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VIRTUAL REALITY TOOLS 2.0
With MCGA and VGA libraries
(c) Copyright 93/94 D.G. Sureau
For AT-286 or more
512 KB & VGA card
┌─────────┐
│ SUMMARY │
└─────────┘
Overview.
Starting up VTools.
The VTools' desktop.
MegaSprites.
Automaton assembler.
Organizer.
Virtual tree editor.
Three-D Viewer.
Formats for sprites.
File formats.
Compatibility.
┌──────────┐
│ OVERVIEW │
└──────────┘
Virtual Reality Tools is a set of utilities to create scenery
and animations for programs of the new generation. The current
version contains sprite editors, an automaton assembler, an
editor of mathematical designed virtual trees, and other tools
to facilitate work of programmers.
Here, summarized, what you can do with VTools:
- drawing 16 or 256 colors sprites for VGA or SVGA.
- drawing icons and saving them in standard ICO files for Win-
dows.
- rotating, merging images or parts of images, and therefore
assembling objects in more complexes ones.
- assembling sprites in automatons and viewing animations.
- converting sprites from a format to another at the touch of a
key.
- defining virtual trees and saving parameters in files usable
by your own programs.
- displaying walls and objects in a 3D scenery to try them be-
fore using in your programs.
In the near future, other tools will be again added to this set
with free update to registered users...
┌────────────────────┐
│ STARTING UP VTOOLS │
└────────────────────┘
From the DOS prompt, simply type:
VTOOLS
or add to the name of a sprite file or an icon as parameter:
Ex: VTOOLS DEMO
Ex: VTOOLS VTOOLS.ICO
If extension is not typed, the program search for a sprite fi-
le. In all cases but the present one, VTools sets itself the
extensions for files, that are proper to file type, and that
user can't change.
Once the sprites loaded, you may type '?' to view them or
choose a tool with cursor keys and press ENTER to start it.
┌─────────────────────┐
│ THE VTOOLS' DESKTOP │
└─────────────────────┘
The desktop that appears when starting VTools is the disk in-
terface. It allows to load and save files, and to choose a pro-
gram.
Each program of this software is represented by an icon and you
also can see than icons are affected to each sprite file in the
current directory, while they can fit in the available space on
the screen... To click on an icon allows loading the file.
As a general rule, commands and processes are similar to Win-
dows' standard conventions that I have done to avoid users to
learn several graphical interfaces.
The software can be used either with a mouse or with the key-
board. To click on an object, is equivalent to select the ob-
ject with cursor keys and press ENTER. Then, I shall say simply
in this manual "click on the object" to execute or load the ob-
ject, equally when one uses mouse or keyboard.
When several functions can apply to an object, one clicks once
to select the object, then one chooses a function in the menu
or one click again to apply it, or one clicks twice to execute
the program or to load the file.
The two mouse buttons equally can be used on menu or on command
icons. In other cases, they have not identical effect.
Sometimes they have same function but the left button is for a
single act while the right button is for continuous act while
held down. Inside drawing windows they have not same function
at all.
The title bar
The desktop shows on the title bar the name of the current
sprite file. The button at right of the menu bar is similar to
the ESC key for the mouse, and allows to exit a process, to
close a window, or to quit VTools. The button at left of the
title bar is for displaying the copyright and the current ver-
sion, and the shortcut key is 'h'.
The menu bar
To access menu, click on the menu bar or press ALT plus letter
which is underlined, or press F10. Use cursor keys to select an
option (up/down) or change sub-menu (left/right).
Press ESC to exit a sub-menu, press ESC again to exit the menu.
Here are detailed commands in each sub-menu and their shortcut
keys.
FILE
Load work l Load previously saved work
CTRL+l Load work saved by CTRL+s
Save work s Save table of sprites, addresses, types,
automaton board.
CTRL+s Save addresses and sprite images in
separated files.
Directory d Open the directory window.
Set dir mask x Choose files to be displayed.
Set path Home Set drive and access path.
Load icon i Load a Window's icon.
Quit q Exit VTools.
SPRITES
MegaSprites M 256 colors sprite editor.
Automaton A Automaton assembler.
Organizer O Memory organizer.
Virtual trees F Editor for virtual trees.
Three-D view T Display sprites in 3D view.
Display all ? Display sprites in memory.
PALETTE
Change RGB % Change colors.
Load pal+RGB r Load colors.
Save pal+RGB w Save colors.
INFO
Help F1 Help screen.
System ~ Display formats, sizes, and so on...
