`8NNNNrPp NNNNNNNNNNNNNNNNNNNNNNNNNNNNAT/?< NA\><yBy"@a$Q><yBy@aQNu<<NqNqQNu SPRITES are VIRUS FREE ! All Circuits Operational.... ------------------------------ Distributed under Licence ***** 1990 BUDGIE UK ***** ܾO`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @`  @`!Aa   !Aa!!O%a')+/1!3Ao79;=CoGO`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`wy} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @`  @`!Aa   !Aa!!O%a')+/1!3Ao79;=CoGSPR_MSTR88FAST_B DEMASTR_GMEPRG5t DEMO PRG\{"FAST_CLRSPR=t XSLICER PRGICONS SPR#%CLOCK SPR-MONSTER1SPR5MONSTER2SPR:DESKTOP INFt ?SPACE_1 SPR@zSTARWARSSPRAzSPR_MSTRPRGAt ZcBUDGIE MEDPt DBUK t I. .. SPRITE BSCFB_DEMO DAT/ HDREAD_ME NPJ  NXNXfq {ϐmӐܐ0J$ TIME AND MOTION by Chris Skellern0(J Please use low rezz.(0J$Time and motion is a wee demo prog0.J" to show fast basic users how to..J" get going with sprite master...J"The file created by sprite master..J" is saved as a code file with a..J" single buffer display routine.."J La program " 4   VXDload_data VY2initiate VZset_pall VQ8program 6  Vprogram"Jload data into array"(B_DATA%(0lf((BLOK%p0((BL_D%p(8B_DATA%(BLOK%lBL_D%f8   J blue screenSPRITE%p VV~disp_scrnJdisplay text bit( LOOP%p$0(2&\pB_DATA%( LOOP%lf22&`pB_DATA%( LOOP%lf2<SPRITE%pB_DATA%( LOOP%lf<VZdraw_sprite  Jdisplay edges(MAIN%pP(((C_B%p#(2&\pB_DATA%((C_B%lf22&`pB_DATA%((C_B%lf2<SPRITE%pB_DATA%((C_B%lf<VZdraw_sprite,SPRITE%pSPRITE%v,SPRITE%tB_DATA%((C_B%lf@UB_DATA%((C_B%lfpB_DATA%((C_B%lfBUB_DATA%((C_B%lfpSPRITE%Ҁ     Vdisp_scrn(J 100 blocks of 32x20 pixels(&J =320x200 in low res !!&&\p&`p,Y_LOOP%p ,,X_LOOP%p ,VZdraw_sprite&\p&\v   &`p&`v&\p   Vload_data.J"load sprite data and disp/routine. vCODElFP **FB_DEMO.DATlCODE*  Vinitiate*J initiate the display routine* Gp Gp vCODE  Vset_pall$J set the sprite colours$ Gp Gp vCODE  Vdraw_sprite0J$display sprite using mode3(fastest)04J(but only if x = multiples of 16 4GpSPRITE%Gp&\Gp&`GpvCODE  .J" the data is read into the array..4J( xpoz,ypoz,cur_spr,reset_spr,limit_spr4$J clocks are sprites 1-8$ J patterns are 9-35 J letters are 36-44 JTOP ROW *Lll l l#**L llll**L@ll l l#**L`llll**Lll l l#**Lllll**Lll l l#**Lllll**Lll l l#**L llll*JSIDES*Lllll**L ll l l#**Ll(l l l#**L l(lll**Ll<lll**L l<l l l#**LlPl l l#**L lPlll**Lldlll**L ldl l l#**Llxl l l#**L lxlll**Lllll**L ll l l#**Lll l l#**L llll*J BOTTOM ROW*Lllll**L ll l l#**L@llll**L`ll l l#**Lllll**Lll l l#**Lllll**Lll l l#**Lllll**L ll l l#*JTIME$Jt=36 i=37 m=39 e=40$*L`l2l$ll**Ll2l%ll**Ll2l'll**Ll2l(ll*JANDJ a=43 n=44 d=41*LplPl+ll**LlPl,ll**LlPl)ll*JMOTION,J m=39 o=42 t=36 i=37 o=42 n=44,*L@lnl'll**L`lnl*ll**Llnl$ll**Llnl%ll**Llnl*ll**Llnl,ll*lnl%ll**Llnl*ll**Llnl,ll*`N 9,#CpVSE`@5Cw`$A0f 2$a`246` @fa`:&f8: o o o`$zz@mS@HH Z(R fa6`p>:"zNH,|OOB8JLB8AL( ga&L&6&66:G$IP&&aVSf> SfNu$z@mS@HH Z(R fa`>:"zH,|OOB8JLBA8L gan&L&6&66:Ga.Sf&&> SfNu"zfB8Az^nlL&zNI [(S>:H,|OO8JLB g fa`,a&L&6&66:G&&aSf> SfNu fa`0 fal`$ faP` fA ` faNuBBBB0246,FQYQYQYQYH@HAHBHCHF6RZ6RZ6RZ6RZNu0246<ABCFF6QY6QY6QY6QYNu*L&]<$06gRQ&&SfSfNu?