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R.` p)@p`-l0.H//.NPO*JkbJg /NJp` < f/N,p)@p` J@kf.g^/N .N./.N"PO*`@.g4 ,tF".€)n-Ag fp`p//.NPO*`p` pg/NXOJf: ;@ L N^Nupa)_H B/?<CNA\ONNVH.. ,.*n "NV*Jfp`Jf.Hd(-f / NXOJg` +m +mJgp3UgXpLFr@ҁf -+@ `8-gp`pnFrnFf -+@ ` p+@ ``-fcJgZ - n"m`Sd/-/-/-NO (g$pf p` "N`+m - n"///-NxO ( "- g2pf - "Nz,`$ "- Ё"Nb,` Ё"NT, -+@ `xJ gJ  m - =@H n"m`Sd m0.+HH 0.H n-HJg`/ NbXOJgR ЇS"N" ` L N^NuSEQUENCE.TAT/LERROR: Out of memory ERROR: Can't open animation file: %s ERROR: Couldn't allocate frame buffer Can't load animation %s ERROR: Couldn't allocate screen buffer ERROR: Couldn't allocate final screen buffer ERROR: Can't load image file %s ERROR: Couldn't allocate new screen buffer ANIMTOOL - Thrax's Animation Tool v2.0 Usage: ANIMTOOL Options: /H Display this help screen. /I Degas (PI1) image to append. /S Playback speed (VBLs/frame). +/-R Repeat/don't repeat animation. /L Append a loop back to this frame /C Used with /L to define the loop count /D Force new frame to be a screen dump If filename is not given the default SEQUENCE.TAT is used. Press a key to continue... ( 23323T0123456789abcdef ( ((((( H ((((( H  *x"""'t get to in adult mode. F3 = Set game to adult mode. This mode is the default setting for the game. For maximum enjoyment and challenge you should play Insectroid in this mode. F4-F8 = Preset skip modes. These keys allow you to skip the first few waves (which are really easy) and begin the game at a more challenging wave. F9 = Set to 50hz (Game plays smoother overall in this mode). F10 = Set to 60hz (Game can really fly but will bog down to 4 VSYNCS if the screen fills up with sprites (53 sprites and 40 stars AND digital sound!!). Q = Quit back to main menu. Esc = Quit to GEM. P = Pause game. Pressing fire or hitting any other key will resume the game. That's all... Enjoy the game!------------------------------------------------------------------------- | ANIMTOOL is copyright (c) 1991 by Martin Packer. All rights reserved. | | | | Permission is granted for unrestriced non-commercial use and | | distribution by individuals, public domain libraries and BBS's. | | With the condition that it must be accompanied by this file. | | | | If you find any bugs, have any suggestions for improvements, feel | | the urge to send me large quantities of money, or just want to say | | hi! Please write to me: | | | | Martin Packer | | 81B Preston Road | | Brighton  | | East Sussex | | U.K. | ------------------------------------------------------------------------- ANIMTOOL is a utility for stringing a sequence of low-res image files together into an animation. It uses delta compression (only storing the differences between frames) to reduce the size and increase the playback speed of the animation files it generates. The original command line version of ANIMTOOL came about because I wanted to animate some scenes I'd generated using David Buck's DKBTrace Ray- Tracer. There are two versions of ANIMTOOL: ANIMTOOL.PRG Is a version with a nice GEM front-end which allows animations to be loaded, played, manipulated in memory and saved. ANIMTOOL.TTP Is a single pass command line version which can play an animation or carry out one of the manipulation operations. Because it only carries out one operation at a time (and because the program itself is quite a lot smaller), it uses a lot less memory than the GEM version, so it can be used to build and play larger animations if memory is getting tight. This version can also be renamed ANIMTOOL.PRG and placed in an auto folder, where it will attempt to load and play the animation SEQUENCE.TAT in the root directory of the boot disk. A Quick Guide to the Features of ANIMTOOL: ANIMTOOL.PRG is controlled from a single full screen dialogue. Here's what the various bits mean: Current Animation: Filename: The name of the current animation. The default animation file is SEQUENCE.TAT. When you run ANIMTOOL this file will be loaded if it exists. Number of Frames: The total number of frames in the animation. Default Speed: When you load a new animation into ANIMTOOL.PRG, the playback speed will be set to the animation's default value. This is also the speed it will normally run at when played by ANIMTOOL.TTP. Repeat: Animations can be set to repeat indefinitely when played. This is the default setting which works in the same way as the default speed. Load: Click here to load an animation. If you want to create a new animation, click here and type the name into the file selector. Save: Click here to save the current animation. Save As: Click here to save the current animation with a different file name. Workspace: When you run ANIMTOOL it will grab the largest chunk of memory it can find to use as its workspace. This tells you how many bytes you've used and how much you've got left. Show Frame Info: A "frame" is actually the stored differences between one screen image in the animation and the next. A frame consists of one or two records. If the two screen palettes differ, the frame will contain a palette record. If the screen images are similar, with no large- scale differences, then the frame will contain a delta record, which contains only the differences between the images. If the screen images are too dissimilar for a delta record to be worthwhile, the frame will contain a screen dump record, which contains all 32000 bytes of the new screen image. By entering a frame number here, or selecting it using the + and - buttons, and clicking on "Show Frame Info" you can find out which records are present in a frame and how many bytes the frame occupies. Play Animation: Clicking here plays the current animation. Press escape at any time to stop. Speed: Selects the playback speed of the animation. The number here indicates how long each image in the animation will be displayed for, in VBL's (vertical blanks - the time taken for the television/monitor display to be refreshed - on UK systems, one VBL is 1/50th of a second). With a complicated animation (where the delta frames are larger than about 12K) it may not be possible to play the animation at maximum speed (1 VBL/frame). It's possible to get an idea of the maximum playing speed for an animation by setting the speed to 0. If you do this the animation will be played at maximum possible speed without it being sychronised with the screen refresh. The currently set speed will be saved as the default speed when you save an animation. To Frame: If a number is entered here the animation will only play up to the frame indicated. In combination with "Pause" this lets you isolate and view a single frame. Repeat: If "Yes" is selected the animation will repeat indefinitely when played. This feature should only be used if the first frame of the animation contains a dump record (it usually does). If it doesn't, strange things will happen because the animation routines assume that the screen starts off cleared to colour 0 and the first frame (if it contains a delta record) will depend on this. The current repeat state will be saved as the default when you save an animation. Pause: If "Yes" is selected, after playing an animation, the computer will wait for a keypress before returning to the control screen. Step: If "Yes" is selected, the computer will wait for a keypress between each frame of the animation. Add Degas Image Frame: Click here to add the indicated degas image to the animation. FileName: Click here and select the file containing the image you want to append to your animation. Dump Frame: When "Add Degas Image Frame" is selected, ANIMTOOL will usually try to generate a delta record for the new image. You can force a screen dump record to be generated by selecting this button. Add Loop Frame: Usually the animation will progress in sequence from one image to the next. This feature allows you to build loops into your animation. Loop frames can be used to repeat short sequences, repeat the whole animation or repeat (effectively pause on) a single frame. A loop frame is the same as any other frame. A delta (or screen dump) record and possibly a palette record must be generated holding the differences between the current last image in the animation and the one you're looping to. Animation loops can be 'nested' inside one another to any depth. The "dump frame" button has the same effect when adding loop frames as with image frames. Loop To: Select the frame you wan't to loop back to here. Loop Count: Select the number of times the animation should loop back before continuing. This number should be one less than the number of times you want the loop repeated (it will have played once already). If you enter a count of 0 the looping will continue indefinitely. Delete Last Frame: Clicking here removes the last frame from the animation. ANIMTOOL.TTP can do everything that ANIMTOOL.PRG can except deleting the last frame. As mentioned earlier, it uses less memory than ANIMTOOL.PRG but it can only carry out one operation per pass. So it's a pretty slow way to do things if you're loading the animation from a floppy disk each time. I usually write a CLI batch file which uses ANIMTOOL.TTP to build my animations. Usage: ANIMTOOL Options: /H Display help screen. /I Degas (PI1) image to append. /S Playback speed (VBLs/frame). +/-R Repeat/don't repeat animation. /L Append a loop back to this frame /C Used with /L to define the loop count /D Force new frame to be a screen dump If filename is not given the default SEQUENCE.TAT is used. ۀW(7= b@?g xp 48?