[SPRDESG]
.ID312
.CMT Load Sprite Button
.CMT LoadImg is the Bitmap
.BMP0
.BEGIN
    Load Spr Button: Load a sprite into one
of the canvases.  To load into the left
canvas, which has its viewer marked white,
click on this with the _Left_ mouse button.
To load into the right canvas, which has
its viewer marked blue, click on this with
the _Right_ mouse button.

~
.ID313
.CMT Save Spr button
.CMT SaveImg is the bitmap
.BMP1
.BEGIN
    Save Spr Button: Save a sprite in one
of the canvases.  To save the sprite in the
left canvas, which has its viewer marked
white, click on this with the _Left_ mouse
button.  To save the sprite in the right
canvas, which has its viewer marked blue,
click on this with the _Right_ mouse
button.

~
.ID342
.CMT ANIMATE BUTTON
.CMT AnimateImg is the bitmap
.BMP16
.BEGIN
    Animation button: Start animation of
the sprites in the library once you click
on this.  The mouse will be disabled during
animation. You can use the keyboard to
control the animation speed. The following
message will appear at the bottom of the
screen:

[+,-] ##ms [1-9] # H=25 E=100 [Q]

This informs you that pressing '+' or '-'
will increase or decrease the delay in
msecs between frames, '1' through '9' will
change the increment and decrement value
when you press '+' or '-', 'H' will set
delay to 25ms, 'E' will set delay to 100ms,
and 'Q' will stop the animation.  You can
also stop the animation by clicking the
left mouse button or pressing ESC.

~
.ID317
.CMT Undo Button
.CMT UndoImg is the bitmap
.BMP2
.BEGIN
    Undo Button: Undo the last change you
made to the sprites in left or right
canvas once you click on this.  To undo the
change made in the left canvas, click on
this with the _Left_ mouse button.  To undo
the change made in the right canvas, click
on this with the _Right_ Mouse button.

~
.ID314
.CMT PENCIL Button
.CMT PencilImg is the bitmap
.BMP4
.BEGIN
    Pencil Button: Changes the editing tool
to freehand drawing(pencil) for BOTH
canvases once you click the _Left_ or the
_Right_ mouse button.  To draw pixels on
the canvas, simply click one of the mouse
buttons or hold and drag the mouse.

~
.ID315
.CMT Line Button
.CMT LineImg is the bitmap
.BMP6
.BEGIN
    Line Button: Changes the editing tool
to line drawing for BOTH canvases once you
click on this. To draw a line on the
canvas, press and hold the mouse button on
the first point (beginning of line) and
drag the mouse cursor to the second point
(end of line), then release the mouse
button.

~
.ID319
.CMT Circle Button
.CMT CircleImg is the bitmap
.BMP5
.BEGIN
    Circle Button: Changes the editing tool
to circle drawing for BOTH canvases once
you click on this. To draw a circle, press
and hold one of the mouse buttons at the
center of the circle and drag to change its
size. To toggle between FILLED/UNFILLED
circles, press 'F' while the mouse is
inside one of the canvases.

~
.ID320
.CMT Rectangle Button
.CMT RectImsg is the bitmap
.BMP7
.BEGIN
    Rectangle Button: Changes the editing
tool to rectangle drawing for BOTH
canvases. To draw a rectangle, press and
hold one of the mouse buttons at the upper
left corner of the rectangle and drag the
mouse to the lower right corner. To toggle
between FILLED/UNFILLED rectangles, press
'F' while the mouse is inside one of the
canvases.

~
.ID318
.CMT Clear Button
.CMT ClearImg is the bitmap
.BMP8
.BEGIN
    Clear Button: Clears one of the
canvases.  To clear the left canvas, which
has its viewer marked white, click the
_Left_ mouse button on this.  To clear the
right canvas, which has its viewer marked
blue, click the _Right_ mouse button on
this.

~
.ID338
.CMT Fill Button
.CMT FilIImg is the bitmap
.BMP14
.BEGIN
    Fill Button: Changes the editing tool
to the flood fill tool for BOTH canvases.
To fill an area, click on a pixel within
this area.  The area will be filled with
the current color until a boundary of a
different color is reached.

~
.ID321
.CMT Rotate Left Button
.CMT RotateLtImg is the bitmap
.BMP10
.BEGIN
    Rotate Left Button: Rotates the sprite
in one of the canvases 90 degress
counterclockwise(left.)  To rotate the
sprite in the left canvas, click on this
with the _Left_ mouse button.  To rotate
the sprite in the right canvas, click on
this with the _Right_ mouse button.