Internal b Display internal sprite buffer.
Beeps on/off - Set/Reset sound.
Colors o Dialog box for color preferences.
QUIT
Quit q Exit VTools.
Restart y Restart program with default values.
That will not clear sprite buffer.
Erase sprites DEL Erase all sprites in memory.
Other commands that are not in the menu:
ENTER: execute an icon.
ALT-F4, F3, ALT-x: Quit the program.
Dialog box for confirmation
When a box asks for a Y/N answer, press the left button inside
the box to respond 'Y', or click out of the box to say 'N' and
cancel. For security, one can't use mouse to respond, one must
press the 'Y' or 'N' keys.
The windows
Some windows can be moved and have variable size. In this case,
there is a button at left on the title bar, with a 3D box insi-
de.
If the window can be changed, press ALT-SPACE to enter editing
mode, and then you may use the cursor keys to move the window,
or hold down the ALT keys with the cursor keys to change the
size. Alternate keys are +, -, <, > to change the size.
Press ENTER or ESC to exit editing mode.
When mouse is on the left or top border, the mouse pointer be-
comes a four arrows image, if the window can be moved. Press
left mouse button and drag to move the window.
When mouse is on the right or bottom border, the pointer be-
comes a horizontal arrow if size or width can be changed. In
the same manner, press left button and drag to change.
Press the right mouse button to exit the process, or click on
the ESC button at the top of the screen.
To change the colors, press ALT-b for the background, ALT-h for
the title bar.
The directory
Press 'd' to display the current directory. It is displayed in
a window having variable size.
The window displays filenames in uppercase black letters, and
sub-directories in lower case red letters.
Click on a sub-directory to display it, click on '..' to return
at previous level. Click on a disk icon or press the drive let-
ter (uppercases) to change drive. Uses cursor keys or lift at
right of the window to select a file and to scroll. Note there
are two buttons at extremities of the lift than serves to
scroll a single line at once.
Click on a sprite filename (.SPR) or icon filename (.ICO) to
load it.
To change the window, press ALT-SPACE or click on borders.
Press ESC, or do a mouse click out of the window to close it.
File masking
The directory display allows use of a combination of masks by
file type. Press the 'x' key to open the dialogue box for the
selection.
The types and extensions are as following:
- Work: Sprite files: SPR + WRK extensions.
- Screens: PCX, VRT, VGA files.
- ICO: Windows' icons.
- All files: all files recognized by VTools including
the above files..
- Directories: sub-directories.
Click on the 1...5 button or type the number to set/reset a
mask. The program says 'YES', when files will be displayed.
Press HOME to restore defaults.
Press ENTER to close, or press 'd' to show the directory.
To change drive and path
On can set drive and path for files by a press on the 'p' key,
and then by typing the drive letter and the path.
Example: A:\PIC
Dialog box for loading and saving sprites
Loading and saving are done with a dialogue box, opened when
one presses 'l' for loading, or 's' for saving (or CTRL-l and
CTRL-s to have the adresses in a separated file).
There is three fields, one for the drive, the second for the
directory or path, and a field for the filename.
The dialogue box has a special built-in editor: use cursor keys
up/down to change line, backspace or DEL key to delete letters,
INS to toggle between insert/copy mode.
In this program, only the filename node is read by the program,
if an extension is typed the program removes it and replaces it
with SPR and WRK extension to save or to load the file.
Don't press ENTER when a line is filled, move to the following
with the vertical cursor keys, the program keeps the displayed
data. Press ESC to abort or ENTER when all three fields are
right, to access the file.
If previously, one has loaded sprite by clicking on its icon,
when one wants to save the file, path and name are already ty-
ped in the proper fields, only one has to press ENTER to save.
The memory buffer for the table of sprites has variable size,
that depends of the available conventional memory, 640Kb or
less.
If you frequently change the size of memory by loading resident
programs, then avoid fully to fill up the memory buffer as the
file will no longer fit in memory. If this occurs, you should
have a disk system to boot which sets not these resident pro-
grams.
The palette windows (RGB registers)
The % command opens the window for RGB registers changing, that
don't affect the desktop's colors but those of the sprite edi-
tors only. There are two buttons to select the previous or next
colors and three bar to change the RGB registers.
The registers are temporary affected to the color 9 to view the
changes.
This window allows to set the registers by numerical value. As
the desktop use the VGA 18 screen mode, it is not possible to
display the colors one have sets beyond the 64 first ones.
