-&@Blitter OBject/Sprite designer V 2.?? @By Andrew Banner. 9/4/94 L This program is shareware and can be duplicated as much as you like as long)as you keep the registration to yourself.D If you are using the unregistered version then you'll note that theKsave option and the grab option have both been disabled as to stop you from.saving you work, so please register your copy. The cost to register is:N If you have a copy of the program then keep it and send only 12 Aust dollars.K If you want the registered disk (without the registration test on it) thenOsend 15 Aust dollars. This copy doesn't ask for the code each time it's loaded.
Andrew BannerPo Box 2060Townsville, 4810 (Australia) LAlso state clearly your address on the envelope so I can send it back to youwithout any hassles. P-------------------------------------------------------------------------------- HNOTE: The term 'Sprite' used in the following is not to be confused withNhardware sprites. The term 'Sprite' means both Sprites and Bobs. (mainly bobs) O When the designer is called up as an accessory, it will try to grab the spriteNbank from the current program, failing that it will start with an empty sprite>bank. (If there was one there from before, it will be erased!) I IMPORTANT NOTE: The designer will grab the sprite bank from the previousPprogram, erasing it when grabbing, so whatever changes you make to your sprites,Othey will PERMANENTLY be altered! and remember to grab them upon exiting again! K If you have any problems, like the program crashing or other errors then IMwould be most interested in hearing about it. Write any problems to me at theIfollowing address and I'll see to your problem and try to fix it for you.J(send a blank disk on it if the file needs correcting and enough money forLreturn postage) If the error you get is more cosmetic then fatal, then don'tDbother sending it too me, it's probably your fault that it happened!J An example of this is loading in a picture when you haven't the memory toOspare! Or any other minor faults!!! And also be careful when your memory is low2is the computer will CRASH if you run out of it!!! >@The following is a list of all the current commands/functionsE@Some key presses may be different from the keylist after compleation 6@-----=====>>>>> Sprite bank functions <<<<<=====----- @--- Put Sprite
--- P This function lets you put the edited image/block into the sprite bank. It willKreplace the old sprite when you click over it unless it's the next past the
final sprite. @--- Get Sprite --- M This function calls up the sprite bank for you to select the sprite to edit,Pas with all bank functions, clicking outside the display area cancels selection. @--- Insert Sprite --- H This function is the same as Put Sprite except the edited image will bePinserted between the selected sprite and the following ones in the bank and willnot erase the old one. "@--- Delete Sprite/s --- L This function lets you delete the selected sprites in the bank permanently!=This is a continuous command, click outside the area to exit. (@--- Delete sprite block ---N Clicking on the delete block function lets you erase a whole block of spritesLat a time. Just select first and last sprite then press Y to confirm delete. /@-----=====>>>>> Disk functions <<<<<=====----- #@--- Load sprite bank --- F Loads in a new sprite bank, destroying the old bank and it's palette! @--- Save Bank --- O Saves the whole sprite bank and it's palette to disk. This should be done evenMif your editing the sprites from a program. This command should be used everyK15 minutes to ensure you don't loose to much because of power failure, etc. @--- Merge Bank --- L Merges a sprite bank with the current one, the palette of the first bank isused. 3@-----=====>>>>> Grabbing functions <<<<<=====----- @--- Load Picture --- K This function will ask you to select an IFF picture file to load into it's&memory bank for later sprite grabbing.N Make sure you have ENOUGH spare memory to load in the picture or else you may)loose all your sprites! (Program failure) "@--- Send sprite/s --- I You can save a selected block of sprites to disk as an iff picture file!G Type in the x sprite size (usually 16) then type in the y sprite size,Lyou will then be ask to select the first and last sprite in a block from theKbank to use. The sprites will be copied into the picture file in a x/y gridNformation. A file requester will appear, asking for you to type in a filename,9If you wish to cancel then select cancel or press ESCAPE.N You can save the iff picture file to Ram disk if you like, so you can quicklyJswap AMOS with Deluxe paint (etc) with the iff files. (See next command toget your sprites back) @--- Grab sprite/s --- L After the picture is loaded into memory, you can then grab the images usingNthis command. Any sprite which is partly out of the bounds of the picture willHNOT be grabbed so keep the grabbing box within the sides of the picture! 