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- WGT Sprite Creator Online Help file
- 1 6
- Pencil Tool
-
- #1
- The pencil tool lets you draw
- individual pixels where you click the
- mouse. It is the simplest of the tools.
- 2 8
- Line Tool
-
- #2
- The line tool will draw a line between
- two points. Click on the first point,
- and hold the button. Move the mouse to
- the second point and release the
- button to draw the line.
- 3 9
- Box Tool
-
- #3
- The box tool will draw a rectangle
- between two corners. Click on one
- corner of the rectangle. Hold the
- button down while you move to the
- second corner. Release the button
- to draw the rectangle.
- 4 9
- Bar Tool
-
- #4
- The bar tool will draw a filled
- rectangle between two corners. Click
- on one corner of the rectangle. Hold
- the button down while you move to the
- second corner. Release the button to
- draw the bar.
- 5 10
- Circle Tool
-
- #5
- The circle tool will draw a hollow
- circle where you click the mouse.
- Click on the center of the circle.
- Hold the button while you move the
- mouse away from the center point. This
- will change the radius of the circle.
- Release the button to draw the circle.
- 6 11
- Filled Circle Tool
-
- #6
- The filled circle tool lets you draw a
- filled circle where you click the
- mouse. Click on the center of the
- circle. Hold the button while you move
- the mouse away from the center point.
- This will change the radius of the
- circle. Release the button to draw
- the filled circle.
- 7 13
- Ellipse Tool
-
- #7
- The ellipse tool lets you draw a
- hollow ellipse where you click the
- mouse. Click on the center of the
- ellipse. Hold the button while you
- move the mouse away from the center
- point. This will change the horizontal
- and vertical radius of the ellipse
- depending on the distance away from
- center in each direction. Release the
- mouse button to draw the ellipse.
- 8 14
- Filled Ellipse Tool
-
- #8
- The ellipse tool lets you draw a
- filled ellipse where you click the
- mouse. Click on the center of the
- ellipse. Hold the button while you
- move the mouse away from the center
- point. This will change the horizontal
- and vertical radius of the ellipse
- depending on the distance away from
- center in each direction. Release the
- mouse button to draw the filled
- ellipse.
- 9 13
- Polygon Tool
-
- #9
- The polygon tool lets you draw a
- hollow polygon from a set of points
- you select. Click on the first point
- with either the left or right mouse
- button. This will start the polygon
- using the appropriate button colour.
- You may continue to add new points
- using the left button. The right
- button will finish the polygon and
- connect the first point with the last.
- 10 14
- Filled Polygon Tool
-
- #10
- The filled polygon tool lets you draw
- a filled polygon from a set of points
- you select. Click on the first point
- with either the left or right mouse
- button. This will start the polygon
- using the appropriate button colour.
- You may continue to add new points
- using the left button. The right
- button will finish the polygon and
- connect the first point with the last,
- and fill the polygon.
- 11 17
- Spray Can Tool
-
- #11
- The spray can lets you draw random
- pixels around the place you click with
- the mouse. Left and right buttons
- have different drawing colours when
- clicking in the edit window.
-
- If you click on the spray can tool in
- the toolbox with the right hand button,
- a small menu appears which allows you
- to change the spray settings. Click
- on the plus and minus buttons to
- change the values. From this menu, you
- can modify the delay time, and size of
- spray.
- 12 9
- Fill Region Tool
-
- #12
- The fill region tool lets you fill an
- area of the sprite with a colour.
- The area is bounded by any colour
- other than the one at the pixel you
- clicked on. Left and right buttons
- have different drawing colours.
- 13 12
- Colour Change Tool
-
- #13
- The colour change tool lets you change
- pixels of one colour to a new colour,
- given a rectangular area. Click on the
- first corner of the rectangle. Hold the
- button and move to the second corner.
- Release the mouse button and all pixels
- with the right mouse button colour will
- be changed to the left mouse button
- colour.
- 14 9
- Which Colour Tool
-
- #14
- The which colour tool lets you change
- the left or right mouse button colour
- by choosing a colour from the sprite.
- Click on the pixel within the sprite
- and the drawing colour for the button
- you pressed will be changed.
