tofro wrote:There's also the
QPC_QLSCREMU -1 command that allows you to load QL screens even in arbitrary resolutions and colour depths - It simply emulates the QL screen in the top left of the QPC screen.
Thats the straightforwardest, of course. But straightforwardness is obviously not what is wanted here
The most versatile is to convert screen dumps to pics, or better still, to sprites. Im sure most of you already know how to do that, so this is strictly for those who dont:
Code: Select all
100 REMark Save screen mode 8 to sprite
110 :
120 fnm$ = 'win1_test8_'
121 base = 131072: REMark Perforce fixed forever on a BBQL
130 ssz = 2^15
140 rem SBYTES fnm$ & 'scr', SCR_BASE, ssz
141 SBYTES fnm$ & 'scr', base, ssz
150 spr = ALCHP(ssz + 24)
160 LBYTES fnm$ & 'scr', spr + 24
170 POKE spr + 0, 1: REMark Sprite mode = QL
180 POKE spr + 1, 1: REMark Colour mode: 0 or 1 (for 4 or 8)
190 POKE_W spr + 2, 0: REMark Etc
200 POKE_W spr + 4, 512: REMark X size (512 even in mode 8)
210 POKE_W spr + 6, 256: REMark Y size
220 POKE_L spr + 8, 0: REMark Origen offsets
230 POKE_L spr + 12, 12: REMark -> sprite
240 POKE_L spr + 16, 0: REMark No mask
250 POKE_L spr + 20, 0: REMark No next
260 SBYTES fnm$ & 'spr', spr, ssz + 24
270 RECHP spr
280 REMark DELETE fnm$ & 'scr'
The code above is just a crude hack!
In SMSQ/E you need some command to view the resulting sprite, like EasyPtr's SPRW or Qptr's WSPRT, or Knoware's stand-alone WSPT command.
The big advantage with this method is that it can be displayed on any platform that sports SMSQ/E, in any(?) mode, and on any screen size (provided the screen is at least as large as the sprite).