an ICO file.
- j Same as 'i' but saves again the image in an
- ASCII file.
-
- CTRL-r Insert a row of pixels.
- CTRL-y Delete a row.
- CTRL-o Insert a column.
- CTRL-w Delete a column.
- CTRL-z or DEL Erase image, clear the window.
- < Reduce width by one column.
- > Increase width.
- + Reduce height by one row.
- - Increase height.
-
-
- o Copy a color to another location in the
- palette.
- c Perform replacement of a color in the whole
- image.
- f Fill area of same color, with current selected
- color.
-
- R Add red in current color.
- G Add green.
- B Add blue.
- ALT+r Reduce red in current color.
- ALT+g Reduce green.
- ALT+b Reduce blue.
- y Restore standard palette.
-
- ] [ Horizontally reverses the image.
- ~ Vertically reverses the image.
- e Draw an ellipse.
- r Draw a rectangle.
- l Draw a line.
- a Shading for areas of a same color.
- ALT-a Reverse shading.
-
- F8 1 degree right for * command.
- CTRL-F8 10 degrees right.
- ALT-F8 90 degrees right.
- F7 1 degree left.
- CTRL-F7 10 degrees left.
- ALT-F7 90 degrees left.
-
- A Goes to the assembler of automaton.
- O Goes to the organizer.
- T Goes to Three-D Viewer.
- F Goes to virtual tree editor.
- ALT-CTRL-b Set the background to the current color.
-
- ┌─────────────────────────────┐
- │ THE ASSEMBLER OF AUTOMATONS │
- └─────────────────────────────┘
-
- An automaton is a sequence of sprites that composes an anima-
- tion. This assembler eases to make automatons and to try them.
-
- The board that graphically shows automatons, and that is saved
- with the sprites, can hold many automatons, that can be easily
- edited and combined. On this board, an automaton is a sequence
- of ellipses with number inside them, ordered by arrows. These
- numbers are numbers of the sprites in memory.
-
- Animation can be shown in the window at the middle of the
- screen, or in full screen with VGA 19. At right of this window,
- nine symbol represent different available links. At right are
- shown the sprites in memory.
-
- To execute a sequence, press 'i' or 'z' to view it in full
- screen. The interpreter reads on the board from left to right.
- It can go up or down, but it respects following priorities if
- several arrows start of the same ellipse: right, then up,
- otherwise down.
-
-
- Making and editing automaton
-
- One selects a sprite in memory with PAGE UP/DOWN keys, and one
- presses ENTER to put an ellipse at cursor location, holding its
- number.
-
- The keys to put arrows are these:
- 0: a horizontal line, the symbol to go right.
- 5: a vertical line, to go up or down.
- 1, 3, 7, 9: symbols to change direction.
- 2, 6, 8: add '>' to the lines, that is for better comprehensi-
- bility but have no utility for the interpreter.
-
- The DEL key erases an ellipse.
-
- To save an automaton, move the cursor at the first ellipse and
- press 'w'. To load it, move the cursor at a location and press
- 'r'.
-
-
- Using a mouse
-
- The mouse pointer becomes a pencil when it is over the board of
- automatons, it becomes a cross if one selects a link symbol
- otherwise it holds a sprite number.
- To get a symbol, click on a displayed symbol in the command pa-
- nel, and click on the sprite in memory to get the sprite num-
- ber, or anywhere on the command panel.
-
- On the board, click the left mouse button to drop an object,
- the right button to put only the cursor at a location.
-
- The horizontal lift allows to scroll the board of automatons.
-
- To change the sprite, click on the PAGE UP/DOWN keys at left of
- sprite in memory, with left button to scroll one at the time,
- right button to a fast scroll.
-
-
- Keyboard commands of the assembler
-
- F1 Help screen.
- PAGES Select a sprite in memory.
- Cursor keys Move to a location on the board.
- 0..9 Put a symbol at cursor location.
- ENTER Put an ellipse on the board.
- DEL Erase current cursor position
- x Clear the whole board.
- i Interpret the automaton and animate it. Move first
- the cursor at start of the sequence.
- z Run the automaton in VGA 19, 256 colors.
- m Execute step by step the automaton.
- r Read an automaton, displays it starting at current
- cursor position.
- w Write an automaton in a file, starting at cursor.
- # Put/Remove the grid.
- n Refresh the screen.
- HOME Go to the start of the board.
- END Go to the end of the board
- < Scroll the board 20 columns left.
- > Scroll the board 20 columns right.
- + Slow down the animation.
- - Speed up the animation.
- p Switch between editor palette or standard one.
- ALT-b Change the panel command color.
- ALT-j Change the board color.
- ALT-n Change the text and line color.
- ALT-o Change the border.
- O Organiser.
- M MegaSprites.
- T Three-D viewer.
- F Virtual tree editor.
- q Return to desktop.
