DoAnyBGS
First release: v1.0-25/06/2002
By Christophe Molon-Noblot
ximoon@voila.fr
http://www.ximoon.fr.st
About DoAnyBGS
DoAnyBGS is a win32 application created with Visual Basic 4.0. It is useful to create easily sprites of any size to many formats used in games and programs for TI-68k (92I,92II,92+,89,v200) calculators. It can create a BIN file (.bin), a HEADER (.h) or text data for C or ASM (a68k).
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How To Use DoAnyBGS?
Well, it's very simple :o)
There are 5 frames:
About
Hmm... It's the About box... Not very useful if you want your sprites!
Main
Here we are.
What's on this frame? 1 picture, 4 buttons, 2 groups of radio buttons, a checkbox, 2 info texts and 1 enabled text.
The 'Open' button enables you to
open a picture. It must be a bitmap (.bmp) file, width under 240
pixels and height under 128 pixels, otherwise an error is
displayed.
When you open a nice picture, its path is displayed in the uppest
text box and the picture is loaded in the picture box.
The 'About' button... I just don't remember...
The 'Create' button creates the sprite when you have choosen a picture an set all the options.
The 'Close/Open Palette' button shows (or not) the palette frame.
The 'Sprite Name' text box contains... the name of your sprite... you can change it (here the name is 'sprite')
The first radio group enables you to choose the output format of your sprite. It depends on if you are doing a program in C, ASM, or if you just want a bin file. For a bin file a saving dialog box appears when you create the sprite, otherwise the text is displayed in the text frame.
The second radio group enables you to choose the
kind of sprite you want, genlib, graphlib or masked-graphlib.
Here are some examples for a sprite in different formats.
Genlib ASM: sprite: dc.b 16,1 dc.w $0000,$0000 dc.w $0180,$0180 dc.w $0E70,$0E70 dc.w $1008,$1008 dc.w $2004,$2004 dc.w $4182,$4182 dc.w $4002,$4002 dc.w $4002,$4002 dc.w $B3CD,$B3CD dc.w $A185,$A185 dc.w $A665,$A665 dc.w $A665,$A665 dc.w $6006,$6006 dc.w $27E4,$27E4 dc.w $13C8,$13C8 dc.w $0C30,$0C30 Genlib C: BGS sprite = { 16,1, { 0x0000,0x0000, 0x0180,0x0180, 0x0E70,0x0E70, 0x1008,0x1008, 0x2004,0x2004, 0x4182,0x4182, 0x4002,0x4002, 0x4002,0x4002, 0xB3CD,0xB3CD, 0xA185,0xA185, 0xA665,0xA665, 0xA665,0xA665, 0x6006,0x6006, 0x27E4,0x27E4, 0x13C8,0x13C8, 0x0C30,0x0C30 }}; |
Graphlib ASM: sprite_light: dc.w 16,2 dc.b $00,$00 dc.b $01,$80 dc.b $0E,$70 dc.b $10,$08 dc.b $20,$04 dc.b $41,$82 dc.b $40,$02 dc.b $40,$02 dc.b $B3,$CD dc.b $A1,$85 dc.b $A6,$65 dc.b $A6,$65 dc.b $60,$06 dc.b $27,$E4 dc.b $13,$C8 dc.b $0C,$30 sprite_dark: dc.w 16,2 dc.b $00,$00 dc.b $01,$80 dc.b $0E,$70 dc.b $10,$08 dc.b $20,$04 dc.b $41,$82 dc.b $40,$02 dc.b $40,$02 dc.b $B3,$CD dc.b $A1,$85 dc.b $A6,$65 dc.b $A6,$65 dc.b $60,$06 dc.b $27,$E4 dc.b $13,$C8 dc.b $0C,$30 Graphlib mask ASM: sprite_light: dc.w 16,2 dc.b $00,$00 dc.b $01,$80 dc.b $0E,$70 dc.b $10,$08 dc.b $20,$04 dc.b $41,$82 dc.b $40,$02 dc.b $40,$02 dc.b $B3,$CD dc.b $A1,$85 dc.b $A6,$65 dc.b $A6,$65 dc.b $60,$06 dc.b $27,$E4 dc.b $13,$C8 dc.b $0C,$30 dc.b $00,$00 dc.b $01,$80 dc.b $0E,$70 dc.b $10,$08 dc.b $20,$04 dc.b $41,$82 dc.b $40,$02 dc.b $40,$02 dc.b $BF,$FD dc.b $BF,$FD dc.b $BF,$FD dc.b $BF,$FD dc.b $7F,$FE dc.b $3F,$FC dc.b $1F,$F8 dc.b $0F,$F0 sprite_dark: dc.w 16,2 dc.b $00,$00 dc.b $01,$80 dc.b $0E,$70 dc.b $10,$08 dc.b $20,$04 dc.b $41,$82 dc.b $40,$02 dc.b $40,$02 dc.b $B3,$CD dc.b $A1,$85 dc.b $A6,$65 dc.b $A6,$65 dc.b $60,$06 dc.b $27,$E4 dc.b $13,$C8 dc.b $0C,$30 dc.b $00,$00 dc.b $01,$80 dc.b $0E,$70 dc.b $10,$08 dc.b $20,$04 dc.b $41,$82 dc.b $40,$02 dc.b $40,$02 dc.b $BF,$FD dc.b $BF,$FD dc.b $BF,$FD dc.b $BF,$FD dc.b $7F,$FE dc.b $3F,$FC dc.b $1F,$F8 dc.b $0F,$F0 |
NOTE: since I just didn't know how a graphlib sprite looks like in C, I use a format that should not be the right one...
See the palette frame for informations about clors and mask.
Toolbar
You can move the frames by moving that one, use X/- to close or reduce the application... Perhaps you knew that...
Text
The test box contains the sprite that was created if you used C or ASM format. You can copy the text and paste it into your source file or create a header file with the 'Create .h file' button.
Palette
Defaults are :
White = rgb(255,255,255)
Light Gray = rgb(192,192,192)
Dark Gray = rgb(128,128,128)
Black = rgb(0,0,0)
There are the color that are used most of time
with paint, for example.
You can set other values with 'Palette' and 'Picture' buttons'.
The fisrt one calls the Window's palette, the other makes you
choose for a color in the picture, just click on the color you
want on the picture.
For a sprite without mask, any color will be
white but the Dark Gray, Light Gray and Black.
With a mask, it is the same, and White, Dark Gray, Light Gray and
Black are masked, other colors are transparent.
(Those Dark Gray, Liht Gray, Black and White are any one you
want, White can be red for example).
That's All!
Now you should be able to create your sprites...
And sorry for my poor English :p
Thanks To...
Patrick Pélissier for Genlib
The Doors Team for Graphlib
Charlie Gibbs, David Ellsworth and others for a68k
The Ti-Gcc Team for Ti-Gcc
And everybody who uses that program...