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Graphic Tools GuideSpriteEditor User's Manual
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SpriteEditor User's Manual


■Starting the tool

When working with a target, first make sure that the target machine and Macintosh are connected before launching "SpriteEditor".
When starting "SpriteEditor", a dialog box will be displayed to specify whether or not the target is connected.

If you want to use a target, select "OK" after specifying the monitor mode in the pop-up menu; if you do not want to use a target, select "Discard".

■Registering sprites

When creating a new file, first select "New" from the file menu and set up the main window for data registration.
Select "Import" from the file menu to load the graphic data to be registered as a sprite. When loading graphic data that uses a palette, a palette registration dialog will be displayed.

Here you can set the palette address, color mode, color overrides, etc.
After completing the settings, start loading the graphic data.

If you want to import multiple files at once, select the target files in Finder and drag and drop them onto the "SpriteEditor" icon.
In this case, the buttons in the palette registration dialog will change as shown below.

Select "ALL" if all files need the same settings, or "Next" if you need individual settings for each file.

If the graphic data is a file output from SegaPainter and the animation settings were made on "SegaPainter", a confirmation dialog like the one below will be displayed.

If you want to register a sprite by using the object information set in "SegaPainter" as is, specify the registration position (you can specify up to the current number of registered sprites + 1) and select "Auto".
Also, if you want to cut a completely new sprite, please select "Manual".

An import window will open based on the contents of the loaded file.
The area dragged on this window will be cut and registered as a sprite.
Also, information about registered sprites is displayed in the main window.

If you want to move the cutting area for an already registered sprite, click and drag the sprite you want to move on the import window.

Also, if you want to resize the cutting area, drag the lower right corner after selecting the sprite.

If you need to restrict the amount of mouse movement during cutting, change the settings in "Preferences" in the file menu.

■Deleting sprites

Next, select "Cut" from the edit menu or press the "delete key" to delete the selected sprite.

■Change the registration order of sprites

If you want to change the registration order of sprites, click and drag the sprite you want to move on the main window.

■Sprite output

The steps to output registered sprites individually as image data in DGT2 format are shown below.

When you select "Export" from the file menu, a dialog will appear to select the sprite to be exported.

Click to select the sprite you want to output.
Clicking the selected item again will deselect it.
Furthermore, specify the output file name.
Select "Default" if you want to batch output sprite names automatically generated by "SpriteEditor", or select "Custom" if you need to change the output file name individually.

Next, specify the output destination folder.
If "default" is specified, all selected sprites will be output to the specified folder at once.

■About the pattern data format

A pattern consists of placement information for multiple sprites.
There are two types of this location information:

  1. This is data for creating patterns using standard sprites.
    The position is expressed as relative coordinates from the pattern's "origin" to each sprite vertex.

  2. This is data for creating a pattern with rotated sprites.
    Set an arbitrary center point for each sprite and have the relative coordinates of this center point to the pattern origin.
    Furthermore, pattern data is formed using the relative coordinate values and rotation angle data between this center point and each sprite vertex.

* There is no need to be particularly aware of the above two types of data formats while working. The saved file is always output in two formats.

■Pattern registration

Select "New Pattern" from the pattern menu to reserve a pattern editing area.
Information is displayed on the main window each time a pattern is added.

Select the pattern to be edited on the main window.
Next, select "Pattern Edit" from the Window menu to display the Pattern Edit window.

Double-clicking a pattern item on the main window will also call up the pattern editing window.

By dragging an icon on the main window's sprite list onto the pattern editing window, that sprite will be registered to the pattern.

The coordinates of sprites registered in a pattern can be changed by clicking and dragging on the pattern editing window.
If multiple sprites are placed at the clicked position, the one with the highest priority will be selected.

To move multiple sprites while maintaining their positional relationships, drag around the target sprite and select the sprites.
Also, if you want to add and select individual sprites, hold down the SHIFT key and click on the sprite.

If you want to directly reflect the positional relationships of sprites registered in the import window in the pattern, select and copy multiple sprites by holding down the SHIFT key while clicking on the import window, and then paste them into the pattern editing window.
In this case, the upper left corner of the rectangular area surrounding the entire selected sprite will be registered in the pattern as offset coordinates (0, 0).
Perform alignment as necessary.

