System - sprite generator and editor: SCG v4.2.

Spectrophoby #05
 ╔───────────────────────╗    
SYSTEM    
 ╚───────────────────────╝    
                                
 Today the section "SYSTEM" we contains
Two global programs are important. What if there be
absolutely accurate - even four, since
S.CON.  refers to SCG and ST BLOCKMAKER to
ST PLAYER.                              
                                          
 And right away I would like to apologize to
the real author of the program SPG v2.0,
published in the fourth issue, on Sa-
In fact, the author of this program is Mukhortov
D.V.  Maslov's surname was printed according to
misunderstanding.  And since these programs were received
directly from the authors and was received
permission to publish, then that’s what we did
we're dumb. First we'll talk about SCG, and then
about ST programs.                          
                                          
                                          
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║••••• GENERATOR AND SPRITE EDITOR ••••║
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╚════════════════════ ════════════════════╝
                                          
                                          
Program proposed for consideration
"SCG" is a generator and editor
sprites. The difference between this program and the
a lot of similar onesis available
What is the built-in animator and cutout mode?
sprites both from the screen and from the data file
nyh, drawing mode in sprite, as well as
window mode.                    
                                          
                                          
                                          
 Version 4.2 is analogous
version 4.1, but it is fixed
some animation mode bugs
tions.                            
                                
 If you find any
whether there are errors, inaccuracies, or
you have any wishes
suggestions and suggestions, please contact
Contact the authors whose addresses
is at the end of this description.  
                                
 The program can store in its
memory up to 5 sprites in size
13X22 acquaintances and up to 1300 spry-
product size 1X1 familiar place.    
                                
                                
                                
                                
                                
 The program includes the following files:     
                                          
 SCG 4.2 - Sprite editor and generator 
 SCGH 4.2 - A short description of the editor,
            the code block of which can be
            if the need arises,
            print on a printer;      
 S.CON - Sprite converter;           
 DEMO1 - Set of sprites "HARE";        
 DEMO2 - SKELETON sprite set;      
 TEXTURE - A small set of textures for
            filling the sprite with a given background
 get0 ┐ Source texts of the output procedures
 get1 │ yes to the screen of sprites in four
 get2 │ various formats, written
 get3 ┘ in GENS-4 assembler format   
 prspr - The procedure for displaying one 
            a new sprite from the set according to his 
            number.  ╔──────────────────╗      
Editor description      
 ╚──────────────────╝      
                                
 ╔════════════════╗            
Main mode           
 ╚════════════════╝            
                                          
 In the main mode on the screen you will see   
three windows:                                 
┌■■■■■■■■┐┌■■┐ Where: 1-editable window 
│1 ││2 │  2-sprite             
│ │└■■┘  3-information window
│ │                                
│ │ In the edited window, place 
│ │  magnified 8 times 
│ │  sprite section.           
└■■■■■■■■┘                                
┌■■■■■■■■┐                                
│3 │                                
└■■■■■■■■┘                                
                                          
                                          
                                          
 The information window contains:        
                                          
 KEYS - Current control     
 FREE..100% - Amount of free memory
 SPRITE....0000 - Numbersprite          
 SIZE....02x02 - Sprite size         
 SPRITES..0000 - total number of sprites  
                                          
                                          
 By controlling the cursor in the edited window,
You need to remember a few rules.      
                                          
 First:by pressing the 'FIRE' key you turn on
you have a pixel. By pressing again you turn off
you eat this pixel.                          
 Second: if the cursor goes out of bounds
window being edited, then the change occurs
Changing the position of the edited window in the sprite
those  The position will also change
if pressing and holding the 'SYMBOL key
SHIFT', you will use the up keys
management.  This is done in order to
provide fast movement around the sprite,
if such a need arises.       
 In the main mode you can dosome
what are some simple operations with a sprite:       
                                          