- 15 13
- Get Region Tool
-
- #15
- The get region lets you cut and paste
- portions of a sprite. Click on the
- first corner of the area to grab. Hold
- the button and move to the second
- corner. Release the mouse button and
- the area selected will be stored in a
- paste buffer. You then use the paste
- region tool to paste the area onto
- the sprite in a new location. The area
- selected is not cleared to colour 0.
- 16 15
- Put Region Tool
-
- #16
- The put region lets you cut and paste
- portions of a sprite. Click and hold
- the mouse button while in the edit
- window. You can move the region that
- was grabbed by the get region tool to
- the new location. Releasing the button
- will paste the region onto the sprite.
- If you change your mind, and do not
- want to paste the region onto the
- sprite, move the region off the bottom
- right side so the sprite will not be
- changed.
- 17 6
- Horizontal Flip Tool
-
- #17
- The horizontal flip tool flips the
- entire 64x64 sprite buffer
- horizontally.
- 18 6
- Vertical Flip Tool
-
- #18
- The vertical flip tool flips the
- entire 64x64 sprite buffer
- vertically.
- 19 10
- Clear Sprite Tool
-
- #19
- The clear sprite tool erases the edit
- window for working on a new sprite.
- The current zoom window area is not
- reset to the full window. Use the
- UNDO tool to recover the sprite if
- you click on this by mistake, since
- it doesn't confirm the action.
- 20 10
- Delete Sprite Tool
-
- #20
- The delete sprite tool removes a
- sprite from the storage, and moves
- any sprites after it back one storage
- slot. Make sure you insert a blank
- sprite if your program uses the file
- or your sprites will have the wrong
- slot numbers.
- 21 13
- Insert Sprite Tool
-
- #21
- The insert sprite tool moves all
- sprites between the current slot
- location and the end of the file up
- one slot number. It then puts a blank
- sprite (which takes no memory) into
- the current slot. In other words, it
- makes a space for a new sprite between the
- current slot and the slot before. If a
- sprite exists at the last slot
- the operation is aborted.
- 22 34
- Text Tool
-
- #22
- The text tool allows you to print
- text onto the clipboard. You can use
- and test custom fonts that have been
- created with the sprite editor. A text
- menu will appear when you select this
- tool. It has the following options:
-
- Load Font
- Default Font
- Type Text
- Exit
-
- Load font will bring up the file
- selector. Font files have the
- extension .wfn and can be created
- with the create font tool.
-
- Default font returns to the default 8x8
- font, if you have chosen a custom font
- previously.
-
- Type text switches views to the
- clipboard. Click on the place you want
- the text to appear. Type in your text
- with the keyboard. Hitting enter will
- move the cursor to the next row.
- Also, you can use the backspace key
- to correct any mistakes.
-
- Exit will take you back to the main
- menu.
- 23 53
- Load/Save Pictures
-
- #23
- This tool brings up a menu for
- loading and saving pictures which are
- stored in another format. You can
- load or save BLK, PCX, PAK, CEL,
- BMP, or LBM images.
-
- After clicking on the button, you
- will be asked if you want to load or
- save a picture. The first two
- selections load a picture into the
- clipboard. The second two selections
- (load/save single) load a picture
- directly into the current storage
- location as a sprite.
-
- After selecting one, another menu
- appears which lets you choose
- which kind of picture to load or
- save. If you choose a type, a
- file selector appears and you may
- select your picture. If you are
- loading a picture, it will not be
- shown immediately if you are loading
- it into the clipboard. You will
- have to use the Get Sprite or Get Big
- Sprite tool to use the picture.
-
- When you load an image onto the
- clipboard, your mouse cursor
- will change into a hand. If
- the image is larger than 320x200
- you can click and drag the mouse
- to move the picture. Clicking
- the right mouse button or hitting
- enter will save the current image
- into the clipboard.
-
- If you are loading a picture which
- contains a palette, (PCX,CEL,etc)
- you will be asked if you want to
- use the palette of the picture, or
- remap the picture to the current
- colours. Remapping will attempt to
- recolour the picture with the
- current palette.
-
- If you are loading a single picture
- into a storage location, the palette
- information is ignored, and no colour
- remapping is performed.
