WGT Sprite Creator Online Help file
1 6
Pencil Tool                            

#1
The pencil tool lets you draw
individual pixels where you click the
mouse. It is the simplest of the tools.
2 8
Line Tool

#2
The line tool will draw a line between
two points. Click on the first point,
and hold the button. Move the mouse to
the second point and release the
button to draw the line.
3 9
Box Tool

#3
The box tool will draw a rectangle
between two corners. Click on one
corner of the rectangle. Hold the
button down while you move to the
second corner. Release the button
to draw the rectangle.
4 9
Bar Tool

#4
The bar tool will draw a filled
rectangle between two corners. Click
on one corner of the rectangle. Hold
the button down while you move to the
second corner. Release the button to
draw the bar.
5 10
Circle Tool

#5
The circle tool will draw a hollow
circle where you click the mouse.
Click on the center of the circle.
Hold the button while you move the
mouse away from the center point. This
will change the radius of the circle.
Release the button to draw the circle.
6 11
Filled Circle Tool

#6
The filled circle tool lets you draw a
filled circle where you click the 
mouse. Click on the center of the
circle. Hold the button while you move
the mouse away from the center point. 
This will change the radius of the
circle. Release the button to draw
the filled circle.
7 13
Ellipse Tool

#7
The ellipse tool lets you draw a
hollow ellipse where you click the
mouse. Click on the center of the
ellipse. Hold the button while you
move the mouse away from the center
point. This will change the horizontal
and vertical radius of the ellipse
depending on the distance away from
center in each direction. Release the
mouse button to draw the ellipse.
8 14
Filled Ellipse Tool

#8
The ellipse tool lets you draw a
filled ellipse where you click the
mouse. Click on the center of the
ellipse. Hold the button while you
move the mouse away from the center
point. This will change the horizontal
and vertical radius of the ellipse
depending on the distance away from
center in each direction. Release the
mouse button to draw the filled 
ellipse.
9 13
Polygon Tool

#9
The polygon tool lets you draw a 
hollow polygon from a set of points
you select.  Click on the first point
with either the left or right mouse  
button. This will start the polygon  
using the appropriate button colour.
You may continue to add new points 
using the left button.  The right
button will finish the polygon and
connect the first point with the last.
10 14
Filled Polygon Tool

#10
The filled polygon tool lets you draw
a filled polygon from a set of points
you select.  Click on the first point
with either the left or right mouse  
button. This will start the polygon  
using the appropriate button colour.
You may continue to add new points
using the left button.  The right
button will finish the polygon and
connect the first point with the last,
and fill the polygon.
11 17
Spray Can Tool

#11
The spray can lets you draw random
pixels around the place you click with 
the mouse.  Left and right buttons
have different drawing colours when
clicking in the edit window.

If you click on the spray can tool in
the toolbox with the right hand button,
a small menu appears which allows you
to change the spray settings.  Click
on the plus and minus buttons to
change the values. From this menu, you
can modify the delay time, and size of
spray.
12 9
Fill Region Tool

#12
The fill region tool lets you fill an
area of the sprite with a colour.
The area is bounded by any colour 
other than the one at the pixel you
clicked on. Left and right buttons
have different drawing colours.
13 12
Colour Change Tool

#13
The colour change tool lets you change
pixels of one colour to a new colour,
given a rectangular area. Click on the
first corner of the rectangle. Hold the
button and move to the second corner.
Release the mouse button and all pixels
with the right mouse button colour will
be changed to the left mouse button
colour.
14 9
Which Colour Tool

#14
The which colour tool lets you change
the left or right mouse button colour
by choosing a colour from the sprite.
Click on the pixel within the sprite
and the drawing colour for the button
you pressed will be changed.
15 13
Get Region Tool

#15
The get region lets you cut and paste
portions of a sprite.  Click on the
first corner of the area to grab. Hold
the button and move to the second
corner. Release the mouse button and
the area selected will be stored in a
paste buffer.  You then use the paste
region tool to paste the area onto
the sprite in a new location. The area
selected is not cleared to colour 0.
16 15
Put Region Tool

#16
The put region lets you cut and paste
portions of a sprite.  Click and hold
the mouse button while in the edit 
window.  You can move the region that
was grabbed by the get region tool to
the new location. Releasing the button
will paste the region onto the sprite.
If you change your mind, and do not
want to paste the region onto the
sprite, move the region off the bottom
right side so the sprite will not be
changed.
17 6
Horizontal Flip Tool

#17
The horizontal flip tool flips the 
entire 64x64 sprite buffer
horizontally. 
18 6
Vertical Flip Tool