VGA 18 has only 64 registers while MCGA has 256. However the
current dialog box allows to change all the 256 colors and view
them on the MegaSprites desktop.
They RGB registers may also be changed within the MegaSprites
program.
The dialog box for colors
To select an item to change, use the vertical cursor keys. To
select the color, use the horizontal cursor keys.
All these colors are for the desktop but the input background
and text, that are for some fields to input or to display in
the utilities.
One may change colors of windows with the ALT-b key for the
background and ALT-h for the title bar.
These color are saved with the file of sprites.
┌─────────────┐
│ MEGASPRITES │
└─────────────┘
Summary
Features of MegaSprites
The MegaSprites' screen
The most usual keyboard commands:
Using the mouse in MegaSprites
Selecting a color for brush, ellipse, fill area and others
Drawing
Editing
Changing the palette
To change a color in the whole drawing
Painting and special effects
Making a sprite
Making a standard icon
Making a sprite in ASCII files
Viewing sprites in memory
Problems
Summary of keyboard commands in MegaSprites
Features of MegaSprites
Produces 256 or 16 colors sprites, compressed fast sprites,
standard icons for Windows (c), allows drawing with mouse or
keyboard, can change size while editing, has simultaneous ma-
gnifying window, creating palette, has rubber, ellipse, fill,
rectangle, spray, shading, mirror, rotation by one degree, re-
placing a color in the image, insert/delete row or column, mer-
ging images, cut and paste with rotation on the drawing or from
a sprite to the drawing, stores until 1024 sprites in memory.
The MegaSprites' screen
Images are drawn inside the window in the middle of the screen
and zoomed x 4 simultaneously in the window above. Width and
height are displayed below the image.
At left, the "window on the memory" shows sprites loaded or
previously drawn and stored into the table. Number in the table
is below this window and available free space in memory is be-
low the grey icons, that are for special effects.
At right is the 256 colors palette and at top of the screen the
palette for 16 colors sprites.
Below, the three colors red, green and blue are for creating
colors for the palette.
Below are indicators:
- at left the indicator for the brush up or down, nothing if
brush is up and a filled rectangle if brush is down.
- then is the rubber if rubber is on, otherwise nothing.
- at right a triangle is shown when one gets a color to copy it
elsewhere in the palette, or there are two filled rectangles
when one does a color change in the image.
Each of the ten most usual functions has an icon at the bottom
of the screen, that are from left to right:
1) get image from the memory to the drawing window.
2) clear the drawing.
3) filling.
4) the rabbit and the hat, symbolize the 'undo' function,
that comes back to past and restore image as before last act.
5) cut and paste.
6) change a color in the whole image.
7) make a 32 x 32 icon from the image.
8) make a 256 colors sprite from the image.
9) make a compressed 16 colors sprite.
10) return to the desktop.
There is also a panel for special effects or other drawing
function: shading, rotating, brush width, ellipse, line, rec-
tangle, spray...
The most usual keyboard commands:
┌─────────────────────────────────────────────────────┐
│ cursor keys: select a color. │
│ space bar: set the brush up or down. │
│ 0: set the rubber on or off. │
│ numeric keypad: move the drawing cursor. │
│ b or z: create a 256 or 16 color sprite. │
│ i: create an icon. │
│ <,>,+,- : change the size of the image. │
│ page up/down: select a sprite in memory. │
│ g: get a sprite from memory. │
│ /: cut and paste. │
│ c: change a color in the drawing. │
│ u: undo. │
│ f: fill. │
│ ESC: returns to the desktop. │
└─────────────────────────────────────────────────────┘
The F1 key allows displaying usual commands while drawing.
Using the mouse in MegaSprites
In the drawing window the mouse becomes a pencil. By a click of
the right mouse button, one puts the cursor where the mouse
pointer is, inside the window, without any change in the dra-
wing.
Left mouse button is used to draw, a pixel at the time or
continuously when holding down the button.
Summarizing the mouse use in MegaSprites...
In the central window:
- press left button to draw.
- press right button to put the cursor at a location.
In the upper magnifying window:
- press left button to draw.
- press right button to get color according to that of the
pixel pointed out by the mouse.
In the left window on memory:
- press left button to view next sprite.
- press right button to view the previous one.
In the palette area:
press any mouse button to get the color.
On the bar of icons:
press any mouse button to execute the command.
Selecting a color for brush, ellipse, fill area and others
Use cursor keys to move both in the 256 color palette and in
the 16 color palette. The current color is designated by a rec-
tangle above the palette.
