Автор: Simon Owen
Год: 1988
Издатели: Your Sinclair
Языки:
Английский
Формат:
TAP лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на World Of Spectrum
Страница на Spectrum Computing
Скриншоты:
Год: 1988
Издатели: Your Sinclair
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Sprite Editor - Simon Owen (Your Sinclair-August 88-Page 80)
[files SPRITE-E.*]
It's been ages since we had a sprite designer, and out of the lot that I've
collected Simon Owen's really caught my eye (ouch!). Why did it catch my eye,
you may ask? Because it's utterly and totally brilliant of course. For an
amateur attempt, this program is distinctly professional. It's really, really,
really good and well worth the 2682 bytes of typing.
"The Editor is a 100 percent machine code, high quality, user friendly, grap-
hics utility, which has many extra features to make designing and editing easy
and enjoyable." says Simon and I couldn't have put it better myself, so I
haven't!
Got the message? Good, on with the show...
METHOD
As normal, type in the endless list of hex using the Hex Loader. The code be-
gins at 25000 and is 2688 bytes long so save it with SAVE "editor"CODE 25000,
2688. Then just RANDOMIZE USR 25000 to get it running.
WHAT'S WHAT
After running, the following is shown on screen:
- the current examine address in the top left (initially 27904)
- the current sprite (actual size), in the top right
- the current mode in the bottom left (VIEWING, EDITING, SAVING or LOADING)
- the magnified sprite in a grid (you can't miss it!)
- confirmation instructions between the viewing window and the current ad-
dress (in all cases, answer either "Y" or "N")
VIEWING MODE
The Editor works in two main modes. Viewing mode is used to search through
memory to locate sprites or to find a free space:
*Q - Increase by 2 window width
*A - Decrease by 2 window width
*O - Decrease by 1
*P - Increase by 1
*W - Increase by 32 window size
*S - Decrease by 32 window size
H - Decrease by 1000
J - Increase by 1000
E - Enter EDIT mode
ss - Return to Basic
G - Toggle grid On/Off
L - Load file (headerless)
K - Intelligent save (saves what was last loaded)
F/T - Window copy
F - Move to window to be copied
T - Move to place to be copied
9/0 - Save block
9 - Move to first character
0 - Move to last character
1,2,3,4 - Change grid width
EDITING MODE
The other mode is the mode for changing or designing your own sprites:
Q - Cursor up
A - Cursor down
O - Cursor left
P - Cursor right
M - Set/Reset pixel
Z - Return to VIEWING mode
I - Invert window
V - Flip vertical
B - Flip horizontal
C - Clear window
7 - Scroll window up
*8 - Scroll window right
And for this superb contribution, Simon receives a cash reward and a free
game of his choice.
THE CODE
Mammoth, but worth it if you're serious about graphic design or game program-
ming.
------------------------------------------------------------------------------
TYPE: Utility
COMMENT: Keys in Viewing Mode and Editing Mode marked '*' were mistypes in
the text in Your Sinclair, and Miodrag Stancevic helped correcting this.
[Text typed by Jim Grimwood for The Type Fantastic]
[files SPRITE-E.*]
It's been ages since we had a sprite designer, and out of the lot that I've
collected Simon Owen's really caught my eye (ouch!). Why did it catch my eye,
you may ask? Because it's utterly and totally brilliant of course. For an
amateur attempt, this program is distinctly professional. It's really, really,
really good and well worth the 2682 bytes of typing.
"The Editor is a 100 percent machine code, high quality, user friendly, grap-
hics utility, which has many extra features to make designing and editing easy
and enjoyable." says Simon and I couldn't have put it better myself, so I
haven't!
Got the message? Good, on with the show...
METHOD
As normal, type in the endless list of hex using the Hex Loader. The code be-
gins at 25000 and is 2688 bytes long so save it with SAVE "editor"CODE 25000,
2688. Then just RANDOMIZE USR 25000 to get it running.
WHAT'S WHAT
After running, the following is shown on screen:
- the current examine address in the top left (initially 27904)
- the current sprite (actual size), in the top right
- the current mode in the bottom left (VIEWING, EDITING, SAVING or LOADING)
- the magnified sprite in a grid (you can't miss it!)
- confirmation instructions between the viewing window and the current ad-
dress (in all cases, answer either "Y" or "N")
VIEWING MODE
The Editor works in two main modes. Viewing mode is used to search through
memory to locate sprites or to find a free space:
*Q - Increase by 2 window width
*A - Decrease by 2 window width
*O - Decrease by 1
*P - Increase by 1
*W - Increase by 32 window size
*S - Decrease by 32 window size
H - Decrease by 1000
J - Increase by 1000
E - Enter EDIT mode
ss - Return to Basic
G - Toggle grid On/Off
L - Load file (headerless)
K - Intelligent save (saves what was last loaded)
F/T - Window copy
F - Move to window to be copied
T - Move to place to be copied
9/0 - Save block
9 - Move to first character
0 - Move to last character
1,2,3,4 - Change grid width
EDITING MODE
The other mode is the mode for changing or designing your own sprites:
Q - Cursor up
A - Cursor down
O - Cursor left
P - Cursor right
M - Set/Reset pixel
Z - Return to VIEWING mode
I - Invert window
V - Flip vertical
B - Flip horizontal
C - Clear window
7 - Scroll window up
*8 - Scroll window right
And for this superb contribution, Simon receives a cash reward and a free
game of his choice.
THE CODE
Mammoth, but worth it if you're serious about graphic design or game program-
ming.
------------------------------------------------------------------------------
TYPE: Utility
COMMENT: Keys in Viewing Mode and Editing Mode marked '*' were mistypes in
the text in Your Sinclair, and Miodrag Stancevic helped correcting this.
[Text typed by Jim Grimwood for The Type Fantastic]