Автор: Steve Anderson
Год: 1992
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: 1992
Издатели: Your Sinclair
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
GRABBER
by Steve Anderson
[I had to change line 330, as it was a bit crap. JimG]
This routine allows you to load in an ordinary SCREEN$, then draw a
box around the portion of the screen you want to grab and, um, grab it
to memory. The data is stored as consecutive bytes (eg. if your sprite
box is ten squares long, the next line of the sprite will be stored at
the start+11th byte). Type in the name of the screen you want to grab
from and the address where you'd like the sprite data to be stored.
Then, once the screen is loaded, use keys Q, A, O and P to travel
round the screen. Press SPACE to enter grabbing mode, and define your
sprite box. Finally press SPACE and Grabber will store the sprite data
at the address you typed in earlier.
by Steve Anderson
[I had to change line 330, as it was a bit crap. JimG]
This routine allows you to load in an ordinary SCREEN$, then draw a
box around the portion of the screen you want to grab and, um, grab it
to memory. The data is stored as consecutive bytes (eg. if your sprite
box is ten squares long, the next line of the sprite will be stored at
the start+11th byte). Type in the name of the screen you want to grab
from and the address where you'd like the sprite data to be stored.
Then, once the screen is loaded, use keys Q, A, O and P to travel
round the screen. Press SPACE to enter grabbing mode, and define your
sprite box. Finally press SPACE and Grabber will store the sprite data
at the address you typed in earlier.