Note: Do not handle sprites with different
width and height.

~
.ID335
.CMT Rotate Right Button
.CMT RotateRtImg is the bitmap
.BMP11
.BEGIN
    Rotate Right Button: Rotates the sprite
in one of the canvases 90 degress
clockwise(right.)  To rotate the sprite in
the left canvas, click on this with the
_Left_ mouse button.  To rotate the sprite
in the right canvas, click on this with the
_Right_ mouse button.

Note: Do not handle sprites with different
width and height.

~
.ID336
.CMT Flip Horizontal
.CMT FlipHImg is the bitmap
.BMP12
.BEGIN
    Flip Horizontal Button: Flips the
sprite in one of the canvases horizontally.
To flip the sprite in the left canvas,
click on this with the _Left_ mouse button.
To flip the sprite in the right canvas,
click on this with the _Right_ mouse
button.

~
.ID337
.CMT Flip Vertical
.CMT FlipVImg is the bitmap
.BMP13
.BEGIN
    Flip Vertical Button: Flips the sprite
in one of the canvases vertically. To flip
the sprite in the left canvas, click on
this with the _Left_ mouse button. To flip
the sprite in the right canvas, click on
this with the _Right_ mouse button.

~
.ID316
.CMT Dosshell Button
.CMT DosPromptImg is the bitmap
.BMP3
.BEGIN
    DosShell Button: Shells out to dos once
you click on this. When you are at the dos
prompt, type 'exit' to return to the
program.

~
.ID339
.CMT Sprite size button
.CMT SprSizeImg is the bitmap
.BMP15
.BEGIN
    Sprite Size Button: Change the size of
one of the canvases.  To change the size of
the left canvas, click on this with the
_Left_ mouse button.  To change the size of
the right canvas, click on this with the
_Right_ mouse button.  The Sprite Size
Dialog will pop up for you to specify a new
size.

~
.ID322
.CMT Scan color button
.CMT ColorScanImg is the bitmap
.BMP9
.BEGIN
    Scan Color Button: Lets you set the
editing colors for left and right mouse
buttons to the color of any pixel on the
screen once you click on this.  The mouse
cursor will change into a '?'.  To assign
the color of the pixel to the _Left_ mouse
button, click on that pixel with the _Left_
mouse button.  To assign the color of the
pixel to the _Right_ mouse button, click on
that pixel with the _Right_ mouse button.

~
.ID343
.CMT Swap Color Button.
.CMT SwapColorImg is the bitmap
.BMP17
.BEGIN
    Change Color Button: Change the editing
tool to the color changing tool once you
click on this.  To change the color of a
sprite in one of the canvases to the color
assigned to the _Left_ mouse button, click
on that pixel with the _Left_ mouse button.
To change the color of a sprite in one of
the canvases to the color assigned to the
_Right_ mouse button, click on that pixel
with the _Right_ mouse button.

~
.ID305
.CMT Mouse Button Color
.BMP-1
.BEGIN
    Editing Color Button: Shows the colors
currently assigned to the mouse buttons.
The color displayed at the left of the
button is assigned to the _Left_ mouse
button.  The color displayed at the right
of the button is assigned to the _Right_
mouse button.  Clicking the _Left_ mouse
button on this will switch the colors, and
clicking the _Right_ mouse button on this
will bring up the PALETTE EDITING DIALOG.

~
.ID349
.CMT Help Button
.BMP-1
.BEGIN
    Help Button: Get help on any button or
box on the screen.  The mouse pointer
becomes a '?' after you click on this.  If
you click on another object, the help for
it will pop up.  If you cannot access the
help button while a dialog is active, press
F1 to get help.

~
.ID347
.CMT Quit Button
.BMP-1
.BEGIN
    Quit Button: Terminates the program
once you click on this.  The program will
confirm with you before it exits.

~
.ID346
.CMT Info Button
.BMP-1
.BEGIN
    Info Button: Brings up the information
dialog once you click on this.

~
.ID345
.CMT Insert Sprite Button
.BMP-1
.BEGIN
    Insert Button: Inserts a blank slot
before or after the slot marked with the
white outline.  To insert a slot BEFORE the
marked slot, click on this button with the
_Left_ mouse button. To insert a slot AFTER
the marked slot, click on this button with
the _Right_ mouse button.

