Scenergy #01
31 мая 1999 |
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Warez Pack - description of the application log: SpriteLand v1.27
Spriteland v1.27 0. A few common phrases ... The frequency with which there are new Version Spriteland'a can strike anyone please ... :) For almost 4 years have passed since when resulted in almost weekly releases new versions (all died out in version 1.19 In November of 1995) came out only 2 update'a. And also with enviable frequency - once in 2 years:) And what is most surprising - very substantially modified version 1.25 not gone beyond the limits of my computer anywhere! Ie within 2 years I was the one enjoyed the new version, and the people suffered, using 1.11 and 1.19. It is time to fix this annoying mistake and release a new Spriteland in light, which I do on pages 1 numbers of our magazine. Sam Spriteland can be found in the annex to magazine, but in this article - his description. For those who already enjoyed by previous versions of this program, I suggest, nevertheless see description - in version 1.25 was added many new features. As a rule, innovations highlighted separately and begin with the words "Since version 1.25. "The rest is worth reading description carefully - in Spriteland incorporated a lot of opportunities and some of them, without a doubt, unique! In other words - this program is In order to use it in developing Your programs! 1. Specifications This program is designed to work with sprites and provides, if not all, then at least very many of those functions that are normally required for to produce a sprite file for use in its program. The program requires to run at least 128 kilobytes of memory, and TR-DOS version is not lower than 5.03. This program provides following features: Number of sprites read: 250 Volume read sprites: 64kb The maximum size of the sprite: 32x24 sign- places, ie the whole screen. Formats read sprites: _ By rows - The columns - By familiarity Each format can be read as a attributes, and without them. 3 modes of reading are made of sprites: - Manual - Automatic - Reading animations Sprites can be viewed in 2 modes: - An interactive manual review. - Through the player animations. Support operations: - Copy - Transfer - Removal - Delete attribute - Change the format of reading sprite - Shift All operations can be performed for both single sprite (in playback mode) and groups of sprites. Possibility of merging the sprites on the principle of "Sprite + mask". Ability to read from the disk and storage in memory (at the expense of the volume read sprites) to 5 screens. Ability to view all information about read sprites, as well as conservation this information on disk in three formats: - Code files - Text - File in TASM v3.0 2. Running the program In this program, for storing the read sprites and downloaded from disk screens used Ram Disk, organized in paged memory of the computer (this is just explains the fact that the program does not can run on computers with memory less than 128 kilobytes). Therefore, immediately After you download the test number installed in your computer memory, and if it is found that Program available memory above 48 kilobyte (you have an 48 or Spectrum the program is running in a mode of Spectrum 48), issued a message box on the impossibility of future work program, and you do no choice but to press the RESET and either buy a Spectrum 128, or run program in the 128th mode. If the program has found it necessary for 128 KB, the screen clean, and you will be directly in the main menu. 3. Main Menu The main menu shown in Figure From it, by selecting different items, you be able to access all parts of the program and do what you need. Briefly describe the purpose of each of the menu items (for a detailed description of each of them can be found below.) DISK MENU - all disk operations. READ SPRITES - Reading sprites. VIEW SPRITES - Image read sprites GROUPS - work with groups of sprites. SPRITE + MASK - merge sprites on the principle of "Sprite + mask". OPTIONS - call settings menu. PICTURES - work with pictures. SYSTEM INFO - delivery system information read about the sprites. ABOUT - getting information about the program. QUIT - exit the program. 4. Management All management of the program is carried out by selecting items in the menu system. Moving the cursor over items in all menu of the program is carried out by shortcuts - arrow cursor. Selecting menu, as well as editing options by pressing ENTER. Installation various flags of conditions is pressing SPACE. Go to the previous menu in all cases by pressing BREAK key or EDIT. Additional keys are available modes READ SPRITES and VIEW SPRITES. A list of these keys will be given in description section of the regimes. In edit mode parameters offers the following additional keys: TR.VIDEO - Set the cursor to the top line editing. INV.VIDEO - setting the cursor to the end line editing. GRAPH - Switching between INS / OVR. UP ARROW - Cleaning edit buffer. EDIT - Waiver of editing. At the same time restores the previous value. Enter the numbers in all modes possible in decimal, hexadecimal and binary number systems. We now turn to a more detailed description of each of the above menu items. 