Help For FSPConv
================

FSPConv prepares sprite files for use by the module FastSpr.  The FastSpr
module provides high speed sprite plotting with clipping and masking, and
has proven reliable in the commercial field.  FastSpr version 2.00 may be
used with no royalty payments for both commercial and non-commercial
applications.  FastSpr can be obtained from most PD libraries.

Using FSPConv
=============

FSPConv converts a normal sprite file into a FastSpr file.  A typical FastSprfile would be created like this:

 Create a sprite file using paint, with sprites named 0,1,2,3,4,5 etc...
 Drag this file to the FSPConv icon.
 A sprite window and a conversion window should appear.  The conversion
   window has a save destination filename, which by default is the sprite
   filename with FSP inserted before the final name (the 'leafname').
 If you want to, drag the FastSpr file icon to a filer window to change the
   save destination, in the usual way.
 You may now click the 'Convert' button the begin conversion.
 Bazaam!!!  FSPConv should do the business.

You may close the conversion window if you want to mess about with your
sprites before converting them.

As you might guess, telling FastSpr to plot sprite 0 will plot the sprite
which was originally called '0'.

BIG NOTE: FSPConv cannot convert a FastSpr file BACK into a normal sprite
file, so keep a copy of your normal sprite file to edit your sprites.

Transparency
============

Sprite masks are ignored, as they double the size of your sprite files.
Instead, one colour, usually colour 0, is taken to be transparent.  This may
be altered on the icon bar menu if you wish.

Limitations
===========

Both FSPConv and FastSpr were designed with 256 colour sprites in mind.  They
both 'should' cope with 2,4 and 16 colour modes but the horizontal position
resolution is reduced (FastSpr takes coordinates of the form lines down,
BYTES across).

You cant yet drag a file from a !Paint save window straight to FSPConv.

Sprite palletes are ignored.  This makes the 16 colour ones look a bit
bizarre in the sprite window, but the still convert OK.

FSPConv will run out of memory if you have sprites numbered over 1000 or so.
The best cure is to have lower sprite numbers as excessively large numbers
waste memory and disc space, but if you must, change the WimpSlot in
FSPConvs !Run file.

The Quick Test
==============

Try this:

 Use !Paint to make a sprite file with a sprite named 0 which is, say width
   16, height 16, in mode 13.  Be artistic!
 Save it with the name 'Sprites' in the root directory of your disc (the
   one that opens when you click on the disc icon).
 Drag this file to the FSPConv icon.
 Click convert.
 Double click on the !FastSpr icon.
 Press F12.
 Type 'FastSprLoad FSPSprites' (without the quotes).
 Get an error message?  Type 'Mount' and try again.
 Type 'BASIC'
 Type 'MODE 13' (capitals).
 Type 'SYS "FastSpr_Plot",0,150,150' with all the capitals in the right
   places.

If all is well, your sprite should the appear on the screen.

Status
======

FSPConv is public domain and may be freely distributed.  The program was
written in C and compiled with Acorn C version 3.00, so it should work with
RISC OS 2 provided you have a copy of the Shared C Library 3.50 or greater
and Colourtrans.

Bugs
====

I dont know of any serious ones, but Id like to know if you find any.
FastSpr is known to have problems (address exceptions etc) in the following
situations:

 If the screen is scrolled.
 If you try to use two screen banks but dont have sufficient memory
   allocated.

Please send your bug reports, both for FastSpr and FSPConv, to:

Andy Southgate
14 Madingley Road
Cambridge
CB3 0EE

or Email as142@cam.ac.uk

If you could send me the sprite file which causes the problem, so much the
better.

Good luck!

Andy.