- 24 6
- Trash Sprites Tool
-
- #24
- The trash sprites tool deletes all of
- the sprites from the storage. You will
- be asked to confirm this action.
- 25 6
- Clear Clipboard Tool
-
- #25
- The clear clipboard tool will clear the
- clipboard with a colour, depending on
- which mouse button you click.
- 26 17
- Undo Tool
-
- #26
- The undo tool restores the sprite with
- what is in the current undo buffer.
- The sprite is copied into an undo
- buffer every time you click on a tool
- button. For example, if you click on
- the circle tool and draw a circles,
- then click on the undo tool, the
- circles will disappear, and the sprite
- returned to how it looked before.
- Undo only works for tools in the
- edit window. Actions such as
- clearing the clipboard, or
- getting/putting with the storage
- cannot be undone.
- 27 7
- Load Sprite File Tool
-
- #27
- The load sprite file tool prompts for
- a filename with the file selector.
- The current storage area is erased and
- the new sprite file is loaded.
- 28 12
- Save Sprite File Tool
-
- #28
- The save sprite file tool prompts for
- a filename with the file selector.
- If the sprite file you choose already
- exists, a backup will be made with
- the extension "spb". (You may turn this
- option off in the setup screen)
- The current storage is saved into a
- sprite file for loading into your own
- programs.
- 29 7
- Quit Tool
-
- #29
- The quit tool will exit the sprite
- editor and your storage will be
- lost. You will be confirmed on this
- action.
- 30 8
- Other Toolbank Tool
-
- #30
- The other toolbank allows you to switch
- between two sets of tools. The first
- tools you see when running the sprite
- editor are only half of them. Click on
- this to use the other half.
- 31 7
- Rotate 90 Degrees Tool
-
- #31
- The rotate 90 degrees tool quickly
- rotates the image by 90 degrees
- counterclockwise. For other angles,
- see the freehand rotate tool.
- 32 49
- Freehand Rotate Tool
-
- #32
- The freehand rotate tool brings up a
- rotation menu which looks like this:
-
- One frame
-
- Start - 1 +
- End - 10 +
-
- Multiple Frames
-
- Exit
-
- One frame will allow you to choose the
- angle of rotation and visually see the
- sprite when it is rotated by that
- angle. After choosing your angle,
- click on the done button. The sprite
- will be grabbed into a 64x64 buffer.
- If the rotated sprite is larger than
- 64x64, it will be cut off around the
- edges to fit into the zoom window.
-
- The start and end buttons select a
- range of sprites which will be used
- when the multiple frames button is
- selected. The sprite will be rotated
- 360 degrees within the start and end
- range. This makes it extremely easy
- to rotate an image. To rotate an
- image 360 degrees by 10 degree
- increments, choose a range with 36
- sprites and click on multiple frames.
-
-
-
-
-
-
-
- The sprite editor will first find the
- smallest sprite size needed to fit
- all of the rotated images. It will then
- rotate each image and place it in the
- storage area. Sprites may need to be
- adjusted manually for centering, and
- pixel touch-ups.
- 33 10
- Resize Sprite Tool
-
- #33
- The resize sprite tool takes the
- current sprite in storage and resizes
- it over the clipboard. While on the
- clipboard screen, pressing the left
- button will resize the sprite between
- the top left corner and the mouse, and
- the right button will exit.
- 34 7
- Resize Clipboard Tool
-
- #34
- The resize clipboard tool is the same
- as the resize sprite tool only it
- resizes the entire clipboard instead
- of the current sprite.
- 35 13
- Get Sprite Tool
-
- #35
- The get sprite tool grabs a portion
- of the clipboard into the edit
- window. This lets you grab sprites
- from PCX, BMP, and other pictures.
- Click on the top left corner of the
- sprite. Move to the bottom right
- corner and click again. The maximum
- size for this tool is a 64x64 sprite.
- To grab large sprites, see the get
- big sprite tool.
- 36 13
- Put Sprite Tool
-
- #36
- The put sprite tool takes the sprite
- in the sprite buffer and allows you
- to paste it onto the clipboard.
- You can create a full screen picture
- by pasting various sprites onto the
- clipboard, and save it as a PCX, CEL
- or WGT's custom image formats.
- Clicking the left button while
- viewing the clipboard will paste and
- the right button will exit.