 'S.S.+0' -- Clearing the entire sprite        
 'С.S.+9' -- Clearing the edited window  
 'С.S.+8' -- Remove the frame around the sprite  
 'S.S.+7' -- Invert sprite         
 'С.S.+6' -- Invert window           
 'S.S.+5' -- Sprite rotation (square)
 'С.S.+4' -- Vertical mirror         
 'С.S.+3' -- Horizontal mirror       
 'S.S.+2' -- Undo last action  
 'С.S.+1' -- Prohibition/allowance of printing
             tour of the edited window     
                                          
 'S.S.+S.S.' -- call the main menu.    
                                          
                                          
                                          
                                          
                                          
                                          
                                          
                                          
 ╔══════════════╗             
Main menu             
 ╚══════════════╝             
                                          
                                          
 By calling the main menu, you will see:     
                                          
 ╜───────────────┐        
 ├───────────────┼┐       
 │FILES ││       
 │PA3MEP ││       
│НАСтРОЙКА      ││       
       │СПРАЙт         ││       
       │ОКНА           ││       
       │ПАМЯтЬ         ││       
       │ВЫРЕЗКА СПРАЙтА││       
       │АНИМАтОР       ││       
       │РИСОВАНИЕ      ││       
       │ВРЕМЯ          ││       
       │ВЕРСИЯ         ││       
       │ВЫХОД          ││       
       └┬──────────────┘│       
        └───────────────┘       
                                
 Один  из пунктов этого меню будет выделен
тёмной полосой, которая является курсором.
Используя  клавиши 'ВВЕРХ' и 'ВНИЗ' вы пе-
ремещаете  курсор по различным опциям. Вы-
бор  опции,  на  которой стоит курсор осу-
ществляется нажатием клавиши 'FIRE'.      
                                          
                                          
 ╜────────────────┐       
Working with files       
 └────────────────┘       
                                
After selecting the optionFILES you will receive a
nude, in which you can choose:             
                                          
DIRECTORY - disk directory           
SET OUTPUT - all sprites are unloaded 
ENTER SET - all sprites are loaded 
SPRITE OUTPUT - one sprite is unloaded 
SPRITE INPUT - one sprite is loaded 
OUTPUT - output of the current sprite  
INPUT - input of the current sprite   
ADDITIONAL SET - upload a set of sprites
EXIT - exit this menu   
 Current means a sprite, with
which you work with.                     
                                          
 Please note:           
                                          
 First: the program works with the current display
         leader                         
                                          
 Second: one sprite or set of sprites
         loaded to the end of memory, but
         sometimes it (memory) is not enough.   
                                          
 Third: when the set is loaded, everything becomes
         Any sprites are erased.           
                                          
 When you select the I/O option, you will
prompted to enter a file name andhis type. EU-
Are you happy with the file name you are using?
worked last time, press'ENTER'and
enter its type. The type can be anything. EU-
whether for any reason you changed your mind,
click 'С.S+S.S.'  and you will exit this
mode.                                   
                                          
 If in disk output mode you enter
name of a file that already exists, old file
will be erased.                              
                                          
 If there is no file whose name
you set in download mode, you will see
corresponding message.                
                                          
 By selecting the option to upload one sprite, you
must choose his number. (see section
"SELECT SPRITE")                          
                                          
 When browsing the directory to continue
view, use any control
key.  Will be notified after viewing
information on the entire disk as a whole:  NAME - disk name                    
 DELETE - number of deleted files      
 FILES - total number of files on disk 
 FREE - amount of free space      
                                          
                                          
                                          
 In the disk directory viewing mode on the
erased files are not displayed in the re-
As a result, gaps may arise between
file names.  No need to worry, it's
no failure.                                  
 In case you click 'CS+SS' in    
pause time when browsing the directory, you
immediately stop watching and return to the
nude  But if you press 'С.S.+2', then
Information will be provided to you shortly
on disk.  ╜─────────────────────────┐   
Changing the sprite size   
 └─────────────────────────┘   
                                
 By selecting the option SIZE in the main menu and
By manipulating the control keys, you change
you know the size of the sprite. Sprite outline and its
the size written in the information window,
changes according to the current situation
tion.  Having established the required dimensions, press
press 'FIRE', and confirm the change, you can
consider that they have changed the size of the sprite.  
 It is necessary to take into account that part of the sprite,
found itself outside the frame, destroyed
is damaged and cannot be restored.        
                                          