~
.ID344
.CMT DEL Button
.BMP-1
.BEGIN
    Delete Button: Delete a slot or all of
the slots in the sprite library. To delete
the slot marked with the white outline,
click the _Left_ mouse button on this.  To
delete all of the slots, click the _Right_
mouse button on this.

~
.ID348
.CMT L/S Button
.BMP-1
.BEGIN
    Load/Save Button: Load or Save a sprite
library.  To load a lib, click the _Left_
mouse button on this; to save a lib, click
the _Right_ mouse button on this. Be careful
when you are loading because the loaded
library will replace the library in memory.

~
.ID323
.ID324
.ID325
.ID326
.ID327
.ID328
.ID329
.ID330
.ID331
.CMT Sprite slots
.BMP-1
.BEGIN
    Sprite slots: Display up to nine
sprites in the sprite library.  To change
the marked slot, click on the new slot you
wish to select. The selected slot will be
marked with a white outline.

~
.ID303
.ID304
.ID307
.ID306
.CMT SPRITE VIEWERS
.BMP-1
.BEGIN
    Sprite Viewers: Display up to four
sprites that can be edited in either
canvas. To select a viewer for the left
canvas, click the _Left_ mouse button in
the CENTER of the viewer; the long
rectangle under the viewer will become
white. To select a viewer for the right
canvas, click the _Right_ mouse button in
the CENTER of the viewer; the long
rectangle under the viewer will become
blue.

If you move the mouse cursor close to a
viewer's edge, the cursor will change into
an arrow immediately.  That means you can
move the sprite in the direction indicated
by the arrow.  Try to use both mouse
buttons to move the sprite.

~
.ID308
.ID309
.ID310
.ID311
.CMT SPRITE VIEWER INDICATORS
.BMP-1
.BEGIN
    Sprite Viewer Indicators: Indicate
which sprite is being edited in the
canvases. To select the sprite directly
above the indicator for left/right canvas,
simply click left/right mouse button on the
indicator. The indicator will become
white/blue if its corresponding sprite is
selected for the left/right canvas.

~
.ID300
.CMT Left Canvas
.BMP-1
.BEGIN
    Left Canvas: This is for editing
sprites. Pressing any key unassigned while
the mouse is in this will toggle the mouse
movement speed. The sprite currently being
edited in this canvas will have the long
rectangle under the sprite's viewer marked
white. To select a different editing tool,
click on one of the tool buttons(pencil,
line, etc). To select a different sprite
for this canvas, click the _left_ mouse
button in the center of the sprite's viewer
or the indicator below it.

~
.ID302
.CMT Right Canvas
.BMP-1
.BEGIN
    Right Canvas: This is for editing
sprites.  Press any key unassigned while
the mouse is in this will toggle the mouse
movement speed. The sprite currently being
edited in this canvas will have the long
rectangle under the sprite's viewer marked
blue. To select a different editing tool,
click on one of the tool buttons(pencil,
line, etc.). To select a different sprite
for this canvas, click the _Right_ mouse
button in the center of the sprite's viewer
or the indicator below it.

~
.ID332
.CMT Sprite Lib Scroller
.BMP-1
.BEGIN
    This is just here for decoration. Maybe
I will put the index of the marked slot
here later.

~
.ID341
.CMT GET SPRITE
.CMT GetArwImg is the bitmap
.BMP21
.BEGIN
    Get Sprite Button: Retrieves the sprite
in the marked slot into one of the
canvases.  To retrieve into the left
canvas, click on this with the _Left_ mouse
button.  To retrieve into the right canvas,
click on this with the _Right_ mouse
button.

~
.ID333
.CMT PUT SPRITE
.CMT PutArwImg is the bitmap
.BMP20
.BEGIN
    Put Sprite button: Puts the sprite in
one of the canvases into the marked slot.
To put the sprite in the left canvas into
the slot, click on this with the _Left_
mouse button.  To put the sprite in the
right canvas into the slot, click on this
with the _Right_ mouse button. Be careful,
you cannot recover the sprite replaced.

~
.ID340
.CMT Small view left button
.CMT SmallLtArwImg is the bitmap
.BMP19
.BEGIN
    Scroll Left Button: Moves the nine
sprite slots' view frame one column(three
slots) to the left if there are more than 9
sprites in the sprite library.  Try both
mouse buttons.

