Home » Personal collection » Acorn ADFS disks » Electron_User_Group » EUG_39.ADF » P/+P3
P/+P3
This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.
Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.
Tape/disk: | Home » Personal collection » Acorn ADFS disks » Electron_User_Group » EUG_39.ADF |
Filename: | P/+P3 |
Read OK: | ✔ |
File size: | 0BBC bytes |
Load address: | 2B204556 |
Exec address: | 500D3350 |
Duplicates
There are 2 duplicate copies of this file in the archive:
- Personal collection » Acorn ADFS disks » Electron_User_Group » EUG_39.ADF » P/+P3
- Personal collection » Acorn ADFS disks » Greaseweazled » dfs_box04_disk02b_eug_scripts.adf » PT4/P/+P3
- Personal collection » Acorn hard disk » zipped_disks » elk03 » eug39/P/+P3
File contents
The answer to this problem is to use the "EOR" paint style. This is very useful, as it is a reversible way of displaying a sprite. Simply display your sprite for a second time in exactly the same location and it will disappear. This can easily be demonstrated using the following steps: - Load up a fresh copy of "UDCMod" - Change the filename in 1020 to "B+B" - Add the following lines: 30 PROCSetPaint(3) 40 ?char=0:?xoff=0:?yoff=0:?xc=2:?yc=2:CALLdisplay 50 REPEAT UNTIL INKEY(-99) 60 CALLdisplay RUN this program, and a ball will appear at the top-left of the screen. Press SPACE and it will disappear. The program works as follows: 30 - Sets EOR paint style 40 - Displays sprite no. 0 using the EOR style at co-ordinates (2,2) 50 - Wait for SPACE 60 - Display same sprite again using EOR at (2,2) You can see more of how to use the User-Defined Characters module by studying the examples available on the menu at the end of this tutorial. All have REM statements to tell you what is happening, except the Bat&Ball demonstration which is longer and has a program description available from the Programming menu of EUG. To return to the demonstrations menu after viewing one of them, type CHAIN"PTDEMO" Now that you know how to use sprites created by the Editor in your programs, you will probably want to create your own sets of sprites. First you must load up the Editor program, which is available at the end of this script, or by typing CHAIN"EDITOR" when you are in the P directory of this EUG disc. Using the Editor program ------------------------ The keys used to control the editor are shown below the sprite design box. Initially, the editor contains a file of 32 blank sprites, each of which are 8x8 pixels. You can design your sprites by moving a cursor around the sprite design box with the following keys: Z - Left X - Right * - Up / - Down You can set the colour of a pixel in your sprite using the following keys: A - Black, B - Red, C - Green, D - Yellow, E - Blue, F - Purple, G - Cyan, H - White. To move from one sprite definition to another, use the keys +/-. If you want to jump to a sprite whose number is a long way from the sprite you are currently editing, it would be very time consuming to use the +/- keys and watch the editor go through every sprite until you reach the one you want. The keys 0-9 are used to jump quickly from one sprite to another. These keys are set up as follows: 0 - Jump to sprite 0. 1 - Jump to sprite 3. 2 - Jump to sprite 6. 3 - Jump to sprite 9. 4 - Jump to sprite 12. 5 - Jump to sprite 15. 6 - Jump to sprite 18. 7 - Jump to sprite 21. 8 - Jump to sprite 24. 9 - Jump to sprite 27. When you have finished designing your sprites, you need to save them to a sprite file. This is done by pressing S and typing the filename you want to save under. Should you want to continue editting a previously saved set of sprites at a later date, you can do so by pressing L and entering the filename of the sprite file you want to load.