One clicks the right mouse button on the color either in the
palette or in the zoomed window to get the color.
Drawing
First put the brush down by a press on the space bar. When
brush is down a rectangle of current color appears above the
palette. In the same manners, the rubber is set on or off by a
press on the '0' key.
Use the numeric keypad to move the cursor on the drawing, or to
draw if the brush or the rubber is down.
One can change the size of brush by a press on the '.' key.
Two sizes are allowed.
Editing
To edit the image, use these keys:
CTRL-r Insert a row of pixels at cursor location.
CTRL-y Delete the row.
CTRL-o Insert a column.
CTRL-w Delete the column.
< reduce width (20 pixels min.).
> increase width (80 pixels max.).
- reduce height (20 pixels min.).
+ increase height (80 pixels max.).
Mirror functions:
] or [ horizontal mirror.
~ vertical mirror.
Undo:
One level undo is provided, type 'u' to restore the image. That
clears the result of any function having general effect.
You can type 'b' to save the drawing in the memory buffer, era-
sing it further is done at the touch of a key with the organi-
zer.
To clear the window, type CTRL-z or DEL.
Changing the palette
You can move a color from a number to another... Press 'o',
this holds the current selected color, a triangle appears above
the palette, move now to a new location and press 'o' again,
this drop the color and the triangle disappears.
You can change basis components of a color to create one...
Above the palette are the basis components for colors: red,
green and blue. One changes the current selected color by ad-
ding or reducing of these inks. Click on the red, green or blue
component with left button to add to, with right button to re-
duce this ink.
With the keyboard, press R, G, B (uppercases) to add ink to the
color, press ALT+r, ALT+g or ALT+b to reduce an ink.
The palette you create must allow inversion of color for some
drawing function, this supposes colors with complementary num-
ber (=complementary position in the palette) also have comple-
mentary display, so complementary of a clear color must be dark
and conversely...
The palette is saved in the WRK file, when sprites are saved,
or separately with the 'w' command at the desktop.
To change a color in the whole drawing
This changes all pixels of a color to another color.
Move the brush on a pixel having the color to be changed in the
image, and then select a color in the palette for the replacing
color, then press 'c' to do the change.
The two colors, are displayed above the palette. At left, the
previous one, at right the new one.
Press ENTER to do the change, or you can use cursor keys if you
want change the colors: up and down for the previous, left and
right for the new.
With mouse, one selects the icon #5, one gets if needed old co-
lor with left button, new color with right button and one
clicks again on icon #5 to do the change.
Painting and special effects
FILLING
Select first the color, set the brush up, move the cursor in-
side the area to fill, set the brush down, press 'f'.
Using mouse:
1) first get a color,
2) set the location inside the drawing, with right mouse but-
ton.
3) click on the fill icon, the third.
ELLIPSE/CIRCLE, RECTANGLE, LINE
Select first the color for the object to draw.
Type
- 'e' to draw an ellipse or a circle,
- 'r' for a rectangle,
- 'l' for a line.
The location of the object if the current cursor location. This
is the center for an ellipse, the starting point for a line,
the left bottom corner for a rectangle.
To move the object, use the cursor keys or the left mouse but-
ton.
To change the size, use the '4', '6', '8', '2' keys or the
right mouse button. If a line, this changes the ending point.
Type ENTER to draw the object according to the selected color,
or press ESC to cancel. For the mouse, the get icon does an
ENTER press.
SPRAY
Press 's' or click on the spray icon, the mouse pointer becomes
a spray and so remains until you press again on the spray icon.
When the mouse pointer is a spray, to click or to drag puts a
set of pixels on the image rather than a single dot.
SHADING
- choose a row in the palette, it will be displayed at top in
the 16 colors palette... The standard palette has at second row
a gray gradation that is a good example for the shading func-
tion.
- move the cursor on a color in the image.
- press 'a'. All areas with the chosen color have now grada-
tion, according to the row of the palette...
- press ALT-a to do shading from right to left.
MERGING IMAGES
Press the '@' key to put the sprite in memory over the drawing.
Press the '*' key to do it according to the current rotation
angle, value of which being displayed below the window of dra-
wing, at right.
To change this angle, type:
F8 1 degree right.
CTRL-F8 10 degrees right.
ALT-F8 90 degrees right.
F7 1 degree left.
CTRL-F7 10 degrees left.
ALT-F7 90 degrees left.
CUT & PASTE
This function is similar to the previous one, but it works with
a part of the drawing, or a part of the sprite in memory.
