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
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
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
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
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
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
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
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