Last modified on 2 January 2009, at 15:44

GMSK

Revision as of 15:44, 2 January 2009 by TFM (Talk | contribs) (weblink provided)

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 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).


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 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.

Weblink