■Changing the rotation center point

By default, the center point of sprites registered in a pattern is set in the middle of the sprite.
If you need to change the center point of a sprite whose rotation is specified, double-click the sprite in the pattern information window to call up the center setting dialog.

Change the center point by dragging the displayed sprite or using the arrow buttons.
The meanings of the displayed coordinate values are as follows.

Also, by checking "lock", changes in angle due to subsequent rotation operations will not be accepted.
Use the "Palette" button to change the palette information assigned to the corresponding sprite.

You can also change the rotation center and palette by double-clicking the sprite list on the main window. In this case, the changed content will affect all patterns using the target sprite.

■ Pattern rotation

To rotate pattern data, select the sprite to be rotated in the pattern window, then hold down the control key.

In this state, drag within the selection area to rotate the sprite.

Rotation when multiple sprites are selected is performed based on one of the center points of the selected sprites.

To change the center of rotation, hold down the Control key and click the sprite you want to center.
This will switch to the center point of the clicked sprite.

Similar to rotating a single sprite, multiple sprites can be rotated by dragging within the selection area.

* Please check the display of results associated with rotation on the target. On the Macintosh side, only a pseudo display is performed by clipping the rotation result area.

■Reverse pattern

Select the sprite to be reversed on the pattern window and select "H Reverse" or "V Reverse" from the option menu. There are two types of standards for reversal:

"Reference to origin" simultaneously changes the sprite's placement coordinates based on the origin of the pattern.
"For each sprite" simply flips the sprite while leaving the sprite's placement coordinates unchanged.

■Change priority

The display priority of sprites registered in a pattern is determined by the order in which they are registered, and the later the sprite is registered, the higher the priority.
To change this, follow the steps below.

Select "Pattern Information" from the Window menu to open the Pattern Information window.
Click and drag the target sprite on the pattern information window to change the registration order.

■Copy pattern

If you want to copy each pattern, select the pattern item on the main window and copy and paste.
If you want to copy part of the placement information in a pattern, copy the target sprites all at once on the pattern editing window, call the target pattern current, and then paste.

■Moving the pattern origin

Place the mouse cursor on the origin or H or V line on the pattern editing window and drag.

You can also change it by entering numerical values in "Preferences" in the file menu.

* Origin movement is an auxiliary function for pattern editing work.
Therefore, the editing data itself does not change due to the movement of the origin.

■BG settings

Select "BG..." from the file menu to load the background graphic data.
Next, the BG settings dialog will be displayed.
Change the display position by dragging the reduced image on the dialog.

If you select "Display", it will always be displayed at the specified position in the pattern editing window.

These settings can be changed at any time by selecting "BG Settings" from the options menu.

* BG display is an auxiliary function for pattern editing work.
Therefore, changing the settings will not change the output data itself.

■Monitor settings

Select "Monitor Settings..." from the option menu to display a settings dialog.

Drag within the frame of the displayed monitor area to set the display position.
Also, by checking "Centerline display", the centerline indicating the origin of the pattern will be displayed on the target side.

* This function does not work when the target is not connected.

■Anime settings

Select "Animation Settings" from the Window menu to display the settings window.

Arrow button 1 (specify bank number):
Specify the bank number to be edited.

Pattern list:
Sets the clicked list item to the input data area below.
Also, the clicked pattern will be displayed on the target.

Time+:
The overall playback speed of the animation will be accelerated/decelerated depending on the input item next to the button. Also, if the Time+ button is pressed, the currently specified value will be reflected in the display time of the registered pattern.

Entry:
If a list item is selected, and if it is not selected in that position, the input data will be registered in the list as additional data.

Insert:
Inserts the entered data at the selected list item position.

Delete:
Deletes the data at the selected list item position.

Arrow button 2 (pattern step specification):
Moves the selected item in the pattern list.
Display the selected pattern after movement on the target.

Play:
Run the animation.

Stop:
Stop the animation. (It will also be forced to stop if you click on another item.)

* This function does not work when the target is not connected.


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Graphic Tools GuideSpriteEditor User's Manual
Copyright SEGA ENTERPRISES, LTD. 1997