~
.ID334
.CMT Small view right button
.CMT SmallRtArwImg is the bitmap
.BMP18
.BEGIN
    Scroll Right Button: Moves the nine
sprite slots' view frame one column(three
slots) to the right if there are more than
9 sprites in the sprite library.  Try both
mouse buttons.

~
.ID301
.CMT COLOR CHOOSER
.BMP-1
.BEGIN
    Color Chooser: This is for choosing the
editing color assigned to the left and
right mouse buttons, simply hold the button
and move the mouse cursor around until you
find the desired color.

~

[FILEDLG]
.ID1f016
.CMT FILEDLG TITLE
.BMP-1
.BEGIN
    Leave me alone!

~
.ID818
.ID819
.ID820
.CMT RGB Locking
.BMP-1
.BEGIN
    RGB Link boxes: Links the corresponding
value to changes made to another value.  If
this box is checked, then changing any of
the other two values with the '-' or '+'
will affect the value this box corresponds
to also.

~
.ID802
.ID811
.ID801
.CMT DECREASE RGB value
.BMP-1
.BEGIN
    Decrease Button: Decreases the
corresponding RGB value.  Try both mouse
buttons on this.

~
.ID803
.ID813
.ID812
.CMT INCREASE RGB value
.BMP-1
.BEGIN
    Increase Button: Increases the
corresponding RGB value.  Try both mouse
buttons on this.

~
.ID804
.ID805
.ID806
.CMT RGB Sliders
.BMP
.BEGIN
    RGB Value Sliders: Displays the R/G/B
values in a visual manner.  If you hold
either mouse button and move the mouse,
then the value will change accordingly.

~
.ID814
.ID815
.ID816
.CMT RGB Value Display
.BMP-1
.BEGIN
    RGB Value Display: Displays the value
of the corresponding RGB component
numerically.

~
.ID817
.CMT COLOR INDEX Display
.BMP-1
.BEGIN
    Color Index Display: Displays the index
of the editing color.

~
.ID807
.CMT COLOR DISPLAY
.BMP-1
.BEGIN
    Color Display: Shows you how the
editing color looks like.

~
~
.ID810
.CMT Put Color Button
.BMP-1
.BEGIN
    Put Color Button: Changes one of the
256 colors to the editing color. The
button's face will change to the editing
color and index once you click on it. Now
browse and pick a color from the Color
Chooser, and the picked color will become
the editing color. If you want to cancel
the operation before you pick a color to
replace, click on the button again.

~
.ID821
.CMT SWAP COLORS
.BMP-1
.BEGIN
    Swap Color Button: Swaps one of the 256
colors with the editing color. The button's
face will change to the editing color and
index once you click on it.  Now browse and
pick a color from the Color Chooser, and
the picked color will be swapped with the
editing color. If you want to cancel the
operation before you pick a color to swap,
click on the button again.

~
.ID808
.CMT SAVE PALETTE
.BMP-1
.BEGIN
    Save Button: Save all 256 colors to a
file as raw palette format once you click
on this. You will be asked for the file
name.

~
.ID809
.CMT LOAD PALETTE
.BMP-1
.BEGIN
    Load Button: Load a raw palette file,
which must have all 256 colors.  You will
be asked for the file name.  If you load a
palette file that messes up all the colors
and you can't read anything, press 'F2' to
get blue on grey text.  Press 'F2' again to
restore the palettes.

~
.ID800
.CMT OK BUTTON PALETTE DIALOG
.BMP-1
.BEGIN
    OK Button: Dismisses the palette editor.

~
.ID1012
.CMT FILEDLG FileName Box
.BMP-1
.BEGIN
    Current File Name/Mask:  Display the
filename picked or the file mask used to
list files.  If you move the mouse over
this, then you can type the filename you
want. To Change to a different drive, type
the drive's letter followed by a colon and
press Enter. (i.e. To change to drive C,
type 'C:')  If it's not a drive name, then
the string is used as wildcard to list
files. (i.e. To list all the files in
current directory, type '*.*' and press
Enter.) To confirm the filename displayed,
click on the 'OK' button.

~
.ID1000
.ID1001
.ID1002
.ID1003
.ID1004
.ID1005
.ID1006
.ID1007
.ID1008
.ID1009
.CMT  FILEDLG ENTRIES
.BMP-1
.BEGIN
    Filename Entries: List the files in the
current directory according the the
wildcard.  Directories end with '\' and
everything else are files.  To Change to a
directory, simply click on that entry. To
pick a file, click on it and it will appear
on the filename display.  Click on the 'OK'
button to confirm a filename.