Press '/' . A rectangle is outlined upon the sprite in memory.
Press the TAB key to cut into the image or to return on the
sprite in memory.
Use <, >, +, - to change size, and the cursor keys to move the
outlined rectangle.
Or put left mouse button down and drag to move and right button
to change size.
Now press ENTER or click on the first icon at bottom of screen.
The cut part of the image is now displayed inside the drawing
window, by inverting the colors...
Remember than if colors are not complementary in the palette,
you see nothing.
Now you can change the angle of rotation if you want.
- press a key of the numeric pad.
- or press +, - to change a single degree.
- or press < or > to change 10 degrees.
- or use same keys as for the previous function.
With mouse, click on the icons that represent curved arrows at
left, to change the angle.
The cursor keys or the left mouse button held down, allow to
move the part of image.
Press ENTER to paste or click on the icon #1 at the bottom of
screen.
Making a sprite
Various kind of sprites can be made from drawing according to
following commands:
b 256 colors sprite.
z Z-RLE compressed 16 colors sprite.
k 16 colors sprite (Size in memory is reduced by half
in relation to 256 colors sprite). As above, but no
compressed.
When making any 16 color sprite or icon, the image must have
colors of a same row in the palette. The sprite has colors of
the row of palette you select at the time you made it, not the
colors you use when drawing it... The first color in this 16
colors palette is always the black background color.
A 16 colors sprite must have even number of columns as two
pixels are stored into one byte. The program sets the correct
number of columns.
Making a standard icon
When you want to create an icon for Windows, you must first set
the proper 32 x 32 pixels size.
Use the '<' key to reduce the width and '-' to reduce the
height, then draw the image.
The black color is a part of the displayed image, to make the
background, use any color that is not in the first row at bot-
tom of the palette.
To create the ICO file, press 'i', then give a 8 letters name,
without extension, and press ENTER.
The image will also be stored as a k sprite to be further edi-
ted.
Making a sprite in ASCII file
Type 'j' and give a 8 letters name, without extension, and
press ENTER.
The program will create a text file having ASC extension, that
holds a 16 color sprite, that you may insert directly into your
programs. The syntax of the array is for the C language, but
you may be easily edit it to another one.
This command also makes an icon and a k sprite.
Viewing sprites in memory
The window at left shows sprites in memory, one uses PAGE UP
and PAGE DOWN to select next or previous one in memory. Or one
puts the mouse pointer into this window and presses the left
button to view the next sprite or the right button to view the
previous one.
Type 'g' to copy the sprite from memory to the window of dra-
wing.
To compare the images, type @ to put one over the other and
type u to restore the drawing.
The Organizer displays full description of each sprite in memo-
ry.
Problems
UNDO exists. Type 'u' to restore image as before the last act.
BLACK SCREEN
If you load a previous work and the WRK file has been corrup-
ted, the color registers can be erased, type 'y' to restore
standard palette, or load a previously saved palette.
NO ELLIPSE, RECTANGLE, LINE, PASTE...
The ellipse starts with color complementary to background co-
lor, if background has color 0, and is black, complementary co-
lor is 255, and if it is black also, you see nothing. This pro-
blem disappears by making a palette with complementary colors,
that is generally the case when using gradation.
COLORS OF SPRITE...
Remember than when ones makes a 16 colors sprite with MegaSpri-
tes, colors of the sprites are those or current 16 color pa-
lette (at top of screen), not colors used when drawing. This is
a voluntary feature that allows to use different sets of colors
with a same drawing...
WIDTH OF SPRITES...
The 16 color sprites must have even width. The program automa-
tically corrects that and add a column if needed.
WORK CAN'T BE LOADED
This can occurs if you save sprites with CTRL-s (addresses and
raw data in separated files) and then load file with 'l' (ad-
dresses and raw data in same file). Remember 'l' matches s,
CTRL-l matches CTRL-s.
CTRL-c The control-c interrupt is disabled, however some mouse
drivers can thwart that, so try to avoid type that.
Summary of keyboard commands in MegaSprites
Be careful to upper and lower cases. Keyboard is set in small
letters state at start.
F1 or h Help screen.
ESCAPE, q Return to desktop.
cursor keys Select a color.
space bar Brush up or down.
0 Rubber or brush.
. Change size of the brush.
numeric keypad Moving the brush on the drawing.
HOME Move to lower left in the drawing window.
END Move to upper right in the drawing window.
u Undo, restore the previous state.
PAGE UP/DOWN Select a sprite in memory.
CTRL-HOME View first sprite in memory.