                                          
                                          
 ╜─────────────┐         
SELECT SPRITE         
└─────────────┘         
                                
                                
 A menu will appear in front of you:                
                                          
 ╜─────────────────┐       
 ├─────────────────┼┐      
 │SPRITE NUMBER:0000││      
 └┬────────────────┘│      
 └─────────────────┘      
                                
 Using the control keys, select the
measures of the sprite you need. Refuse you
boron by clicking 'CS+SS'.                 
                                          
                                          
RIGHT -- increases the number by one.   
LEFT -- decrease the number by one.   
UP -- Increasing the number by ten.    
DOWN -- decrease the number by ten.    
FIRE -- selecting a sprite with the current number.
                                          
 If you press 'С.S.+1' in selection mode, then
you can dial the number directly
the desired sprite.  This is done for
so that with a large number of sprites small
size select the desired sprite bo-
more convenient and fast.                    
                                          
 ╜───────────────────┐      
PROGRAM SETTINGS      
 └───────────────────┘      
                                
 By selecting the option SETTINGS you can:       
                                          
 1. Select a joystick (Campston, Sinclair). 
 2. Redefine control keys.    
 3. Change the colors of paper, ink, border
    inthe main operating mode of the program.   
                                          
 ╜────────────────────┐     
Operations with sprite     
 └────────────────────┘     
                                
 By selecting this option you will get a menu:       
                                          
 ╜──────────────┐         
 ├──────────────┼┐        
 │CLEAR ││        
 │SHIFT ││        
 │ROTATION ││        
 │SCROLL ││        
 │INVERSION ││        
 │COLORING ││        
 │MIRROR ││        
 │REMOVE PAINTS││        
 │FILL ││        
 │Cancel ││        
 │BACKGROUND FILL ││        
 │OUTPUT ││        
 └┬─────────────┘│        
 └──────────────┘        
                                
                                
CLEAR means clearing the entire sprite with
attributes.  You will be asked first
Are you sure about this?                     
                                          
 Having selected  OFFSET you must select its type.
There are only 2 of them: shift by 1 character with attributes
and shift by 1 pixel without attributes. Shift
carried out by pressing control keys.
For example, when you press'RIGHT' the
shift to the right by pressing 'DOWN'-down, etc.   
                                          
ROTATION - this is the rotation of the sprite clockwise
arrow.  At the same time, remember that to rotate
Only square sprites are allowed.          
                                          
SCROLL - almost the same as
and shift, but what went beyond the sprite
she appears on the other side of this
sprite.                                  
                                          
 Option INVERSION  - inverts the entire sprite. 
                                          
                                          
                                          
 COLORING.  In this mode you will be able to
laid down menu:                              
                                          
┌■■■■■■■■■■┐                              
├■■■■■■■■■■┼┐ Adjusting colors for coloring
│PAPER ││ select the option COLORING, and
│INK ││ moving the cursor in the sprite
│BRIGHTNESS ││ color the sprite. Exit from
│FLINKING ││ of this mode - 'CS+SS'    
│COLORING ││                             
│FILL ││                             
│EXIT ││ In the color selection mode in the right
└┬■■■■■■■■■┘│ in the upper corner of the screen
 └■■■■■■■■■■┘ the symbol 'A' will appear printed-
on the current background with ink, brightness and
flashing.                                 
                                          
Option FILL in coloring mode means
filling the entire current sprite with the given ones
attributes.                               
                                          
                                          
                                          
                                          
 MIRROR.  After selectionyou will need
just set the required display type
(horizontal/vertical).      Verti-
local display is carried out by pressing
I use the keys UP/DOWN, horizontal -
RIGHT/LEFT. Exit the mode - 'FIRE'.   
                                          
 By selecting the option REMOVE PAINTS you will fill
sprite attributes are those that the screen has
in main mode.                        
                                          