~
.ID1010
.CMT FILEDLG OK BUTTON
.BMP-1
.BEGIN
    OK Button: Confirms the filename
displayed.

~
.ID1011
.CMT FILEDLG CANCEL BUTTON
.BMP-1
.BEGIN
    Cancel Button: Dismisses the file
dialog and cancels the (load or save)
action.

~
.ID1015
.CMT FILEDLG SCROLLUP
.BMP-1
.BEGIN
    Scroll Up Button: Scrolls the filenames
up.  Try both mouse buttons on this.

~
.ID1014
.CMT FILEDLG SCROLLDOWN
.BMP
.BEGIN
    Scroll Down Button: Scrolls the
filenames down.  Try both mouse buttons on
this.

~
.ID1013
.CMT FILEDLG SCROLL BAR
.BMP-1
.BEGIN
    Scroll Bar: The red rectangle inside
this indicates the filenames displayed. The
longer it is, the less files; the shorter
it is, the more files.  Press and hold the
left mouse button over this to move the red
rectangle to scroll filenames up and down.

~
.ID913
.CMT SAVESIZE TITLE
.BMP-1
.BEGIN
    Title.  Doesn't do much.
~
.ID911
.CMT SAVE SIZE WIDTH
.BMP-1
.BEGIN
    Width Value: Displays the sprite's
width, which must be in multiples of 4.
You can change this by using the '-' and
'+' buttons.

~
.ID912
.CMT SAVESize Height
.BMP-1
.BEGIN
    Height Value: Displays the sprite's
height.  You can change this by using the
'-' and '+' button.

~
.ID907
.CMT SAVESIZE DECW
.BMP-1
.BEGIN
    Decrease Width Button: Decreases the
width by 4.  Try both mouse buttons on
this.

~
.ID909
.CMT SaveSize DECH
.BMP-1
.BEGIN
    Decrease Height Button: Decreases the
Height by 1.  Try both mouse buttons on
this.

~
.ID908
.CMT SAVESIZE INCW
.BMP-1
.BEGIN
    Increase Width Button: Increasing the
Width by 4.  Try both mouse buttons on
this.

~
.ID910
.CMT SAVESIZE INCH
.BMP
.BEGIN
    Increase Height Button: Increase the
Height by 1.  Try both mouse buttons on
this.

~
.ID901
.CMT SAVESIZE MOVEUP
.BMP-1
.BEGIN
    Move Up Button: In the left canvas, you
should see a white box over the sprite
being saved; that box marks the area you
are actually saving.  This button will move
that box up one pixel.  Try both mouse
buttons on this.

NOTE: You can also simply click and hold
the _Left_ mouse button within the left
canvas and move the box around with the
mouse.

~
.ID903
.CMT SAVESIZE MOVEDN
.BMP-1
.BEGIN
    Move Down Button: In the left canvas,
you should see a white box over the sprite
being saved; that box marks the area you
are actually saving.  This button will move
that box down one pixel.  Try both mouse
buttons on this.

NOTE: You can also simply click and hold
_Left_ mouse button within the left canvas
and move the box around with the mouse.

~
.ID900
.CMT SAVESIZE MOVELT
.BMP-1
.BEGIN
    Move Left Button: In the left canvas,
you should see a white box over the sprite
being saved; that box marks the area you
are actually saving.  This button will move
that box to the left by four pixel.  Try
both mouse buttons on this.

NOTE: You can also simply click and hold
_Left_ mouse button within the left canvas
and move the box around with the mouse.

~
.ID902
.CMT SAVESIZE MOVERT
.BMP-1
.BEGIN
    Move Up Button: In the left canvas, you
should see a white box over the sprite
being saved; that box marks the area you
are actually saving.  This button will move
that box to the right by four pixels.  Try
both mouse buttons on this.

NOTE: You can also simply click and hold
_Left_ mouse button within the left canvas
and move the box around with the mouse.

~
.ID904
.CMT SAVESIZE POS
.BMP-1
.BEGIN
    XY OFFSET Pos: In the left canvas, you
should see a white box over the sprite
being saved; that box marks the area you
are actually saving.  This displays the x
and y pos where the box's upper left corner
is inside the sprite. The values change as
you move the sprites box with the four
directions keys or by moving it around with
the mouse.

~