- 37 15
- Copy Sprites Tool
-
- #37
- The copy sprites tool lets you copy
- a range of sprites to a new location.
- A menu will be displayed where you
- can select the range you wish to
- copy. After setting the source and
- destination slot numbers, click on
- the copy button. If the source and
- destination ranges overlap, the
- sprites will not be copied, and a
- tone will sound. Clicking on
- the abort button will return to
- the main drawing screen.
- 38 27
- Mouse Cursor Tool
-
- #38
- This tool allows you to design a
- new shape for the mouse cursor.
- Two 16x16 pixel sprites are needed
- to use this tool. Draw all pixels
- that will appear white in the first
- sprite. Any colour other than 0 will
- be considered white. To create the
- second sprite, choose a different
- colour and make an outline around the
- first sprite. Any pixels set in this
- sprite will appear black. To test
- the mouse cursor, position the
- current storage area on the first
- sprite, and choose the Mouse Cursor
- tool. If the sprites are not 16x16 or
- the storage is in the incorrect place
- a tone will sound and you will return
- to the main menu. Otherwise, the
- mouse will change into your cursor so
- you can see what it will look like.
- Pressing S will save a portion of
- C language code which you can later
- use with the mouseshape command in
- WGT.
- 39 37
- Grid Grab Tool
-
- #39
- The grid grab tool lets you quickly
- grab a number of images which have
- been arranged in a grid on a picture.
- The most common use for this tool is
- for grabbing tiles, since they are
- all equal in size, and fit into a
- grid perfectly. A menu will appear
- which looks like this:
-
- Grid Width 16
- Grid Height 16
- Number of Columns 20
- Number of Rows 12
- Horizontal Spacing 1
- Vertical Spacing 1
- Offset from left 0
- Offset from top 0
- V I E W G R A B E X I T
-
- If you click on the number beside
- each option, you may edit the value.
- Horizontal and vertical spacing is
- the number of pixels between each
- tile in the grid. The offset values
- let you move the grid around the
- screen.
-
- Click on view to see what the grid
- looks like with the current values.
- Clicking on grab will go through
- each tile in the grid and grab the
- next sprite. Sprites will grabbed
- starting at the current storage
- location.
- 40 10
- Remap Sprites Tool
-
- #40
- The delete sprite tool removes a
- sprite from the storage, and moves
- any sprites after it back one storage
- slot. Make sure you insert a blank
- sprite if your program uses the file
- or your sprites will have the wrong
- numbers.
- 41 15
- Get Big Sprite Tool
-
- #41
- The Get Big Sprite tool allows you
- to grab a sprite off the clipboard
- that is larger than 64x64 pixels.
- Note that you cannot edit these sprites
- due to the limitations of the sprite
- editor. You can paste the large
- sprites back onto the clipboard
- by pressing the right hand button on
- the put sprite tool. Other WGT
- commands that use sprites will be able
- to use these large sprites without any
- modifications to your program.
- 42 18
- Put Last Tool
-
- #42
- The Put Last Tool is the same as the
- Put Sprite tool but you do not get to
- place where it will go on the
- clipboard. Instead, the sprite is
- pasted where you last grabbed a sprite
- with either the Get Sprite or Get Big
- Sprite tools.
-
- You can edit a full screen picture
- easier with this tool. First grab an
- area of the picture using the Get
- Sprite tool. Edit the area as you
- would a normal sprite. Now click on
- this tool and your changes will be
- copied to the clipboard.
- 43 8
- Load Animation Sequence
-
- #43
- This tool loads in an animation
- sequence that was previously saved
- with the Save Animation Sequence tool.
- Animation sequences are used in the
- animation menu.
- 44 12
- Save Animation Sequence
-
- #44
- This tool saves an animation sequence
- that you have designed in the
- animation menu. This is useful if
- your animation is fairly long and it
- is difficult to recreate. You should
- keep animation sequences of important
- images so you can easily see what the
- final animation will look like if you
- make some changes.
- 45 67
- Animate Tool
-
- #45
- The animate tool lets you preview your
- sprites in animation. This is useful
- for seeing if the sprites will
- animate correctly within your program.
- A menu will appear in the edit window.