00000000 54 68 65 20 61 6e 73 77 65 72 20 74 6f 20 74 68 |The answer to th| 00000010 69 73 20 70 72 6f 62 6c 65 6d 20 69 73 20 74 6f |is problem is to| 00000020 20 75 73 65 20 74 68 65 20 22 45 4f 52 22 20 70 | use the "EOR" p| 00000030 61 69 6e 74 20 73 74 79 6c 65 2e 20 54 68 69 73 |aint style. This| 00000040 20 69 73 20 76 65 72 79 0d 75 73 65 66 75 6c 2c | is very.useful,| 00000050 20 61 73 20 69 74 20 69 73 20 61 20 72 65 76 65 | as it is a reve| 00000060 72 73 69 62 6c 65 20 77 61 79 20 6f 66 20 64 69 |rsible way of di| 00000070 73 70 6c 61 79 69 6e 67 20 61 20 73 70 72 69 74 |splaying a sprit| 00000080 65 2e 20 53 69 6d 70 6c 79 20 64 69 73 70 6c 61 |e. Simply displa| 00000090 79 0d 79 6f 75 72 20 73 70 72 69 74 65 20 66 6f |y.your sprite fo| 000000a0 72 20 61 20 73 65 63 6f 6e 64 20 74 69 6d 65 20 |r a second time | 000000b0 69 6e 20 65 78 61 63 74 6c 79 20 74 68 65 20 73 |in exactly the s| 000000c0 61 6d 65 20 6c 6f 63 61 74 69 6f 6e 20 61 6e 64 |ame location and| 000000d0 20 69 74 20 77 69 6c 6c 0d 64 69 73 61 70 70 65 | it will.disappe| 000000e0 61 72 2e 20 54 68 69 73 20 63 61 6e 20 65 61 73 |ar. This can eas| 000000f0 69 6c 79 20 62 65 20 64 65 6d 6f 6e 73 74 72 61 |ily be demonstra| 00000100 74 65 64 20 75 73 69 6e 67 20 74 68 65 20 66 6f |ted using the fo| 00000110 6c 6c 6f 77 69 6e 67 20 73 74 65 70 73 3a 0d 0d |llowing steps:..| 00000120 2d 20 4c 6f 61 64 20 75 70 20 61 20 66 72 65 73 |- Load up a fres| 00000130 68 20 63 6f 70 79 20 6f 66 20 22 55 44 43 4d 6f |h copy of "UDCMo| 00000140 64 22 0d 2d 20 43 68 61 6e 67 65 20 74 68 65 20 |d".- Change the | 00000150 66 69 6c 65 6e 61 6d 65 20 69 6e 20 31 30 32 30 |filename in 1020| 00000160 20 74 6f 20 22 42 2b 42 22 0d 2d 20 41 64 64 20 | to "B+B".- Add | 00000170 74 68 65 20 66 6f 6c 6c 6f 77 69 6e 67 20 6c 69 |the following li| 00000180 6e 65 73 3a 0d 0d 33 30 20 50 52 4f 43 53 65 74 |nes:..30 PROCSet| 00000190 50 61 69 6e 74 28 33 29 0d 34 30 20 3f 63 68 61 |Paint(3).40 ?cha| 000001a0 72 3d 30 3a 3f 78 6f 66 66 3d 30 3a 3f 79 6f 66 |r=0:?xoff=0:?yof| 000001b0 66 3d 30 3a 3f 78 63 3d 32 3a 3f 79 63 3d 32 3a |f=0:?xc=2:?yc=2:| 000001c0 43 41 4c 4c 64 69 73 70 6c 61 79 0d 35 30 20 52 |CALLdisplay.50 R| 000001d0 45 50 45 41 54 20 55 4e 54 49 4c 20 49 4e 4b 45 |EPEAT UNTIL INKE| 000001e0 59 28 2d 39 39 29 0d 36 30 20 43 41 4c 4c 64 69 |Y(-99).60 CALLdi| 000001f0 73 70 6c 61 79 0d 0d 52 55 4e 20 74 68 69 73 20 |splay..RUN this | 00000200 70 72 6f 67 72 61 6d 2c 20 61 6e 64 20 61 20 62 |program, and a b| 00000210 61 6c 6c 20 77 69 6c 6c 20 61 70 70 65 61 72 20 |all will appear | 00000220 61 74 20 74 68 65 20 74 6f 70 2d 6c 65 66 74 20 |at the top-left | 00000230 6f 66 20 74 68 65 20 73 63 72 65 65 6e 2e 0d 50 |of the screen..P| 00000240 72 65 73 73 20 53 50 41 43 45 20 61 6e 64 20 69 |ress SPACE and i| 00000250 74 20 77 69 6c 6c 20 64 69 73 61 70 70 65 61 72 |t will disappear| 00000260 2e 20 54 68 65 20 70 72 6f 67 72 61 6d 20 77 6f |. The program wo| 00000270 72 6b 73 20 61 73 20 66 6f 6c 6c 6f 77 73 3a 0d |rks as follows:.