 FILL. This is filling a closed contour
ra included pixels. Put the flicker-
drawing point inside the contour and feel free to press
'FIRE'.                                   
                                          
 Option CANCEL cancels the last action
ie, exactly the same as 'С.S.+2' basically
nom mode. The BACKGROUND FILL option is almost the same
on the option FILL with the only difference that
the filling is done with some kind of texture,
located in memory as a sprite of size
1X1 symbol.  The program comes with
large set of 32 textures, completely
similar textures from the menu TEXTURED
FILLwell-known graphic editor
ART STUDIO.                               
                                          
                                          
 ╜─────────────────┐       
Operations with windows       
 └─────────────────┘       
                                
By selecting the option WINDOWS, you will enter the work mode
bots with windows in sprite.You will be offered
wife the following actions:                  
                                          
CLEAR -- clear window              
SHIFT -- shift the contents of the window     
ROTATION -- window rotation (square) 
SCROLL -- scroll the contents of the window 
INVERSION -- window inversion              
MIRROR -- mirror image of the window
MOVE -- move the contents of the window
SET -- set window                
TO MEMORY -- places the window into memory     
UNDO -- undo the last action
EXIT -- return to main menu      
                                          
 ╜──────────────────┐      
Memory operations      
 └──────────────────┘      
                                
 In this mode, a belt appears before your eyes.
The menu appears:                               
┌■■■■■■■■■■■■■■■■┐ The first option of this
├■■■■■■■■■■■■■■■■┼┐ the menu sends the sprite to 
│SPRITE IN MEMORY ││ memory.                
│SPRITE FROM MEMORY││                       
│PRINT SPRITE││ The second option is reverse
│OVERLAY SPRITE ││ ny operation. Iterating
│DELETE SET ││ set, select the desired one
│DELETE SPRITE ││ you sprite and click
│EXIT ││ 'FIRE'.If you press
└┬■■■■■■■■■■■■■■■┘│ 'CS+SS' then you are out -    
 └■■■■■■■■■■■■■■■■┘ from this mode
 To the current sprite located on the screen,
you can type any sprite from memory by
size smaller or equal to the current one. This
can be done by selecting the option in this menu
PRINT SPRITE.                         
                                          
The option OVERLAY SPRITE is similar to the previous one.
the only difference is that the sprite “carries
chats" by OVER 1.                    
                                          
 DELETE SET.  After choosing, you will be asked
syat, are you sure about this. By selecting 'YES' you
remove all sprites from memory.            
                                          
SPRITE DELETION is different from DELETION
SET only by what is removed from memory
one sprite of your choice. ╜─────────┐           
Drawing           
 └─────────┘           
                                
 In this mode, you will be asked to
how many different image options are there?
sprite primitives such as points, lines, circles
gov and other things.                            
                                          
 I would especially like to note the drawing of the
rectangles.  It's not just squares.
It all depends on what order you are in
put 4 dots. The point is that the first
the point connects to the second, the second to
third and so on. Try it for yourself -
to get the full picture.          
 When drawing a circle, you first select it
center  Then you choose the length of the radius.
The circle turns out to be clipped, then
there are points that go beyond
no sprite on screenare depicted.        
By selecting the option ERASER you can erase
various images.                   
                                          
 It must be said that for accuracy in all
menu options"DRAWING"cursor, using
which you set the required parameters,
designed as a single point, so
be careful.                       
                                          
                                          
                                          
 ╜───────────────────────────┐  
Setting the time and timer  
 └───────────────────────────┘  
                                
                                
 The sprite editor has a reference mode
time.  As in many other programs
max when the program accesses the disk
duh, time stops.                
                                          
By selecting the optionTIME in the main menu, you
you can set the time and timer by selecting
the corresponding option from the proposed me-
nude                                       
                                          
                                          
 When the timer is turned on and running,
beeping can be stopped
by clicking 'С.S.+1'                            
                                          
                                          
                                          
 ╜──────┐            
Version            
 └──────┘            
                                
                                
 By selecting this option, you will find out the version number
this "SCG" program you have. ╔──────────────────╗      
Description of the animator      
 ╚──────────────────╝      
                                