<%NNTNuECA" (ё6(I8"QB2&IBBBBk "\" *::Zf2*4*AIHSCfA BaNu?<NNTAj NuAf /?<NN\NuP ``PP x``PP PP @`<PP ``PP ``>PP ``PP ``PP PP PP @@PP ``PP ppPP xxPP >?|>?|PP ~~~~PP PP @@~~@~~@@@PP @@ ~~@~~@ @@PP @@~~@~~@@@PP @@1111 ~~@~~@ 1111@@PP @@aaaa ~~@~~@ aaaa@@PP @C!! ~~@~~@ !!C@PP @@aaaa ~~@~~@ aaaa@@PP @@1111 ~~@~~@ 1111@@PP @@~~@~~@@@PP @@ ~~@~~@ @@PP @@~~@~~@@@PP PP ~~~~PP >?|>?|PP xxPP ppPP ``PP @@PP ߀߀PP PP PP >~1qPP ߀߀ߏpߏp߀?߀?ߏpߏp߀߀PP ߀߀ߏp<ߏpߏpߏpߏpߏp<߀߀PP ?߇x<ߏpߏpߏpߏp߇x<?PP ?߀ߏpߏp߀߀ߏpߏpߏpߏpPP ߇x߃|߁~߀߈wcߌs#ߎqߏpߏp|ߏp<P * ************************************ * * * * SPRITE.BSC is a fast basic file. * * * * FB_DEMO.DAT is the spr data file. * * * * Must be run in low rezzy. * * * * ************************************ * `vOaBgNANu0<N J@g rpN pra2pra2Caa@"|aaaLaaaaaaaa(aaazaara0:g @gN @f a`* @g"aE4a# aE2a"aaT,< `f`baNuZHello ZGod ?<NATH@Nu/ ?<?<NNPNuAC4 Ar0aCBQC2TCJ2BY2222Nu0<?$z4ZCh$QNu0<?$z4FBQNuERR0: RnBRaNu2<4:JaH2<44:>a:da.C&aa`>:dNu/ ?< NN\Nu     ,       xpv2:4<a-Ca(<`jpv zh24a-a>A*SPjE4aEaH\ L b jd8jvBl0NPftv $`H (b82>@\ CHRISSYS SHELL by Chris Skellern last update : 22/11/89 G`IANu?<NNTNu?<NNTNu?<NNTNu?/NAXNu//??<?NAO Nu//??<@NAO Nu/?<ANA\Nu?/?<GNAPNu?/?<NNAPNu?<ONATNuap @0<?BQNua^ @E $&:< QNuAaDNuAa6NuBg?<?<NN\NuBgBg?<NN\Nu <  fNuCNBQ? 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IIdd??00rrdd||??''||>@ ll00@ llϰ@ @ @ @ @ @ @ @ @ @ @ @ @ @  @  @  @  @  @  @  ?~?~@ 癿 1100@  ߰ >>11????@ ߾gg``11@ llٰ??11pp@ ǙǙ@ @  @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ ||xx@ ff͛͛00@  33~~||͛͛@ ٻٻ``@@@@``͛͛????ٿٿ||``xxpp ٷٷ`` 33~~((((@@@@ Nqx00000x|pxxxxxx x000000xx0Hx0xx0000 0`p`````p PwpPE03D@w@<t.t.`b#8O*p.Nu"y.Ab#Xȓ#<*z*m - ЭЭЉ// ??<JNA p/Nup+NupNu36gprNuaRjaRfashaWai zWp#NuaiaIai zWp#Nuaip,NuaR&2:Tg pNu/<NANuApCp  "Nul#J9lg #Jl#S&XadaYa^ZaSLa_aQaR a>,a]a^aQ:a:a^aQa\aR#RXadad$CRTa] fa?J`,:f8:;n DgDCYa] fa;^`CPa] fa5`CPa]r fa=`C>a]\ fa>`vCPa]F f&acaa<:bHB4BGJj2Q4)HBYQ`xB4)HBYQS nxB>|zbHG$HBHGJj2YQSAfNu@HH&H:xB>!|zbTHG$HBHGJj2QB4)HB⊅QQ`xB4)HB⊅QQS nxB>!|zaHG$BGHG2HBQQSAfnNu I&<@H@"SfSAfNuSA6`Q&<@H I@# SfÓSAfNu$zk0<%&J`Qp_BQNu$zkbxc&JRv^QBRQNu$zkF%xc&JSv^"QB#SQNu$zk$%0<%&J`#Qp_B"QNuaN"a_nEahjE ahbEahZEahREahJEahBEah:Eah2Eah*Eah"EahEahEah E ahEaga_a^CaXJ fB@`CaX4 fpB8r`R@Aj g fa.`. fa+` fa ` faD` fa|` fa ` fa` fa` fa|` fa*` fa(` fa)` fa`Nu8"8- I N F O R M A T I O N - KICON DEFINITIONS ZANIMATION iWORKBENCH xMERGE - FILE MERGE - SPRITE EXIT a[ERa[E`a[Era[Ea[a#|Nu 2dhQDa QNb QXc Qbd Qle zf g h i j k l m +a - X start position. 