| 00000280 0d 33 30 20 2d 20 53 65 74 73 20 45 4f 52 20 70 |.30 - Sets EOR p| 00000290 61 69 6e 74 20 73 74 79 6c 65 0d 34 30 20 2d 20 |aint style.40 - | 000002a0 44 69 73 70 6c 61 79 73 20 73 70 72 69 74 65 20 |Displays sprite | 000002b0 6e 6f 2e 20 30 20 75 73 69 6e 67 20 74 68 65 20 |no. 0 using the | 000002c0 45 4f 52 20 73 74 79 6c 65 20 61 74 20 63 6f 2d |EOR style at co-| 000002d0 6f 72 64 69 6e 61 74 65 73 20 28 32 2c 32 29 0d |ordinates (2,2).| 000002e0 35 30 20 2d 20 57 61 69 74 20 66 6f 72 20 53 50 |50 - Wait for SP| 000002f0 41 43 45 0d 36 30 20 2d 20 44 69 73 70 6c 61 79 |ACE.60 - Display| 00000300 20 73 61 6d 65 20 73 70 72 69 74 65 20 61 67 61 | same sprite aga| 00000310 69 6e 20 75 73 69 6e 67 20 45 4f 52 20 61 74 20 |in using EOR at | 00000320 28 32 2c 32 29 0d 0d 59 6f 75 20 63 61 6e 20 73 |(2,2)..You can s| 00000330 65 65 20 6d 6f 72 65 20 6f 66 20 68 6f 77 20 74 |ee more of how t| 00000340 6f 20 75 73 65 20 74 68 65 20 55 73 65 72 2d 44 |o use the User-D| 00000350 65 66 69 6e 65 64 20 43 68 61 72 61 63 74 65 72 |efined Character| 00000360 73 20 6d 6f 64 75 6c 65 20 62 79 0d 73 74 75 64 |s module by.stud| 00000370 79 69 6e 67 20 74 68 65 20 65 78 61 6d 70 6c 65 |ying the example| 00000380 73 20 61 76 61 69 6c 61 62 6c 65 20 6f 6e 20 74 |s available on t| 00000390 68 65 20 6d 65 6e 75 20 61 74 20 74 68 65 20 65 |he menu at the e| 000003a0 6e 64 20 6f 66 20 74 68 69 73 20 74 75 74 6f 72 |nd of this tutor| 000003b0 69 61 6c 2e 0d 41 6c 6c 20 68 61 76 65 20 52 45 |ial..All have RE| 000003c0 4d 20 73 74 61 74 65 6d 65 6e 74 73 20 74 6f 20 |M statements to | 000003d0 74 65 6c 6c 20 79 6f 75 20 77 68 61 74 20 69 73 |tell you what is| 000003e0 20 68 61 70 70 65 6e 69 6e 67 2c 20 65 78 63 65 | happening, exce| 000003f0 70 74 20 74 68 65 20 42 61 74 26 42 61 6c 6c 0d |pt the Bat&Ball.| 00000400 64 65 6d 6f 6e 73 74 72 61 74 69 6f 6e 20 77 68 |demonstration wh| 00000410 69 63 68 20 69 73 20 6c 6f 6e 67 65 72 20 61 6e |ich is longer an| 00000420 64 20 68 61 73 20 61 20 70 72 6f 67 72 61 6d 20 |d has a program | 00000430 64 65 73 63 72 69 70 74 69 6f 6e 20 61 76 61 69 |description avai| 00000440 6c 61 62 6c 65 20 66 72 6f 6d 0d 74 68 65 20 50 |lable from.the P| 00000450 72 6f 67 72 61 6d 6d 69 6e 67 20 6d 65 6e 75 20 |rogramming menu | 00000460 6f 66 20 45 55 47 2e 20 54 6f 20 72 65 74 75 72 |of EUG. To retur| 00000470 6e 20 74 6f 20 74 68 65 20 64 65 6d 6f 6e 73 74 |n to the demonst| 00000480 72 61 74 69 6f 6e 73 20 6d 65 6e 75 20 61 66 74 |rations menu aft| 00000490 65 72 0d 76 69 65 77 69 6e 67 20 6f 6e 65 20 6f |er.viewing one o| 000004a0 66 20 74 68 65 6d 2c 20 74 79 70 65 20 43 48 41 |f them, type CHA| 000004b0 49 4e 22 50 54 