Premiere - Sprite Master 5.11: Description of a multifunctional graphics utility for working with sprites.

ZX Format #08
SPRITE MASTER v 5.11      
                               
music by COOPER                
(C)Ruster/XLD                  
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   Pwe bring to your attention one of
programs used in work on ZF.
This is a multifunctional graphic
A utility for working with sprites.         
After loading the program you see MAIN
MENU containing the following items:       
                               
           EDIT MODE           
           CREAT NEW           
           OPTIONS             
           FILE MENY           
           BRIEFING            
           QUIT                
                               
You can navigate through this menu using the arrow keys.
coy, controlled by qaopm keys, mouse,Kempston and Sinclair joysticks. Besides
joystick buttons 1, 2, 3 - 
to set the cursor speed, V - for
selection of border color, E and Break - for you
progress (cancel).                           
                               
The first menu item is not available until you
The sprite format it comes with has been determined
work.  You can define it either by loading
ziv file with ready-made sprites, or by specifying
in the "creat new" paragraph, for a new set. 
                               
When you open the Create New item, you will see a list
all operating modes available to you.       
                               
 This is what the words appearing there mean:
va:                                      
                               
 FIXED and FLOATING                       
                               
The first characteristic of the sprite. Indicates
respectively fixed or floating
Defined (i.e. arbitrary) sprite size.
In the first case - all sprites in the set
will have the same size, in the second
- each sprite can be of its own size
ra.                                      
                               
 LINES and SYMBOL                          
                               
Method of storing bitmap (information o
points). Lines - traditional sprite stored
point by point, line by line (as seen
deosignal).                              
 Symbol  - the sprite is stored as a font, i.e.
- 8*8 dot squares.                  
                               
 GRAF, SYMBOL, NO ATTR.                  
                               
The last word means the storage method
color information.                      
 Graf - "traditional" sprite format
- all attributes lie behind the bitmap, pacno-
They are laid out according to the lines principle.   
 Symbol - attributes for 8-high lines
dots (line of familiarity).  After each
The lines contain attributes for her. Sprite
as if it consists of several small
regular format sprites one height
familiar place.                              
 No attr - just no attributes.         
                               
By simply combining these ha-Characteristics result in 12 types of sprites.
                               
 After final selection of sprite type
You will be prompted to define it
measures. SprM will display a window with an 8th arrow -
mi, with the help of which, in fact,
there is a choice. Big ones change numbers
by 8, small ones by 1. The choice is considered
done after clicking "OK".            
                               
Having determined the type and dimensions of the sprite, you can
you can proceed to creating it. That is log in
EDIT.                                    
                               