5. Menu disk (DISK MENU) CATALOGUE - Displays folder of your drive. Type of directory You can customize by choosing one of the modes: + SCREENS - pictures only + ALL FILES - all the files. Together with the catalog in issued a separate window information on the disk. LOAD PICTURE - Boot disk image. You must specify the image name, as well as slot (one out of five) in which she will loaded. In fact, you can download and any other file - the program simply take from it the first 27 sectors (even if the length of the file is smaller). SAVE SPRITES - Record of sprites on the disc. When you save a sprite or information about them (see below) you will always have two ways to specify the name: - Select from a catalog (SELECT FILE) - Input manually (FILENAME) Specifying the name and clicking SAVE, you write the file on the disc. If a file with that name already there - will be issued an additional request of overwrite the file. File will not be recorded only in 2 cases: - If the disk already has 128 files. - If during the recording was pressed BREAK. SAVE INFO ... - Saving the information about sprite (sprite number, size, readout method, the shift in the sprite-file etc.). Spriteland allows you to save information in three modes: - In the form of a code file. - As a text file. - In the form of a file as an assembler TASM v3.0. The desired mode is selected here. More information about each of these regimes - below. 5.1 Retention of information about sprites in code file (SAVE INFO AS CODE FILE) In this mode, only saved the bias Each sprite relative to the beginning sprite file. Code file will be unloaded with consistently recorded displacements. If necessary, you can also specify the initial value of displacement (ADDRESS) - it will soon get ready addresses, if you know the load address sprite file into memory. 5.2 Retention of information about sprites as a text file (SAVE INFO AS TEXT FILE) In the text file, in contrast from the other recording modes information is stored all information about the sprites: - The number of sprites (No) - Beginning offset of the sprite in sprite file (Index) - The size of the sprite X and Y (X, Y) - A sign of the presence of attributes (Atr) - The way that has been read sprite (Mod) - A sign that the sprite at the case "sprite + mask" (S + M) Example swapped information: No | Index | X | Y | Atr | Mod | S + M ---------------------------- # 01 # 0000 # 13 # 01 - LIN - # 02 # 0098 # 0E # 03 - COL + # 03 # 0212 # 18 # 01 + CEL - The signs '+' or '-' in columns and Atr S + M show the presence of a sprite trait or lack of it. LIN, COL and CEL in column Mod show way, who thought the sprite: + LIN - line by line. + COL - column by column. + CEL - by familiarity. More detail on each of these ways: - Read the rows. This format sprite is usually used in all programs. Line sprite are in memory sequentially, from top to bottom, that very convenient for to work with sprites. If the sprite contains attributes - they will be located directly behind the sprite and in the same form - each line one after another. - Read the columns. This format convenient in the case when it is necessary handle sprite moving along the columns rather than by row. For example it happens necessary to implement "vyezzhaniya" sprite from behind the screen. For example sprites for those menus that go from behind the screen in this shell, said namely the columns. Bytes sprite form a set of vertical columns of width 1 familiarity. These columns are arranged in memory sequentially. Storage format attributes similar - also in the columns. - Reading of familiarity. Enough specific format, all the time he told me It took only 1 or 2 times. Sprite This format is a set of familiarity. Ie First there are 8 bytes forming a familiarity in the upper left corner, next familiarity - something that is right of entry, etc. Ie sprite read, as it were linear, but each line contains no bytes, and familiarity. Attributes are the same as in read the lines. There is one little trick with this format. If you need to consider drawn on the screen, the font size of 1x1 zankomesto, you can just take it as a single large sprite, believes are familiarity! In this case, the memory will be as times the normal font:) Among other things you like in the rest modes, you can specify starting address Your sprite file into memory - then Indexes will be converted beginning this address. Starting with version 1.25, there were 2 more options - unloading of numbers in hexadecimal radix (HEX DIGITS) and choice Marker end of the line (EOL MARKER): # 0D, Or # 0A # 0D + # 0A. 5.3 Retention of information about sprites as an assembler source code (SAVE INFO AS TASM FILE) This mode of preservation information is most useful Developer Programs as makes it easy efforts to get a table pointers to a few sprites directly in the form assembler source. True, the discharge is only possible in one format - TASM v3.0. This is partly explained by the fact that I'm writing in TASM'e, and partly to the fact that still support all assemblers - few actually, and not especially needed given the existence of many converters. In this mode, the discharge only displacement of sprites, but in 90% of cases enough. Displacement in the unloaded form: DEFW Index1, Index2, Index3, Index4 The initial value of the bias is natural You can ask. Starting with version 1.25, there was the ability to specify a label that defines a Your program this sprite file (USE LABEL). In this case the unloaded table will look different: DEFW LABEL + Index1 DEFW LABEL + Index2 DEFW LABEL + Index3 DEFW LABEL + Index4 Additionally, you can choose a system radix paged numbers - decimal or hexadecimal (HEX DIGITS). 