44 45 4d 4f 22 0d 0d 4e 6f 77 20 |IN"PTDEMO"..Now | 000004c0 74 68 61 74 20 79 6f 75 20 6b 6e 6f 77 20 68 6f |that you know ho| 000004d0 77 20 74 6f 20 75 73 65 20 73 70 72 69 74 65 73 |w to use sprites| 000004e0 20 63 72 65 61 74 65 64 20 62 79 20 74 68 65 20 | created by the | 000004f0 45 64 69 74 6f 72 20 69 6e 20 79 6f 75 72 0d 70 |Editor in your.p| 00000500 72 6f 67 72 61 6d 73 2c 20 79 6f 75 20 77 69 6c |rograms, you wil| 00000510 6c 20 70 72 6f 62 61 62 6c 79 20 77 61 6e 74 20 |l probably want | 00000520 74 6f 20 63 72 65 61 74 65 20 79 6f 75 72 20 6f |to create your o| 00000530 77 6e 20 73 65 74 73 20 6f 66 20 73 70 72 69 74 |wn sets of sprit| 00000540 65 73 2e 20 46 69 72 73 74 0d 79 6f 75 20 6d 75 |es. First.you mu| 00000550 73 74 20 6c 6f 61 64 20 75 70 20 74 68 65 20 45 |st load up the E| 00000560 64 69 74 6f 72 20 70 72 6f 67 72 61 6d 2c 20 77 |ditor program, w| 00000570 68 69 63 68 20 69 73 20 61 76 61 69 6c 61 62 6c |hich is availabl| 00000580 65 20 61 74 20 74 68 65 20 65 6e 64 20 6f 66 20 |e at the end of | 00000590 74 68 69 73 0d 73 63 72 69 70 74 2c 20 6f 72 20 |this.script, or | 000005a0 62 79 20 74 79 70 69 6e 67 20 43 48 41 49 4e 22 |by typing CHAIN"| 000005b0 45 44 49 54 4f 52 22 20 77 68 65 6e 20 79 6f 75 |EDITOR" when you| 000005c0 20 61 72 65 20 69 6e 20 74 68 65 20 50 20 64 69 | are in the P di| 000005d0 72 65 63 74 6f 72 79 20 6f 66 20 74 68 69 73 0d |rectory of this.| 000005e0 45 55 47 20 64 69 73 63 2e 0d 0d 55 73 69 6e 67 |EUG disc...Using| 000005f0 20 74 68 65 20 45 64 69 74 6f 72 20 70 72 6f 67 | the Editor prog| 00000600 72 61 6d 0d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d |ram.------------| 00000610 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 0d 0d 54 68 |------------..Th| 00000620 65 20 6b 65 79 73 20 75 73 65 64 20 74 6f 20 63 |e keys used to c| 00000630 6f 6e 74 72 6f 6c 20 74 68 65 20 65 64 69 74 6f |ontrol the edito| 00000640 72 20 61 72 65 20 73 68 6f 77 6e 20 62 65 6c 6f |r are shown belo| 00000650 77 20 74 68 65 20 73 70 72 69 74 65 20 64 65 73 |w the sprite des| 00000660 69 67 6e 20 62 6f 78 2e 0d 49 6e 69 74 69 61 6c |ign box..Initial| 00000670 6c 79 2c 20 74 68 65 20 65 64 69 74 6f 72 20 63 |ly, the editor c| 00000680 6f 6e 74 61 69 6e 73 20 61 20 66 69 6c 65 20 6f |ontains a file o| 00000690 66 20 33 32 20 62 6c 61 6e 6b 20 73 70 72 69 74 |f 32 blank sprit| 000006a0 65 73 2c 20 65 61 63 68 20 6f 66 20 77 68 69 63 |es, each of whic| 000006b0 68 0d 61 72 65 20 38 78 38 20 70 69 78 65 6c 73 |h.are 8x8 pixels| 000006c0 2e 20 59 6f 75 20 63 61 6e 20 64 65 73 69 67 6e |. You can design| 000006d0 20 79 6f 75 72 20 73 70 72 69 74 65 73 20 62 79 | your sprites by| 000006e0 20 6d 6f 76 69 6e 67 20 61 20 63 75 72 73 6f 72 | moving a cursor| 000006f0 20 61 72 6f 75 6e 64 20 74 68 65 0d 73 70 72 69 | around the.spri| 00000700 74 65 20 64 65 73 69 67 6e 20 