-
- Automatons are saved in files with the AUT extension, that the
- program adds to itself. The board is saved into the WRK file.
-
- ┌────────────────┐
- │ THE ORGANIZER │
- └────────────────┘
-
- This utility allows to change order of sprites in memory, de-
- lete one, convert the format, display the detailed description
- and test the integrity.
-
-
- Keyboard commands of the organiser
-
- PAGES Select a sprite in memory.
- HOME Go to the first sprite in memory.
- END Go to the last sprite in memory.
- m Go to the move mode. Use PAGE UP/DOWN to select a
- new location, press ENTER to move or ESC to cancel.
- DEL Delete displayed sprite.
- t Change current format for converting.
- ! Convert displayed sprite to current format, and
- replace it.
- b Display x 4 a Z-RLE sprite.
- z Display on VGA 19 screen, if format is compatible.
- p Switch between editor palette or standard one.
- A Assembler.
- M MegaSprites.
- T Three-D Viewer.
- F Virtual Tree Editor.
- Q, ESC Return to desktop.
-
- ┌─────────────────────────────┐
- │ THE EDITOR OF VIRTUAL TREES │
- └─────────────────────────────┘
-
- Why get tired to draw landscapes when the computer can do most
- of the work? This program mathematically calculate form of
- trees and paint them on the screen.
- Their parameters are saved in a 16 bytes file that the user can
- display, with the tree function, in its programs.
- Defining all the trees of a forest or a golf ground can be done
- with a single k. byte of data.
-
- In the editor, there are commands to change sizes and command
- to change characteristics of trees.
- In a general manner, one use lowercases to reduce a parameter,
- and uppercases to increase it, for command that have a horizon-
- tal lift on the panel.
-
- Press F1 for help screen.
- Press ? to know numerical values of parameters.
- To speed up the changes on bars, type a number, from 1 to 9.
-
- Commands for sizes:
- s size of the whole tree.
- r random number to determine the whole tree.
- t height of the trunk.
- u length of the branches.
- w width of trunk and branches.
-
- Commands for characteristics:
- l drawing leaves or not.
- b branching or not for the trunk.
- m multiple branches at same level or not.
- h straight trunk or not.
- f fractal characteristic: branches have same
- form than the trunk.
- c conical form.
-
- The trunk can be gray or brown (n), leaves are green or snowed
- (v).
-
- To save parameters, type 'p', then give a name, the program
- adds to the TRE extension. To load a tree, press 'g' and gives
- the name without extension.
-
-
- ┌────────────────────┐
- │ THE THREE-D VIEWER │
- └────────────────────┘
-
- This utilities allows to display the objects you create with
- MegaSprites in a Three-D view.
- I you are a registered user, you are provided a object module
- to add the function to your program, and also you are provided
- the source in C standard language of the algo that make this 3D
- maze you see in the new games that come on the market in the
- last year. The algo is short, and the beauty of this routine,
- is as for the fractal threes, you paint only one image, and
- have it reproduced on all the walls of the virtual city the
- algo draws.
- This speed however is not that of these programs you have seen
- for the reason the present program don't use look-up tables
- that store the result of calculations. These tables require
- more than 100Kb and may not be included with the editors. They
- should also be rewritten when one changes the size of the sce-
- nery.
-
- In this unregistered version, size of the sprites is limited to
- 80 x 80 that is not sufficient for the walls, and so a special
- version of MegaSprites is provided with the registered version
- that is the same program, with a 16 color palette and a 160 x
- 160 drawing window. The Screen Maker program provided with the
- registered version also allows to import pictures having until
- 320x200 pixels.
-
- The bar of icons at bottom display these function from left to
- right:
- 1) Set the corridor view.
- 2) Set the front wall view.
- 3) Get the previous image.
- 4) Get the next image.
- 5) - 8) Change the size.
- 9) Go to MegaSprites.
- 10) Return to the desktop.
-
- Above the bar of icon is an indicator that shows if the view
- display an image or only the structure of scenery.
- If you wish to change the size of the scenery, set first the
- view to the green lines for faster display. That be done by a
- click on the indicator.
-
- Summary of commands:
-
- g Get the image to the view.
- DEL Remove the image from the view.
- e Set the corridor view.
- f Set the front panel view.
- PAGE UP Newt image.
- PAGE DOWN Previous image.
- < Reduce the width.
- > Increase the width.
- - Reduce the height.
- + Increase the height.
- M Go to MegaSprites.
- ESC Return to the desktop.
-
-
- ┌─────────────────────┐
- │ FORMATS FOR SPRITES │
- └─────────────────────┘
-
- All formats but MS are for displaying sprites from bottom to
- top of screen.
- Coordinate of sprite, but special F and EAS, are
- - 0..639 x 0..479 on VGA 18 and SVGA,
- - 0..319 x 0..199 on VGA 19.
