**** ***** ****** ADVENTURE BANK CREATOR * * * * * ====================== ****** **** * For AMOS Written On AMOS * * * * * ====================== * * * ***** * ****** By Chris Beeson It's As Easy As A.B.C. - GRAPHICS MANUAL - Main Backdrops(IFF Picture) --------------------------- The Editor can cope with most screen formats, the only restriction is memory. Every time you load a picture, the Editor will 'Double Buffer' the screen(It stops the bobs from flickering), this uses twice the amount of memory as your orignal screen. So most people couldn't load a Hi-res screen. I always use a Lo-res screen with 32 colours. When drawing your screens use the file 'Graphicstemplate.Iff' as a template (Only draw in the large area), also think about your sprites. When I use backgrounds and sprites together I have a 32 lo-res screen. I use the first 9 colours for the sprites and all the others for the background. This way I can change the colours for the sprites/bobs without changing the colours of the main screen. Work out something like this before you start drawing, or you could end up with having colourful sprites and really wierd background colours! Bobs/Sprites ------------ When drawing your sprites make sure the format of the screen is the same as the format of your background, otherwise you will get strange results. It is possible with versions 1.2+ to enter the mask (The colours to load from the sprite bank). If you don't know anything about masks etc. Read on: When you load a sprite palette the mask is always : %111111111111111111111111111111111 <- 32 1's if it's a 32 colour screen If the screen had 16 you would only need 16 1's. 1 means ON 0 means OFF So if it's a 1 then it will load that colour. if it's 0 it will ignore it. E.g I have a 8 colour screen, but I only want to load the first 3 colours. Help! It would be : %11100000 If you wanted the last 3 it would be : %00000111 ALWAYS include the 0's End Have Fun, CHRIS BEESON