mrios@ihlpb.ATT.COM (Rios) (01/18/89)
(line eater eater bo beater banana bana fo feater...) The situation is as follows: I have designed a sprite using the SPRDEF command on the C128, and have converted it to a string using the SPRDEF command. I know how long this string is and all, but I can't seem to find a way to put this string in the form 10 sp$="<definition string>" within a program. I can print it out directly, but it is loaded with special characters. Has anyone found or come up with a way to do something like this? The end result should be a visible string which, when converted to a sprite with the SPRDEF command, turns out to be the original sprite defined. -- Michael Rios attih!ihlpb!mrios AT&T Secret Police 20231192189121297114420851912920825201522219494725185114479132125914208523125
fred@cbmvax.UUCP (Fred Bowen) (01/20/89)
In article <9425@ihlpb.ATT.COM> mrios@ihlpb.ATT.COM (Rios) writes: >... I have designed a sprite using the SPRDEF command on the C128, and have >converted it to a string using the SPRDEF command. I know how long this >string is and all, but I can't seem to find a way to put this string in the >form 10 sp$="<definition string>" within a program. I can print it out >directly, but it is loaded with special characters. Has anyone found or come >up with a way to do something like this? The end result should be a visible >string which, when converted to a sprite with the SPRDEF command, turns out >to be the original sprite defined. I be confused. You can design a sprite with SPRDEF, copy it to a string with SPRSAV 1,A$, and copy it to another sprite with SPRSAV A$,n where 'n' is the sprite number to receive the data. You can also copy the sprite string data to the screen directly (GSHAPE A$,x,y) or to another string (B$=A$). You can copy a sprite to another sprite with SPRSAV 1,2 or by using the C option when in SPRDEF mode. Quite versatile. PRINTing a string containing sprite data will yeild all kings of garbage, since the string contains a binary bipmap of the sprite shape. To see it properly, you would have to do something like PRINT"<67 insert chrs>"A$. If your intention is to design a sprite & incorporate the data into a program by assigning the data to a string variable (probably is what you want, now that I think about it), you cannot do it that way. Any null character in a string literal would terminate the statement's evaluation (a reverse-field @ is a null character). Instead, write the string to a disk file & load it in at run time, or write a little thing that would convert each of the 67 chars in A$ above to numbers (or PEEK the data directly from the sprite buffer) and put them into a DATA statement. At run time, your program would have to READ the info with something like FOR I=1TO67: READ X: A$=A$+CHR$(X): NEXT. -- -- Fred Bowen uucp: {uunet|rutgers|pyramid}!cbmvax!fred arpa: cbmvax!fred@uunet.uu.net tele: 215 431-9100 Commodore Electronics, Ltd., 1200 Wilson Drive, West Chester, PA, 19380