In edit mode, the screen is divided into three parts - the editing window itself - niya, in which the current sprite is visible in scale 8*1; re-zone control window editing; options window (just a menu). At this point the hot buttons are activated. Vichy for switching sprites in a set - SS+O, SS+P. The cursor changes accordingly the window in which it is located. In the window editing - this is a brush, in the menu - arrow, in the sprite window there is a frame. It is clear that the brush is used for painting, arrow - to select menu items, frame - to select a piece of the edited sprite ta. Please paypay attention to the menu field. Options, currently available to you are highlighted inversion when hovering the cursor over them. So, the edit menu options are: WIN. - Defines the location of the work th field (what you see in the enlarged new form) in a sprite. SPR. WIN - If the entire sprite does not fit - in the window allocated for its display, then using this option you can nepemec- Tilt the window according to the sprite. When these commands are activated, the screen goes dark Xia, and in its upper left corner you can see peete current sprite. At the same time, you manage frame it. You can change the current one sprite with cursor keys (up and down - previous/next sprites, left/right- in - to the beginning/end of the set). So very convenient to view the available set sprites. Below each of these options there are drawers that allow you to move the corresponding existing windows character by character. ADD - Add a new sprite. When working with Fixed a pure sprite of the same is created the same size as everyone else in the group. When Floating - you will have to set the size of the created volume - ekta. RES OR XOR - Drawing method - Ctupa- setting, setting or switching points. Arrows are used to switch sprites in a set - previous/next or first first/last in the set. ATRIBUT - Setting attributes. Menu dos- quite transparent and, I believe, in kommeh- no need for tariyah. SERV. MENY - Service menu. Contains the following options: Store window + Restore Window + Clear Window + Options that work with the editing window nia.Allows you to remember accordingly window contents, restore saved content (in the current position!) and simply clean the window. Clear Sprite Exchange Sprite Delete Sprite Insert Sprite Reformat Sprite Work with the current sprite. Cleaning, exchange, erase, insert new and re- formatting the current object. When exchanging, the current sprite changes from selected from the set. Insert - allows you to create a new sprite and put it in front of the current one. Reformat - available only when working with Floating type sprites. Allows you to change thread the height and width of the selected object. Format Wind View sprite Determining the window format and viewing the Tabernacle sprite. There were many versions of SprM... Throughout the entire history of operation of this program I almost never had to recall use these options. One is not working melts, the other is useless. SCROLLER - Scroller. Allows scrolling cast, mirror and invert current sprite or window. To manage these processes display a menu with such op- tions: Object - The subject of execution is a window or sprite. Step - Point-wise or character-by-character ckpo- lling. Attr (ON/OFF) - Binding attributes to object. Scroll Object
- Actually scroll. Vert.Mirror - Vertical reflection. Horiz.Mirror - Horizontal reflection. Invert Object - Inverts the object. CAPTURE - Sprite cutout. With the help At this point you can cut sprites from the picture. By clicking on this item, you will see Enter the contents of the current screen and menu Capture: Screen: 1/0 - Change the picture. SprM can remember two pictures at the same time. Multiple: Nop/Yep - Multiple repetition pehue of the operation being performed. If item is turned off, then after a single execution Then you return to the Capture menu. Auto Add: Nop/Yep - Automatic do- adding sprites to the set. Makes sense use together with Multiple. Put mode: Put/Xor/Or/And/Res - Mode typing the sprite onto the screen. Modes, similar to drawing, act in the same way. PUT mode simply imprints the sprite onto screen, without taking into account the contents of the latter. All modes, except Put, work without color ta. Capture Sprite - Capture itself sprite. You move the frame around the screen, you... choosing the right place. If there is already a how many sprites are in the set, you can switch switch between them using SS+O, SS+P. This way you can capture something new content into a pre-existing sprite (his old will be erased!) In this mode you can but scroll the screen with the cursor keys - shami. Put Sprite - Put a sprite into the current one screen. Here, as in Capture, sprite switching buttons. Sprite you-conducted in the manner established in Put mo- de. After clicking on fire, the sprite is displayed goes to the selected location, arrow and menu disappear until the second press of fire. EU- If you are not satisfied with something, then you can press "E" or "BREAK" (if the fire is not was pressed twice) and the screen will return to its to his former state. Scroll Screen - Scroller. Exactly like this same as in the edit menu, only in as objects the entire screen or its at- ributs. Fill Screen - Fill the screen. Can be poured ready-made texture, you can use any sprites from the existing set, you can use sprites from a set loaded as a texture. After filling, you can also change your mind and cancel it with "E" and "BREAK". Viev Screen - View screen. FILL - Similar to screen fill, but narrower for the sprite. ANIMATOR - This item will allow npoahumu- create a set of sprites. Its menu contains the following points: Back pl: Nop/Yep - Playing in reverse nom direction (forward and backward) Multy:Nop/Yep - Multiple repetition. First + First and last frames Last + animations. Pause - delay for frame