62 6f 78 20 77 69 |te design box wi| 00000710 74 68 20 74 68 65 20 66 6f 6c 6c 6f 77 69 6e 67 |th the following| 00000720 20 6b 65 79 73 3a 0d 0d 5a 20 2d 20 4c 65 66 74 | keys:..Z - Left| 00000730 20 20 20 58 20 2d 20 52 69 67 68 74 20 20 20 2a | X - Right *| 00000740 20 2d 20 55 70 20 20 20 2f 20 2d 20 44 6f 77 6e | - Up / - Down| 00000750 0d 0d 59 6f 75 20 63 61 6e 20 73 65 74 20 74 68 |..You can set th| 00000760 65 20 63 6f 6c 6f 75 72 20 6f 66 20 61 20 70 69 |e colour of a pi| 00000770 78 65 6c 20 69 6e 20 79 6f 75 72 20 73 70 72 69 |xel in your spri| 00000780 74 65 20 75 73 69 6e 67 20 74 68 65 20 66 6f 6c |te using the fol| 00000790 6c 6f 77 69 6e 67 20 6b 65 79 73 3a 0d 0d 41 20 |lowing keys:..A | 000007a0 2d 20 42 6c 61 63 6b 2c 20 42 20 2d 20 52 65 64 |- Black, B - Red| 000007b0 2c 20 43 20 2d 20 47 72 65 65 6e 2c 20 44 20 2d |, C - Green, D -| 000007c0 20 59 65 6c 6c 6f 77 2c 20 45 20 2d 20 42 6c 75 | Yellow, E - Blu| 000007d0 65 2c 20 46 20 2d 20 50 75 72 70 6c 65 2c 20 47 |e, F - Purple, G| 000007e0 20 2d 20 43 79 61 6e 2c 0d 48 20 2d 20 57 68 69 | - Cyan,.H - Whi| 000007f0 74 65 2e 0d 0d 54 6f 20 6d 6f 76 65 20 66 72 6f |te...To move fro| 00000800 6d 20 6f 6e 65 20 73 70 72 69 74 65 20 64 65 66 |m one sprite def| 00000810 69 6e 69 74 69 6f 6e 20 74 6f 20 61 6e 6f 74 68 |inition to anoth| 00000820 65 72 2c 20 75 73 65 20 74 68 65 20 6b 65 79 73 |er, use the keys| 00000830 20 2b 2f 2d 2e 20 49 66 20 79 6f 75 0d 77 61 6e | +/-. If you.wan| 00000840 74 20 74 6f 20 6a 75 6d 70 20 74 6f 20 61 20 73 |t to jump to a s| 00000850 70 72 69 74 65 20 77 68 6f 73 65 20 6e 75 6d 62 |prite whose numb| 00000860 65 72 20 69 73 20 61 20 6c 6f 6e 67 20 77 61 79 |er is a long way| 00000870 20 66 72 6f 6d 20 74 68 65 20 73 70 72 69 74 65 | from the sprite| 00000880 20 79 6f 75 0d 61 72 65 20 63 75 72 72 65 6e 74 | you.are current| 00000890 6c 79 20 65 64 69 74 69 6e 67 2c 20 69 74 20 77 |ly editing, it w| 000008a0 6f 75 6c 64 20 62 65 20 76 65 72 79 20 74 69 6d |ould be very tim| 000008b0 65 20 63 6f 6e 73 75 6d 69 6e 67 20 74 6f 20 75 |e consuming to u| 000008c0 73 65 20 74 68 65 20 2b 2f 2d 20 6b 65 79 73 0d |se the +/- keys.| 000008d0 61 6e 64 20 77 61 74 63 68 20 74 68 65 20 65 64 |and watch the ed| 000008e0 69 74 6f 72 20 67 6f 20 74 68 72 6f 75 67 68 20 |itor go through | 000008f0 65 76 65 72 79 20 73 70 72 69 74 65 20 75 6e 74 |every sprite unt| 00000900 69 6c 20 79 6f 75 20 72 65 61 63 68 20 74 68 65 |il you reach the| 00000910 20 6f 6e 65 20 79 6f 75 0d 77 61 6e 74 2e 20 54 | one you.want. T| 00000920 68 65 20 6b 65 79 73 20 30 2d 39 20 61 72 65 20 |he keys 0-9 are | 00000930 75 73 65 64 20 74 6f 20 6a 75 6d 70 20 71 75 69 |used to jump qui| 00000940 63 6b 6c 79 20 66 72 6f 6d 20 6f 6e 65 20 73 70 |ckly from one sp| 00000950 72 69 74 65 20 74 6f 20 61 6e 6f 74 68 65 72 2e |rite to another.