Difference between revisions of "GMSK"

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[[Category:FutureOS]]
 
G-MSK - Graphical Mode 0 to Sprite Converter
 
G-MSK - Graphical Mode 0 to Sprite Converter
  
1. Introduction
+
 
 +
== Introduction ==
  
 
Version: 0.39 alpha
 
Version: 0.39 alpha
  
This FutureOS program allows to convert a part of a Mode 0 Screen
+
This [[FutureOS]] program allows to convert a part of a Mode 0 Screen
 
(use cursor to choose) to the CPC-Plus Sprite RAM. The Converter uses
 
(use cursor to choose) to the CPC-Plus Sprite RAM. The Converter uses
 
all 16 CPC-Plus Sprites. You can save the Sprites to disc and use them
 
all 16 CPC-Plus Sprites. You can save the Sprites to disc and use them
 
in your own Demos, Programs and Games.
 
in your own Demos, Programs and Games.
  
 +
== Control of GMSK ==
  
2. Control of GMSK
 
 
After launching the program, you can use both joysticks, the CPC-keyboard
 
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!
 
(cursor keys and copy) or some mice (c'est le souris). No lightpen support!
  
  
3. How to use the GMSK
+
== 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).
+
* Insert Disc named "GMSK.dsk" to Drive A.
 
+
* Start FutureOS throug RSX-command !OS.
- Tag file "- G-MSK .64K"
+
* Read Directory of the Drive (first tag A-Icon, then use/tag DIR-Icon).
- Run Program G-MSK (use RUN-Icon, at down left side).
+
* Tag file "- G-MSK .64K"
  (now you should see the CBM-Desktop of the converter).
+
* 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 "File", then
- Press Copy to activate "Load Pict.", then
+
* Press Copy to activate "Load Pict.", then (read the message, that no file is tagged until yet).
  (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 Space to get back to the FutureOS-Desktop (temporarily).
+
* Press Shift or Control to show the Directories of tagged drives.
  (now you see the FutureOS-Desktop like usual).
+
* Tag picture to convert (place it on the disc previously).
- Press Shift or Control to show the Directories of tagged drives.
+
* Click at OK-Icon (right side). (now you should see the CBM-Desktop of the converter again).
- Tag picture to convert (place it on the disc previously).
+
* Press Copy to activate "File".
- Click at OK-Icon (right side).
+
* Press Copy to activate "Load Pict.".
  (now you should see the CBM-Desktop of the converter again).
+
* 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 ...)
- Press Copy to activate "File".
+
* Move "cursor" right to "Conversion" and press Copy.
- Press Copy to activate "Load Pict.".
+
* Move the graphical cursor to the portion of the screen, which should be
- Selekt "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.
 
   converted.
- Press Copy again to activate function "Pic. -> Sprite"
+
* Press Copy again to activate function "Pic. -> Sprite"
- Have a look at the Picture and then press Space.
+
* 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!)
+
* Have a look at the converted Sprites!!! (enjoy it for a while *g* or shout!)
- Press Space again go come back... to GMSK ;-)
+
* Press Space again go come back... to GMSK ;-)
 
+
* Press Copy to activate "File".
- Press Copy to activate "File".
+
* Move down three lines (use Cursor-down key).
- Move down three lines (use Cursor-down key).
+
* Press Copy to activate "Save Spri.", to save the new Sprites to Disc.
- 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).
- 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 later with AmsDOS).
 
   (don't use little letters, if you want to use the file later with AmsDOS).
- Press Copy to activate Menue "File".
+
* Press Copy to activate Menue "File".
- Move completely down (cursor down key) to the bottom of menue "File".
+
* Move completely down (cursor down key) to the bottom of menue "File".
- Select function "End" (use Copy).
+
* Select function "End" (use Copy).
- Select "Yes" and press Copy.
+
* Select "Yes" and press Copy. (now you've left GMSK, you should see the FutureOS-Desktop again).
  (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.
- Touch Shift or Control key to see the saved Sprites in one of the directories.
+
 
   (if not - shout loud! ... mail tfm, kick as and ... then try again).
 
   (if not - shout loud! ... mail tfm, kick as and ... then try again).
- Quit FutureOS (... or have some more fun, creating other Sprites).
+
* Quit FutureOS (... or have some more fun, creating other Sprites).
  
