Difference between revisions of "GMSK:Manual"

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(Control of GMSK: Would be stupid to support a lightpen for a converter ;-))
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== Control of GMSK  ==
 
== Control of GMSK  ==
  
After launching the program, you can use both joysticks, the CPC-keyboard (cursor keys and copy) or some mice (c'est le souris). No lightpen support!
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After launching the program, you can use both joysticks, the CPC-keyboard (cursor keys and copy) or some mice to control the program.
  
 
== How to use the GMSK  ==
 
== How to use the GMSK  ==

Revision as of 11:02, 24 September 2009

GMSK Version: 0.39 alpha

Control of GMSK

After launching the program, you can use both joysticks, the CPC-keyboard (cursor keys and copy) or some mice to control the program.

How to use the GMSK

  • Insert Disc named "GMSK.dsk" to Drive A.
  • Start FutureOS throug RSX-command !OS.
  • Read Directory of the Drive (first tag A-Icon, then use/tag DIR-Icon).
  • Tag file "- G-MSK .64K"
  • Run Program G-MSK (use RUN-Icon, at down left side). (now you should see the CBM-Desktop of the converter).
  • Press Copy to activate "File", then
  • Press Copy to activate "Load Pict.", then (read the message, that no file is tagged until yet).
  • Press Space to get back to the FutureOS-Desktop (temporarily). (now you see the FutureOS-Desktop like usual).
  • Press Shift or Control to show the Directories of tagged drives.
  • Tag picture to convert (place it on the disc previously).
  • Click at OK-Icon (right side). (now you should see the CBM-Desktop of the converter again).
  • Press Copy to activate "File".
  • Press Copy to activate "Load Pict.".
  • Select "Y" and press Copy to load Picture. (the picture will be loaded, uncompressed and a PAL-file will be loaded too). (You can now choose the arrangement of the sprites, but first ...)
  • Move "cursor" right to "Conversion" and press Copy.
  • Move the graphical cursor to the portion of the screen, which should be converted.
  • Press Copy again to activate function "Pic. -> Sprite"
  • Have a look at the Picture and then press Space.
  • Have a look at the converted Sprites!!! (enjoy it for a while *g* or shout!)
  • Press Space again go come back... to GMSK ;-)
  • Press Copy to activate "File".
  • Move down three lines (use Cursor-down key).
  • Press Copy to activate "Save Spri.", to save the new Sprites to Disc.
  • Hit Return to accept Drive, User and Name (or change it, if you like).
  • (don't use little letters, if you want to use the file with another OS later).
  • Press Copy to activate Menue "File".
  • Move completely down (cursor down key) to the bottom of menue "File".
  • Select function "End" (use Copy).
  • Select "Yes" and press Copy. (now you've left GMSK, you should see the FutureOS-Desktop again).
  • Touch Shift or Control key to see the saved Sprites in one of the directories.
  • Quit FutureOS (... or have some more fun, creating other Sprites).

You can now load the converted Sprites to the ASIC-Sprite-RAM (adress &4000), to work with them. The color-palette of the Sprites is located between &6422 and &643F (&1E Bytes, two bytes for every PEN from 0 to &0F).

Functions in GMSK

Menue File:

  • Load Pict. (see 5. Supported graphic formats).
  • Save Pict.
  • Load Spri.
  • Save Spri.
  • Close (same as End)
  • Version (shows actual program version)
  • End

Menue Process:

  • Clear (clears loaded Picture and ASIC-Sprite-RAM)

Menue Options:

  • Colour (but only for PENs, not for Sprites until now).
  • Language (english, german, french, and others if YOU translate!).

Sprite Format:

  • M0 -> 2(X)*8(Y) (sets 2 Sprites in X and 8 Sprites in Y)
  • M0 -> 3(X)*5(Y)
  • M0 -> 4(X)*4(Y)
  • M0 -> 5(X)*3(Y)
  • M0 -> 8(X)*2(Y)
  • every 2. line x (only every second scan line will be used)

Conversion:

  • Pic. -> Sprite (the real function of the program).
  • Show picture
  • Show sprites

Help

  • Help
  • Menue
  • -$$$-
  • .www.

If you load a OCP Art Studio picture, GMSK checks if a .PAL file with the same filename exists. If a .PAL file is present, it will be analyzed and the PENs and the Sprite colors will be set according to the .PAL file.