| 00000960 0d 54 68 65 73 65 20 6b 65 79 73 20 61 72 65 20 |.These keys are | 00000970 73 65 74 20 75 70 20 61 73 20 66 6f 6c 6c 6f 77 |set up as follow| 00000980 73 3a 0d 0d 30 20 2d 20 4a 75 6d 70 20 74 6f 20 |s:..0 - Jump to | 00000990 73 70 72 69 74 65 20 30 2e 0d 31 20 2d 20 4a 75 |sprite 0..1 - Ju| 000009a0 6d 70 20 74 6f 20 73 70 72 69 74 65 20 33 2e 0d |mp to sprite 3..| 000009b0 32 20 2d 20 4a 75 6d 70 20 74 6f 20 73 70 72 69 |2 - Jump to spri| 000009c0 74 65 20 36 2e 0d 33 20 2d 20 4a 75 6d 70 20 74 |te 6..3 - Jump t| 000009d0 6f 20 73 70 72 69 74 65 20 39 2e 0d 34 20 2d 20 |o sprite 9..4 - | 000009e0 4a 75 6d 70 20 74 6f 20 73 70 72 69 74 65 20 31 |Jump to sprite 1| 000009f0 32 2e 0d 35 20 2d 20 4a 75 6d 70 20 74 6f 20 73 |2..5 - Jump to s| 00000a00 70 72 69 74 65 20 31 35 2e 0d 36 20 2d 20 4a 75 |prite 15..6 - Ju| 00000a10 6d 70 20 74 6f 20 73 70 72 69 74 65 20 31 38 2e |mp to sprite 18.| 00000a20 0d 37 20 2d 20 4a 75 6d 70 20 74 6f 20 73 70 72 |.7 - Jump to spr| 00000a30 69 74 65 20 32 31 2e 0d 38 20 2d 20 4a 75 6d 70 |ite 21..8 - Jump| 00000a40 20 74 6f 20 73 70 72 69 74 65 20 32 34 2e 0d 39 | to sprite 24..9| 00000a50 20 2d 20 4a 75 6d 70 20 74 6f 20 73 70 72 69 74 | - Jump to sprit| 00000a60 65 20 32 37 2e 0d 0d 57 68 65 6e 20 79 6f 75 20 |e 27...When you | 00000a70 68 61 76 65 20 66 69 6e 69 73 68 65 64 20 64 65 |have finished de| 00000a80 73 69 67 6e 69 6e 67 20 79 6f 75 72 20 73 70 72 |signing your spr| 00000a90 69 74 65 73 2c 20 79 6f 75 20 6e 65 65 64 20 74 |ites, you need t| 00000aa0 6f 20 73 61 76 65 20 74 68 65 6d 20 74 6f 20 61 |o save them to a| 00000ab0 0d 73 70 72 69 74 65 20 66 69 6c 65 2e 20 54 68 |.sprite file. Th| 00000ac0 69 73 20 69 73 20 64 6f 6e 65 20 62 79 20 70 72 |is is done by pr| 00000ad0 65 73 73 69 6e 67 20 53 20 61 6e 64 20 74 79 70 |essing S and typ| 00000ae0 69 6e 67 20 74 68 65 20 66 69 6c 65 6e 61 6d 65 |ing the filename| 00000af0 20 79 6f 75 20 77 61 6e 74 0d 74 6f 20 73 61 76 | you want.to sav| 00000b00 65 20 75 6e 64 65 72 2e 20 53 68 6f 75 6c 64 20 |e under. Should | 00000b10 79 6f 75 20 77 61 6e 74 20 74 6f 20 63 6f 6e 74 |you want to cont| 00000b20 69 6e 75 65 20 65 64 69 74 74 69 6e 67 20 61 20 |inue editting a | 00000b30 70 72 65 76 69 6f 75 73 6c 79 20 73 61 76 65 64 |previously saved| 00000b40 20 73 65 74 0d 6f 66 20 73 70 72 69 74 65 73 20 | set.of sprites | 00000b50 61 74 20 61 20 6c 61 74 65 72 20 64 61 74 65 2c |at a later date,| 00000b60 20 79 6f 75 20 63 61 6e 20 64 6f 20 73 6f 20 62 | you can do so b| 00000b70 79 20 70 72 65 73 73 69 6e 67 20 4c 20 61 6e 64 |y pressing L and| 00000b80 20 65 6e 74 65 72 69 6e 67 20 74 68 65 0d 66 69 | entering the.fi| 00000b90 6c 65 6e 61 6d 65 20 6f 66 20 74 68 65 20 73 70 |lename of the sp| 00000ba0 72 69 74 65 20 66 69 6c 65 20 79 6f 75 20 77 61 |rite file you wa| 00000bb0 6e 74 20 74 6f 20 6c 6f 61 64 2e 0d |nt to load..| 00000bbc