SPRITE MASTER v 5.11
music by COOPER
(C)Ruster/XLD
________________________________
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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