 So, have you already drawn or have you-
cut a whole bunch from somewhere
sprites and now you can look at
to revive and slightly “revive” them, select
In the main menu, select the option ANIMA-
TOP.                            
 Of course, this is the simplest animation
torus, which is still far from
"monsters" like "ANIMATOR 2.0",
distributed by INFORCOM, but
it is not intended for this.
Its purpose is approximately
figure out how the sprites will be
look on the screen.            
                                
                                
                                
                                
                                
                                
 The animator is easy to use. to you
The following menu will be offered:
                                
 ╜──────────────────┐       
 ├──────────────────┼┐      
 │DELAY AMOUNT ││      
 │INCREASE DELAY││      
 │REDUCE DELAY││      
 │DELAY STEP ││      
 │SEQUENCE││      
 │ANIMATION ││      
 │CIRCLE ANIMATION ││      
 │OUTPUT ││      
 └┬─────────────────┘│      
 └──────────────────┘      
                                
The speed of animation is determined by the value of
holders The larger the value you enter
per request, the slower it is executed
animation.  One unit of delay value is 0.02
seconds (or one fiftieth of a second,
which is the same).                          
 DELAY STEP changes the amount by which
I change the delay value in the options 
                                          
 INCREASE DELAY            
 REDUCE DELAY            
                                          
 Before starting the animation, you must set
sequence. By selecting the appropriate
option, select the sprites you need.
Exit this mode - 'CS+SS' In case
if you don't need any specific
sprites, then answer 'YES' to the question       
                                          
 "ARE THE SPRITES IN ORDER?"           
                                          
and the first two hundred sprites (if there are more
two hundred) will be listed in sequence
activity. After selecting the option ANIMATION and under condition
we know that the spline sequence is given
now the animation begins.                  
                                          
                                          
 In animation mode after passing through the entire
sequences, the animation stops,
and you find yourself in the animator menu.       
                                          
 Circular animation is different from the usual
due to the fact that after going through the entire
sequence animation does not stop -
Xia, but continues from the beginning.               
                                          
 By clicking 'FIRE' during the animation, you will interrupt
you like animation.                            
                                          
 Option EXIT  - exit to the main menu.     
                                          
 By the way, after exiting the animator menu
the sequence you specified is
lurkingunchanged. If as a result of the work
If the number of sprites decreases, then
activity may be reduced. If
The number of sprites has increased or remained
unchanged, then the animation sequence
will not change.                             
                                          
                                          
 Attached to the "SCG" program
something like demo ro-
faces for animation mode. This
files "DEMO1" and "DEMO2".        
                                
 Upload any of these files
as a set, enter the ani-mode
mation, set the sequence
activity, which includes
all the loaded sprites are in order
set, set the animation speed
tions and start the animation.         
                                
                                
                                
                                
                                
                                
                                
                                
                                
                                
                                
                                
 ╔─────────────────────────────────╗    
 Description of the sprite cutting mode   
 ╚─────────────────────────────────╝    
                                          
                                          
After selecting the option CUT-OUT in the main menu
SPRITEyou will enter this mode. Before you
a menu will appear:                         
 ╜─────────────┐         
 ├─────────────┼┐        
 │CATALOG ││        
 │SCREEN FILE││        
 │DATA FILE ││        
 │INFORMATION ││        
 │OUTPUT ││        
 └┬────────────┘│        
 └─────────────┘        
                                
 CATALOG - catalogdisk.           
SCREEN FILE -cutting sprites from the screen
DATA FILE -cutting sprites from disk 
 INFORMATION - information about the current state
                 According to the program         
EXIT -exit to main mode   
 ╜─────────────────────────┐   
Cutting sprites from the screen   
 └─────────────────────────┘   
                                
                                
 Select the SCREEN FILE option in the menu, enter-
enter the file name, wait until it downloads
zits. Now, moving around the screen, the flickering
square, select the desired area of the screen
on and click 'FIRE'. Everything that turned out to be
inside the frame is sent to memory if
there is free space.  In this case,
a sound signal is given.  If there is no signal
it was, which means the sprite was not cut out.  Exit this mode - 'CS+SS'         
                                          