_Ï?FX?@??808H8 ? ? ?? ? y |@~?`G8B` qrF $ @>~xB!qP bNAH$ ? ?? ?  0?$$~~H0 ?@0  x0  "!?!{ @y @<! h(DH!a<` . M!2.. DEMO STR za3$FRACC RSC |a4z<FRACLANDDOC SaDIFRACLANDPRG yafFRACM RSC z{a5FRACPLAYPRG Uyp,DEMO AN1 FRACS * @@@@@@@@@@@@@@   p? 0>|(<< 0>| 0x 0  "0!H v{ ? @h( DH!n``` p? 0>|(<< 0>| 0x 08888||||8>>>>wwww , $<>E <Movie DetailsOK Speed Direction05__9<<>> Loop Ping Desk File Contour Animation Fracland--------------------123456 Quit Load Contour Load Story Load Animation Save Contour Save Story Save Animation---------------------------------------------------------------- Save View Generate Contour Zones Detail--------------- 3D View--------------- Shade Colouring Play Back Do Rendering Mode-------------- Play Speed -------------- Story BoardAnimation Mode Disc MemoryOKGenerating Colour Map Frame Number Key FrameRender Progress Report--------------------------- Percentage00%00000000ofofHeight of Camera & Target Camera Height Target Height______X______XOK Re-drawing the contour map Your message here --------------------123456Zone Colours Rich Earth Bare Soil Desert Beach Sandy Soil Red Clay Brush Pasture Tropical Lunar Rock Snow IceZone 1Zone 2Zone 3 Sea Ocean Night Blue Sky Hazy Sky TropicalOKViewq4@b6q?D @`|Dժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#s`pxxp``pxxp``pxxp``pxxp``pxxp``pxxp``pxxp``pxxp`$'(T);<=CIYKMNVOQRVSUVVW]cYekqYsyYVVVYYV V YY VTVXXXX V V!23V4=>V ?IJV KVWV X^_T`|}~TV VVV  X X X"%&T')*V+-.X/78T9ABVCNOV PXYVZ]`XbdeUfilXnpqruxXz|}~TVV XTVTVVVTTTTT  T  YY*+Y ,/0V14569:;>?@CDEHIJMNORSTWXYghTilmTnuvVwz}TVVTTVV YYYVVTVVTQ VV "#V $'(V)+,V-01V256V7:;V<?@VADEVFIJVKefTgvwVxVXXTT V V '(V)01V2>?V @JKV LSTVU^_V `jkV lxyV zVVVVVVVVV V V TV` ` N .` n` `  ` N .` n` ` Z       6  N  f  ~   qQ  Q  Q         :  V rQ         6 R n  %  q _    Q       2 N j  wQ        .   Q  , QJf  qQ   Q  : H Q Q    *F b ~  %q S      &  B ^ z     " >  Zq Q   v      Q Q : V 1rqQ"AAA> A` A A A  A A  AVAd ArAA AA A      6R n  !"    q Q    2N  j @`qQ      .    J f   U1 U"      '     !  # )7CSam } '& !"#$%&(.)(*4+C,I-X.e' tw Q     Q  Q ' wQ *F  b    Q ~       &B^z  q S       "'>        q$Q#"/!Z Q          "!Q QvQQ Q QQQ Q:QV Qr !QQ&#%Q$%")'(Q (Q&Q6.*-Q+QR,Qn-Q)Q/%  6!#$&(^+,.F235~6n7 Р.RD hP[(@l(?(` ?<DBg[BتNPEʖ UĨB* x%VA ɂ0ŕ/-?>anNONuHF/(£N|}pHFI`̈*ցx$0(B 7٧,+SAp,=Vfb5!%8n xOF>W/z^`JxK=ܞ.q[: {2X <"ˠewx"a02`^a<o\*r =b؄1k1SlrV'MܐhRЈ(53|!, 'kotY`_MPޞ ]`tgczg3M+N0 9OfD|n>1,</p-U]HX%U)ВC ?*w'ʓ??<NN\J wһpH-;@̮/GhK]B mf;|`(E(pvdsbn N0%@?w]E#pgBRYw;dR:@oy<xZP4HO$:,xsjV~<$granp~+p[(S@f:`gmn햬NNE`v@^aFdWXj+,v^&8u~B0q0SRd0l FRACLAND Fractal Landscape Generator for the Atari ST. ------------------------------------------------------- (c) 1992 David Billington ------------------------- Version 1.2 October 1992 --------------------------- Contents ----------- 1. Introduction. 2. Quick Start. 3. Generating Landscapes. 4. Generating 3D Views. 5. Fracland Modes. 6. Generating Animation. 7. Menu Entries. FILE SAVE VIEW LOAD CONTOUR SAVE CONTOUR LOAD STORY SAVE STORY LOAD ANIMATION SAVE ANIMATION CONTOUR GENERATE SHADE DETAIL CONTOUR ZONES COLOURING 3D VIEW ANIMATION PLAY BACK STORY BOARD PLAY SPEED MODE DO RENDERING Appendix 1. Key and mouse functions. Appendix 2. Bibliography. The closing address. 1. Introduction --------------- The word FRACTAL was coined by Benoit B Mandelbrot in his book 'The Fractal Geometry of Nature'. It is used to describe objects which exhibit the property of self-similarity. An object is said to be self-similar if its structure does not vary under magnification. For example a branch from a tree has a similar structure to the whole tree, a twig has much in common with the branch and so on right down to the smallest twigglet. The vast majority of objects in nature defy definition in terms of circles and squares but it is readily apparent that they are self-similar. Mandelbrot and his successors have described several ways in which this property of self-similarity may be exploited in order to mimic nature. Building from simple algorithms convincing clouds, trees, coast lines, mountains and many other natural phenomena. This program 'FRACLAND' is concerned with realistic modelling of fractal mountains. It goes beyond producing the data which describes the landscape and allows you to shade it, produce three dimensional views and even generate animation depicting journeys through your fictitious mathematical worlds. 2. Quick Start -------------- For those to impatient to read the manual here is the quick guide to getting a few pictures out of FRACLAND. Before you can really get the best out of FRACLAND you will need to spend a little time getting to know your way around the various functions, but producing a simple animation can be done in a few minutes, as we are about to find out.... P.S. If you have a half meg ST you will need to have a blank formatted disc ready. 1. Creating a contour map. ----------------------- Double click on FRACLAND.PRG and at the first dialogue click on the 'Generate' button. Now enter 169 in the 'Random Seed' field and press return. This will draw a contour map. 2. Drawing a 3D view of the contour. --------------------------------- Click on the menu entry marked '3D View'. This will display the Key Frame dialogue, click on the button marked 'Visual'. Use the mouse to select a view (left mouse button switches between move and tilt). Once you are happy with the outline press the space bar to return to the desktop and press return to draw the view. You can switch between the view screen and the desktop by pressing any key or by left mouse clicking on the desktop. 3. Generating an animation. ------------------------ Click on the menu entry marked 'Load Story' and selected the file DEMO.STR which should have been supplied with FRACLAND. Now click on the menu entry marked 'Do Rendering', this will display an alert asking whether you want to shade the contour before drawing the animation. If you click on 'Yes' the animation will look much better but the calculating the shade data will take about 6 minutes before drawing commences. If there is not enough room to hold the animation in memory you will be asked to supply a file name (insert that blank disk!). The program will now draw 9 frames of animation. 4. Playing an animation. --------------------- If the animation was not saved to disk then click on the menu entry marked 'Play Back' to see the results. Press the space bar to exit from playback. If the animation was saved to disc then quit from FRACLAND and double click on FRACPLAY.PRG now click on the button marked 'Load' and select the file you saved the animation to in FRACLAND. Press the return key to see the end result. This should have given you a taste of what FRACLAND is all about, to improve the image quality try shading, increasing the detail, adding friction and adjusting the zone heights and colours. I hope you enjoy playing with this program, who knows you may even be tempted to read the instructions! 3. Generating Landscapes ------------------------ The contour map consists of 16,384 height measurements, this describes the fractal and as such is the fundamental data set in FRACLAND. Each time a contour map is to be generated you will be presented with the Contour Parameters dialogue, this has four items which describe the contour, each parameter is explained below. Firstly we must initialise the random number generator by 'seeding' it. The seed is a four digit number used as a starting point for the random number generator, thus the same seed will produce the same sequence of random numbers and hence the same contour (although the contour may be modified by using the other parameters). It is considered correct etiquette to supply birthdays etc as a seed values. However for the more pragmatic, a random 'random seed' may be generated by pressing the button marked 'R'. The distribution of random numbers may be either uniform or normal. To produce accurate fractals normal deviation should be used, this produces rounded and more realistic contours. However setting distribution to uniform will generate a contour about 5 times as fast. You can set the distribution by clicking on the small button next to the distribution graph of your choice. The Fractal Dimension determines the ruggedness of the resulting contour. For a landscape this must lie between 2 and 3. The fractal dimension describes how the flat 2 dimensional surface invades 3 dimensional space. At the extremes a fractal dimension of 2 would produce a completely flat contour and a fractal dimension of 3 would produce a contour which undulated violently, effectively filling 3 dimensions. Most earthly landscapes exhibit a fractal dimension of between 2.0 and 2.4, from rolling pastures to craggy mountains. The Initial Deviation is the amount by which the contour is allowed to move above or below the initial flat plane. The default value of 128 gives a good, lifelike result. Raising the initial deviation will give high mountains and deep ravines, lowering the value gives flatter landscapes. The algorithm used to generate the contour is Mid-point Displacement. See appendix 3 for further reading. 