#18
The vertical flip tool flips the 
entire 64x64 sprite buffer 
vertically.
19 10
Clear Sprite Tool

#19
The clear sprite tool erases the edit
window for working on a new sprite.
The current zoom window area is not
reset to the full window.  Use the
UNDO tool to recover the sprite if
you click on this by mistake, since
it doesn't confirm the action.
20 10
Delete Sprite Tool

#20
The delete sprite tool removes a
sprite from the storage, and moves
any sprites after it back one storage
slot.  Make sure you insert a blank
sprite if your program uses the file
or your sprites will have the wrong
slot numbers.
21 13
Insert Sprite Tool

#21
The insert sprite tool moves all
sprites between the current slot
location and the end of the file up
one slot number. It then puts a blank
sprite (which takes no memory) into
the current slot. In other words, it
makes a space for a new sprite between the
current slot and the slot before. If a
sprite exists at the last slot
the operation is aborted.
22 34
Text Tool

#22
The text tool allows you to print
text onto the clipboard. You can use 
and test custom fonts that have been
created with the sprite editor. A text
menu will appear when you select this
tool. It has the following options:

   Load Font
   Default Font
   Type Text
   Exit

Load font will bring up the file
selector.  Font files have the 
extension .wfn and can be created
with the create font tool.

Default font returns to the default 8x8
font, if you have chosen a custom font
previously.

Type text switches views to the
clipboard. Click on the place you want
the text to appear. Type in your text
with the keyboard.  Hitting enter will
move the cursor to the next row.
Also, you can use the backspace key
to correct any mistakes.

Exit will take you back to the main
menu.
23 53
Load/Save Pictures

#23
This tool brings up a menu for
loading and saving pictures which are
stored in another format. You can 
load or save BLK, PCX, PAK, CEL,
BMP, or LBM images.

After clicking on the button, you
will be asked if you want to load or
save a picture. The first two
selections load a picture into the
clipboard. The second two selections
(load/save single) load a picture
directly into the current storage
location as a sprite.

After selecting one, another menu
appears which lets you choose 
which kind of picture to load or
save.  If you choose a type, a
file selector appears and you may
select your picture.  If you are
loading a picture, it will not be
shown immediately if you are loading
it into the clipboard. You will
have to use the Get Sprite or Get Big
Sprite tool to use the picture.

When you load an image onto the
clipboard, your mouse cursor 
will change into a hand.  If   
the image is larger than 320x200
you can click and drag the mouse
to move the picture.  Clicking  
the right mouse button or hitting
enter will save the current image
into the clipboard.

If you are loading a picture which
contains a palette, (PCX,CEL,etc)
you will be asked if you want to
use the palette of the picture, or
remap the picture to the current
colours.  Remapping will attempt to
recolour the picture with the
current palette.

If you are loading a single picture 
into a storage location, the palette
information is ignored, and no colour
remapping is performed.
24 6
Trash Sprites Tool

#24
The trash sprites tool deletes all of
the sprites from the storage. You will
be asked to confirm this action.
25 6
Clear Clipboard Tool

#25
The clear clipboard tool will clear the
clipboard with a colour, depending on
which mouse button you click.  
26 17
Undo Tool

#26
The undo tool restores the sprite with
what is in the current undo buffer.
The sprite is copied into an undo 
buffer every time you click on a tool
button.  For example, if you click on 
the circle tool and draw a circles, 
then click on the undo tool, the 
circles will disappear, and the sprite
returned to how it looked before.
Undo only works for tools in the 
edit window. Actions such as 
clearing the clipboard, or 
getting/putting with the storage
cannot be undone.
27 7
Load Sprite File Tool

#27
The load sprite file tool prompts for
a filename with the file selector.
The current storage area is erased and
the new sprite file is loaded.
28 12
Save Sprite File Tool

#28
The save sprite file tool prompts for
a filename with the file selector.
If the sprite file you choose already
exists, a backup will be made with
the extension "spb". (You may turn this
option off in the setup screen) 
The current storage is saved into a
sprite file for loading into your own
programs.
29 7
Quit Tool

#29
The quit tool will exit the sprite
editor and your storage will be
lost.  You will be confirmed on this
action.
30 8
Other Toolbank Tool

#30
The other toolbank allows you to switch
between two sets of tools.  The first
tools you see when running the sprite
editor are only half of them.  Click on
this to use the other half.
31 7
Rotate 90 Degrees Tool

#31
The rotate 90 degrees tool quickly
rotates the image by 90 degrees
counterclockwise.  For other angles,
see the freehand rotate tool.
32 49
Freehand Rotate Tool

#32
The freehand rotate tool brings up a
rotation menu which looks like this:

          One frame

        Start  -  1  +
        End    - 10  +

        Multiple Frames

             Exit

One frame will allow you to choose the
angle of rotation and visually see the
sprite when it is rotated by that 
angle.  After choosing your angle, 
click on the done button. The sprite
will be grabbed into a 64x64 buffer.
If the rotated sprite is larger than
64x64, it will be cut off around the
edges to fit into the zoom window.

