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1995-06-25
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19KB
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518 lines
G N O O M I I
The sprite editor
Version 1.02 - June 1995
Copyright (c) by Nikolai Soumarokov
* * *
This program was written using the excellent XLIB library by
Themie Gouthas. If you don't have it, get it now. It's really
great.
=======================================================================
DISTRIBUTION
=======================================================================
This program is Public Domain. You are encouraged to make
copies of the program, to give it to other people, to upload
it to FTP cites and to BBS's, to put it on CD-ROMs, etc., as
long as you distribute the program in its original form, that
is you distribute all the program files together and do not modify
them in any way. The program files are:
GNOOM.EXE
GNOOM.DOC
6X8B.FNT
DEFAULT.PAL
TITLE.PAL
TITLE.SCR
TITLE.GN2
GNJOIN.EXE
Under no circumstances is this program to be sold. No payment
to the author is required for using this software. I would
appreciate, however, if you send me your comments and suggestions
or simply a postcard or a fax. Your feedback will help me make
this program better and will also support my further programming
efforts. Also, if you write a program using GNOOM II, I would
appreciate a copy. See the end of this document for how to
contact me.
Finally, GNOOM II is provided AS IS. The author specifically
disclaims any responsibility for any loss of profit or any
incidental, consequential or other damages. I did not program
GNOOM II to do anything harmful, but if something happens, I
am not responsible for that. Also, while the program works
fine on my PC I do not guarantee it will work on other machines.
=======================================================================
OVERVIEW
=======================================================================
GNOOM II is, well... a sprite editor. The thing is, I needed
a sprite editor to write my own games. I looked through several
CD-ROMs and found 4-5 shareware programs. Some of them were not
bad at all, but they just didn't have the features I needed.
(if you're an author of a really powerful sprite editor, sorry -
- I might have missed your program). OK, some features that make
GNOOM II different are the following:
- It works in the 320x240 mode. Why? Because I think it's better
than standard 320x200. For example, if you draw a circle in
320x200, you get an ellipse. In 320x240 it really looks like
a circle. This does not mean, of course, that the games you
create using GNOOM will have to work in the same resolution.
- It supports scaling and rotation of sprites.
- It supports up to 24 sprites and stores all of them in one file.
- The sprites can have variable size (from 4x4 up to 64x64).
- It supports up to 100 frames of animation.
- It has all the standard drawing tools (line, circle, box, etc.)
- It includes user-defined undo.
- It allows you to paste while preserving the background.
=======================================================================
REQUIREMENTS
=======================================================================
- 486SX (The program is not well-optimized for speed; it
might work rather slowly on other systems. On the other
hand, it might not -- I haven't tested! But after all, if
you write games, you do have at least a DX2, don't you?)
- VGA
- Two- or three- button mouse (If your mouse has only one button,
you've probably got a Mac :))
- 400K RAM (Maybe less -- I didn't really test)
=======================================================================
HOW TO START
=======================================================================
Run 'GNOOM.EXE', or 'GNOOM.EXE /notitle' to skip introductory screens.
=======================================================================
HOW TO END
=======================================================================
I know on my own experience that nothing frustrates the user as
much as the absence of an easy way to quit a program. So, I explain
this at the very beginning: to quit, press ALT and Q or point at
the "Q" button and press both mouse buttons simultaneously.
=======================================================================
CONTROLS
=======================================================================
The program can be controlled entirely with the mouse. Both mouse
buttons are used, as well as the combination of both (you need to
press the right one first, and then, while holding it, the left
one). Almost every command has a keyboard shortcut, yet the mouse
is essential for drawing and some other operations. The following
is the complete list of all commands with detailed descriptions:
Abbreviations used: LMB - left mouse button
RMB - right mouse button
BMB - both mouse buttons
K - keyboard shortcut
THE SIZE LOCK (A BOX IN THE TOP LEFT CORNER):
LMB - toggle the lock on/off
K - ` or ~ (on most keyboards the key under Esc)
When you start the program, this lock is unlocked, so
that you can select the size of the sprite. To begin
drawing, YOU MUST LOCK IT.
SIZE SCROLL BARS (TO THE RIGHT AND BELOW THE SIZE LOCK):
LMB - change the sprite size
If you change the sprite size after drawing the sprites,
the sprites will be cropped.
PALETTE (COLOR BOXES IN THE TOP RIGHT PART OF THE SCREEN):
LMB - change the current color
BMB - change the color of the mouse pointer
R, G, B
LMB - toggle the palette control lock
Without unlocking these you cannot change the RGB
components of the current color.
< AND > OR SCROLL BARS NEXT TO R, G, AND B
LMB - change RGB components of the current color
PALETTE NAME
LMB - change it
K - ? (shift + /)
SPRITE NAME
LMB - change it
K - /
ANY OF THE 9 TOOLS
LMB - select it
K - F1..F9
The tools are (from left to right): point mode, line,
ellipse, filled ellipse, rectangle, filled rectangle,
fill, cut/copy, paste.
EDITING AREA
For all the tools except cut/copy and paste:
LMB - apply the tool with the current color
RMB - apply the tool with the background color
BMB - set the current color to the color of the dot
under the pointer
For cut/copy tool:
LMB - copy
RMB - cut
For paste tool:
LMB - normal paste
RMB - paste while preserving the background
ARROWS UP, DOWN, LEFT, AND RIGHT
LMB - Scroll the sprite; the line that disappears on one
side, appears on the other
K - arrow keys
BMB - Scroll the sprite; the line that disappears on one
side is lost
K - CTRL + arrow keys
BI-DIRECTIONAL ARROWS
LMB - flip the sprite
K - ALT + arrow keys
90-DEGREE ROTATE BUTTONS
LMB - rotate the sprite is its width and height are equal
K - Home/PgUp
BMB - rotate any sprite; some parts might be lost
K - CTRL + Home/PgUp
Warning: this command rotates the sprite around its corner.
If you want to rotate the sprite around its center point,
use the rotate ("ROT") command.
< > ABOVE "ROT"
LMB - change the degree of the next sprite rotation
(in 15 degree steps)
K - < >
< > ABOVE "SC"
LMB - change the percentage of the next scaling (in 5% steps)
K - [ ]
H AND V BUTTONS
LMB - toggle horizontal or vertical scaling
K - H V
UNDO BUTTON
LMB - undo the last operation
K - ESC
USER BUTTON
LMB - restore the sprite from the user-defined undo buffer
K - U
RMB - save the current sprite into the user-defined undo
buffer
K - ALT + U
ANIMATE, SWAP, AND COPY BUTTONS
LMB - switch to normal, animate, swap, or copy modes
K - A S C
R AND P BUTTONS AT THE BOTTOM OF THE SCREEN (ANIMATE MODE)
LMB - toggle reverse and bi-directional frame order
for animations
K - End PgDn
< > UNDER "FRAME" (A