6. Reading sprites (READ SPRITES) In principle, this menu program is the main without it, actually, there was no if nothing else. :) Ability to work programs 3 modes: + MANUAL READ - read the manual mode. This mode is standard for all programs intended for reading sprites. + AUTOMATIC READ - automatic Read sprites. + READ ANIMATION - automatic Read animations. The last 2 modes appear, are unique - they have I seen any any other program. A detailed description of each of modes read below. After selecting the mode you are, no matter how Strangely enough, get into the menu OPTIONS. This made specially to you in advance able to choose the parameters of sprites, which You'll read. Installing the necessary parameters (more about them - below), if You have chosen readout mode animations - that get into the setup menu of the regime. If you select a different mode - you will be asked to choose a picture with which you will read the sprites. And selecting it, you finally get directly to the selected mode reading. Strictly speaking, since version 1.25, all these intermediate menus have become basically irrelevant because all necessary menus are invoked directly by read sprites. But I still left everything as it is - you never know what:) 6.1 Manual mode readout sprites (MANUAL READ) When you enter this mode (as actually all the others) you will always watch on the screen of 2 things - you have chosen to of the picture and the frame-pointer. Your task itself is that by moving the frame around the screen and changing its size to install it in such a way that it highlights an area screen you want to get as sprite. You will only be considered sprite by pressing the FIRE (that sprite read you will be informed by flashing border). You should also enter and to all other sprites subject read. After that the mode You can leave with a clear conscience. :) Control keys: SINCLAIR JOYSTICK - moving across the screen scope-cursor. Adherents of other ways Management may, of course, long indignant about this, but here can not help it - I originally wrote this program for personal use and did as I was comfortable. :) ARROWS - resizing frame-pointer. Using these keys, you can mark on the screen you require any sprite. Selecting it and pressing '0 'to you put the sprite into memory - 'think' him. At the same time (if you read the sprites without attributes) on the screen this sprite make up a colored rectangle - sign that this sprite has already been read. It does not let you get lost, what sprites you have already considered and which are not. Additional indication that you considered a sprite, you will blink curb. '5 '- UNDO. Clicking on this button produces erase from memory the last read by a sprite. In this case, marking read this sprite is erased from the screen. ENTER - key action of this little differs depending on how you Sprites are reading - with or without attributes. If you read the sprites with the attributes then by clicking on this button, you can see marking sprites, otherwise speaking, know what sprites you are already believed and what - no. Clicking on any key returns you to the readout mode sprites. If you read the sprites without attributes, then pressing ENTER, you can select what you desired - see mark of sprites on the screen or not. However, in any case, the mark of sprites maintained and, having worked with harvested mark, and willed all look the same - what are you out there read, boldly press ENTER and mark in front of your eyes. SPACE - Exit Reader sprites. To prevent the unintentional release of (And on leaving you will lose a mark Sprites and the right to their UNDO) will appear asking you to confirm your desire to leave here. Starting with version 1.25, in all modes Read sprites appeared following shortcuts: 'I' - display a window with information about the currently selected sprite: + X POS and Y POS - position of the sprite to screen (familiarity). And + X SIZE Y SIZE - the size of the sprite (in familiarity). + SCREEN - the display address. + ATTR - addressed in the attributes. 'O' - call menu OPTIONS. Is useful to change the parameters read sprites, no exit Readers (and without losing the buffer UNDO). 'P' - the call menu PICTURES. Must working to change the image without leaving from the reading mode. Naturally, this key does not work in READ ANIMATION. 