- It has the following options:
-
- Clear all
-
- Slot number A
- Sprite number D
- Delay D
-
- Clear all will wipe out the whole
- animation sequence. You will be
- asked to confirm this choice.
-
- The last three options have push
- buttons for increasing or decreasing
- values. Clicking the left button will
- change it by one. Clicking the right
- button will keep changing the value
- while you hold down the button. This
- is useful for quickly setting the
- number.
-
- Slot number may range from 1 to 80.
- This means you can have up to 80
- sprites in the animation sequence.
- Each slot has a unique sprite number
- and delay value.
-
- Sprite number contains the sprite from
- the storage for this slot. The sprite
- will be shown just below the delay
- option. A sprite number of 0 means
- the sequence is finished.
-
- Delay contains the delay value for
- the current slot.
-
- To the right of the slot number values
- is a button called Add. Clicking on it
- will increase the slot number, and
- increase the sprite number at the
- same time. This is very useful if you
- have arranged your sprites in sequence.
- You can quickly set up the animation
- sequence by holding the right mouse
- button. If you go too far, set the
- first unwanted sprite to 0, to stop
- the animation at that point.
-
- At the bottom of the menu is the
- animate button. Press and hold this
- button to animate the sprite. For each
- slot, the sprite is shown for a period
- of time, depending on how long the
- delay value is. The sequence is
- repeated when a sprite value of 0
- is found.
-
- See the Save and Load animation tools
- for managing your animation sequences.
- 46 15
- Shrink Sprite Tool
-
- #46
- The shrink sprite tool removes all
- black pixels (colour 0) on the top left
- edges of the current sprite in the
- storage. This is meant to chop off
- any extra space that is not needed in
- the sprite. After the sprite is shrunk,
- it is moved into the edit window.
- If you have aligned your sprites for
- animation purposes to a certain x and
- y offset, this tool will cause you
- problems, and you should only use
- the trim sprite tool.
- 47 16
- Trim Sprite Tool
-
- #47
- The trim sprite tool removes all black
- pixels (colour 0) on the bottom right
- edges of the current sprite in the
- storage. This is meant to chop off any
- extra space that is not needed in the
- sprite. After the sprite is trimmed,
- it is moved into the edit window.
- If you have aligned your sprites for
- animation purposes to a certain x and
- y offset, do not worry. Trim will not
- move your sprite to the top left corner
- of the window. Trim only changes the
- bottom right corner if necessary.
- 48 14
- Trim All Sprites Tool
-
- #48
- The trim all sprites tool removes all
- black pixels (colour 0) on the bottom
- right edges of all of the sprites in
- the storage. This is meant to chop off any
- extra space that is not needed in the
- sprite. It operates the same as the
- trim sprite tool. This tool is useful
- before saving a sprite file. It will
- decrease the size of the sprite file,
- hence saving memory when you load the
- sprites from your program.
- 49 16
- Macro On
-
- #49
- This tool starts recording a macro
- which stores all of your mouse
- selections. You can later execute
- these actions again on other sprites.
- To make a set of actions perform on
- a range of sprites, you can click on
- one of the storage slider buttons as
- the last action. When you play the
- macro back a number of times, it will
- move to a new sprite and perform those
- actions. Only mouse movements/clicks
- are recorded. If a keypress is
- detected, the macro will stop playing.
- 50 6
- Macro Off
-
- #50
- This tool stops recording a macro, if
- you have previously started recording
- using the macro on tool.
- 51 11
- Macro Play
-
- #51
- This tool will play the current macro
- the specified number of times. If you
- press the right button on this tool,
- you can set the number of times a macro
- will play. This counter will reset to
- 1 every time you execute the macro.
- A macro can be stopped in mid-execution
- by pressing a key.
- 52 6
- Load Macro
-
- #52
- This tool lets you recall a macro you
- have saved. This is useful for keeping
- macros that you use often.
- 53 8
- Save Macro
-
- #53
- This tool saves the current macro
- under a new name. A file selector will
- appear and allow you to choose a new
- name for the macro. Macros have the
- extension ".smc".
- 54 12
- Create Font Tool
-
- #54
- This tool will convert the sprite
- storage into a WGT font file. Each
- sprite in the storage represents the
- same character in the ASCII table.
