--------------------------------------------------------------------------- M i n e r v a S o f t w a r e T e c h n i c a l R e l e a s e Number: 001/AncSpr Minerva House Date: 29/09/89 Baring Crescent Author: MK Exeter Pages: 01 EX1 1TL Creating sprites for use in Ancestry --------------------------------------------------------------------------- Displaying scanned/digitised sprites in Ancestry will result in a negative or oddly coloured sprite appearing on the screen. This is because Ancestry was written for Arthur 1.2 and before RISC OS appeared. The digitised sprites need to have their monochrome tones reversed. The following instructions will show you how to convert your sprites. 1. Using the desktop palette manager (see Archimedes User Guide), set up a palette such that colour number 15 is white and colour number 8 is black, with colours 9 to 14 being intermediate grey tones. 2. Now adjust colour number 0 to be yellow and colour number 7 to be red. The intermediate colours 1 to 6 should be automatically calculated. 3. You may now wish to save this palette for future use. 3. Make sure the Desktop is being displayed in screen mode 12. 4. Load paint and start editing your scanned/digitised sprite. Use the zoom facility to make it the size you wish it to appear in Ancestry. The sprite should appear in its correct black & white tones despite the unusual palette (if not, you will need to create a palette for the sprite). 5. Press MENU on Paint's iconbar icon and use Get Screen Area to grab the displayed sprite from the screen. 6. Save this grabbed area and it is now the corrected sprite to use with Ancestry. You may wish to edit it further if you have grabbed too large an area, or use paint to combine it with other sprites in one file. --01---001/AncSpr----------------------------------------------------------