6.2 Automatic Read sprites (AUTOMATIC READ) Mode manual reading is good sprites In all cases, but sometimes there need to take a group of identical the size of sprites, has consistently located on the screen (for example, read font or phases of motion of the hero Your future games). In this case, more It will be convenient to use the mode automatic reading of the sprites. Starting with version 1.19, this mode read works like sprites as follows: After selecting all the options and working pictures, you'll be in operation apparently not different from manual mode Read sprites - the same picture and frame-pointer. However, in this mode, this frame you need only choose to screen location and size of the first You need groups of sprites Management (the same as in manual mode reading). Select the desired sprite and press '0 '. Instead of seeing a sprite, Spriteland displays a menu settings for automatic reading. Installing the necessary settings, click START, and all the other sprites are automatically. Brief description of the parameters: X START - X coordinate of the first (group) sprite on the screen (familiarity). Y START - Y coordinate of the first (group) sprite on the screen (familiarity). X SIZE - Width retrieved sprite (in familiarity). Y SIZE - Height retrieved sprite (in familiarity). IN LINE - the number of sprites in a row. ALL - the total number of sprites. START - start reading. I note that the parameters: X START, Y START, X SIZE, Y SIZE been installed in accordance with a location on the screen and the size of scope-cursor, which you mentioned sprite IN LINE contains a value of maximum the number of sprites of this size in line, so that you do not need them install. Further events will develop the following as follows: The first sprite will be read by coordinates X START and Y START (X SIZE size on Y SIZE familiarity). Next sprite should located right next to the right of the first, and etc., all IN LINE sprites. Then reading will be done with next row, and so until read by ALL sprites. During reading Image is on screen, and a few Sprites are marked (if you are, of course, read them without attributes), so if You are still unclear mechanism of this mode of operation, launch reading sprites with no attributes, and watch the mark - you all will become clear. 6.3 Read mode animations (READ ANIMATION) This mode is to read the animations. Sometimes a situation arises when it is necessary to consider few frames of animation, and each frame is located on individual images (one and the same place and same size). Automatic reading of animations just designed to rid you of heaps of work on reading all this. In this mode, the reading takes place on the following principle: 1) First, there is a window job parameters read: START FRAME - initial frame number. END FRAME - Number of finite frame. FILENAME - file name mask. USE FIRST 0 - use a leading zero. 1,2,3 DIGITS - number of digits. The essence of all these parameters in order to specify a method for forming the name of each file containing the animation frame. File name formed by the following principle: [Mask file name] + [leading zeros] + [number] The number of total lead zeros and numbers given in the options. Examples: FILENAME = ANIM USE FIRST 0 = NO DIGITS = 2 ANIM1, ANIM2, ANIM3 ... FILENAME = anim_ USE FIRST 0 = YES DIGITS = 3 anim_001, anim_002, anim_003 ... Set all necessary parameters Press the START READ. If everything was installed correctly - the first frame loaded and Spriteland returns to the Read sprites. Just as in the automatic mode reading, you should choose location and size of the sprite and press FIRE. After that, each frame of animation will be sequentially loaded in the area of the screen and read the next sprite - it all automatically. 7. Image Sprites (VIEW SPRITES) Going into this mode of operation, You can view a matter of your sprites, as well also perform with them some operation. At the entrance to the playback mode at the top of the screen appears one of the few Your sprites, while the bottom is window with information about the sprite, as well same menu operations with sprites. Appearance of the screen when working in this mode is shown in the figure. The left side of the window is information a sprite, located on the screen: X SIZE - the width of sprite in familiarity. Y SIZE - the height of the sprite in familiarity. NUMBER - sequence number of the sprite. ATTRIBUTES (YES / NO) - sprite read from attributes (YES) or not (NO). READ AT - reading a sprite file format: - Along the lines (LINES) - In columns (COLUMNS) - By familiarity (CELLS) STATUS - status of the sprite: - Sprite (SPRITE) - Mask (MASK) - "Sprite + mask" (SPR + MASK) SELECT (YES / NO) - sprite marked (YES) or not (NO). Minor clarifications to some points: Status of the sprite - no more than fiction. He only need to create "Sprite + mask" and a shift of sprites, all Otherwise, it can be a calm conscience ignore. Learn more about appointment status sprites, see function SPRITE + MASK. Evaluation sprite (SELECT) is required only for copy (COPY) and Transfer (MOVE) sprites in mode VIEW SPRITES, and indicates a sprite will copied or transferred. Control keys: ARROW LEFT / RIGHT - move to next / previous sprite. ARROW UP / DOWN - respectively, the transition to first / last sprite. SPACE - enter the menu operations with sprites (See below). ENTER - on / off. window with information about sprites. It is necessary to view large sprites (more than 15 of familiarity height). '1 '.. '7' - Shortcut keys for operations with sprites. BREAK / EDIT - exit to the main menu. Menu operations with sprites: Choosing items in this menu, you can perform some useful operations on a matter of your sprites. All actions in this menu are made directly with sprites, currently located on the screen. If necessary, perform