5b - Y start position. ?c - X displacement. Id - Y displacement. Se - Time delay. ]f - Start sequence. gg - Set restore (on/off). qh - Set wrap (on/off). {i - Go into mouse mode. j - Clear screen. k - Set screen type. l - Information. m - Exit animation. -- A N I M A T I O N - a?aQE$aZEFaYEhaYEaYa!Nu"(- M E R G E F I L E - PThe requested file is merged infront )Zof the currently displayed sprite. *nThe pallette settings are ignored. a>aP2E4aY.E\aY&EaYEaYEaYEaYa Nu - M E R G E S P R I T E - AThe sprite displayed in the EDIT window Kis merged with the displayed FILE sprite. iPixels in the EDIT sprite have priority 7sover those of the FILE sprite. Pixels set to pallette zero are ignored. a=aNETaWElaWEaWEaWEaWEaWE"aWEBaWE`aWEaWaTNuA- G E N E R A L - 2Sprites are stored in memory as a file. DThe FILE-ACTUAL window displays the current Nsprite in this file. Use the controls below Xthe window to scroll through the file. ,jThe file can be edited and sorted %tusing the other commands displayed. *As with all data files you should keep atleast two regular backup copies )in case the worst should happen. a;aLEDaUElaUEaUEaUEaUEaUE&aUEJaUahNu #- C R E A T I V E T O O L - FSprite master is more than just a sprite Rdesigner. Its flexibility gives it many ^more uses,from designing stylish large jor small characters to creating your own vpersonal icons. Even full scale animation using frame swopping should be possible with a little of your clever programming. a9aK6EaT2E "aT*E JaT"E paTE aTE aT E aTE aSE $aSE DaSaa9aJEHaSE E^aR6EhaR.EaR&EaREaREaREaRE6aQEZaQaa7aHETaQEjaQEvaQEaQEaQEaQEaQE$aQEHaQElaQaNNuV- N O T E S - V- N O T E S - ,(- A S S E M B L E R - )- B A S I C E T C - )- B A S I C E T C - ,- F I L E S P E C - ANon-assembler programmers must first load Kthe file into reserved memory and then UCALL/EXECUTE the loaded file when required. nThis shouldnt cause much of a problem for xthe Basic programmer equipped with a CALL command. Other languages though may not be as straightforward but should still follow a similar pattern - best consult manual. )5Basic users will need to use setup E?instructions similar to :- )Ncall_address = RESPR (file_size) 7]LBYTES file_name,call_address lAnd then when the routine is required Ovyou use a call command. bCALL call_address Most Basics accept values placed inside the processors data registers - so no problems. -If your call command wont accept data 7registers then you must poke the data Ainto memory first and then use the CALL Kcommand - but this time with a displacment. 0_POKE call_address+44,sprite_num 0iPOKE call_address+48,x_position 0sPOKE call_address+52,y_position 0}POKE call_address+56,print etc )and then :- CALL call_address+60. Poked values must be of longword size. "Use Desktop to find the file_length. UMerge (INCBIN) the file with your program _set the relevant data registers and then ieither BSR or JSR to the INCBIN address. 