4. Generating 3D views ---------------------- Once a contour has been generated it can be displayed as a 3D projection by clicking on the '3D View' menu entry. This will display the key frame dialogue. The left three fields hold the coordinates of the observer (the origin is the centre of the contour). The three fields to the right hold the pitch, roll and yaw respectively. To make the process of setting the view coordinates easier, two visual methods are available. 1. Clicking on the button marked 'From Map' will allow you to position the camera and set the line of sight by marking points on the contour map. After you have used the mouse to select two points a dialogue will be displayed showing their heights and allowing them to be adjusted. (It is recommended that you always add about 5 to the height of the camera, this gives a more natural perspective than having your eye at ground level) 2. Clicking on the 'Visual' button will switch into real time, wire frame mode. This facility allows the position of the 3D view to be set by roaming over the current contour using the mouse. The left mouse button switches between forward/backward and up/down. The right mouse draws a low detail solid landscape. 'I' switches the instrumentation on/off. 'D' switches the amount of detail. The space bar exits wire frame mode and places the coordinates of the wire frame view into the key frame dialogue. For small movements the arrow keys simulate the mouse movements. You can repeat either process or edit the values as much as you like, checking the results in wire frame by using the visual button. Once you have a satisfactory view you can draw it by pressing the OK button. The drawing process may be abandoned by pressing the ESC key. The quality of the result will depend on a) whether the contour has been shaded and b) the amount of detail set. For more information see the menu entries GENERATE, DETAIL and SHADE. 5. Fracland Modes ----------------- For maximum flexibility the animation facilities in FRACLAND have two modes of operation 'MEMORY' and 'DISC'. The mode determines where the large animation files are to be held. This information is used by the 'PLAYBACK' and 'DO RENDERING' options. In 'DISC' mode you will be prompted for a file name, however in 'MEMORY' mode all data will be held in RAM. The mode may be switched at any time by using the menu entry marked 'MODE'. 'MEMORY MODE' - all animation will be generated in memory allowing it to be played back at up to 24 frames per second. You can load and save animation but any attempt to load an animation that is larger than the available memory will fail. The total number of frames available is displayed when you switch from 'DISC' to 'MEMORY' and the number of animation frames left is displayed at the bottom of the 'STORY BOARD' dialogue. Unfortunately 'MEMORY MODE' is not available on 520 machines (save animation to disc and use FRACPLAY instead). 'DISC MODE' - all frames of animation are saved directly to a disc file. They may be played back straight from disc or loaded into the separate utility FRACPLAY which can hold approximately 9 more frames of animation than FRACLAND. It also means that hard disc users can generate very large animation sequences and play them back at reasonable speed directly from disc (17 frames a second on my Quantum LP52S). Not all options are available when playing back from disc, see the entry on 'PLAY SPEED' for more details. 6. Generating Animation ----------------------- To generate animation FRACLAND must first be given the start and end views, and the number of frames of animation between the two. It will then calculate a flight path between these points and automatically draw the intervening frames. This method of animation is known as TWEENing. The start and end frames are known as KEY frames, a key frame is a view defined by the animator that MUST form part of the flight path. You are not restricted to just two key frames, you can specify up to nine and FRACLAND will formulate a path which visits each in turn, thus allowing very complex animation to be described. You must also supply the number of frames it takes to travel between each pair of key frames, in animation speak this is the number of TWEENS. Thus the number of frames in an animation is the sum of all tweens. In 'MEMORY mode this total must not exceed the available memory. A sequence of key frames and tween sizes in known as a STORY, you can enter the details of an animation by clicking on the STORY BOARD menu entry. The Story Board dialogue has nine mountain icons and eight arrows, each mountain icon is an animation key frame, each arrow holds the number of frames between the key frames on either side. Clicking on a mountain icon will display the key frame details dialogue into which the coordinates should be entered, this is the same dialogue as used to generate a single 3D view and the fields and buttons are described in the section GENERATING 3D VIEWS. Clicking on an arrow will display the tween details dialogue, the number of tween frames may be adjusted by clicking on the dialogue arrow buttons. The end of a story is indicated by a tween value of 0. You may copy the coordinates of one key frame to another by using the copy button, first click on the copy button, then the frame you wish to copy from, followed by the frame your copying to. Hint - copying the first frame to the last will make the animation loop smoothly. Once you have decided on the key frames and tween values you may preview the animation in wire frame by clicking on the 'Preview' button. This allows adjustments to be made before committing to a full rendering (you can exit preview mode by pressing the SPACE bar or the left mouse button). Once you are happy with the preview you can render the animation by clicking on the 'DO RENDERING' menu entry. This will display a dialogue detailing the current status of the render which may be stopped at any time by pressing the 'ESC' key. 7. Menu Entries --------------- FILE SAVE VIEW To save the CURRENT VIEW as a standard DEGAS picture click on the SAVE VIEW and supply a file name and path in the file selector. You can display the CURRENT VIEW before saving by pressing any key or by left clicking on the desk top. LOAD CONTOUR This option will allow you to load contours from disc. For information on what details are loaded please see the SAVE CONTOUR menu entry description. Once the contour has been loaded a short wait will occur whilst the CONTOUR MAP is redrawn. CONTOUR files should have the extension '.CON' SAVE CONTOUR When you have found a contour that you are happy with and have decided on the position and colour of CONTOUR ZONES it may be saved to disc. You may specify the path and file name in the file selector box, the file will be given the extension '.CON'. CON files hold the shape of the contour, colour and zone information, the amount of detail required and the shading data, if shading has been done. Saving this information to disc for your favourite landscapes will save time as it can take up to 10 minutes to generate, shade and draw a complex contour. Saved contour files may also be loaded at startup rather than generating from scratch each time. LOAD STORY The path taken through the landscape by an animation is defined by the STORY BOARD. The details of this path may be loaded from disc into the STORY BOARD by clicking on the LOAD STORY menu entry. The appropriate file may then be selected from the file selector. STORY files should have the extension '.STR' If the STORY being loaded has more frames of animation than can be held in memory the animation MODE will automatically be switched to DISC. This will mean that all animation is to be held on disc, not in memory. SAVE STORY The current details held in the STORY BOARD may be saved to disc by clicking on this menu item and supplying a name in the file selector. The file will automatically be given an extension of '.STR' LOAD ANIMATION Animation may be loaded into memory by clicking on the LOAD ANIMATION menu entry and specifying the name in the file selector box. Animation files should have an extension of '.ANn' where n = 1 for low resolution and 3 for high. Animation may only be loaded if the MODE is set to MEMORY. If the MODE is set to DISC then the option will be offered to switch MODES or you may play the animation straight from disc by using the PLAYBACK menu option directly. This action will fail if the animation was saved at a different resolution or if it contains more frames than can be fitted into memory. If the animation does contain more frames than can be fitted into memory then using the dedicated animation player FRACPLAY.PRG will allow more frames to be loaded. SAVE ANIMATION Once an animation has been created in memory by using the 'DO RENDERING' option it may be saved to disc using this menu entry. The name and path may be given in the file selector and an extension of '.ANn' will be added, where n = 1 for low resolution and 3 for high. The file created will contain each frame of the animation and the colour information. It may be loaded back into memory using LOAD ANIMATION, played straight from disc using PLAYBACK in DISC MODE or loaded into the separate animation player program FRACPLAY.PRG CONTOUR GENERATE This menu entry is used to generate a fractal landscape. This is the fundamental set of data from which the contour map, 