CTRL-END View last sprite in memory.
g Get displayed sprite.
# Put sprite in memory over the drawn image.
* Put sprite over image with current rotation.
/ Cut and paste with rotation.
b Make a 256 colors sprite.
z Make a compressed 16 colors sprite.
k Make a 16 colors sprite.
i Both stores image in table in 16 color format
and writes it in an ICO file.
j Same as 'i' but saves again the image in an
ASCII file.
CTRL-r Insert a row of pixels.
CTRL-y Delete a row.
CTRL-o Insert a column.
CTRL-w Delete a column.
CTRL-z or DEL Erase image, clear the window.
< Reduce width by one column.
> Increase width.
+ Reduce height by one row.
- Increase height.
o Copy a color to another location in the
palette.
c Perform replacement of a color in the whole
image.
f Fill area of same color, with current selected
color.
R Add red in current color.
G Add green.
B Add blue.
ALT+r Reduce red in current color.
ALT+g Reduce green.
ALT+b Reduce blue.
y Restore standard palette.
] [ Horizontally reverses the image.
~ Vertically reverses the image.
e Draw an ellipse.
r Draw a rectangle.
l Draw a line.
a Shading for areas of a same color.
ALT-a Reverse shading.
F8 1 degree right for * command.
CTRL-F8 10 degrees right.
ALT-F8 90 degrees right.
F7 1 degree left.
CTRL-F7 10 degrees left.
ALT-F7 90 degrees left.
A Goes to the assembler of automaton.
O Goes to the organizer.
T Goes to Three-D Viewer.
F Goes to virtual tree editor.
ALT-CTRL-b Set the background to the current color.
┌─────────────────────────────┐
│ THE ASSEMBLER OF AUTOMATONS │
└─────────────────────────────┘
An automaton is a sequence of sprites that composes an anima-
tion. This assembler eases to make automatons and to try them.
The board that graphically shows automatons, and that is saved
with the sprites, can hold many automatons, that can be easily
edited and combined. On this board, an automaton is a sequence
of ellipses with number inside them, ordered by arrows. These
numbers are numbers of the sprites in memory.
Animation can be shown in the window at the middle of the
screen, or in full screen with VGA 19. At right of this window,
nine symbol represent different available links. At right are
shown the sprites in memory.
To execute a sequence, press 'i' or 'z' to view it in full
screen. The interpreter reads on the board from left to right.
It can go up or down, but it respects following priorities if
several arrows start of the same ellipse: right, then up,
otherwise down.
Making and editing automaton
One selects a sprite in memory with PAGE UP/DOWN keys, and one
presses ENTER to put an ellipse at cursor location, holding its
number.
The keys to put arrows are these:
0: a horizontal line, the symbol to go right.
5: a vertical line, to go up or down.
1, 3, 7, 9: symbols to change direction.
2, 6, 8: add '>' to the lines, that is for better comprehensi-
bility but have no utility for the interpreter.
The DEL key erases an ellipse.
To save an automaton, move the cursor at the first ellipse and
press 'w'. To load it, move the cursor at a location and press
'r'.
Using a mouse
The mouse pointer becomes a pencil when it is over the board of
automatons, it becomes a cross if one selects a link symbol
otherwise it holds a sprite number.
To get a symbol, click on a displayed symbol in the command pa-
nel, and click on the sprite in memory to get the sprite num-
ber, or anywhere on the command panel.
On the board, click the left mouse button to drop an object,
the right button to put only the cursor at a location.
The horizontal lift allows to scroll the board of automatons.
To change the sprite, click on the PAGE UP/DOWN keys at left of
sprite in memory, with left button to scroll one at the time,
right button to a fast scroll.
Keyboard commands of the assembler
F1 Help screen.
PAGES Select a sprite in memory.
Cursor keys Move to a location on the board.
0..9 Put a symbol at cursor location.
ENTER Put an ellipse on the board.
DEL Erase current cursor position
x Clear the whole board.
i Interpret the automaton and animate it. Move first
the cursor at start of the sequence.
z Run the automaton in VGA 19, 256 colors.
m Execute step by step the automaton.
r Read an automaton, displays it starting at current
cursor position.
w Write an automaton in a file, starting at cursor.
# Put/Remove the grid.
n Refresh the screen.
HOME Go to the start of the board.
END Go to the end of the board
< Scroll the board 20 columns left.
> Scroll the board 20 columns right.
+ Slow down the animation.
- Speed up the animation.
p Switch between editor palette or standard one.