7File Header. (K1 word - zero. (U1 word - file i/d. (_2 words - sprite file size (bytes). (i1 word - total sprites in file. (s16 words - pallette colour settings. The above format fronts every file produced. If the file includes a display routine then the first word will be a BRA.S instruction. 7d0 = sprite number (1 to n). >Ad1 = screen x position (0-319). >Kd2 = screen y position (0-199). >Zd3=0 to draw sprite. >dd3=1 to restore sprite. >nd3=2 to restore and draw. >xd3=3 to draw (fnct 16). >d3=4 to restore (fnct 16). >d3=5 to rest/draw (fnct 16). >d3=6 to draw (fnct 16 + a/sel). >d3=7 to restore (fnct 16 + a/sel). >d3=8 to rest/draw (fnct 16 + a/sel). vEa>nEa>fEa>^E"a>VEHa>NEna>FEa>>Ea>6aa#a5&Ea>"Ea>Ea>Ea> E&a>EBa=Eda=Exa=Ea=Ea=aa#~a4Ea=Ea=Ea=Ea=E*a=ERa=Ena=Ea=Ea=Ea=~Ea=vEa=na"Nua#a4\Eta=XEa=PEa=HEa=@Ea=8Ea=0Ea=(E"a= ELa=Eta=aa"a4Eaa<@EZa<8Epa<0Ea<(aa!a3ELa<Ea< Ea<Ea;Ea;Ea;Ea;Ea;E.a;aNu)- I C O N D E F ` S - 7< << - Shift 1 sprite left 7F >> - Shift 1 sprite right 7PFILE - Enter file mode 7ZEDIT - Enter edit mode 7dNEW - Enter workbench 7nDELT - Delete sprite or file 7xANIM - Enter animation 7INFO - Information 7EXIT - Exit current mode 4F - Insert sprite to right 4ZMRGE - Merge file or sprite 4dSEND - Saves current sprite 4nLOAD - Load file 4xSAVE - Save file 4REPL - Replace current sprite 4WRK - Enter workbench a6a0E4a9~E^a9vEa9nEa9fEa9^Ea9Va Nu#- S P R I T E M A S T E R - KDesigned and programmed by Chris Skellern. 1WLast Revision - January 1990. 0sSprite Master - Version 1:20 Copyright 1988 - Blue Crystal Software. Distribution/Inquirys - BUDGIE UK. E$`Ea8Ba/Va.Nu  a/a( z:~a*z z:za*ra/aza\a.aa/Nua.a( z:Ta*H z:Pa*@AC2BPa'$aa+&a%ba.a.^*<PfCva' g2C^a' f a'`CVa' fa#`a.Xa*Aє0a&a&aa:aa.PNu4t 2<a/:A /nNua-a' z9Ta)` z9Pa)XE5za-a/~a AC/ 0a-a-p*<N fCta' f* An a` An at`a`CDa& g"Ca+CXa%z gC@a%j fa+`"a+aa%a$Ja(a%a@`ava+Nu6$z7@4<BQNu"z-A0E!64A A0A0$:J z7` QNu"z6 z-0 00$:xJ` Q0b `Nu z-`0zRgm a~` a aa&Nua$Al 6 z-,C&B0: H":(>( 2: 4:GIEJE4`ђQBBa&8$z,$:ޔa2"z68a@NuA$z,  C&hB0*H":: z6>:2*4*GIEJE`ђQBBa%NuA ,z C&B0:hH"::b z5>:XBABBa%NuA 24E>4E:4EZRH"z5E$Ӓ``QC "Nua$z5X"z>:`<:N`aPQQNuxBBBB02*4*6*H@HAHBHC   R fNuaa,&z4"zd::j`8:bL`aQNQNuE4a`NuBAB$z4H0hS0hk0hk0hkR mPNuA&A 0_B1Baa"Nu24(CQn0` im0in1i` im1iNua(~A%$C"&d a#a(a' fNa(Xa$A$a#a(da' f.Ca! fA$A0B0a(a$P`CHa!l fA$ 0a'a$,`A$a,a'a$aa'A% $vNu*A0hC24a!$"z3.trQLQC~"3A0A$(Cn22Aj0CZ QREB@4aEH2RZ40:gaA6SPfA.SPgA0#RP`A0aNua'A$a"ha'a&R fNa&a#A$a"Ha&a&\ f.CTa $ fA$A0B0a&a"`< fa(Laa#aa#` f,0:%g$aFa a%ahNua g* @fa)` @fa(` @fa)TNuA)"z% A0NuA) %zA0%na%8Nua#4 zp#Nu#Xa`aJa|#lXa#$NuC BQ$z.NuABPa"#>Xaaaa2#"Xa"a"lCa f> BRnt` B^nt`tAl0a"a(A`0ZaJa"`Ca g4Ca f a`bCa fz0:R@`B`~NuEHa!REJa!JEa+ EDa!:EFa!2Ea*E@a!"EBa!E\a*Nuq_uW7/7/,KuCancel "Info ~Save File E aa Nu 2:"6IKCAH5ANuEaa*&Nu> aEBa FE0a >EDa*Eja)Exa)Ea)Ea)Nu=7:=7Hj- S A V E F I L E - (HSprite Data File (TData File + Display + Mult/Buffers (`Data File + Display + Single Buffer !NOTE : All file types can be reloaded. @S@HC 2141Nu-2%-# 0:!g$ z!0G6XaEZRaaJNuaaaPaNu# Xaaaaa # Xaaa g  g fB0:!tg0<aaa fa8aaNaxaaa(` f a 2` f a ` f&0:! gra*a aaaa`V faaaa`: fapa Laaaza` f0: ga8` fa`a Ea'LEazEarEajEabE8a'$E@a'aCap gCa` f`bNuD]Yes Please. ]No Thankyou. >@Please Confirm Program Exit. <ZZZZ>\V \V <ZiZiCr2ahE@4daE>4XaE<4La~E:4@RanaLaaNu:ga `a Nuaaa z(raFp2:aZp2:aPp2:aFp2:aRa\aap`.CTa fARa2aaF`C2a f>aaa 0:6 @f a`a0aaaaa`Ca6 f a`Ca fArRa`~Ca f a`XCa fVat#Xafaaxaa#XahNu0<>S@fNu a a% a&/ a09 a:C`dFS/FS1EFSG[FSUb/Ub1EUbG[UbA1z1zAz0a`Al PgRSPaDC\0:`Q0:FQn2N20:NQ0:4Qn2<4 z\aa: fa`:ga`Nua6aC 22`8a~ gXznznAPg01B` hf`a2:4: z\aT0:g2<NqQS@f`NuA0aa`6At PfaPgSPaf@zNnzJna22:X4:V z\a0:~g2<NqQS@fa`Nu:(gaaNu?<%NNTNuA20,ar Cg2:g2<NqQASP`BNuA Pg0SP0A Pf z$(Ca` z$(a&NuaaaaaPa: g  f*0<aa2a  g8apaza` f.a#XaLaava#XaP` fa\` fa`t m l(:&غ0maaa.aa`. fa` f,A Pg RPaARP$:aa:a`b f00:R@zga`a`0:R@zga2`, f0:gaa.` faL`NuAhRP$:XaXaaNu#XaaXa(a>aaa2aBaaaPaT#DXaNuA PgSPa"NuA PgSPaaaaNuA"P )NuA"P )ѐNua"zED$::`a z0(z(mE"$SEfE0<@R40<ȐR4NuAn20:fRA@lRPaaaTa`NuaNu-jnE*a *Ea "E$aaaNu!b v!Edit - Work z60:BaEZR>:::a aBNuE*a B2:E(Xap0:OGE4afNu2< 2E(a z":pE(Xa.O0:GE4a$Nuy< yE,a 8":*E(XaO0:GE4aNu< E@a B2:0:gREXa0:OGE 4aNuVV< CV3|i QA@0EH5ia LE:a ~E&X2:Ha0pIOGE4a(a :::aHNuEaNu@ za"Nu za za zaNu za za zaNu za za zaNuC$$Iza gR  gP"J`BNu$'GJjm< za\Nuaa*aaFNuaaaRaNuaaa aNu za za za zaNu24>:"zH,zVOOB6JKB6AK$IP:G(G&6&6&z&&a$Sf> SfNuA Nuprtv0246,FQYQYQYQYH@HAHBHCHF6RZ6RZ6RZ6RZNuI$&\<$0R(zDQ&&SfSfNu&zb(zpjx(SfhSfNu(zD&zpjx(SfhSfNu  pD z&"JNuNuAR "0<NBNuC `dCR""2Ez"22C`:C(""2"622C`C"2CaC 0246J9lf*<]fNuCA0aNNuCpA0aEaa gaa0:fzA0( @ g @ g @ fZ (Rma`HA0( @ f aaXE^aPadaNu-NAXNu/ /?:?<@NA Nu/ /?:?<?NA NuAB1ZABP0A H8<HѐaNuBG  g a A|RP`NuaF z4pH"z`pB2HA䩃ii i iHAYYYYQNu":&0:&$:(vHԀ6BBKCA NuIbAuV A:C CL C C < C T C CD C C CL C CP CT CX C[T C* C, C:L C~>@T$ CHRISSYS SHELL by Chris Skellern last update : 4/1/90 GIA03ANu?<NNTNu?<NNTNu?<NNTNu?/NAXNu//??<?NAO Nu//??<@NAO Nu/?<ANA\Nu?/?<GNAPNu?/?<NNAPNu?<ONATNuaV @prtvxz|"@$@&@(@*@,@A}~eH~H~H~H~H~H~QH~H~H~HNu>4IOGAprtvxz|"@$@&@(@*@,@`H~H~H~BQNua @A}AE< 2"2$(,$@(@,@&*"A&A*A><H|H|H|HQNuAaNuAavNuBg?<?<NN\NuBgBg?<NN\Nu <  fNuCNBQ? 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Oclick mouse to continue 3 - SAVE SCREEN AS ASCII - * **** scrn data **** * * 800 lines : 40 bytes/line : 32k * $zRA0Ba&:&&z@a 2` ,ARC. 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Q tD.. Q tPRODUCT DOCbt E medium res t HBUDGIE UK licenceware. The Budgie UK Productivity Range -------------------------------- 1. ELECTRONIC BANK STATEMENT by David G. Pullin Oct 1989 This is the sequel to HOME ACCOUNTS, with many new features added: macros, code classification of statement entries, palette setting, disk management, printer access, real time date and clock. Standing orders are thoroughly covered. Up to three statements may reside in memory at once, each with up to one hundred entries. This program is an ideal tool to manage your bank transactions. Full explanations in doc. and txt. files. This disk is single-sided, and not protected. 