change in ints (1/50 sec) Go for it - start the process. So, the editing menu is over, you can go back to the main point. OPTIONS - Some global settings and actions. Autoclear: On/Off - Automatic cleaning when creating or loading new sprite sets. Screen: 1/0 - sets the current screen. Clear screen + Clears the current screen Clear attr + or only its attributes. Clear RAM - Clears memory. _____ FILE MENY - Disk operations menu. When working with a disc at the top of the screen, two windows open. in the left - para- disk meters, as well as drive number, type working file and file name. Last three items are available to you. Drives and types files change cyclically when clicked corresponding menu line. File name can be selected by the cursor from the catalog, or dialedmanually. In the right window the following points apply: View Screen 1/0 - view downloaded pictures. Only here while watching Buttons "U" and "Y" are active - switching first and second pictures. Load txtrspr - Loading texture map bunch of sprites. This could be anyone set, you just have to remember that the colors are not used when filling. Full catalog - Issuing a full catalog disk. Merge file + Loading, shipping and loading Save file + loading a file with parameters Load file + from the left window. Read catalog - re-reading the catalog. Under these windows you see the disk directory, issued by mask (according to the established file type),or full (after "Full sa- talog"). You can navigate through the catalog using the arrows shown to the right of him. Files from the directory are selected by kypco- rum Double Click on a file acts like this Load command. _____ BRIEFING - technical data about the product your work. Size + Format + Sprite format data. Attributes+ N: Sprites - number of sprites Spr file length - Length of the resulting sprite file. Free memory - Remaining memory... txtrfile - Texture file name. And in the very bottom line of the menu there is a fad, who will help you successfully complete sew communication with this program, without pressing reset. _____ Some features. Hot buttons. Let us remind you once again about the hot buttons. 1,2,3 - Time that the system will spend to consider the user's attempts with it contact. B - Border color. E, Break - "Cansel" Cursor 1. pixel-by-pixel scrolling of the screen in real time press "Capture". 2. Moving the window around the sprite - all over my sprite, along with Spr.Win. Valid when the cursor is not a frame. 3. Switching sprites when viewed using the Win and Spr.Win options. - action- no, again, when the cursor is an arrow or brush. SS+P, SS+O - another way to switch sprites. Operates in Edit, Captu modes re, Put. When the cursor is a frame, it does not work twat. Y, U - Switching pictures when viewing in File menu. If the cursor is visible - don't work at all... File types. For SprM all files are divided into screens (screens), sprites (sprites) and codes (co- des). Screen. This is the data that is on the screen Sprite Master's memory. these are files defined divided length, which may be clogged loaded and unloaded only with type Scre- ens. Sprite & Code. The code type file is loaded at the beginning of the area memory allocated for sprites. Any the file can be declared as a code file. Sprite file (with extension "F") - this is a set of sprites containing in its at the beginning of the service data SprM o format, quantity and size (for fixed) Comrade In any case, when shipping a non-screen sprites are loaded. If used floating sprites, then in the file before each a sprite is its dimensions. For fixed everything the data is contained in the service header. If system information bothers you, then you can ship sprites as code; like this the file will be completely identical to the file sprite, except for the absence of a dexterity. If you load your sprite on- boron, with the code type, so that with it you can it was necessary to workrecreate set using creat new and ADD - necessary assign the same sprite type as was in original and assign sprites in the same in order and the same sizes as they had You. In connection with the above, we recommend - Be sure to store sprites in files "F". When recording a file with the same name, you it is suggested to take a break and write over (overwrite) or rewrite (re-write), in In the latter case, the file is rewritten to the same place on the disk (if it is unchanged) numeric length in sectors). Settings features. Most SprM installations are pass-through. This means that if an item is set somewhere, found in other places, then he will be everywhere. So when cleaning the screen the attributes that were are set in the attributes menu. If in the window there is you will put attr on someone's scroller, then the attributes will be bound in all scrollers, including in captu mode re sprite (when scrolling the screen chicken- dirty keys), and if somewhere you tahobute multiple yep, it will work everywhere. Memory Exactly one country is allocated for sprites Nice!!! #4000h (1bKbt). Glitches. There are several glitches in the program. 1. SprM tends to reset, when, when the memory is very clogged, they use - using hotkeys to switch sprites tov, with large-volume sprites (occupied waving from half to the whole screen. 2. Resets occur when pressed frequently on the fire in the pouring. Since the author's description is never it was, but the author himself completely forgot your own prog, in this opus, undoubtedly, a number of inaccuracies and misunderstandings crept in tey. We hope that they, like the recent new bugs will be a pleasant surprise for whoever decides to use this product. Details about the history of the creation of this version this, its changes and modifications, as well as about the conditions for the distribution of this pro- You can find out the product from the SmReadMe. _______________________________

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