 
You can now load the converted Sprites to the ASIC-Sprite-RAM (adress &4000),
 
You can now load the converted Sprites to the ASIC-Sprite-RAM (adress &4000),
Line 67: Line 60:
  
  
4. Supported functions in GMSK
+
== Supported functions in GMSK ==
 +
 
 
Menue File:
 
Menue File:
- Load Pict. (see 5. Supported graphic formats).
+
* Load Pict. (see 5. Supported graphic formats).
- Save Pict.
+
* Save Pict.
- Load Spri.
+
* Load Spri.
- Save Spri.
+
* Save Spri.
- Close      (same as End)
+
* Close      (same as End)
- Version    (shows actual program version)
+
* Version    (shows actual program version)
- End
+
* End
  
 
Menue Process:
 
Menue Process:
- Clear (clears loaded Picture and ASIC-Sprite-RAM)
+
* Clear (clears loaded Picture and ASIC-Sprite-RAM)
  
 
Menue Options:
 
Menue Options:
- Colour (but only for PENs, not for Sprites until now).
+
* Colour (but only for PENs, not for Sprites until now).
- Language (english, german, french, and others if YOU translate!).
+
* Language (english, german, french, and others if YOU translate!).
  
 
Sprite Format:
 
Sprite Format:
- M0 -> 2(X)*8(Y) (sets 2 Sprites in X and 8 Sprites in Y)
+
* M0 -> 2(X)*8(Y) (sets 2 Sprites in X and 8 Sprites in Y)
- M0 -> 3(X)*5(Y)
+
* M0 -> 3(X)*5(Y)
- M0 -> 4(X)*4(Y)
+
* M0 -> 4(X)*4(Y)
- M0 -> 5(X)*3(Y)
+
* M0 -> 5(X)*3(Y)
- M0 -> 8(X)*2(Y)
+
* M0 -> 8(X)*2(Y)
- every 2. line x (only every second scan line will be used)
+
* every 2. line x (only every second scan line will be used)
  
 
Conversion:
 
Conversion:
- Pic. -> Sprite (the real function of the program).
+
* Pic. -> Sprite (the real function of the program).
- Show picture
+
* Show picture
- Show sprites
+
* Show sprites
  
 
Help
 
Help
- Help
+
* Help
- Menue
+
* Menue
- -$$$-
+
* -$$$-
- .www.
+
* .www.
 +
 
  
 +
== Supported graphic formats ==
  
5. supported graphic formats
+
* native 17 KB CPC screens (from SAVE"PIC",b,&C000,&4000).
- native 17 KB CPC screens (from SAVE"PIC",b,&C000,&4000).
+
* 16 KB screens (16 KB pure graphic data, without file-header).
- 16 KB screens (16 KB pure graphic data, without file-header).
+
* OCP-Screens (uncrunched and crunched) with PALette file.
- OCP-Screens (uncrunched and crunched) with PALette file.
+
 
   If you load an OCP-Art-Studio Screen, GMSK looks automatically for a
 
   If you load an OCP-Art-Studio Screen, GMSK looks automatically for a
 
   .PAL file. If a .PAL file is present the PENs and Sprite-Colors are set.
 
   .PAL file. If a .PAL file is present the PENs and Sprite-Colors are set.

Revision as of 04:29, 3 January 2007

G-MSK - Graphical Mode 0 to Sprite Converter


Introduction

Version: 0.39 alpha

This FutureOS program allows to convert a part of a Mode 0 Screen (use cursor to choose) to the CPC-Plus Sprite RAM. The Converter uses all 16 CPC-Plus Sprites. You can save the Sprites to disc and use them in your own Demos, Programs and Games.

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!


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 later with AmsDOS).
  • 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.
 (if not - shout loud! ... mail tfm, kick as and ... then try again).
  • 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).


Supported 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.


Supported graphic formats

  • native 17 KB CPC screens (from SAVE"PIC",b,&C000,&4000).
  • 16 KB screens (16 KB pure graphic data, without file-header).
  • OCP-Screens (uncrunched and crunched) with PALette file.
 If you load an OCP-Art-Studio Screen, GMSK looks automatically for a
 .PAL file. If a .PAL file is present the PENs and Sprite-Colors are set.