0@ -- Keys to use when grabbing from a picture -- O F1-f4/f5-f8 moves the picture screen around on the display area if the screenMis too small or too large. Some pictures may look distorted so you'll have to6change it's X position on the screen to straighten it! N Cursor U/D/L/R: Changes the amount of sprites to be grabbed in X and Y ways. G Space: Grabs images and inserts them onto the end of the sprite bank. Escape: Cancel this function L The system of grabbing goes like this: Move the mouse to where you wish toLstart. Hold down the right mouse button and drag the box to desired box sizeN(watch the size at the top of the screen to gauge it's size). You then use theMcursor keys to select how many sprites down and across the screen you wish toOgrab in grid formation. Press space to grab or escape to exit. The sprites willPappear at the end of the sprite bank. Use the 'grab picture palette' command toKgrab the picture's colours. (make sure your in the right resolution or yourLsprites will look distorted. Ham pictures use a special technic of colouringAwhich AMOS' sprites don't support! So they'll look quite strange!P Holding down the left mouse button repositions the top of the box for grabbing. @--- Delete picture --- < Click on this fuction to free up memory used on the picture !@--- Convert sprites to icons --- M First select the start sprite and the end sprite, then either choose to sendPthem back to your previous program (My computer sometimes crashes when I do thisJ???) or you can save the icons to disk. If the icons are sent back to yourPprevious program (and it doesn't crash!) they will overwrite the old icons (???)H The icons grabbed will be exactly the same as the sprites. (x,y,colour) 3@-----=====>>>>> Palette functions <<<<<=====------ !@--- Edit colours --- O Lets you change the colours of the palette by using the Red Green Blue values. #@--- Spread colours --- P This function asks you to select the first colour and then second colour before4calculating the shades needed to blend between them. /@--- Double of Halve palette size <; and '> --- P The palette range is between 2 and 32 colours (+32 in extra half brite mode) in?low resolution and between 2 and 16 colours in high resolution. K Changing the palette size doesn't effect the sprites in the bank, only theNimage on screen. If you are only using a 4 colour palette then when you PUT orOINSERT a sprite into the bank, it will only store those colours, saving memory.P When the sprite bank is displayed, the number to the right of the sprite numberNis how many bit planes the sprite is using. The menu bar will usual flash whenPyou alter the colours (It remaps it'self to grab the best available colours for,you so it's always visible and decipherable) K If you have a 64 colour image on screen, you can halve the resolution to 2Ncolours, change modes, etc before returning to the original resolution withoutMlose! Just make sure you DON'T update the undo buffer by editing the picture! J This theory also works with the cut buffer and also using the resize sizeKoption! I't not a recommended thing to swap resolutions without putting the;sprite into the bank first! (Just in case) (Er, I think???) @--- Renew stencil --- C This function resets the stencilled colours back to normal colours @--- Edit stencil --- M When selected, a screen will appear with all the colours of the palette. TheFtop row is the before colours and the bottom row is the after colours.M To use: Click on any on screen colour (anywhere) to high-light the colour onOthe top row, then using the same procedure, select the after colour (which then)will appear underneath the before colour)K Repeat this process until you have altered all the colours you want beforeJusing the next function below. (Also clicking on Renew stencil clears it) ,@--- Overlay stencil (Cycle stencil) --- P This function will alter the old colours in the image on screen to the new onesOselected by the edit stencil function. It saves you the pain-staking trouble of8going over your image individually with the new colours. Example: N A picture of a sprite is on the screen using the colours red, blue and yellowLYou want red to become light grey, blue to become red and yellow to stay thesame.L You first renew the stencil (if needed) before selecting the colours in theedit stencil to the new ones.O Then click on Overlay stencil and the image will change all the before coloursPto the after colours! If the before colour is the same as the after one, then itJwon't be altered! (This function is used for rapid recolouring of sprites) /@-----=====>>>>> tool functions <<<<<=====----- 2@--- scroll up <8> down <2> left <4> right <6> --- D These functions scrolls the whole image in the selected directions. 9@--- Flip <*> Flip left <(> Flip right <)> Mirror > --- P Flips or Mirrors the whole image. Flipping left or right will cause some of the*image to alter in size if it's not square! N The maximum size of the sprite is 96 pixels by 128 pixels, if you need largerBsprites then this then you'll have to use another sprite designer! @--- Rotation by degree <1> --- J This will rotate the whole image by any degree between 0 and 360 degrees.M The control of this function is done on the X mouse axis. Click to paste theLrotated image. Move the mouse left or right for the correct angle then leave