- Since fonts are monochrome, all colors
- other than 0 will be considered to
- be part of the character. You can
- test your fonts by loading in the
- font menu.
- 55 6
- Empty Sprite Tool
-
- #55
- This button is under construction
- at the moment. Pressing it will
- do absolutely nothing!
- 56 6
- Registration Information
-
- #56
- This button will display the
- version number and copyright
- information.
- 57 7
- Setup Options
-
- #57
- This button will take you into a
- setup screen where you can toggle
- specific options of the
- WGT Sprite Editor on or off.
- 58 9
- Dos Shell
-
- #58
- This button will attempt to enter
- a DOS shell. If you do not have
- enough memory, it will return to the
- editor immediately. Typing exit
- will return to the editor as you
- left it.
- 59 5
- Free Memory
-
- #59
- This button will show how much
- free memory is left.
- 60 8
- Other Toolbank Tool
-
- #60
- The other toolbank allows you to switch
- between two sets of tools. The first
- tools you see when running the sprite
- editor are only half of them. Click on
- this to use the other half.
- 61 11
- Edit Window
-
- This is where all editting is done.
- Clicking in the edit window will cause
- different actions depending on which
- tool is currently in use. It shows
- a magnified area of the sprite being
- editted. It may be magnified from
- 2 to 32 times the original size.
- Higher magnifications make it easier
- to draw since the pixels are larger.
- 62 10
- Color Selector
-
- The Color Selector contains all of the
- colors available for drawing your
- sprites. Each sprite file contains
- a single palette, which is used by
- all sprites in the file. Each mouse
- button may have a different color
- assigned to it, by clicking with
- that button on one of the colors.
- 63 8
- Drawing Colors
-
- These boxes show which colors have
- been assigned to each mouse button.
- When the a tool is used in the edit
- window, one of these colors will be
- used depending on which button you
- press.
- 64 6
- Swap Colors
-
- This icon will swap the colors of the
- left and right mouse buttons. This
- is useful when using the color change
- tool.
- 65 10
- Color Edit Menu
-
- This will open a color control panel
- which allows you to modify the current
- palette. You can set new RGB values
- for the palette registers, copy
- one color to another, blend between
- two colors, and load or save palettes.
- The default palette may be changed by
- modifying the default.pal file.
- 66 7
- Zoom Window
-
- This window shows the sprite with
- the actual size it will appear. Also,
- a zoom box is shown over the sprite.
- This box is the region which is shown
- in the edit window.
- 67 14
- Zoom Selectors
-
- These icons will allow you to change
- either corner of the zoom box. The
- zoom box control which area of the
- sprite is shown in the edit window,
- and it also defines what will be
- put into the storage when you click
- on the Put Storage icon. The first
- icon lets you change the upper left
- corner, and the second changes the
- bottom right. As you change the
- size of the zoom box, the size
- indicators change accordingly.
- 68 8
- Sprite Scrollers
-
- These allow you to scroll the sprite
- around within the sprite buffer.
- They are used to view another area
- while maintaining the same zoom
- magnitude, and also to move the
- sprite to a new location.
- 69 5
- Status Indicators
-
- The status indicators show where
- the sprite storage slot is selected,
- and how large the current zoom box is.
- 70 8
- Retrieve Storage
-
- This button will delete whatever is
- currently in the sprite buffer, and
- replace it with the sprite in the
- current storage slot. If no sprite
- exists in the storage slot, nothing
- happens.
- 71 10
- Put Storage
-
- This button will save what is inside
- the zoom box into the current storage
- slot. It does NOT save what is in the
- zoom window. It only saves what is
- displayed in the edit window. If a
- sprite already exists in the current
- storage slot, it is erased, and
- replaced with the new sprite.
- 72 9
- Storage Area
-
- This is the storage area. The storage
- area contains slots for 2000 sprites.
- The middle box shows the current
- storage slot, while the ones on either
- sides show the previous and next slots.
- When a sprite file is saved, all the
- storage slots are saved into the file.
- 73 9
- Storage Position
-
- The current storage slot may be
- changed by clicking on the icons
- on the left and right, and using the
- slider in the middle. Clicking the
- right mouse button on the side
- icons will quickly move through the
- storage.