Ratz's CPC+ Sprite Designer v1.0
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(c) September 1998 Ratz of STS
Featuring original and modified code by:
Robin Nixon (slim character set)
Longshot (B-ASIC RSXs)
Files on this disk
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ratz .bas - sprite designer
ratz .cod - modified B-ASIC routines
ratz1 .cod - miscellaneous routines
readme .doc - this file
ball .spr - demonstration sprite files
lager .spr
blue .pal - demonstration colour files
red .pal
green .pal
purple .pal
yellow .pal
cyan .pal
grey .pal
ratz1 .pal
ratz2 .pal
ratz3 .pal
b-asic13.bas - basic loader for B-ASIC (64k version)
b-asic13.cod - driver code for B-ASIC (64k version)
b-asic13.doc - B-ASIC instruction file (64k version)
b-asic14.bas - basic loader for B-ASIC (128k version)
b-asic14.cod - driver code for B-ASIC (128k version)
b-asic14.doc - B-ASIC instruction file (128k version)
If you copy this disk, please copy *all* files.
Serious legal-type bit
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This software is PD, but the authors retain full copyright.
Although every effort has been made to debug and test this software,
it is possible that errors exist. This is particularly so with the
file "ratz.cod", a version of B-ASIC which has been modified for
use with the sprite designer program ONLY. If you wish to use B-ASIC,
full unaltered versions have been included for this purpose.
No responsibility can be accepted for loss of data whilst using this
software. Use of this software indicates acceptance of these terms.
Ratz of STS, 16.8.98
s.j.matthews@mds.qmw.ac.uk
waylander_@hotmail.com
Introduction
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Ratz's CPC+ Sprite Designer allows you to design and manipulate hardware sprites
for the Amstrad 464+ and 6128+ computers. These can then be used either in your
own machine code programs or from basic by the use of a program such as Logon
Systeme's B-ASIC, which is included on the disc. Demonstration sprite and
colour files have also been included on the disc.
Instructions
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To run this program, type: run"ratz.bas" and press [return].
The program will then load and run. There will be a delay of a few seconds
whilst the program initialises, then the main screen will be drawn.
Screen layout : Top of screen - sprites and sprite pointer
Middle, left - sprite design grid and cursor
Middle - current sprite
Middle, right - list of function keys
Bottom - inks and ink pointer
In total, there are 16 hardware sprites, and these are displayed along the top
of the screen. The sprite you are currently editing is displayed in the center
of the screen, and in the design grid.
Cursor keys : Move cursor around grid. See the "dump" function below.
[COPY] : Sets a pixel to the currently selected ink on the grid and
on the sprite itself.
[SHIFT] and : Moves ink pointer along inks at the bottom of the screen.
cursor L/R Each ink's values for red/green/blue/hue/sat/lum are shown
on screen.
[CONTROL] and : Moves sprite pointer along sprites at the top of the screen.
cursor L/R When a new sprite is selected, the old one is moved from the
middle of the screen to the sprite bar. The new sprite is
then moved to the middle of the screen. The design grid is
UNCHANGED - see the "grab" function.
[L] and [S] : These allow you to load and save a sprite file, respectively.
The screen will clear, and a list of existing filenames will
be displayed. You will then be requested for a filename of
up to 8 letters. The file will then load/save. After this,
or if any error occurs, the main screen will redraw.
During file access, the inks may revert to their default
values. Simply re-load the colour file and the inks will be
restored.
[O] and [P] : These allow you to load and save a colour file, respectively.
Same procedure as for sprite files.
[X] : Flip the current sprite horizontally.
[Y] : Flip the current sprite vertically.
[R] : Rotate the current sprite 90 degrees clockwise.
[F] : Fills the current sprite with the currently selected ink.
[G] : Grab. This transfers the data from the current sprite in the
middle of the screen to the design grid on the left of the
screen. If you have selected a new sprite by [CONTROL] and
cursor left/right, you MUST select this function next if you
want alter what that sprite looks like presently. See "dump"
function below.
[D] : Dump. This transfers the data from the design grid to the
current sprite in the middle of the screen. This function
will be selected automatically if you have selected a new
sprite by [CONTROL] and cursor left/right and you select
*any* other function apart from "grab".
In summary, if at any time the design grid and current sprite
are different -
Pressing [G] will copy the current sprite to the design grid.
Pressing [D] or altering the design grid in any way will copy
the design grid to the current sprite.
This allows you to easily create sprites which are similar,
without having to re-draw each sprite.
[f9] and [f6] : These change the X and Y magnifications of the current sprite
in the middle of the screen. The values change from 1->2->4
and back again, and are displayed alongside the colour data.
[f7] and [f8] : These keys decrease and increase the red, green and blue
[f4] and [f5] levels of the currently selected ink. Values for hue,
[f1] and [f2] saturation and luminance are also displayed in order to help
create graduated colour schemes.
Use of Sprite Data
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Sprite data produced by this program can be utilised in 2 main ways:
1. In machine code programs which access the ASIC chip directly.
2. From basic, by use of the B-ASIC extension commands. For details of these,
please read the B-ASIC instruction file on this disk.
Revision History
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v1.0 - Released as PD.
29.2.99 Converted to .dsk file for distribution on the web.