- Size is limited only by editors, 80 x 80 with MegaSprites and
- VGA 18 sprite editor, 320 x 200 with Screen Maker.
-
- Encoding use either bitmap: 16, 256, Z16 or bit planes: F16,
- MS, EAS. Bit planes encoding displays very fast on VGA 18 (or
- VGA 16-EGA) screen resolution. Bitmap is an universal encoding
- that displays on MCGA, VGA, SVGA with appropriate functions.
- Principle of bitmap is to store all bits of a pixel into a byte
- of memory, while bit planes encoding stores image by screen
- planes.
-
-
- The 256 colors format.
-
- It's a universal format to display sprites with all VGA and
- SVGA screen modes. Each pixel is coded with one byte, according
- to the bitmap encoding.
- In VGA 19 these sprites can be displayed very fast.
-
- Header:
- Byte 0: height, from 1 to 200.
- Byte 1: unused
- Byte 2-3: width from 1 to 320.
- Byte 4: format code 1.
- Byte 5: unused
-
-
- The 16 colors format.
-
- A universal format for VGA and SVGA. No compressed. The palette
- number allows on 256 color screen to display the same sprite
- with different sets of colors. It uses bitmap encoding with a
- byte holding two pixels.
-
- Header:
- Byte 0: height, from 1 to 200.
- Byte 1: unused
- Byte 2-3: width from 1 to 320.
- Byte 4: format code 5.
- Byte 5: palette row number.
-
- The 16 colors Z-RLE format.
-
- A universal format for VGA and SVGA. Image is coded with an RLE
- compression algorithm that allows a display with same fast
- speed than no compressed sprite. Compression can divide size by
- 5 or more, depending of complexity of the image. The palette
- number allows on 256 color screen to display a same sprite with
- different sets of colors. Use bitmap encoding.
-
- Header: as above, with format code 4.
-
- The F16 (fast) format.
-
- It is a format for VGA 18, that displays sprites very fast,
- with no boundary, so horizontal coordinate is in range 0..79
- and not 0..639. Use bit planes encoding.
-
- Header:
- Byte 0: height, from 1 to 200.
- Byte 1: unused
- Byte 2-3: width from 1 to 80.
- Byte 4: format code 6.
- Byte 5: unused.
-
- The EAS (Easy) format.
-
- This format allows to make sprite with variable number of
- screen pages, from 1 to 4, and so displaying animation without
- erasing background. Uses bit planes encoding.
- Header:
- Byte 0: height, from 1 to 200.
- Byte 1: unused
- Byte 2-3: width from 1 to 80.
- Byte 4: format code 3.
- Byte 5: unused.
-
-
- MS
-
- Format to display sprites from top to bottom of screen. It uses
- bit planes encoding.
- Header:
- Byte 0: height, from 1 to 200.
- Byte 1: unused
- Byte 2-3: width from 1 to 320.
- Byte 4: format code 2.
- Byte 5: unused.
-
-
- Icons.
-
- When icons are packed in a single file, they use the 256 or 16
- colors format or compressed Z-RLE format.
- They also can be saved into an ICO file with Windows' format.
- Functions of the library in the registered version that display
- icons use color 9 as background color and don't put it on the
- screen, that is for rather display the 0 color that corresponds
- to the more useful black color.
-
-
- ┌────────────────┐
- │ FILE FORMATS │
- └────────────────┘
-
- Extensions are entirely managed by the program. If user gives
- an extension when asked for a filename, the program removes it
- and puts the proper extension. Each type of file has its proper
- extension.
-
- SPR Sprite table. Can hold relative addresses of sprites, or
- no.
- WRK Work file, it is created when saving sprites and it holds
- preferences, palette, board of automatons.
- ADR Addresses of sprites in the table. Generated by a CTRL-s.
- PCX Picture file, the standard format.
- VRT Picture file, more compressed format with fast display.
- VGA Picture file with no header, no compressed.
- PAL Palette. Bytes 0 to 767 are RGB registers, byte 768 is
- unused, bytes 769..784 for colors 0..15 of the VGA 18
- palette.
- AUT Automaton. Each sprite number use two bytes. Bytes 0 et 1
- of the file hold the number of sprites.
- TRE Tree file, holds 12 parameters, one byte each.
- ICO Standard Windows' (c) icon file.
- ASC Sprite saved as ASCII file.
-
-
- ┌───────────────┐
- │ COMPATIBILITY │
- └───────────────┘
-
- This new version is fully compatible with the previous ver-
- sions. However new variables for configuration have been added
- since version 1.6 to configuration (WRK) files, also some win-
- dows can be black when loading old files. To fix that, change
- colors with ALT-b and ALT-h and save the file.
- Since version 1.7 compatibility is full between Screen Maker
- that produces 320 x 200 images and VTools.
-
-
-