3 dimensional views and animation are generated. The concepts, algorithms and parameters used to generate a landscape are explained in more detail under the section on GENERATING LANDSCAPES. To produce a sample landscape click on the GENERATE menu entry, this will display the dialogue for the parameters used in generating the fractal. You can allow most of these to default, simply enter any number in the field marked RANDOM SEED and click on the OK button. Each SEED will grow a unique landscape. SHADE Initially contour maps are coloured based on height above sea level (as in most atlases). However to add more realism you can shade the contour as though a light source was illuminating it. This helps to bring out the relief of the contour. To shade a contour click on the SHADE menu entry. This will display a progress dialogue informing you how much of the contour has been shaded. The process takes around six minutes to complete after which the contour map will be redrawn shaded. The shading process may be stopped by pressing the ESC key. A contour may be saved in its shaded form. (For those interested the algorithm used is Lambert's Cosine) DETAIL When a 3 dimensional view is generated the number of polygons drawn governs the speed and detail. The more polygons the more detail, less polygons gives faster drawing. This usually means that tests are drawn in rough until the correct results are achieved when the detail can be increased to produce the finished article. The amount of detail can be adjusted by clicking on the DETAIL menu entry, this will display a dialogue with four buttons, the further to the left the button selected the more detail drawn. A view drawn with minimum detail will take approximately 10 seconds on a standard ST. Maximum detail views take about 3 minutes each. Thus a 20 frame animation at maximum detail will take about an hour to produce. CONTOUR ZONES Each contour is divided into land and sea. The land is further divided into 3 zones. This gives a total of four areas or zones the size of which may be varied as required. Clicking on the CONTOUR ZONES menu entry will produce a dialogue box, the percentage of the contour divided into sea, zone 1 and zone 3 should be entered. If the percentages total more than 100 then they will crowed each other out, in order of precedence - sea, zone 1, zone 3, zone 2. Because the zones are based purely on height they appear as straight lines on the 3D views, this can look unnatural and to prevent it you may specify the percentage of friction to be used when drawing zones 1 and 3. Friction on a contour will mean that zones 1 and 3 will 'invade' the flatter areas of zone 2, just as snow will gather on flat ground at lower altitudes or trees colonise higher ground if not to steep. The contour zones set are also used when producing 3 dimensional views. (N.B. The only option available to mono users is to adjust the SEA LEVEL) COLOURING Each of the four zones and the sky is assigned a range of colours. Clicking on the COLOURING menu entry in low resolution will display the Zone Colours dialogue. The colour of the sea may be set by selecting either Sea or Ocean; the sky can be set by selecting Night, Blue Sky, Hazy or Tropical. To change the colour of a land zone first click one of the Zone buttons then choose a terrain type from the array of buttons below. All changes to the colours are instantly reflected in the colour bar on the top right of the dialogue (except the sky colour). To observe the effect of your colour changes you can display the last 3D view generated by clicking on the View button. (This will be a blank screen if no view has been drawn). Although the ST only provides a palette of 16 colours they are stippled to produce a total of 46 virtual colours. Clicking on the COLOURING menu entry in mono will provide a dialogue to allow the background colour of 3 D views to be selected as black or white. 3D VIEW The current contour may be drawn as a 3 dimensional projection. To produce a single 3D view you must click on the 3D VIEW menu entry. This will display a dialogue for the coordinates to be used and options to set them using visual methods. For more detail on creating 3D images see the section on GENERATING 3D VIEWS. Once you are happy with the coordinates you can click on OK to start the drawing process or CANCEL to abandon. Clicking on OK will draw a progress report dialogue, when the transformation and sort have finished the screen will be switched to the CURRENT VIEW screen and the landscape drawn. The process may be stopped at any time (except during the sort phase) by pressing the ESC key. ANIMATION PLAY BACK Animation can be played using this menu option. In DISC MODE clicking on PLAY BACK will produce a file selector into which the name of an animation file (.ANn) should be entered. The file will then be played direct from disc. In MEMORY MODE the animation will immediately start playing. If no animation is held in memory then a warning will be given. The speed and direction of the play back can be set using the PLAY SPEED menu entry detailed below. You can stop an animation playing by left mouse click or pressing the space bar. You may also use the program FRACPLAY.PRG to play animation generated by FRACLAND. FRACPLAY can generally hold 9 more frames of animation in memory than can be stored by FRACLAND. STORY BOARD To create an animation the path the 'camera' takes through the landscape must be defined. The STORY BOARD menu entry will display a dialogue box into which this path may be entered. For more detail on the concepts involved see the section on GENERATING ANIMATION. PLAY SPEED The speed and direction an animation is played back may  be set by clicking on the PLAY SPEED menu item. This will produce a dialogue. The entry marked SPEED (initially set to 5) may be edited to give the delay used between frames. 0 is the quickest at around 24 frames a second from memory. Direction can be set to forward or reverse and the animation mode may be LOOP or PING. If the animation is to loop it will return directly to the start frame on reaching the end. In ping mode on reaching the end it will replay the frames in reverse order. Pinging can produce a smoother animation sequence without a sudden chop at the end. (N.B. Only the speed has any effect in DISC MODE) MODE FRACLAND may be used in two modes DISC or MEMORY. The mode dictates where animation is held. For more information see the section on FRACLAND MODES. The MODE may be changed at any time using the menu entry MODE. If you try and switch to MEMORY MODE with more frames of animation in the STORY BOARD than can be held in memory an error will be given requesting the number be reduced. Otherwise the number of frames that can be held in memory will be displayed in an alert box. DO RENDERING This menu entry draws the frames of an animation. Once all the details of the animation sequence have been entered into the STORY BOARD you can click on this option to begin drawing the 3D animation frames. Each frame is preceded by a report dialogue which will indicate how many frames have been drawn, how many are left and the progress of the frame currently being drawn. Each frame will be written to disc or memory (depending on the current MODE) after it has been drawn, ready to be played back on completion. The rendering may be stopped at any time by pressing the ESC key. If you have not shaded the contour you will be given the opportunity to do so before rendering commences, for more detail on shading see the information on the SHADE menu entry above. For more details on how to create animation see the section on GENERATING ANIMATION. Please note that the quality of the animation is dependant on the amount of detail drawn, this may be set using the DETAIL menu entry. Appendix 1. Key and Mouse Functions. ----------- ------------------------ From the desk top. ------------------ ESC Abandons current process. ANY KEY Switch the screen between displaying the GEM desk top and the CURRENT VIEW. LEFT MOUSE BUTTON Left clicking the mouse over any empty area of the desk top also switches screens between GEM and the CURRENT VIEW. From wire frame visual mode. ---------------------------- LEFT MOUSE BUTTON Switch mouse function between moving forward / backward and looking up / down. RIGHT MOUSE BUTTON Draw a low detail solid render of the current view. MOUSE UP Move forward / look up. MOUSE DOWN Move backwards / look down. MOUSE LEFT Turn to the right. MOUSE RIGHT Turn to the left. SPACE BAR Exit visual mode. D Switch between high and low detail. I Switch instrumentation on/off. H Home the view. ARROW KEYS Provide the same function as the mouse directions for fine detail. From wire frame preview mode. ----------------------------- LEFT MOUSE BUTTON Exit preview mode. SPACE BAR Exit preview mode. D Switch between high and low detail. I Switch instrumentation on/off. During play back. ----------------- LEFT MOUSE BUTTON Exit play back. SPACE BAR Exit play back. Appendix 2. Bibliography. ----------- ------------- 1. The Science of Fractal Images. Peitgen, Saupe (editors) Published by Springer-Verlag 1988 ISBN 0-387-96608-0. 2. Computer Rendering of Stochastic Models. Fournier, Fussell and Carpenter. Communications of the ACM Volume 25 Number 6 (June 82) 3. Chaos James Gleick. Published by Cardinal ISBN 0-7474-0413-5. 