More settings
Auto show area coordinates
If this option is ticked,
then the coordinate display window will be opened every time the area
mode is selected. If not ticked, then the area coordinate window will
not open when the Area mode is selected, but can be opened at any time
by double clicking on the red border of the area (more details here).
Use desktop font
If this option is ticked, Snapper will use the configured desktop font to show the coordinates in the top bar of the area outline. If not ticked, then Snapper will default to using the Homerton font at 12 pt.
Note that Snapper uses the × (multiplication) symbol in the top bar of the area outline. Some fonts do not include a full set of characters. When a desktop font is configured, Snapper checks the 'width' of this character and if it is very close to zero, probably meaning it is absent, it falls back to using lower case x. There may be occasions when a font includes a different character in the position corresponding to the × character in Latin-1. If this is the case, then switch off the desktop font - the ROM based Homerton font will then be used.
Add filetype extension
If this option is ticked, then when saving the snap in either PNG or JPEG format, Snapper will automatically add the /png or /jpg extension to the filename.
Open control window at start
If this option is ticked, then the control window will open automatically as soon as Snapper is run. If the control window is subsequently closed, then it can be reopened by a Select click on the iconbar icon as usual. Remember that Snapper enables wimp null polls while the control window is open, so will consume more cpu time. Therefore always close the control window when not required for a while.
Filename suffix reset to zero at start
Up to version 1.33, Snapper has always started the suffix numbering of filenames at zero each time it is run. If this option is not ticked, then Snapper will save the current suffixes when quit, and start the numbering from that point the next time it is run.
JPEG quality
This is the compression factor (and hence quality of image) that will be used when saving the snap in JPEG format. The default setting is 75, but can be set in steps of 5 between 20 and 95, and 96 to 100 in steps of one, by means of the bump arrows, the lower the quality setting, the poorer the quality of image. Quality settings less than 20 can introduce various artifacts and banding and are not recommended. Settings above 95 give much less compression and higher quality. If very high quality is necessary, then use a lossless compression method, e.g. PNG or sprite.
Convert sprite format
Save sprite in RO 3.5 format
ROOL have introduced a new sprite format (newer than the so-called new format introduced with RISC OS 3.5) and recent versions of RISC OS 5 make use of this. In addition, the latest hardware, e.g. IGEPv5 and Titanium, have the red and blue colours in the new sprites interchanged. When you make a screen grab on such hardware, the sprite generated will be in this new format. This may be of no consequence on the hardware being used. However, older hardware/OS versions may not understand the new format. In addition, a lot of older software cannot display or manipulate such sprites, even on the new hardware. Snapper therefore offers the option to convert these newest sprite types to the older RISC OS 3.5 format before saving. The sprites should then be usable on legacy hardware, OS, and software. This option must be ticked for the sprite conversion to occur, otherwise the saved sprite will be in the native format of the hardware and OS version.
Convert 64K to 32K sprite
RISC OS 6 first introduced the 64K colour depth screen mode and sprites. While these can be viewed on RISC OS 5 and 6, they cannot be used on RISC OS 4. If you are saving in the RISC OS 3.5 format, then this option gives you the choice of saving either as a 64K sprite, or as a 32K sprite. When ticked, the 64K sprite will be converted to the 32K version before saving. Remember, if the option Save sprite in RO 3.5 format is not ticked, then the saved sprite will be a 64K sprite in the native format of the hardware and OS version, whatever the setting of Convert 64K to 32K sprite.
To summarise
If the sprites are being converted from RISC OS 5 format to RISC OS 3.5 format then the following will apply.
- 32-bit 16M colour screen mode
- Converted to a 32-bit 16M colour RISC OS 3.5 sprite with the red/blue colours in correct positions
- 16-bit 64K colour screen mode
- Converted either to a 16-bit 64K or 16-bit 32K colour RISC OS 3.5 sprite with the red/blue colours in correct positions
- 16-bit 32K colour screen mode
- Converted to a 16-bit 32K colour RISC OS 3.5 sprite with the red/blue colours in correct positions
- 16-bit 4K colour screen mode
- Converted to a 16-bit 32K colour RISC OS 3.5 sprite with the red/blue colours in correct positions