this action for a few sprites Use the menus GROUPS (see below). In this menu you can choose: SELECT - mark a sprite. Necessary for following two functions. COPY - copy a sprite. Marked SELECT command sprite to be copied immediately after the sprite at the moment located on the screen. MOVE - Transfer of a sprite. Action of the operation similar operations COPY, except that rubs off on his sprite original location. DELETE - delete a sprite. Erased sprite, currently located at screen. ATTR. OFF - remove attributes sprite. Transforms the sprite that was read to the attributes a sprite without attributes. READ AT ... - Change the format of reading sprite. Menu appears: In it you can set the desired format of the sprite, as well as its status. ROLL SPR. - Shift the sprite. Lets get out of sprite 8.4 or 2 sprite is shifted relative to each other 1,2 or 4 pixels. Shift possibilities: - Shift in 1,2 or 4 pixels (Yield, respectively 8.4 or 2 sprite). - Shift left or right. - Shift the sprite (with the filling of empty Bit 0) or mask (with the filling empty bits 1). Limitations of the shift: - Width of the sprite is not more than 31 familiarity (Because otherwise, after the shift will be a sprite wider than the screen). - Sprite has to be without attributes. Also, if you use the shift should remember that as a result of his will created more 1.3 or 7 sprites, for store which may not be enough memory. In this case, you will receive warning about the impossibility of translation This sprite and you have to think about clear the memory. 8. View the animation (VIEW ANIMATION) Starting with version 1.25, in Spriteland'e appeared the player animations. To save memory, which is never enough, he built on the universal slow procedures and take pictures directly from the RAM disk'a, which also does not add his speed. But, no matter what, he is still a reasonably comfortable and useful tool. Setup menu as follows as follows: FRAMES - assignment of personnel who will be played: + ALL - all just a few sprites. + RANGE - only a certain part. If you select RANGE, it is necessary to define a set of frames for playback: + START - initial frame number. + END - end frame number. + QUANTITY - the number of frames. In this case, if you set any of the 2 last parameter remaining unchanged automatically. DELAY - delays while playing. + NEXT FRAME - delay when changing the frame. + REPLAY - delay before retrying animation. Parameter is measured in "interrupt", ie 1 / 50 of a second. A value of 0 corresponds to no delay. OPTIONS - setting how to play animation: + PING PONG - play animation first in line, and then in reverse direction. + CYCLIC - "loop" animation. Animation will play until you press any key. + INVERSE - play animation opposite direction, ie animation You can play both first and with end. + CLEAR - erasing the current sprite screen before displaying the next. Because in fact, this player is like what sprites to display, then This suggests that the "footage Animation is not necessarily should be the same size, and read from the same parameters. Therefore, in avoid unwanted "junk" from the residues sprites and put this flag. Although, if all the sprites of the same size, then it is better to remove, because procedure erase sprite from the screen as well works very slowly. START PLAY - start playing the animation. If the flag CYCLIC off, then after playing the entire animation will exit the menu, otherwise the animation will be played until then, until pressed any key. 9. Working with groups of sprites (GROUPS) Menu work with groups of sprites gives you the same operations with sprites that action menu mode VIEW SPRITES, but here, these operations hold for all the sprites or something their group. Describe here each menu item is not sense, since all of them have already been described in section describing the regime VIEW SPRITES, but must describe the method of defining options for working with groups of sprites. So, if you perform operations COPY or MOVE, then after selecting the items menu appears, where you will you must specify a group of sprites to processing. This is done by setting the following parameters: FIRST - number of the first sprite to copy (transfer). QUANTITY - the number of copied (Portable) sprites. AFTER - sprite number, after which copied will be located (Transferred) the group of sprites. Setting the necessary parameters, press START and you have selected sprites will copied (transferred) to a new location. For all other operations in this menu sequence settings will be as follows: First you get a menu where you can choose one of two items: GROUP or ALL. If you select ALL, then this operation will be performed on all a few sprites, if you choose para GROUP, you will have an additional set the number of first and last sprites order you want in the pop group menu. And, setting the boundaries of the group, again nevertheless press START, and you have chosen operation will be performed. 