4. Real-Time 3D graphics for the Atari St. Andrew Tyler. Published by Sigma Press ISBN 1-85058-217-3 The closing address. -------------------- I hope you enjoy using FRACLAND its been fun writing and researching it. Watch out for new versions with PHOTOCHROME 19200 colour support, much larger contour maps and all sorts of other bits, when time (currently fully occupied by a two month old daughter) allows. Please write with comments, enhancement ideas, bug reports and information on other fractal programs to :- David Billington 55 Church Street, Hadley, Telford, Shoropshire, TF1 4RQ P.S. Why the fish shaped mouse ? Its a bit of christian symbolism. 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AA-A J@gS@gS@f . R(` p)@tp`,,t0/ ?/ r=?NAPON*JkJ|g ?r>?NAXONp` < f ?r>?NAXONp)@tp` J@kz.gr ?r>?NAXONp??/ rC?NAO N?/ r  m + ?@H" M"k`Sd2/ k'HH *MJg / N XOJg ЇS"N " `JfP L(N^NuNVH*o-gd-g/ N lHxB/-NO.`l MHxB/(/HNO o "(.*h,` r fS SJf`,HxB/-NlO .-g - ހ` L N^NuNVB n //.NO Jg p)@tp`pN^NuH*o./,/-g/ N XOpf / NXOހ|+mp+@+m B- -g rí+@ ///-NO Rfp`pL NuNVH*n&n .,4| nJg/N XO+H@+g<@6g S@g@fN~r++WDHH,`:.<r++WDHH,`"|+H@ag S@g @f ~`.<H@ag@gN[@g`Jgp`p@/,8// NVO *pfp`Jg ,<@`,<@`zJgp`p/,8// NO *pfp`Jg|@܆`F|`BJgp`p@@/,8// NO *pfp`@Jg|@܆`|`p`.f"n#H#H#E#H#H #H#F L(N^NupaNVH!4./ ll"P&Q/H f`X K f 'm ѓ`&M*k f*o KYH"Uf* S  f/ pI?NA\O llǓ lh L,N^NuNVH*I MYH~|-H`R ll&P gB*ne: lh"Kлc`*XM ndb&M*S f nB!S&/aXORXpmL(N^Nupa , )o JfNuYH<0",f)|tL m +?@H" k"M`Sd2/ k'HH*MJg./ NXO(pf ЇS"N" ` S*MRMJf L(N^NuNV/. HxHxHn NOSf0. H`pN^NuNVH..*n | @S m4 mR -gp f/ N,XO,Jg `& ` p3UgVpLFr@ҁf -+@ `6-gp`pnFrnFf+m ` p+@ `-g8B HxHn/-NO ,pf `pg|`tJf$/ N ,XOJg p`b -+@ +m - Jn/ N@XO,Jg `:J g mR S -gp f / NXO,Jg ` L N^NuNVHK`&M*S gJf f"Hx"NXO*@Jfp`&p!r MQ/ /. /.NrL(N^NuNV/.HxHxHnNZOSf0.H`pN^NuNV//.NXO.pg n p.N^NuNVH*n-gAfHlHxN 6POSm mRp`p3Sg$pLFr@ҁf` p+@p`-gPB~- JgB- `HxHn/-NO .Jo ~.`Jf`~`jJf/ N ,XOJg p`P+m/-/-/-NJO +@.JoS mR~`Jf` B~ L N^NuNVH*n g-f*+mp+@B- +@ -g`pJgj - Jjr+A - .Jg,//-/-NO ,pf` g+m-gp+@ rí`+m p0gp`(p`$~K`Jg/ a*XOJg~*U f L N^NuH*o~-g / NXO.p fJg /-NhXOB/-NXO,pgJfpL NuNVH!$*lT` mN*U fK`,pUf -.Jg//-/-NO *U f` llXH/pA?NA\ON ll)PlJlf~K$`JUg0-H/NXORXMhm/.NL$N^NuH0$&HBHCCHBBBЂL NuJjDJjDaDNuaDDNuJjDaDNu/HA4fH@HAHB4g0H@40HB2$Nu/v|dQC|dYC| dUCJAkSC4HBBBHC604HAdSCЁr2HCH@A&$NuNVH $/.NFXO*@Jfp`.-gBUp` 0-?r>?NAXON BUJ|gp`pL$N^NuH./ p)@|Jkhl A$*HJUg `p )@tpL NuNJNuNVHx B/.NN^NuH $K,`HH?r?r?NM\OJfHxNXOL$NuStack space exhausted Program aborted NV nJfSHl/Hx/.NJN^Nu o /H0 HxCYr1fJm$nf Bt`<-fP`<+fJfp <0f8p<Xg<xf(p`"<f<0f xfRH` xfRHJgt<0mT<9n0`<Am>7l4&gHCHCJCfԃek`PPԁek`PP`JgD"/g"ASH"" L NupaNVH#4*H&n-I g0Bg/ p=?NAPO.Jk g BgpE?NAXO6 ?BgrF?NA\OJgp> nf<~p&(fCp?/ p=?NAPO,-H`FCp?/ p=?NAPO,`0~p&fCBg/ p //o/@?<@NATO`)_THX2/.?o ?A?<BNATO`NVH'$./$*o(,/,p)@|Jg"A*?AJkf/NXOJgr/ /?/ p??NAO .JkRJg pf HlDHx?r@?NAO ~`.g  xR HlDHx?r@?NAO ` p f N`/ /?/ p??NAO NL$N^Nu?/HX?<?/B?<BNA/@2/ ?ABo>BBg?Hx?<BNAO rJWD?A NAO p0LXNu   /"_` "lTLXJj$AD)@||ClApfp)@tpNB|N /Jkp)@|N/2H@t `WWf(CQQ`дWWf CQQ g$Nu// "QS@t `| SAgU@c дgSAW  _ $NuNV`eH AC/,Hnp?BgNNO LN^Nupa`e/ :|p*_Nu`eH Hzp&?NN\OLNu`er/ :|HHrҁp*_Nu`ePH Hzp&?NN\OLNuNV`e.H! ~p@l* HЀ"/@ t??t?NN\OA"/ 1RG`LN^Nu`eH Hlp?NN\OLNuNV`eH $ACp"?NNTO*@)mBHnp?BgNNO L$N^Nupa,,,AN1AN1[1][ Failure during call to |][ OK ]AN1AN1PI1 0@ 1BS2CTe@Pct2CTe 0@!2CT 1BS 0@3DUfDUfwEVgw4E%WVFDUfw!2CT2CTe4EwDfFRACM.RSCFRACc.RSC[3][Low or high rez only !][OK][0][Do wish to generate|a lanscape or load|from disc.][Generate| Load ]CONTOUR_MAP""""UUUUUUUUݪwwUUUUww""UUww Transform co-ordinatesDepth Sorting[1][This contour has been|shaded already.][Ok]Shading Contour[1][Use the story board to set|key frames and tween ranges|before renering.][ok]B/PZZ$$ZPZ/BB $@$@@@$ $B 2+'#!/3@@~ 2+'#!/3lJJlJJJ--[3][No tween frames|set.][Ok][3][You do not have enough|memory for more animation|Switch to Disc animation|or reduce the number of frames][Ok]xxxxxxxxxxxx[3][Not enough memory!|Reduce the number of|frames used.][Ok][3][No room to save|window canvas][OK][0][Memory allocated |for frames of|animation.][OK][3][No room for display|screen.][OK][3][No room for buffer|memory.][OK][1][No animation held|in memory.][Ok]Play Animationrb[3][Failed to open|animation file][ok]FRACA[2][This is not an|animation file][Woops][1][This animation has been|saved at a different|resolution.][Ok][3][Failed to obtain|position of first|frame][OK][3][Failed to position|file at first|frame][OK][3][Failed to read|animation file][OK][1][Use the story board to set|key frames and tween ranges|before renering.][ok][2][You have not shaded this|contour!|Do you wish to do so|before rendering?][Yes|No][1][Render abandoned|by user.][ok]Animation Save Filewb[3][Failed to create save file][ok]FRACA [1][Render abandoned|by user.][ok]Saving Frame[3][Disc Full.][ok]failed to initialise the application v_opnvwk wind_get in gemx_start rsrc_load rsrc_free appl_exit <Yw   6 Nf|   !"#$%&'g(G)#)*+,u-A. ./0M112o334m556F67m7899::x:;W;<$<<=4==>>\>>??6?a???????@[1][Click inside the|CONTOUR window to|set the position|of the camera.][ok][1][Click inside the|CONTOUR window to|set the target|position.][ok]\*.*[1][Call to fsel_exinput|fails.][ok]Save ContourCONwb[3][Failed to create|save file][ok]FRACC [3][Disc Full.][ok][3][Disc Full.][ok]Load ContourCONrb[3][Failed to open|contour file][ok]FRACC[2][This is not a|contour file][Woops]Save StorySTRwb[3][Failed to create|save file][ok]FRACS [3][Disc Full.][ok][3][Disc Full.][ok][3][Disc Full.][ok]Load StorySTRrb[3][Failed to open|story file][ok]FRACS[2][This is not a|story board file][Woops][1][This story board has more|frames than can be fitted|into memory.|Switching to disc animation][Ok][2][No animation in memory.][Ok]Save Animationwb[3][Failed to create|save file][ok]FRACA [3][Disc Full.][ok][3][Disc Full.][ok][1][Use PLAYBACK to run animations|straight from disc.|To load animations into memory|switch mode to|MEMORY][Switch|Cancel]Load Animationrb[3][Failed to open|animation file][ok]FRACA[2][This is not an|animation file][Woops][1][This animation has been|saved at a different|resolution.][Ok][1][Not enough memory|available for this|animation.|Try using utility|FRACPLAY.PRG][Ok]Save Viewwb[3][Failed to create|save file][ok][3][Disc Full.][ok]tt( p (P?!TD-?!TD-?!TD- ((((( H ((((( H  (\( $,  ~ 6ꀊ$8`>2 `,  ," H$ B2j*2&&  8,dNp(Jn8,Np~& ."ltFR(.V$0.$Z6 "Rx: F:Z(& @>>>>(Tr.r0B t ̢,*8"""|<| . $ 5 5OKKey Frame Details 0_____XXYZ 0_____X 0_____X 0_____XXYZ 0_____X 0_____XPositionRotationVisualFrom MapCOKLevel of DetailDetail----SpeedProgramed By :-David BillingtonUsing :-Lattice CLove To :-JulieFractal Landscape Generator---------------------------V 1.2Contour ParametersDistribution Initial Deviation Fractal Dimension Random Seed________9202.__9128 ___9OKCRTerrain Sea Level Zone 1 Zone 3____9%____9%____9%OKC Friction____9%ZoomSizeOKC Retain Terain Remap Terain 50%25%12%6%OKStory BoardPreviewCopy Frames Left009999999999999999Tween DetailsOKFrames00__99><Movie DetailsOK Speed Direction05__9<<>> Loop Ping Desk File Contour Animation Fracland--------------------123456 Quit Load Contour Load Story Load Animation Save Contour Save Story Save Animation---------------------------------------------------------------- Save View Generate Contour Zones Detail--------------- 3D View--------------- Shade Colouring Play Back Do Rendering Mode-------------- Play Speed -------------- Story BoardAnimation Mode Disc MemoryOKGenerating Colour Map Frame Number Key FrameRender Progress Report--------------------------- Percentage00%00000000ofofHeight of Camera & Target Camera Height Target Height______X______XOK Re-drawing the contour map Your message here --------------------123456OKBackground ColourWhiteBlack q4@b6q?D @`|Dժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#sժk+5#s`pxxp``pxxp``pxxp``pxxp``pxxp``pxxp``pxxp``pxxp`$'(T);<=CIYKMNVOQRVSUVVW]cYekqYsyYVVVYYV V YY VTVXXXX V V!23V4=>V ?IJV KVWV X^_T`|}~TV VVV  X X X"%&T')*V+-.X/78T9DEV FNOVPXYVZ]`XbdeUfilXnpqruxXz|}~TVV XTVTVVVTTTTT  T  YY*+Y ,/0V14569:;>?@CDEHIJMNORSTWXYghTilmTnuvVwz}TVVTTVV YYYVVTVVT^ VV "#V $'(V)+,V-01V256V7:;V<?@VADEVFIJVKefTgvwVxVXXTT  TTT`@ ```` ` @ ` `` ` `  8   8  P  h         q Q    Q  Q     4  P  l   Q       0 L h    %  q_   Q    ,   H  d     w Q         (   D `   Q  . 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Le programme vous demande d'entrer la taille ulterieure de ces pixels. - Reduction Cette option vous offre la possibilite de reduire une image a la taille que vous voulez. Ainsi, un cadre dont vous reglez la taille a l'aide de la souris represente la future taille de l' image en memoire. - Courbe Verticale/Horizontale Ces commandes ont pour but de deformer l'image selon une courbe sinusoidale dont vous reglez la taille et les variations a la souris, d'une maniere verticale ou horizontale (en conside- rant soit les lignes de l'image, soit ses colonnes). - Inverse Verticale/Horizontale Cet effet inverse l'image soit verti- calement ( le bas passe en haut, et inversement), soit horizontalement, auquel cas la droite passe a gauche et inversement. - Dechirement Cette option cree des irregularites aux bords de l'image, dont l'ampleur vous est demandee. - Planete "Planete" permet d'incruster une image rectangulaire a l'interieur d'une boule dont vous pouvez regler la lar- geur a l'aide de la souris. - Cylindre Cette option fait entrer l'image dans un cylindre. Vous entrez tout d'abord le nombre de fois que l'image doit y figurer, puis vous determinez grace a la souris la largeur et la hauteur du cylindre. - Frame Horizontal/Vertical Ces deux commandes vous permettent de determiner les bords soit verti- caux, soit horizontaux de votre ima- ge. Vous avez la possibilite de dessi- ner ces contours soit de facon totale- ment libre, soit de les dessiner de maniere symetrique. Vous pouvez effec- tuer ce choix par l'intermediaire d' une boite d'alerte. - Mixage Cette fonction vous permet de mixer deux images differentes sur une seule et meme image. Pour cela, il vous faut selectionner une autre image avec laquelle mixer celle qui est residante en memoire.