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Getting Started

If you're having trouble finding graphics in SGE and beginning to think
the program is just a sick hoax then fear not. This quick guide to getting
started should help you on your way to a life time of graphics ripping. I've
based the following on the SNA version of Spellbound as the graphics are quite simple to
locate. If you don't have the snapshot then go to my links page and zoom
over to World Of Spectrum. Make sure it's SNA!!!
Step 1 - Load the snapshot
Okay, before loading the Spellbound snapshot go to File/Preferences/Defaults
and make sure you have the following settings: Offset=0, Width=256, Lines=192,
Columns=1, Attribute=15 and the Graphics option selected. Once you've done that
load the Spellbound snapshot and you should get the display shown in fig 1.1. What
you're seeing here is a distorted view of how the screen looked
when the snapshot was taken. In this case you can just make out that it's the
Spellbound main menu. Why does it look like this? That's because you're
seeing the information one byte after the next. This is not how the Speccy
stores it screen so the image won't look correct.
 fig 1.1
Step 2 - View the snapshot screen memory
Click on the Options button on the snapshot and select Screen Mode, then
set the Offset value to 27. Now the view should change to that shown in
fig 1.2. This is the screen memory viewed as it should be and thus the image
looks fine. The offset is set to 27 to skip over the SNA header information
which just so happens to be, you guessed it, 27 bytes long. So what you're seeing
here is the memory from 16384 onwards, the screen area, as it was when the snapshot
was taken. Note that when viewing in Screen Mode you'll get a colour display. That's
because the screen attributes are also taken into account when viewing the
memory in this way.
 fig 1.2
Step 3 - All I can see is garbage
Set the mode back to Graphics and move back and forth through the
snapshot. What you're doing here is altering the start address from where
the graphic information is taken. A speccy snapshot is not made up entirely
of graphics though. There's also code and data in there. Fig 1.3 shows
you how the screen might look if you select an area of memory that is
just code. Try moving the Spellbound offset to somewhere around 15000 and this
is what you'll see. If you use the drawing tool to alter this type of memory
you're snapshot will probably crash when you try and run it on your emulator. Beware
before you save any changes.
 fig 1.3
Step 4 - Locating graphics
Now let's track down some graphics. Change the offset to read 41167 and you
should see the image shown in fig 1.4. At a first glance it appears to be more
garbage, but look closer and you'll notice that there are clearly patterns
emerging which aren't caused by random bytes of code. This is the first step
to locating some graphics and with a little practice you'll reach this stage
within seconds of loading the snapshot. So, what next?
 fig 1.4
Step 5 - Viewing graphics
The width setting is the most important parameter when it comes to manipulating
the display. All games have sprites/blocks of varying widths so it's usually just
a case of adjusting this until something appears. Change the width on the Spellbound
snapshot to 64 and you'll see two axes as in fig 1.5. Below the axes you can see
what are clearly more graphics but as they are a different size you'll need to
adjust the width again to view these.
 fig 1.5
So that's how easy it is to locate graphics. Not all snapshots files will prove
as easy and some you'll find are nigh on impossible. It's all down to how the
programmers decided to store their graphics. SGE features five different modes to help
you. In addition to the two mentioned above there's also:
Text mode - 8x8 fonts and tiles
Line masks - As in Costa Panayi games (eg. Highway Encounter)
Byte masks - As in Glider Rider
Don't forget that with the drawing tools you can zoom into the images and edit
them. Chunks of graphics can be copied and pasted between snapshots although
any section that is copied isn't stored on the Windows clipboard so you can't
paste into other applications. Any changes you save will appear when you run
the snapshot on your emulator.
And to finish with, I'd like to point out that SGE does not support the Z80
format. These snapshots are compressed and therefore any graphics contained within
the file will be unrecognisable. SGE was written primarily for SNA files
although it should work fine with any non-compressed format.
Have fun.
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