ALT-b Change the panel command color.
ALT-j Change the board color.
ALT-n Change the text and line color.
ALT-o Change the border.
O Organiser.
M MegaSprites.
T Three-D viewer.
F Virtual tree editor.
q Return to desktop.
Automatons are saved in files with the AUT extension, that the
program adds to itself. The board is saved into the WRK file.
┌────────────────┐
│ THE ORGANIZER │
└────────────────┘
This utility allows to change order of sprites in memory, de-
lete one, convert the format, display the detailed description
and test the integrity.
Keyboard commands of the organiser
PAGES Select a sprite in memory.
HOME Go to the first sprite in memory.
END Go to the last sprite in memory.
m Go to the move mode. Use PAGE UP/DOWN to select a
new location, press ENTER to move or ESC to cancel.
DEL Delete displayed sprite.
t Change current format for converting.
! Convert displayed sprite to current format, and
replace it.
b Display x 4 a Z-RLE sprite.
z Display on VGA 19 screen, if format is compatible.
p Switch between editor palette or standard one.
A Assembler.
M MegaSprites.
T Three-D Viewer.
F Virtual Tree Editor.
Q, ESC Return to desktop.
┌─────────────────────────────┐
│ THE EDITOR OF VIRTUAL TREES │
└─────────────────────────────┘
Why get tired to draw landscapes when the computer can do most
of the work? This program mathematically calculate form of
trees and paint them on the screen.
Their parameters are saved in a 16 bytes file that the user can
display, with the tree function, in its programs.
Defining all the trees of a forest or a golf ground can be done
with a single k. byte of data.
In the editor, there are commands to change sizes and command
to change characteristics of trees.
In a general manner, one use lowercases to reduce a parameter,
and uppercases to increase it, for command that have a horizon-
tal lift on the panel.
Press F1 for help screen.
Press ? to know numerical values of parameters.
To speed up the changes on bars, type a number, from 1 to 9.
Commands for sizes:
s size of the whole tree.
r random number to determine the whole tree.
t height of the trunk.
u length of the branches.
w width of trunk and branches.
Commands for characteristics:
l drawing leaves or not.
b branching or not for the trunk.
m multiple branches at same level or not.
h straight trunk or not.
f fractal characteristic: branches have same
form than the trunk.
c conical form.
The trunk can be gray or brown (n), leaves are green or snowed
(v).
To save parameters, type 'p', then give a name, the program
adds to the TRE extension. To load a tree, press 'g' and gives
the name without extension.
┌────────────────────┐
│ THE THREE-D VIEWER │
└────────────────────┘
This utilities allows to display the objects you create with
MegaSprites in a Three-D view.
I you are a registered user, you are provided a object module
to add the function to your program, and also you are provided
the source in C standard language of the algo that make this 3D
maze you see in the new games that come on the market in the
last year. The algo is short, and the beauty of this routine,
is as for the fractal threes, you paint only one image, and
have it reproduced on all the walls of the virtual city the
algo draws.
This speed however is not that of these programs you have seen
for the reason the present program don't use look-up tables
that store the result of calculations. These tables require
more than 100Kb and may not be included with the editors. They
should also be rewritten when one changes the size of the sce-
nery.
In this unregistered version, size of the sprites is limited to
80 x 80 that is not sufficient for the walls, and so a special
version of MegaSprites is provided with the registered version
that is the same program, with a 16 color palette and a 160 x
160 drawing window. The Screen Maker program provided with the
registered version also allows to import pictures having until
320x200 pixels.
The bar of icons at bottom display these function from left to
right:
1) Set the corridor view.
2) Set the front wall view.
3) Get the previous image.
4) Get the next image.
5) - 8) Change the size.
9) Go to MegaSprites.
10) Return to the desktop.
Above the bar of icon is an indicator that shows if the view
display an image or only the structure of scenery.
If you wish to change the size of the scenery, set first the
view to the green lines for faster display. That be done by a
click on the indicator.
Summary of commands:
g Get the image to the view.
DEL Remove the image from the view.
e Set the corridor view.
f Set the front panel view.
PAGE UP Newt image.
PAGE DOWN Previous image.
< Reduce the width.
> Increase the width.
- Reduce the height.
+ Increase the height.
M Go to MegaSprites.
ESC Return to the desktop.
┌─────────────────────┐
│ FORMATS FOR SPRITES │
└─────────────────────┘
All formats but MS are for displaying sprites from bottom to
top of screen.