2. BUDGIE UK PROGRAMMER'S 68000 LIBRARY v. 41 Dec 1989 This disk contains the entire collection of machine code routines developed and gathered by the Budgie crew over a period of three years. Thousands of man-hours were spent testing, debugging and documenting these routines. Subjects covered are sprites, scrolling, dual-screen display, sound, interrupts, bios calls, mouse and joystick handling, fonts, file handling, etc... The main emphasis is of course on writing games, but these routines may be used whenever speed is required. A collection of about seventy five macros is included. A suitable assembler (Devpac2) is required to run this program. This disk is DOUBLE-SIDED. Current version is 'shell 41.s' It is updated several times a year, as new routines come in. 3. SPRITE MASTER by Chris Skellern (single-sided) A professional sprite editing package tailored to suit most programming languages. Sprite sizes can be user-defined and stacked together to create a multi-size output file. Complete with display routines and restore buffers if required. The disk contains the Editor program, a short Demo game, example sprites, and a Neo-Sprite Master conversion kit. 4. ENCYCLOPEDIA ST by David Pullin (single-sided) due for release April 90 A major project covering all aspects of computing on the ST. Each subject can be addressed from the main menu. Updates planned throughout 1990 and beyond as new contributions and revised chapters become available. * * * ---------------------------------------------------- All BUDGIE UK 'Productivity' titles cost 3.95 (JANUARY 1990) Subject to change. They are available through licensed distributors only. several times a year, as new routines come in. 3. SPRITE MASTER by Chris Skellern (single-sided) A professional sprite editing package tailored to suit most programming languages. Sprite sizes can be user-defined and stacked together to create a multi-size output file. Complete with display routines and restore buffers if required. The disk contains the Editor program, a short Demo game, example sprites, and a Neo-Sprite Master conversion kit. 4. ENCYCLOPEDIA ST by David Pullin (single-sided) due for release April 90 A majo. project covering all aspects of computing on the ST. Each subject can be addressed from the main menu. Updates planned throughout 1990 and beyond as new contributions and revised chapters become available. * * * ---------------------------------------------------- All BUDGIE UK 'Productivity' titles cost 3.95 (JANUARY 1990) Subject to change. They are available through licensed distributors only.