10. Creating a "sprite + mask" (SPRITE + MASK) This mode of operation of the program will allow you to get a form of sprites as "Sprite + mask", ie two sprites the same size and have the status of respectively SPRITE MASK and will be merged into one sprite as follows: byte mask byte sprite byte mask byte sprite byte mask byte sprite ......................... byte mask byte sprite. When this mode is not performed no additional settings and program immediately "goes to the cause." In as a description of the mode I will approximate algorithm for its work to Easier for you to understand that it is necessary that program, and what restrictions superimposed on the sprites to be merger. So, after running the program starts scan a few sprites. Taking the first to meet the sprite and the first encountered in the mask, the program produces checking the suitability of the couple for create a "sprite + mask". Checking suitability according to the following parameters: - And a sprite and mask read without attributes. In fact, this restriction is imposed from a purely common sense: I can not imagine a mask for an attribute. But when suddenly this someone might want to - let me know and I'll take off this restriction. - Dimensions of the sprite and mask are the same. - The total amount of sprites and masks are not exceed 6912 bytes. This is due to limiting the size of the buffer to create "Sprite + mask". If this pair is suitable for creating "Sprite + mask", then their numbers are stored (Otherwise - are not remembered), and program proceeds to an analysis of a pair of second Sprite and two masks, etc. until such couples do not run out. After this happens directly to the merger process, but it no longer relevant. I can only say that in the window that appears you will see a counter - number of already established "sprite + masks and their total number. Now, how to read the same sprites, to obtain the desired set "Sprite + masks. Based on the above can offer two ways to read Sprites: 1) Read first the whole set sprites, and then the entire set of masks. And it does not matter that he considered at first: sprites and masks, it is important that the mask corresponding to the first sprite was first among the masks. 2) Read the corresponding pairwise sprites and masks: 1 st sprite ,1-I mask 2-d sprite I ,2-mask 3rd sprite I ,3-mask ..................... n-th sprite, n-I mask. However, these two methods are not only - the sprites and masks can be read in any order, it is only important to the i-th sprite and i-th mask in your read a set of sprites formed you need a pair to create "Sprite + mask". Starting with version 1.25, you can see the results of this procedures in the regime VIEW SPRITES. For this press the 'M' when 'sprite + Mask is on the screen. 11. Menu options (OPTIONS) In the options menu you can set your desired file format reader sprites, as well as some color. Menu options are as follows: ATTRIBUTES - Installation reading sprites attributes or without them. READ AT: - Choose Format sprites: - Along the lines (LINES) - In columns (COLUMNS) - By familiarity (CELLS) STATUS: - Select the status of sprites: - Sprite (SPRITE) - Mask (MASK) COLORS: - Installation of colors: - This color sprite for reading (MARK) - Background color when reading and viewing sprites without attributes (PAPER) - Color of border (BORDER) 12. Menu with pictures (PICTURES) In this menu you can make some action on a loaded memory images. VIEW PICTURE - View images. ERASE PICTURE - Remove an image from memory. This function is very useful for cleanup of you who have been unnecessarily images. 13. Menu System Information (SYSTEM INFO) In this window you can see the whole necessary information about the read sprites, as well as general information about the state of Affairs in the program. The following information appears: - Number of read sprites. - The number of uploaded images. - The amount of free memory. - The total amount of read sprites. - Information on a few sprites: - Number - Shift - The size of the X and Y - The presence of attributes - Readout mode Information about the read sprites displayed in the form list view information about all sprites You can run on this list of the cursor. 14. Afterword So now you know about the opportunities Spriteland enough to use its functions as efficiently as possible. If you want to know my opinion - I basically happy with this his program. Of course, it is not without some deficiencies (especially I do not like organized work with groups), but all this for 4 years of existence, it has been used in writing a huge number of programs as member'ami Digital Reality, and others and has always provided required from it a set of functions. Of course, I would like to continue to develop this program. I have many ideas for about what more can be done in this program - easy to work with groups, project files, built-in editor Work with sprites without reference to familiarity, and more. But I was stopped by two things: Firstly, the existing concept Spriteland'a used almost maximum, and all of the above bells and whistles can be realized only in versions 2.xx written from scratch. This, as You know, a huge amount of work. It was then and there the second reason. The fact that I was not clear - whether you want it anyone besides me? I absolutely do not smiles ugrohat few months writing useless programs ... You have it. So I'm waiting on you support, and if it seems to me sufficient - the version 2.xx will come.
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В этот день... 21 November