The start and end buttons select a 
range of sprites which will be used
when the multiple frames button is
selected.  The sprite will be rotated
360 degrees within the start and end
range.  This makes it extremely easy
to rotate an image.  To rotate an
image 360 degrees by 10 degree
increments, choose a range with 36
sprites and click on multiple frames.







The sprite editor will first find the
smallest sprite size needed to fit
all of the rotated images. It will then
rotate each image and place it in the
storage area.  Sprites may need to be
adjusted manually for centering, and
pixel touch-ups.
33 10
Resize Sprite Tool

#33
The resize sprite tool takes the 
current sprite in storage and resizes
it over the clipboard.  While on the
clipboard screen, pressing the left
button will resize the sprite between
the top left corner and the mouse, and
the right button will exit.
34 7
Resize Clipboard Tool

#34
The resize clipboard tool is the same
as the resize sprite tool only it
resizes the entire clipboard instead
of the current sprite.
35 13
Get Sprite Tool

#35
The get sprite tool grabs a portion
of the clipboard into the edit
window.  This lets you grab sprites
from PCX, BMP, and other pictures.
Click on the top left corner of the
sprite.  Move to the bottom right 
corner and click again.  The maximum
size for this tool is a 64x64 sprite.
To grab large sprites, see the get
big sprite tool.
36 13
Put Sprite Tool

#36
The put sprite tool takes the sprite
in the sprite buffer and allows you
to paste it onto the clipboard.
You can create a full screen picture
by pasting various sprites onto the
clipboard, and save it as a PCX, CEL
or WGT's custom image formats.
Clicking the left button while 
viewing the clipboard will paste and
the right button will exit.
37 15
Copy Sprites Tool

#37
The copy sprites tool lets you copy
a range of sprites to a new location.
A menu will be displayed where you
can select the range you wish to
copy. After setting the source and
destination slot numbers, click on
the copy button.  If the source and
destination ranges overlap, the
sprites will not be copied, and a
tone will sound.  Clicking on
the abort button will return to
the main drawing screen.
38 27
Mouse Cursor Tool

#38
This tool allows you to design a
new shape for the mouse cursor.   
Two 16x16 pixel sprites are needed
to use this tool.  Draw all pixels 
that will appear white in the first
sprite.  Any colour other than 0 will
be considered white.  To create the
second sprite, choose a different 
colour and make an outline around the
first sprite.  Any pixels set in this
sprite will appear black.  To test
the mouse cursor, position the 
current storage area on the first
sprite, and choose the Mouse Cursor
tool. If the sprites are not 16x16 or
the storage is in the incorrect place
a tone will sound and you will return
to the main menu.  Otherwise, the
mouse will change into your cursor so
you can see what it will look like.
Pressing S will save a portion of
C language code which you can later
use with the mouseshape command in
WGT.  
39 37
Grid Grab Tool

#39
The grid grab tool lets you quickly
grab a number of images which have
been arranged in a grid on a picture.
The most common use for this tool is
for grabbing tiles, since they are
all equal in size, and fit into a
grid perfectly. A menu will appear 
which looks like this:

   Grid Width           16
   Grid Height          16
   Number of Columns    20
   Number of Rows       12
   Horizontal Spacing   1
   Vertical Spacing     1
   Offset from left     0
   Offset from top      0
 V I E W    G R A B    E X I T

If you click on the number beside
each option, you may edit the value.  
Horizontal and vertical spacing is 
the number of pixels between each
tile in the grid. The offset values
let you move the grid around the
screen.