( => Selecteur d'objet.) L'ordinateur cherche, pour cela, les equivalences de couleurs de toutes les combinaisons possibles de points. Bien entendu, le resultat depend des 2 pa- lettes des 2 images : s'il y a quel- ques couleurs communes et degradees, le resultat s'averera bon ; mais il peut s'averer tout aussi mediocre si les palettes n'ont rien en commun. - Recolorier "Recolorier" permet d'affecter une pa- lette d'une image choisie grace a un selecteur d'objet, a l'image residante en memoire, et en recoloriant celle- ci. Ainsi que pour le mixage, le re- sultat obtenu sera l'image de la simi- litude entre les deux palettes - Projection Gauche Projete le partie gauche de l'image sur sa partie droite. - Projection Droite Projete la partie droite de l'image sur sa partie gauche. - Projection Haut Verticale Projete la partie haute de l'image sur sa partie basse. - Projection Bas Verticale Projete la partie basse de l'image sur sa partie haute. `0 .|>N~.NA"/0<NBNuNVJy fB?<NT3 N^NuNVJy gB?<NTBy N^NuNVBn`0n"0Rn n m3"3 .%/< /<"NPN^NuNV>%?9?9?9BgNP3>TW?9 TW?NBy\ yg,>N`>Nz3> NbBBgNTBy"N^NuNVNp.^/<"/<%/<%Nf 3 .?9%NT3Z.%/</</<?<BgN.%Bg?9 N X09%R@3 09%R@33% ~3%.%?<?9 N X3%$3By By$3%>N |AaN^NuNV`F.%/<`/]/<%/< |/< zBgBg/< BgBgBgBgBgBgBgBgBgBg?<?<?<?<N8=@>N.gt09 `P09 yZf"Jy"fa:aaNJ@fa`a `809 yZfa`$`"a ``|g|g|(g|)g`.gJy"gara~.g6Jy"g..?<NT=@ nfaL nfa BWN`N^NuNVa2Bn`0nBRn n}mB#3 309 @3By3$ =n =n0. nS@=@0.nS@=@Bn` N2nXI"N4n1iRn nm./</?< ?9 N >a./</?< ?9 N >aTBnBn0.S@=@0.S@=@./</?<?9 N a <}N^NuNVBn`Bn`Rn n}mRn0.nmN^NuNV yf..?<NT=@ nfa nfB@`*B?<NT>N3\3"pN^NuNVB` nH. f-nR nJf .N^NuNV0.`L0. ` <`\ <`T <`L`J@g|g|g`2 <`0 <`( <` `|g|g|gܰ|g <N^NuNV n@fB@` n fp`pN^NuNV>./.a&X-@Jg*>?9 aT>?. a2T./.Ra@XN^NuNVp yfp`09=@tB?<NT."/<?<?<?9 |?9 zN BBgNT>"?9?9 |?9 z/<%a` -@v>t/<(aX>t/<xa X>t/<aX.?<HN Tm^.U/<(/<NP./a8XA-H` n *g R nJf.(/.aX`r.a.x/aX./zaX.x/zaX./zaX.z?<NT=@ nfBW/?<?9 ?9?9 ~?9$?9"?9/<%a`B yfa` yfanJy"f.%/.v?9%?<@N PJy"g.?<NT>%?<>N Ta`.C?<NTN^NuNV0.S@HR@N^NuNV=n>?. ?.?.?.aP`> a>?.?.aT?/.a P=@ noBWalBWaf>a^>aVBn` >?.?. a^T?/.a>PRn0.nm>a<HѮ0.nJnf\a(N^NuNV nf> /.aX``-nA-H0.@HѮ0. 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H>a(>a >aN^NuNV>a>a>a>a> a> a>a>aN^NuNV.d?9NT3.?9NT3 yf.?9NT3B?<NTN^NuNV n H"nR RJ@fN^NuNV`R nJf. /.aXN^NuNV0.@>a >aN^NuNV y%" R% %maN^NuNVJy"f2."/9%?9%?<@N P%fB@`p3"B%N^NuNV nR n 9o nBS.aN^NuNV.?<NTN^NuNVzBn~` N2n~BhRn~ n@~m.a./<?9%?<@N PfB@`p3"N^NuNV0y$=P.aP y$f.g=|w./<"?9%?<@N P"fB@`p3"N^NuNVBn`$/.? aF3%%pN^NuNV>a*pN^NuNV3$3 $3 $3$3$3$3$3$3$3$3$3$3 $3"$#$%3($3*$>N n,0% n00% n40% n80% n<0% n@0% B@09%N^NuNV3$# %>4NN^NuNV#%# %>ZN n0%B@09%N^NuNV3$3 $3 $3$>FN n0% n0%B@09%N^NuNV>MN n0% n 0% n0% n0%B@09%N^NuNV3$# %>NNN^NuNV3$# %>#NN^NuNV3$3 $3 $3$3$>dNN^NuNV3$3 $3 $3$3$>eNN^NuNV3$>fNN^NuNV3$>gNN^NuNV3$3 $>hN n 0% n0% n0% n0%B@09%N^NuNV3$>kNN^Nu#VNN/9VNu#VNM/9VNu#VNA/9VNu [1][Screen Snapshot v1.03| 1986 GST Holdings Ltd|Use the mouse to define|the area to be saved][OK|OPTIONS|CANCEL]SNAPSHOT.IMGSNAP0000.IMGA:*.IMG SnapshotPI1PI2PI3DOONEOIMG[1][Saving image as ][OK|CANCEL][3][Error when writing file][CANCEL][3][Error creating file][CANCEL][2][Display initial message ?][YES|NO][2][Pack output file in |GEM Image format or|leave unpacked for|other programs?][GEM Image|Other][2][Which unpacked format?][DOODLE|DEGAS|NEO][3][An error occurred][CANCEL]         *$: &2\.N * N"H. 4  $     0 l  6 J $ $&     $              FIN - Charger Cette commande vous permet d' apporter en mmoire une image que vous pourrez par la suite travailler. - Sauver Cette option consiste recopier l'image se situant en mmoire sur votre disquette ou disque dur. - Nettoyer Nettoyer vous permet d'effacer l' image rsidante en mmoire. Vous pouvez, en cas d'erreur, la rcuperer en cliquant >Plein ecran/undo< puis en appuyant sur )UNDO(. - Effacer Effacer efface non pas l'image cour- rante, mais un fichier quelconque que vous pouvez selectionner avec un selecteur d'objet (en cas de disquet- te surcharge). - Changer dossier Cette option vous permet de selec- tionner soit un directory, soit un lecteur pour vos acces au disque. - Degas/Neochrome Ces 2 entrees definissent le format d'images que vous voulez utiliser. Leur consequence se porteront sur les options Charger, Sauver, Recolorier, Mixage. - Plein ecran/Undo Cette fonction vous permet de voir l'image courrante sur l'ecran entier, c'est-a-dire en l'absence du menu. Elle vous permet par la meme oc- casion d'eventuellement annuler la derniere operation effectuee en appuyant sur )UNDO(. - Quit Quit permet de revenir au bureau. Il faut cependant faire attention de bien sauvegarder son travail car autrement, il est definitivement perdu. FIN BX86( - Load There's an option like this in all programs on Atari (FOR EVER!) so I(me) won't explain what it does , except that it loads an image. - Save Oh no! - Clear Clears the current picture. - Delete Deletes a specified file on the disk. - Change dir To work on a special drive or direc- tory. - Degas/Neo This option selects the loading, saving, mixing, recolorying pic type! - Full Screen/Undo (Not overscan, lamy!) You can then see the current pic on all the screen (without the dirty menu!). If you press UNDO the previous act will be cancelled. - Quit Don't forget to save before! END - Loupe Cet outil vous permet d'agrandir tres fortement une petite partie d'image et de la retravailler. Tout d'abord, vous deplacez un cadre a la souris qui represente la partie que vous desirez zoomer. Une fois que vous avez "defini" la partie d'ecran a zoomer, cliquez sur le bouton gauche de la souris. Il apparait alors sur la gauche de l'ecran, une partie de l'image a sa taille reelle. Au centre de l'ecran se trouve l'agrandissement de la zone souhaitee. En selectionnant une couleur sur le bord superieur de l'ecran, vous pouvez modifier le gra- phisme agrandi. Une fois les opera- tions effectuees, appuyez sur le bou- ton droit de la souris pour sortir de l'agrandissement, puis encore sur le bouton droit pour revenir au menu. - ---Blocks--- Cette entree permet de definir le mode de travail des blocks ( = sections d'ecrans ). Ce choix s'effectue grace a une boite d'alerte ; vous pouvez soit selectionner OPAQUE soit TRANSPA. Si vous prenez opaque, la couleur du fond effacera ce qui se trouve sous elle, tandis qu'avec transpa- rent, la couleur du fond n'est pas affichee et donc laisse transparaitre le fond. Pour se faire une meilleure idee, le mieux est encore d'essayer. - Prendre/Reporter Prendre permet de definir une partie d'ecran que vous pourrez par la suite reporter. Vous pouvez prendre un block grace a la souris, en definissant le coin superieur gauche de celui-ci,puis son coin inferieur droit. Reporter permet de "reafficher" un block prealablement pris grace a l' option Prendre. - Inverse Horizontale/Verticale Ces deux fonctions permettent d'inver- ser un block soit de maniere Horizon- tale ( La droite passe a gauche, et vice versa ), soit de maniere verti- cale ( le haut passe en bas et inver- sement ). - Gomme Cette fonction permet d'effacer des parties de l'image. Vous menez la gomme a la souris, et vous appuyez sur le bouton gauche pour effacer ce qui se trouve sous son emplacement. ( Bouton droit pour sortir ) - +- Changer/Changer >+- Changer< permet de definir 2 couleurs : la couleur source et la couleur destination. Bien sur, cela n'a d'interet que dans le cadre de la fonction Changer, qui consiste a definir une zone rec- tangulaire de l'ecran et de remplacer tous les points etant de la couleur source, en points de la couleur desti- nation. - Zoom It works like DEGAS ELITE, but not as well! But the manipulation is almost the same.(Ouf!) - ---Blocks--- You can define, like in DEGAS ELITE mode X-RAY or BLOCKED. - Get/Put DEGAS ELITE. It's so lame I won't say anything! - Inverse Horizontale/Verticale Do you know the arrows in DEGAS ELITE? Many thanks to Tom Hudson for his doc! It works like for the pics, but for the blocks! - Eraser Do you know SPECTRUM? - +- Change/Change +- Change = Define source colour and destination colour. Change = Define a box where all the points that are of source colour will become points of the dest colour. 