Re: [Ql-Users] Loose Items and sprites.
On 25 Oct 2008, at 20:41, Norman Dunbar wrote: Yes, I figured it out and confirmed it with SETW. A very nice program if you have no other way of generating the Window definitions. I haven't played much with it yet, I will do ASAP, but it looks promising. Naturally I use it a lot and over time have made changes in it to make it easier for me (and presumably others) to use. I will always consider suggestions for further changes. George ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
Evening Marcel, The document Per pointed to answers it all (of course, as I wrote it ;-) ). But the sort answer is: a system sprite is what you want. A system sprite definition is quite simpe, it only consists of 2 bytes: a $00 byte and the sprite number you want. The move sprite for example is simply $0006. Found it! Thanks. I was confused, slightly - as usual - because I had tried the word of $0006 and got a CF1 sprite instead. However, reading the document again, and again until my mind started working, I realised that the pointer should not be $0006 to get the MOVE sprite, but it should point to a sprite definition of $0006. Tried it, and it 'just works' in high colour mode. I have yet to try it in mode 8 or mode 4 but I'm sure it will simply work. Many thanks. Cheers, Norman. ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
Evening George, Use SETW which will allow any of the SMSQE sprites (all coded easily by words 1, 2 etc) to produce a window and look at the _ASM file produced to see how the spriteare is coded in the window definition. Yes, I figured it out and confirmed it with SETW. A very nice program if you have no other way of generating the Window definitions. I haven't played much with it yet, I will do ASAP, but it looks promising. I realised I had an old copy of Easy Pointer 3 on my 'hard disc' and it comes with Easy Source which converts a menu definition from EP3 to an ASM file. For some reason it wouldn't work, just hung in execution and was still listed in the 'jobs' list but nothing on screen. Most strange. Then on one occasion, it did work but while I was out of high colour mode. A clue perhaps. It was. The code checks for mode 0, and if not found, simply loops around calling MT_DMODE to read the mode again and again until it is in mode 0 and then displays the menu on screen. Most useful. I'll be posting a patch for EasySource in a separate email. Cheers, Norman. ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
On 17 Oct 2008, at 21:13, Marcel Kilgus wrote: Norman Dunbar wrote: I want to put the default sprites for move, sleep, wake, resize etc into loose items so that I don't end up having the clunky mode 4 sprites showing when I'm in high colour and so on. The document Per pointed to answers it all (of course, as I wrote it ;-) ). But the sort answer is: a system sprite is what you want. A system sprite definition is quite simpe, it only consists of 2 bytes: a $00 byte and the sprite number you want. The move sprite for example is simply $0006. To see these sprites do the following: PAPER 4 (So that the sprites will all be visible) LREPSR tptr_ext ( can be downloaded from: http://web.ukonline.co.uk/ george.gwilt/ ) a=ALCHP(40*2) FOR x=0 TO 39:POKE_W a+x+x,x:CLS:BWSPR#1,100,20,a+x+x:PRINT x:PAUSE Each sprite will be shown in turn. When you run out of system sprites you will get a red cross. BWSPR#ch,x,y,address is a keyword from tptr_ext which displays the sprite at address address on channel ch at position x,y in pixels. George ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
On 16 Oct 2008, at 20:15, Norman Dunbar wrote: Is there any way to use one of the predefined sprites as a loose item object in a manner similar to how we can set the window sprite to 0 and get the default arrow pointer etc. Use SETW which will allow any of the SMSQE sprites (all coded easily by words 1, 2 etc) to produce a window and look at the _ASM file produced to see how the spriteare is coded in the window definition. George ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
Norman Dunbar wrote: I want to put the default sprites for move, sleep, wake, resize etc into loose items so that I don't end up having the clunky mode 4 sprites showing when I'm in high colour and so on. The document Per pointed to answers it all (of course, as I wrote it ;-) ). But the sort answer is: a system sprite is what you want. A system sprite definition is quite simpe, it only consists of 2 bytes: a $00 byte and the sprite number you want. The move sprite for example is simply $0006. All the best, Marcel ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
Just a quick answer: Are yoiu aware of the document called display_txt in the extras/doc folder in the SMSQ/E sources? It explains the new (and old) sprite formats in great detail. I think you may finbd some mopre answers there.. Per Norman Dunbar wrote: Is there any way to use one of the predefined sprites as a loose item object in a manner similar to how we can set the window sprite to 0 and get the default arrow pointer etc. I want to put the default sprites for move, sleep, wake, resize etc into loose items so that I don't end up having the clunky mode 4 sprites showing when I'm in high colour and so on. I've set up a loose item and used all values between 0 and 20 - so far - and got a few hits, but it doesn't match up to the various pointer sprite values. So far I have these values : 0 = blank (or something white - I have a white background so I may not see it!) 1, 4, 5, 10, 15, 18, 17 = a Red 'X'. 2, 3, 7, 9, 11, 12, 13, 19, 20 = Fatal error. 6 = a magenta 'CF1' 8 = a green bent arrow pointing to the left and down. 16 = a small '8', green on a black background. What I'm after is to set up loose items with a non-pointer to the internal sprites rather than me designing something that is going to look daft in high colour mode, for example, when I activate MOVE by a CTRL+F4, say, I get a nice pair of interlocking 'windows' which looks nothing like the sprite I'm currently using. I'd like my loose items' sprites to look like the pointers that appear when activated. Thanks. Cheers, Norman. ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm
Re: [Ql-Users] Loose Items and sprites.
Evening Per, Just a quick answer: Are yoiu aware of the document called display_txt in the extras/doc folder in the SMSQ/E sources? It explains the new (and old) sprite formats in great detail. I think you may finbd some mopre answers there.. I was not aware, or if I was, I had forgotten! I am now aware and I shall have a read ASAP. Thanks for the heads up. Cheers, Norman. ___ QL-Users Mailing List http://www.q-v-d.demon.co.uk/smsqe.htm