Click on view to see what the grid
looks like with the current values.
Clicking on grab will go through
each tile in the grid and grab the
next sprite.  Sprites will grabbed
starting at the current storage 
location.
40 10
Remap Sprites Tool

#40
The delete sprite tool removes a
sprite from the storage, and moves
any sprites after it back one storage
slot.  Make sure you insert a blank
sprite if your program uses the file
or your sprites will have the wrong
numbers.
41 15
Get Big Sprite Tool

#41
The Get Big Sprite tool allows you
to grab a sprite off the clipboard
that is larger than 64x64 pixels.
Note that you cannot edit these sprites
due to the limitations of the sprite
editor.  You can paste the large
sprites back onto the clipboard
by pressing the right hand button on
the put sprite tool.  Other WGT
commands that use sprites will be able
to use these large sprites without any
modifications to your program.
42 18
Put Last Tool

#42
The Put Last Tool is the same as the
Put Sprite tool but you do not get to
place where it will go on the
clipboard. Instead, the sprite is 
pasted where you last grabbed a sprite
with either the Get Sprite or Get Big
Sprite tools.

You can edit a full screen picture
easier with this tool.  First grab an
area of the picture using the Get 
Sprite tool.  Edit the area as you
would a normal sprite.  Now click on 
this tool and your changes will be
copied to the clipboard.  
43 8
Load Animation Sequence 

#43
This tool loads in an animation 
sequence that was previously saved
with the Save Animation Sequence tool.
Animation sequences are used in the
animation menu.
44 12
Save Animation Sequence

#44
This tool saves an animation sequence
that you have designed in the     
animation menu.  This is useful if   
your animation is fairly long and it 
is difficult to recreate.  You should
keep animation sequences of important
images so you can easily see what the
final animation will look like if you
make some changes.
45 67
Animate Tool

#45
The animate tool lets you preview your
sprites in animation.  This is useful
for seeing if the sprites will 
animate correctly within your program.
A menu will appear in the edit window.
It has the following options:

             Clear all

        Slot number         A
        Sprite number       D
        Delay               D

Clear all will wipe out the whole
animation sequence. You will be
asked to confirm this choice.

The last three options have push 
buttons for increasing or decreasing
values.  Clicking the left button will
change it by one. Clicking the right
button will keep changing the value
while you hold down the button. This
is useful for quickly setting the 
number.

Slot number may range from 1 to 80.
This means you can have up to 80
sprites in the animation sequence.
Each slot has a unique sprite number
and delay value.  

Sprite number contains the sprite from
the storage for this slot.  The sprite
will be shown just below the delay
option. A sprite number of 0 means
the sequence is finished.

Delay contains the delay value for
the current slot.  

To the right of the slot number values
is a button called Add. Clicking on it
will increase the slot number, and
increase the sprite number at the
same time. This is very useful if you
have arranged your sprites in sequence.
You can quickly set up the animation
sequence by holding the right mouse
button. If you go too far, set the
first unwanted sprite to 0, to stop
the animation at that point.

At the bottom of the menu is the 
animate button. Press and hold this
button to animate the sprite. For each
slot, the sprite is shown for a period
of time, depending on how long the
delay value is.  The sequence is
repeated when a sprite value of 0
is found.

See the Save and Load animation tools
for managing your animation sequences.
46 15
Shrink Sprite Tool

#46
The shrink sprite tool removes all
black pixels (colour 0) on the top left
edges of the current sprite in the
storage.  This is meant to chop off
any extra space that is not needed in
the sprite. After the sprite is shrunk,
it is moved into the edit window.
If you have aligned your sprites for
animation purposes to a certain x and
y offset, this tool will cause you 
problems, and you should only use
the trim sprite tool.  
47 16
Trim Sprite Tool

#47
The trim sprite tool removes all black
pixels (colour 0) on the bottom right
edges of the current sprite in the
storage.  This is meant to chop off any
extra space that is not needed in the
sprite. After the sprite is trimmed,
it is moved into the edit window.
If you have aligned your sprites for
animation purposes to a certain x and
y offset, do not worry. Trim will not
move your sprite to the top left corner
of the window. Trim only changes the
bottom right corner if necessary.
48 14
Trim All Sprites Tool

#48
The trim all sprites tool removes all
black pixels (colour 0) on the bottom
right edges of all of the sprites in
the storage. This is meant to chop off any
extra space that is not needed in the
sprite.  It operates the same as the
trim sprite tool.  This tool is useful
before saving a sprite file. It will
decrease the size of the sprite file,
hence saving memory when you load the
sprites from your program.
49 16
Macro On

#49
This tool starts recording a macro
which stores all of your mouse
selections.  You can later execute
these actions again on other sprites.
To make a set of actions perform on
a range of sprites, you can click on
one of the storage slider buttons as
the last action.  When you play the
macro back a number of times, it will
move to a new sprite and perform those
actions. Only mouse movements/clicks
are recorded.  If a keypress is 
detected, the macro will stop playing.
50 6
Macro Off