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COLRDUMPDOC as COLRDUMPPRG 6azSPECPRNTDOC A+Y SPECPRNTPRG 9+ COLOR DUMP PURPOSE. This program is designed to replace the built in graphics dump routine (accessed by ALT/HELP) of the ATARI ST range of computers. It produces a configurable 9 or 24 pin color screen dump from within any program run on the machine. The only exceptions to this are applications that entirely steal keyboard input, such as some games. OPERATION. The operation once configured is extremely simple. The pro- gram may be run automatically from an AUTO folder on a boot disk (hard or floppy) or from the desktop at any time. When run the user is asked a series of configuration questions that may subsequently be saved as defaults. A detailed des- cription of the configuration procedure can be found under the heading THE FINER DETAILS. QUICK START. To get started quickly simply run the program, when prompted just press the RETURN or ENTER keys and the default settings already stored in the program will become the configuration settings until the machine is reset. The program will remain in memory totally transparent to any application you wish to run. WHAT IT DOES. The program will produce a color graphics dump of configurable quality from within just about any application that can be run on the ST. It should work with any EPSON compatable 9 or 24 pin printer.All this simply means that if you're in you're favourite art package wheather it be DEGAS or NEOCHROME or whatever pressing the ALTERNATE and HELP keys at the same time will produce a full color copy of whatever is on your screen on your printer. WHAT IT WON'T DO. The program cannot do a screen dump from packages such as SPECTRUM 512 or QUANTUM PAINT as these use special screen tricks to acheive their output. To achieve that try SPECPRNT my Spectrum 512 picture printer. Also any program that disables the keyboard or steals the screen dump vector will subsequently disable this program. As well the routine does not do a hires screen dump. There are already many drivers around that do such a job and rather than reinventing the wheel and making this program any larger, it was decided to take an alternative route to this end. If the program is booted when in hires mono mode and a screen dump is called for it will send the call on to the routine that used to have the dump vector. If no other drivers are loaded that means the built in TOS routine will get called. But if one of the 24 pin drivers is loaded before this program then that routine will get the call. THE FINER DETAILS. When the program is run, either from an AUTO folder or just from the desktop, a series of questions will be asked that must be replied to in order to configure the dump routine. This procedure need only be gone through once as the config- uration can be saved as defaults for later use. Full or Half ? The first question is for either a full size dump or a half size dump. The half size dump takes less than half the time to print and is good for testing, and saving paper. The first time default is FULL. 9 or 24 pin ? This lets you select the quality of the dump. 24 pin dumps are of a very high quality and are good for final versions but take a long time and cause a lot of wear and tear on the ribbon. 9 pin dumps are great for testing and general draft quality printouts. 9 pin dumps also take about 1/3 the time of an equivalent 24 pin. The first time default is 24. Exposure ? You can choose between 5 different levels of exposure, in the range 0 to 4. Some screens print way too dark, this option allows you to select a brightness factor giving a lift to the printout. Blacks remain black though to keep the contrast of the picture correct. 0 is the normal unadjusted factor and 4 is the most bright. The first time default is 0. Save defaults ? This lets you save your setup as the default COLRDUMP.INF file on the disk you ran the program from. When the program first starts it looks for and loads (if found) the file COLRDUMP.INF then when the first question appears and the message 'RETURN for defaults' is printed the values found in this file will become the configuration if you choose to just hit return. Hitting return will drop you immediately back to the desktop or continue the bootup process if activated from within an AUTO folder. When you choose to save your defaults any error will be reported (such as write protected disk) or the file will be written and the program will exit. If no default file is found when the program is run a set of internal defaults will be chosen for the configuration. These defaults are :- Full dump, 24 pin, 0 exposure. When run from an AUTO folder the program will save the .INF file in the root directory of the disk. If the program is to find this file at a later bootup it must be copied into the AUTO folder. This is not the case when the program is run as a normal application from the DeskTop. In this case the .INF file is saved to the current directory. ie: the same disk and/or folder from which it was run. A FINAL NOTE. Why does it take so long to print ? Well for a full size 24 pin dump of a screen well over 500k of data has to be calculated and sent to the printer. This amount of data takes some time to prepare. Pressing the UNDO key at any time will abort the prinout at the end of it's current cycle. CREDITS. The program and documentation were written by T.Barker of Moving Pixels. The program is based on one I wrote in 1990 for Pantek Australia for the Citizen GSX140, I've since changed a few things and re-released it as COLRDUMP.PRG. This program is copyright Moving Pixels 1992 and is released as SHAREWARE. This means that if you use the program regularly you must pay Moving Pixels the once only shareware fee of $10 Australian. If you obtained this program from the ACE public domain library then you don't have to pay the fee as it has already been paid by ACE. Any other PD Library that would like to include this program in their collection must contact the Author at the address below. Send all cheques and inquiries to: Tony Barker Moving Pixels 2/39 Frazer St Leichhardt 2040 Australia. `( o,<ܨ ܨܨ/?</<`?<GNAPA`CJfSg`/<?< NA\#v?</<`?<=NAPJ@k$?0/<P/<??<?NAO ?<>NAX/<%?< NA\/<d?< NA\?<NAT"HA g !g #g`3P` 3P/<?< NA\?<NAT"HA 9g 2g `3(T`3T/<?< NA\?<NAT" g 0m 4n0@AV3R/<?< NA\?<NATH@ g 1gF`?</<`?<=NAP @gVJ@k?0/<P/<??<@NAO ?<>NAX#~!H/9v?< NA\ Bg/?<1NA?</<`?<9TC"22222"2AVC@<9R~0@w2gJ46A:EE Ao2<Bp:EpE Bpo4<pC:EE Co6<CB0Q/< /<V/9?9?<a0O/< /<V/9?9?<a OLNu  oH"o$o Jof1|1|1|1|1|1|1|1|1|,1|.1|01|21|41|61|81|:1|<1|>1|@1|B1|D1|Fa`J@k!ytGa BJ@j L @B@NuL @0<NuL @0<Nu3Jog og`3` 3@ByBy#z$aBy~By29~Ag 3` 3NqakVRy~29~yf| tGa0BatJ@g a\`29 8fv| tGaB>9y>9y yk6a`1|@tGaBpNu!|r 9$f|` 9f|`|!y49GadBBNu3a3ak8RySyfRy>9y>9ySyfB@Nu"<H`Bg?<NMXLJk Sj0 0gX%`$CfS4iDP$A(BmkDzi}-L t:wQ_?,D S mL69dP$abJuԲGoaC Vj./ T|X>4Ae=n V&Ќ:_PR@k99J$I ^ ȦU4P#Id4$k @ @Jf8 ʱV ! gfzafaeyra` acz5atSAk ffJAz`z `z8.^ї$Dn4Ս wY=EY`'eEs226 K0(PyBnŨeG `v0 will drop you back to the desktop or pressing return or clicking will Bring up the standard GEM file requester with the search mask set to only display Spectrum uncompressed files ie. *.SPU. Choosing a file will result in another requester with the options of , or all of which are fairly obvious but just in case... This will display your chosen file in all it's colorful glory. Pressing any key will return you to the same requester. This will result in another requester asking if you would like a <24> pin or a <9> pin dump. Owners of 9 pin printers should choose that option. Owners of 24 pin printers may choose either, with 9 pin mode useful as a 'draft' setting. You will then be asked if you require a or size dump. Choosing either will begin the printout. Picking this item will bring back the file requester to allow another selection. Choosing on the file requester will result in a dialogue asking if you really wish to leave the program, will exit back to the desktop and will return you to the file requester. OTHER THINGS Pressing UNDO will abort a printout currently in progress, as soon as the current pass is finished, so be patient. And if your wondering why it takes so long to print, a full size 24 pin dump of a screen requires over 500k of data to be calculated and sent to the printer. This amount of data takes some time to prepare, and thats why you have time to make a cup of tea whilst it prints. The program is copyright me and may be distributed freely as long as no changes are made and this document goes with it. Please remember, however, that it is SHAREWARE and similar products will not be produced unless your support is given. Tony Barker MOVING PIXELS 2/39 Frazer St Leichhardt N.S.W. 2040 Australia. + @ dH~.;E#PqNNPQLx~M2K`F f\9l A.R6:[Ȫlf@430ٰ`Zxn $x&Ն`0/xA^P;0z/ļ\x0//>f>@|JgI@YZ &,G묿>BJgʹbN)>( ҰQYQx^ $ACEI뵠`\ 0 "ۀ,$MPQ(Fy-n6]t (2c=5PheM}0^J??  V AXCEn4<-#Hd>Gp3|>" >gsָ Y~ `~^.4 `j(T6q87@&Y"2pfLFf!/':?m>%2/  NA\D-7  H"$ TAU2&a:O`d.LҚU`.D02.6H8 ,: QBDF\dn蝙 NxɻX ZeÌL @cX`J# o7 1Cؤ zTD"&6Lbfn* `0m JS3(lsc?Bg\RSBg1`'J@3 ?NMX ڡYFE/Cb<;tH($VA+XRE6-¬J"rrÚF 4672ɗadUZRP EV3@\„\a0W+̌ s”\a3 " 0<sNBNuf#5.f=j ]oPBP7\q&v 6qh@+t`pB X FedMCn@ܴ"+<%yPQQ`xV9`% V5!‚ p::"ǢEɏa.P?