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- ====================================================
-
- Drip On
-
- by R. Pfeifer
-
- ====================================================
-
- N.B. A large Next slot will be needed to run this
- program. LoRes needs 672k and HiRes 1312k.
-
- An effective way of bringing a screen on. In this
- directory are 7 files.
- !Readme! : These instructions
- LoRes : Drip On for a low-resolution screen
- e.g. mode 12, mode 15, mode 39
- HiRes : Drip On for a high-resolution screen
- e.g. mode 27, mode 21
- 1 : The screen you want to be dripped on must
- be placed in this directory and called 1.
- ObeyFile : Sets current directory to this one.
- Essential for finding file to be dripped
- on.
- LoResSpool & HiResSpool : See later.
-
- The screen provided is mode 12 so run LoRes to see
- it done. There will be a short delay then it will
- work. If you wish to be able to produce the drip
- effect instantly, run LoResSpool to produce a file
- called DRIP which will do it instantaneously when
- run. This DRIP file does not require the presence of
- the sprite file 1 or any of the other files provided
- but takes a faily large amount of disk space
- compared with a sprite file. It needs no free RAM to
- run, however.
- Before running DRIP, make sure you are in the
- mode the sprite was in, with the palette it used
- loaded up, or strange colours can result.
- HiResSpool does the same for a high-resolution
- sprite.
- DRIP is by far the fastest way of getting this
- graphics display.
- For ultra-low-res sprites (e.g. mode13), use LoRes
- and although not as quick or hard-disk-economical
- as it could be, it will work.
- For modes 47&48 (acorn's game modes) use LoRes.
- For others, experiment.
- Programmers, feel free to rip off the code & idea.
-