#50
This tool stops recording a macro, if
you have previously started recording
using the macro on tool.  
51 11
Macro Play

#51
This tool will play the current macro
the specified number of times.  If you
press the right button on this tool, 
you can set the number of times a macro
will play.  This counter will reset to
1 every time you execute the macro.
A macro can be stopped in mid-execution
by pressing a key.
52 6
Load Macro

#52
This tool lets you recall a macro you
have saved.  This is useful for keeping
macros that you use often.
53 8
Save Macro

#53
This tool saves the current macro
under a new name.  A file selector will
appear and allow you to choose a new
name for the macro.  Macros have the
extension ".smc".
54 12
Create Font Tool

#54
This tool will convert the sprite
storage into a WGT font file.  Each
sprite in the storage represents the
same character in the ASCII table.
Since fonts are monochrome, all colors
other than 0 will be considered to
be part of the character.  You can
test your fonts by loading in the
font menu.
55 6
Empty Sprite Tool

#55
This button is under construction
at the moment.  Pressing it will
do absolutely nothing!
56 6
Registration Information

#56
This button will display the 
version number and copyright    
information.                 
57 7
Setup Options

#57
This button will take you into a
setup screen where you can toggle 
specific options of the 
WGT Sprite Editor on or off.
58 9
Dos Shell

#58
This button will attempt to enter
a DOS shell.  If you do not have  
enough memory, it will return to the 
editor immediately.  Typing exit   
will return to the editor as you    
left it.                            
59 5
Free Memory 

#59
This button will show how much  
free memory is left.
60 8
Other Toolbank Tool

#60
The other toolbank allows you to switch
between two sets of tools.  The first
tools you see when running the sprite
editor are only half of them.  Click on
this to use the other half.
61 11
Edit Window

This is where all editting is done.
Clicking in the edit window will cause
different actions depending on which
tool is currently in use.  It shows
a magnified area of the sprite being
editted.  It may be magnified from
2 to 32 times the original size.
Higher magnifications make it easier 
to draw since the pixels are larger.
62 10
Color Selector

The Color Selector contains all of the
colors available for drawing your
sprites.  Each sprite file contains
a single palette, which is used by
all sprites in the file.  Each mouse
button may have a different color 
assigned to it, by clicking with
that button on one of the colors.
63 8
Drawing Colors

These boxes show which colors have 
been assigned to each mouse button.
When the a tool is used in the edit
window, one of these colors will be
used depending on which button you
press.
64 6
Swap Colors  

This icon will swap the colors of the 
left and right mouse buttons.  This
is useful when using the color change
tool.
65 10
Color Edit Menu

This will open a color control panel  
which allows you to modify the current
palette.  You can set new RGB values
for the palette registers, copy
one color to another, blend between
two colors, and load or save palettes.
The default palette may be changed by
modifying the default.pal file.
66 7
Zoom Window  

This window shows the sprite with 
the actual size it will appear.  Also,
a zoom box is shown over the sprite. 
This box is the region which is shown
in the edit window.
67 14
Zoom Selectors

These icons will allow you to change  
either corner of the zoom box.  The
zoom box control which area of the 
sprite is shown in the edit window,
and it also defines what will be
put into the storage when you click
on the Put Storage icon.  The first
icon lets you change the upper left
corner, and the second changes the
bottom right.  As you change the
size of the zoom box, the size
indicators change accordingly.
68 8
Sprite Scrollers

These allow you to scroll the sprite
around within the sprite buffer.  
They are used to view another area   
while maintaining the same zoom
magnitude, and also to move the
sprite to a new location.
69 5
Status Indicators

The status indicators show where
the sprite storage slot is selected,
and how large the current zoom box is.
70 8
Retrieve Storage

This button will delete whatever is   
currently in the sprite buffer, and
replace it with the sprite in the    
current storage slot.  If no sprite
exists in the storage slot, nothing
happens.
71 10
Put Storage  

This button will save what is inside
the zoom box into the current storage
slot.  It does NOT save what is in the
zoom window.  It only saves what is
displayed in the edit window.  If a
sprite already exists in the current
storage slot, it is erased, and 
replaced with the new sprite.
72 9
Storage Area 

This is the storage area.  The storage   
area contains slots for 2000 sprites.
The middle box shows the current 
storage slot, while the ones on either
sides show the previous and next slots.
When a sprite file is saved, all the
storage slots are saved into the file.
73 9
Storage Position

The current storage slot may be
changed by clicking on the icons
on the left and right, and using the 
slider in the middle.  Clicking the
right mouse button on the side 
icons will quickly move through the
storage.