home *** CD-ROM | disk | FTP | other *** search
-
- M.S.E. - Moving Sprites Editor
-
- (or BINED for BINary EDitor)
-
- Copyright 1989, 1990 - Frederick Volking
-
- ------------------------------------------------------------------------
-
- This utility is a graphics tool that allows a person to paint & plan each
- frame (sprite) of a multi-frame moving cyclic picture (just like
- cartoons!). By using the PLAY function, the sprite can "actually be
- watched" as it moves(cycles) exactly as it will in a program.
-
- For a demo of this effect do the following
-
- - From the DOS prompt -------------------------> BINED MANWALK
- file will be automatically loaded
-
- - once loaded, press a ------------------------> ^F9 (means ctrl F9)
- all frames will be marked
-
- - press an ------------------------------------> F10
- the cyclic motion-picture will be "played"
-
- Take a look at this utility and the accompanying PIC data files. You'll get
- an idea of the "general type" of graphics animation BINED will help you
- work with. BINED's main function is working with "sprites". Sprites are
- small independent images which are rapidly displayed on the screen in
- succession thus providing the appearance of animation.
-
- Look "closely" at PIC file DIG. Notice the quantity of detail used in the
- movement. Notice the head turns "before" the arms turn "before" the body
- turns ... meaning ... even in the very small space provided by a 16x16
- pixel sprite, the movement looks VERY REALISTIC ..... This is very
- important and separates "good" sprites from "poor" sprites.
-
- ------------------------------------------------------------------------
-
- There is no online help, only the below documentation ...
- The majority of functions are fairly cognizant EXCEPT ...
-
- -- Use a ^up, ^down, ^left & ^right to move from IMAGE-to-IMAGE
-
- -- Use F4 image copy to add image frames - just copy the frame into
- itself and a frame will be automatically added instead.
-
- -- PixLok's (F8 & ^F8) - Duplicating features from frame to frame
-
- - Move to an image frame which has a feature you want to duplicate
- in another image.
-
- - Touch F8 once.
-
- - Move the pixel cursor onto of whatever pixels you want
- to duplicate and press another F8. Each pixel so selected will be
- "L"ocked.
-
- - BEFORE LEAVING the locked image frame, move the pixel cursor
- to the top left corner of the image frame.
-
- - Use the ^arrows to move to another image frame.
-
- - Make sure the pixel cursor is located in the top left corner of
- the new image frame.
-
- - Press F8 and every locked pixel from the original image will be
- instantly duplicated in the current frame.
-
- - Press ^F8 to UnLock the original image
- ... or ... move to another image frame and press F8 again
- to re-duplicate the same pixels over and over.
-
- ----------- Note: The reason to position the pixel cursor in the
- top left corner of both images is that when the
- pixels are duplicated they are duplicated in
- spatial relationship to the "before" and "after"
- pixel locations. Thus if the original pixel cursor
- location is in the top left of the frame, and the
- cursor is positioned half way down in the new frame
- then only the top half of the locked image will be
- duplicated AND it will be duplicated in the bottom
- half of the image.
-
- -- <W>hat - This may be used to name each individual frame. This name
- appears in the PIC file just before the pixel data thus is helpful in
- direct manipulation of the PIC data file with things like text
- processors.
-
- -- Hori<Z> - This determines how many pixels horizontally the image will
- be moved before showing the next image in the cycle. It may be positive
- or negative.
-
- -- <V>ert - This determines how many pixels vertically the image will be
- moved before showing the next image in the cycle. It may be positive or
- negative
-
- -- <X>OR - this determines if the this specific frame is to be XOR erased
- before application of the next frame in the cyclic series.
-
- -- <T>ime - This determines the quantity of ticks (18th of a second) that
- this frame will be displayed before showing the next frame.
-
- ------------------------------------------------------------------------
-
- Here are two challenging sprite sequences ... give it a try and see how
- creative you are and how well you can visualize.
-
- - Multiframe quick cycling cartoon
-
- Picking:
- - Use a sprite image of 24 pixels wide by 16 pixels tall.
- - Use the little man character appearing in the sample PIC's
- - Man should be inside a mining tunnel, but only the wall in
- front of the man is visable.
- - Man is using a "Pick" to knock rocks from the wall in front
- of him:
- - man standing with pick in hands
- - right hand near pick head
- - left hand near handle butt
- - as hands come together (near handle butt) pick head
- begins moving to rear of man and upwards
- - For a moment, head cannot be seen as arm, carrying
- pick, arc's over head
- - Hands finally come together just as pick meets wall
- - Dust bursts
- - Rocks fall to floor
- - Man leans back to pull pick free from wall
- - Catches pick head as it pulls free (few more rocks fall)
- - man returns to standing pose
- ------------ sequence repeats ----------------
-
- (1) Multiframe long sequence with multiple long pauses
-
- Lunch Time:
- - Use a sprite image of 24 pixels wide by 16 pixels tall.
- - Use the little man character appearing in the sample PIC's
- - Man should eat his lunch ... suggested ...
- - man standing
- - stoops and picks up lunch pail
- - looks around for rock
- - sits on rock
- - opens lunch pail
- - long pause. Other frame sequences will be inserted here
- later to show quick repeating eating, drinking and smoking
- - closes lunch pail
- - stands
- - bends to put lunch pail down on ground
- - stands
- ------------ sequence repeats ----------------
-
- -----------------------------------------------------------------------
-
- The PIC files are designed to allow them to be read by any language (C,
- Basic, Pascal) whatever. ie; all pixel colors are stored in flat text
- format. This method is EXTREMELY SPACE WASTEFUL! So when the final images
- are stored for your graphics program I would suggest using a different
- method....
- ======== PIC file structure =========
-
- Line #1: ImageQnty, PixelsWide, PixelsTall
- Line #2: Palette color Array Settings (16 for EGA)
- Line #A: Frame Title for Frame 1
- Line #B: XpixelMovement, YpixelMovement, DoXORerase?, 18thOfSeconds
- LINE #C-PixelTall: integers representing individual pixels
- LINE #C-PixelTall: quantity of lines ----------------------------
- LINE #C-PixelTall: ---------- is determined by ------------------
- LINE #C-PixelTall: ----------------------- quantity of PixelsTall
- Line #A: Frame Title for Frame 1
- Line #B: XpixelMovement, YpixelMovement, DoXORerase?, 18thOfSeconds
- LINE #C-PixelTall: integers representing individual pixels
- LINE #C-PixelTall: quantity of lines ----------------------------
- LINE #C-PixelTall: ---------- is determined by ------------------
- LINE #C-PixelTall: ----------------------- quantity of PixelsTall
- Line #A: Frame Title for Frame 1
- Line #B: XpixelMovement, YpixelMovement, DoXORerase?, 18thOfSeconds
- LINE #C-PixelTall: integers representing individual pixels
- LINE #C-PixelTall: quantity of lines ----------------------------
- LINE #C-PixelTall: ---------- is determined by ------------------
- LINE #C-PixelTall: ----------------------- quantity of PixelsTall
-
- ------------------------------------------------------------------------
-