' ' READ THIS! ' ~~~~~~~~~~ ' Create your bobs on Dpaint etc, Save As an IFF File, ' and use the sprite grabber to grab the sprites in the following order. ' A must be bob number 1, B=2 etc up to Z which should be bob 26. ' then, if you want numbers grab the digits in THIS ORDER - 0,1,2,3,4,5,6,7,8 and finally 9 ' use a '@' character in the scroll text to pause. ' set up some variables ' load a example set I have already created for you. ' please note - i have not been careful when i used the sprite grabber ' so there is still bits of unwanted graphics in the bobs. Load "df0:characters.abk" ' define our scroll area Def Scroll 1,0, To 374,SCR,-3,0 ' ' SCR=28 : Rem height of your character set NO_COLS=16 : Rem no_of colours in your set ' ' open our screen Screen Open 1,372,SCR,NO_COLS,Lowres : Flash Off : Hide : Curs Off : Palette $0,$FFF,0,0 : Cls 0 ' ' position it Screen Display 1,112,235,, : Rem the '235' is the HARDWARE position of the screen ' ' define our scroll area Def Scroll 1,0, To 374,SCR,-3,0 ' ' ' TXT$=" test data for the bob scroll coded by gaz " TXT$=TXT$+" Hit The Mouse button to leave " OFFSET=1 : Rem position in text string MK=False : Rem flag used to see if the mouse button has been pressed. Get Sprite Palette : Rem use the colours from from sprite bank Repeat RAHND: TMP$=Upper$(Mid$(TXT$,OFFSET,1)) : Rem move character to be printed into tmp$ Add OFFSET,1,1 To Len(TXT$) : Rem increase pointer ti point to next character in txt$ If TMP$="@" : Rem is it a pause statement ? Wait 50 : Rem yep, hang around for a bit TMP$=Upper$(Mid$(TXT$,OFFSET,1)) : Rem move text pointer to next character in txt$ Goto RAHND : Rem restart routine now we have finished pausing End If TMP=Asc(TMP$)-64 : Rem 'A' has a Ascii value of 65, so subtracting 64 will give us '1' and lo-and-behold, our 'A' bob is bob number 1 If TMP$>="0" : Rem numbers cobble up this routine, so if its a number If TMP$<="9" : Rem in the range 0-9 we have to subtract 48 TMP=Asc(TMP$)-48 : Rem as the ascii code for 0 is 48 TMP=TMP+27 : Rem this gives us the number we want,but our number End If : Rem bobs dont start at bob '1' they start at bob '27' so increase the counter by 27 to get the bob number we need End If If TMP$=" " : Rem if its a space, use bob 0 which is blank. TMP=0 End If Bob 0,334,DN,TMP : Rem put the bob out of view Put Bob 0 : Rem and paste it onto the screen For A=0 To 4 : Rem the '4' value is the bob width/scroll speed (play around to get the best value.) Wait Vbl Scroll 1 : Rem scroll it into view If Mouse Key MK=True : Rem mouse key pressed ? End If Next Until MK=True : Rem if mk is now set to true exit,otherwise back up to 'repeat' command