 Changing the size of the cut sprite
ta - 'S.S.+control key'.          
                                          
 It is necessary to remember that when exiting
mode, the picture on the screen is not saved,
and you will need to download it again.     
                                          
 ╜────────────────────────┐   
Cutting sprites from disk   
 └────────────────────────┘   
                                
 Select the DATA FILE option. Enter a name
file. 11 sectors will be read into memory.
                                          
 In the upper left corner of the screen there will be
The following information is provided:    
                                          
 TRACK -- current track number       
 SECTOR -- current sector number      
FORMAT -- type of the current clipping format
              (see Sprite formats)      
                                          
 Control keys:            
                                          
 Right - increases the address by 1          
 Left - decreases the address by 1            
 Down - increases the address by 8          
 Up - decreases the address by 8            
 Fire - places the sprite into memory        
 0 - 11 sectors forward              
 9 - 11 sectors back               
 8 - 1 sector forward                 
 7 - 1 sector back                  
 6 - format 0                        
 5 - format 2                        
 4 - format 1                        
 3 - format 3                        
 S.S.  + control key - change
       size of the cut sprite.       
 CS+SS - exit the mode.                 
                                          
                                          
                                          
 ╜──────────┐          
Information └──────────┘          
                                
                                
 By selecting this option you will get:            
                                          
FREE - amount of free memory    
SIZE - current cut size     
 sprite                        
SPRITES - total number of sprites      
FORMAT - current format.                
 ╜────────────────┐       
Sprite formats       
 └────────────────┘       
                                
                                
 There are four formats in total: zero, first,
second and third. Sprites in all four formats have
the following byte structure:             
                                          
1.Horizontal sprite size (L) - 1 byte
                                          
2. Sprite vertical size (H) - 1 byte
                                          
3. Bit design of sprites - H*L*8 
                                      byte
4.Color attributes - H*L   
 bytes
                                          
                                          
                                          
                                          
                                          
 In zero format bit construction
a sprite of size for example 2x2 looks like
like this:                                      
 ┌■■■■┬■■■■┐                              
 │1 │9 │ Where 1,..,32 are bytes, consecutive
 │... │... │closely located in pa-
 │8 A│16 V│ mint.                       
 ├■■■■┼■■■■┤                              
 │17 │25 │ The letters A, B, C, D indicate
 │... │... │ order of color display
 │24 С│32 D│ output attributes.              
 └■■■■┴■■■■┘                              
                                          
 It should be noted that SCG works with
zero format sprites, and the rest
three formats are used only for cut-out
ke sprites from the data block.              
                                          
                                          
                                          
                                          
                                          
                                          
                                          
 Let's take the same sprite of size 2x2. B
first format bit sprite construction
looks like this:               
 ┌■■■■┬■■■■┐                              
 │1 │2 │ Where 1,..,32 are bytes, consecutive
 │... │... │ fatally located in pa-
 │7 A│8 B│ mint.                       
 ├■■■■┼■■■■┤                              
 │9 │10 │ The letters A, B, C, D indicate
 │... │... │ order of color display
 │25 С│32 D│ output attributes.              
 └■■■■┴■■■■┘                              
                                          
 In the second format, the bit construction
a 2x2 sprite looks like this:        
 ┌■■■■┬■■■■┐                              
 │1 │17 │ Where 1,..,32 are bytes, consecutive
 │... │... │ carefully located inpa-
 │8 A│24 C│ mint.                       
 ├■■■■┼■■■■┤                              
 │9 │25 │ The letters A, B, C, D indicate
 │... │... │ order of color display
 │16 V│32 D│ output attributes.              
 └■■■■┴■■■■┘                              
 The third format is slightly modified
sprite format it works with
LASER BASIC.   However, the bitmap
sprites remained unchanged. Bit
a 2x2 sprite design looks like
like this:                                      
 ┌■■■■┬■■■■┐                              
 │1 │2 │ Where 1,..,32 are bytes, consecutive
 │... │... │ fatally located in pa-
 │29 A│30 C│ mint.  ├■■■■┼■■■■┤                              
 │3 │4 │ The letters A, B, C, D indicate
 │... │... │ order of color display
 │31 V│32 D│ output attributes.              
 └■■■■┴■■■■┘                              
                                          
