[Ql-Users] Loose Items and sprites.
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
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