Coordinate of sprite, but special F and EAS, are
- 0..639 x 0..479 on VGA 18 and SVGA,
- 0..319 x 0..199 on VGA 19.
Size is limited only by editors, 80 x 80 with MegaSprites and
VGA 18 sprite editor, 320 x 200 with Screen Maker.
Encoding use either bitmap: 16, 256, Z16 or bit planes: F16,
MS, EAS. Bit planes encoding displays very fast on VGA 18 (or
VGA 16-EGA) screen resolution. Bitmap is an universal encoding
that displays on MCGA, VGA, SVGA with appropriate functions.
Principle of bitmap is to store all bits of a pixel into a byte
of memory, while bit planes encoding stores image by screen
planes.
The 256 colors format.
It's a universal format to display sprites with all VGA and
SVGA screen modes. Each pixel is coded with one byte, according
to the bitmap encoding.
In VGA 19 these sprites can be displayed very fast.
Header:
Byte 0: height, from 1 to 200.
Byte 1: unused
Byte 2-3: width from 1 to 320.
Byte 4: format code 1.
Byte 5: unused
The 16 colors format.
A universal format for VGA and SVGA. No compressed. The palette
number allows on 256 color screen to display the same sprite
with different sets of colors. It uses bitmap encoding with a
byte holding two pixels.
Header:
Byte 0: height, from 1 to 200.
Byte 1: unused
Byte 2-3: width from 1 to 320.
Byte 4: format code 5.
Byte 5: palette row number.
The 16 colors Z-RLE format.
A universal format for VGA and SVGA. Image is coded with an RLE
compression algorithm that allows a display with same fast
speed than no compressed sprite. Compression can divide size by
5 or more, depending of complexity of the image. The palette
number allows on 256 color screen to display a same sprite with
different sets of colors. Use bitmap encoding.
Header: as above, with format code 4.
The F16 (fast) format.
It is a format for VGA 18, that displays sprites very fast,
with no boundary, so horizontal coordinate is in range 0..79
and not 0..639. Use bit planes encoding.
Header:
Byte 0: height, from 1 to 200.
Byte 1: unused
Byte 2-3: width from 1 to 80.
Byte 4: format code 6.
Byte 5: unused.
The EAS (Easy) format.
This format allows to make sprite with variable number of
screen pages, from 1 to 4, and so displaying animation without
erasing background. Uses bit planes encoding.
Header:
Byte 0: height, from 1 to 200.
Byte 1: unused
Byte 2-3: width from 1 to 80.
Byte 4: format code 3.
Byte 5: unused.
MS
Format to display sprites from top to bottom of screen. It uses
bit planes encoding.
Header:
Byte 0: height, from 1 to 200.
Byte 1: unused
Byte 2-3: width from 1 to 320.
Byte 4: format code 2.
Byte 5: unused.
Icons.
When icons are packed in a single file, they use the 256 or 16
colors format or compressed Z-RLE format.
They also can be saved into an ICO file with Windows' format.
Functions of the library in the registered version that display
icons use color 9 as background color and don't put it on the
screen, that is for rather display the 0 color that corresponds
to the most useful black color.
┌────────────────┐
│ FILE FORMATS │
└────────────────┘
Extensions are entirely managed by the program. If user gives
an extension when asked for a filename, the program removes it
and puts the proper extension. Each type of file has its proper
extension.
SPR Sprite table. Can hold relative addresses of sprites, or
no.
WRK Work file, it is created when saving sprites and it holds
preferences, palette, board of automatons.
ADR Addresses of sprites in the table. Generated by a CTRL-s.
PCX Picture file, the standard format.
VRT Picture file, more compressed format with fast display.
VGA Picture file with no header, no compressed.
PAL Palette. Bytes 0 to 767 are RGB registers, byte 768 is
unused, bytes 769..784 for colors 0..15 of the VGA 18
palette.
AUT Automaton. Each sprite number use two bytes. Bytes 0 et 1
of the file hold the number of sprites.
TRE Tree file, holds 12 parameters, one byte each.
ICO Standard Windows' (c) icon file.
ASC Sprite saved as ASCII file.
┌───────────────┐
│ COMPATIBILITY │
└───────────────┘
This new version is fully compatible with the previous ver-
sions. However new variables for configuration have been added
since version 1.6 to configuration (WRK) files, also some win-
dows can be black when loading old files. To fix that, change
colors with ALT-b and ALT-h and save the file.
Since version 1.7 compatibility is full between Screen Maker
that produces 320 x 200 images and VTools.