 After the "SCG" program in assembly format
GENS-4 contains the texts of the detection procedures
water sprites on the screen in these four forms
matah:                                    
 get0 - zero format        
 get1 - first format         
 get2 - second format         
 get3 - third format         
 ╔────────────────────────────╗ 
Description of the sprite converter 
╚────────────────────────────╝ 
                                
 The sprite converter is not included in the program itself.
frame "SCG" and is completely independent
telial program.                       
 By launching the sprite converter you will see
screen there are five windows containing various information
formation:                                 
┌■■■■■■■■■■■┐ Where: 1-catalog window        
│1 │ 2-option window           
│ │ 3-information window 1
│ │ 4-window service         
└■■■■■■■■■■■┘ 5-information window 2
┌■■■■■■┐┌■■■┐                             
│2 ││3 │ At the top of the window there is one
│ │└■■■┘ there is a red stripe
│ │┌■■■┐ colors. Thisselection cursor.
│ ││4 │ File selected by the cursor 
└■■■■■■┘└■■■┘ the selection will be loaded into the pa-
┌■■■■■■■■■■■┐ crease when selecting an option
│5 │ LOADING.                  
└■■■■■■■■■■■┘                             
 Files type co-
which corresponds to the current mask. Erased
files are not displayed on the screen.              
                                          
 Options are selected using the cursor in the form
arrows.  When you place the cursor on the option
it stands out in inverted color. In pack-
When controlling the cursor, KEMPSTON and
LAVISHES:                                   
 'A' - up           
 'Z' -- down            
 'O' - left           
 'R' - right 'M' - selection.          
                                
The options window contains eight options:     
                                          
NEW DISK -- read the disk directory.    
UP -- move files up, from
                in order to install the chicken
                litter of choice on the one of interest
                you file.                 
DOWN -- move files down.      
                                          
LOADING -- read the selected one into memory
                file.                     
NEW FORMAT -- select the format for which   
 will be produced con-  
 version.                   
PROCESS -- converting sprites to selected 
                early format withfollow- 
                general output to disk.      
VIEW -- view sprites loaded -  
 female set. In this case: 
       'RIGHT' -- next sprite.      
 'LEFT' -- previous sprite.     
 'UP' -- plus 10 sprites.      
 'DOWN' -- minus 10 sprites.     
 'FIRE' -- exit the mode.       
VERSION -- information about the version of the 
                vertor.                  
                                          
 A little more detail about the PROCESS option. When
selecting this option and provided that the set
sprites loaded into memory will producedena conversion. After this you will be asked
name of the output file.                     
                                          
 Information window number one contains
information about the current mask is displayed:         
 ╜──────┐            
 │MACKA:│            
 │ .   │            
 └──────┘            
 Sign "." means that they are displayed on the screen
files of all types.                         
                                          
 The service window contains three options:     
                                          
 MASK -- set the type of files output to
            screen.                        
 DOS -- output to TR-DOS.               
 BASIC -- output in BASIC. In the information window number two contains-
information about the number of sprites loaded
set and the type of format in which
conversion will be made from zero
formara when selecting the optionPROCESS.          
 After conversion and output of results, pa-
The converter memory is cleared and the program
ready for a new cycle of work.               
                                          
FRAGMENTS ARE USED WHEN WRITING PROGRAMS HELP 3.0 PROGRAM MENTAL MASLOVA S.V. ┌■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■┐ (C) Mukhortov D.V. 347340 Rostov region Volgodonsk st. Gagarina 54 sq. 245 (C) Ivanishchev D.M. 347340 Rostov region Volgodonsk Stroiteley Ave. 4/6 kv.24 └■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■┘

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