|luF1hVMC---+))r&bИ3 ,- :6246v$q/7'hm(x;*.8PLeB P*'=e 23L&P4Z A____________@ 2C" }6#b:Po@P@ jdD&0"4  BX,6,%X.P hKpRw @*n3d |Y`D3P4<2t}7} K}_YJfG$gd ';pzH.a)<Q`Dޢ'$#^B6fm(򼏎sӞ[=*z7bǀO$#@<\`:o 3/jÛI^ůA򲞏~S߿?0yID<*<gu䶸>zh"Z><`. (t .. ENT_PAK1DOC vL+FLIPFLOPACC vGPUZSLIDEACC vREAD_ME DOC v+TIC_TAC ACC vA Desktop Entertainment Pack - Volume 1 Game accessories for the Atari ST & TT Computer by G.A. Szekely Introduction Desktop Entertainment Pack is a collection of three game accessories for the Atari ST and TT computers. Each game was designed to appeal to children between 5 and 13 years of age. Each volume contains a computer adaptation of three timeless games that children of this age group have been playing for decades. Volume one contains: Puzzle Slide where the player tries to put fifteen sliding tiles in alphabetical order, Tic Tac Toe, and a variation of the board game Othello called Flip Flop. Each game can work in any desktop screen resolution (low, medium or high), and uses simple sound effects to make the game more interesting. Puzzle slide is a single player game, but both Tic Tac Toe, and Flip Flop are two player games. In the two player games, you can play another person, or test your skill by matching wits with the computer, or just for fun, watch the computer try to beat itself! Background Each of the games from the Desktop Entertainment Pack series can be run as a standard program or as a desktop accessory program. A desktop accessory is what is known as a "terminate but stay resident" program. What this means, is that when the computer is turned on, the programs are automatically loaded into the computer's memory. After some initialization work, the program returns control back to the computer. But, the accessory program actually stays in the computer memory, so that you can instantly call on it to play a game. And, the best part is, that the game is exactly the way you left it. So you can play the game for a while, quit in the middle of a game and then you can run another program or accessory. When you want to jump back to the accessory game, it will be exactly as you last left it. The Atari ST and TT line of computers can handle up to six desktop accessories at one time. A desktop accessory can not only be called from the green desktop when you first turn on your program, but they can also be called from inside any GEM program that has a menu bar across the top of the screen. So, for example, if you were using your favorite GEM based word processor to type up a report and wanted to take a break to play a game, you could pull up any of the games from the Desktop Entertainment Pack. When you've finished playing the game, you can go back to typing your report right where you left off. You can even have up to six games on the screen at once and take turns making moves against the computer in each game. In fact, if you put six copies of the same desktop accessory game (for example Tic Tac Toe) on a disk, each with a different file name, you can simultaneously play six different Tic Tac Toe games against the computer. How to Run Game as a Standard Program To run one of the games as a standard program, rename the game from whatever.ACC to whatever.PRG. Then double click the program with the mouse pointer as you would any other program. How to Run Game as a Desktop Accessory To use a desktop accessory, put the disk that contains your desktop accessories in floppy disk drive A and turn on your computer. (If you have a hard disk, you need to copy your accessories to the root directory of drive C). The desktop accessories will automatically load into the computers memory when you turn the computer on. To activate an accessory, move your mouse pointer to the top left of the menu bar to the word "Desk". A list of all the accessories that where loaded into the computer will be displayed. To select a desktop accessory, position the mouse button over top of the name of the game accessory that you would like and press the left mouse button. The game accessory will pop up in the center of the screen if this is the first time you selected this particular game. If you selected the accessory before, it will pop up where ever on the screen you last left the game if this is not the first time you selected this particular game accessory. Only one desktop accessory at a time can be the active desktop accessory. Whichever desktop accessory is active will have a white and gray striped bar along the top of the desktop accessory window where the name of the desktop accessory appears. All non-active desktop accessories will have a white bar across the top. When you open any desktop accessory, it becomes the active desktop accessory. If you have more than one desktop accessory on the screen at a time, you can select which one you want to be active by moving the mouse pointer over top of the desired desktop accessory, and press the left mouse button. You can move the active desktop accessory around on the screen by positioning the mouse pointer on top of the stripped bar along the top of the active desktop accessory. Pushing and holding down the left mouse button, and moving the mouse, you can move the desktop accessory window around on the screen. Whenever you release the mouse button, the desktop accessory window remains where ever it is. You can close or remove an accessory from the desktop by positioning the mouse pointer over the close box in the upper left hand corner of the desktop accessory window. If you re-activate the desktop accessory by selecting it from under the desktop label of the menu bar, it will appear on the screen where you last left it. Puzzle Slide The purpose of the game Puzzle Slide is to slide fifteen squares labeled A through O around on the board to get them in alphabetical order. The empty square on the board is represented by a black area. To move a letter square into the empty space, position the mouse pointer to the left, right, above or below the empty space and press the left mouse button. More than one square may be be slid toward the empty space at one time, by clicking the mouse on a square further left, right, above or below the empty space. Clicking the mouse on a square that is not left, right, above or below the empty space has no effect. Puzzle Slide uses 21.1 kbytes of computer memory. Tic Tac Toe Tic Tac Toe is a computer version of the ever popular game of the same name. Tic Tac Toe is a two player game where you can play against another person, test your skill against the computer, or just for fun watch the computer play itself. By selecting setup from the menu on the right side of the game, you can select who is X, who is O, who goes first and who goes second, and whether each player is human or a computer. You can also enter your name in by clicking on the name field at the top of the player menu and typing in your name. When a human player is to make the first move, simply use the mouse to click on the desired location of the move. When the computer is to move first, the start button on the right side of the game must be pressed. In addition to using the mouse to point and click to where you would like to make a move, you can use the number keys 1-9 on the numeric keypad on the right side of your Atari computer to select a move. Pressing the start button any time after the game has been started causes the current game to be declared a draw, and a new game to be started. When the game is over, the next game may be started by pressing anywhere on the playing board. The player that moves first will alternate with each game, regardless of who won the last game. By clicking the mouse on the last move you made, you can undo the last move. This is particularly useful to teach young players how to play the game. You can check how many games were won by each player by selecting score from the right side of the game window. The game that you are currently playing will show up as a tie. Since even the last move can be taken over, a game is not counted as over until the next game has been started. Tic Tac Toe uses 37.9 kbytes of computer memory. Flip Flop Flip Flop is a computer game similar to the board game Othello. The game starts with two white and two black playing pieces already on the board. One player's colored pieces on the board are white, and the other player's pieces are black. Each player takes turns placing a playing piece of his color on the board. You can only place your colored piece on the board next to an opponent's colored piece already on the board. After you make a move, all of your opponent's colored playing pieces between the playing piece you just put down on the board and any of the other playing pieces that are your color on the board are flipped over to your color. The object of the game. 0+.. MAGIC ACC cuMAGIC DOC It ` ;AONa;@P0-Pg`a a Epa 2-Pa v;@R?<NNTAaHy!NNX+@0Npappa 6r(f <r4<AagRE-pJa /Ewpa r"_ta+A(p(fNp(fNp(fN <r4<Aa0gPEpDa (/Epa r"_taB+A - UH@wra - TH@wra4-f.EpFa /E}pa r"_ta+A N`a\vptravptravptravptraNuvptrazvptranvptrabvptraVNuvptraHvptra2::(   F..26"8@"PQ1!P1P!0PP`0  q#p"AӘQNuA Nu|^|  R^,T:Hz(` N8Hz ?<&NN\Nu9IgNuWINuaaaNuNuNuNuQfHR$n2Jjg$_NuH LNuPfJ.fg0HR$n2Jjf$_NuHC/*%I $n2%_LNuHAHBHCHDHEHFHG-HfAD-HH@-@H|p`rAD-@f-H `r6 @`0.bHNupNuBp'rta8 n2rt6(SC0(S@apaB\papava0pa _a4$FAFp_@[000][vx`* [g" ]g |g QSx` xQSrQ][vx`* [g" ]g |g QSx` xQStQ]BAF0-H,=@p4a2HNupLADaHTBnBL*Hd"aZHd"aRHd"aJHd"aBHdF n Dg"`.2.JWAARA0.L n.g hfRAS@f=AB"aNug//ANu@k AB00HNuX@g .NuAD Nuz`zA6C|IdXC |2:H<0`$6HpA2`A.p` A>`A*p4. g=BNup`rap`QNupaNu4pa2Nu$pa"Nup2(g"P@g2RADAH""n"r2gZAe2 1@#-I"Nu1@NuAt2<XJX[j]`p`Va."n"dp`DpaNu?pa2Nu/pa"NuH n&$n""Hgr k&@ S`g^ k#&@0+Hd3 Hd3 Hd# Hd# # Hd# # # # Hd`# ALH# ALHQ&f-I"LNuat ."NuaJAfCNu"X2ebP6gHRC(D#HNu=A|aAJ09JRyJH@@-HtBe2QB p#`?<%NNTNu"pEJȽzgPJ`LJg&B.C`a8aD*9Jfap-I,=|p4aHz*9Jg ENp9J`v _a &nO:NMzIK$$<Nu[1][Error +111][Return]E" g g>Jf`Ar Hjr-D@Hd0H@H 0H@0CNuAF"H [1][fSEfNuV Monitor Magic Monitor Magic | by David Becker| GEnie mail to D.Becker8Green|Default|Amber Monitor Magic | by David Becker|GEnie mail to D.Becker8Default|Invert | Monitor Magic | by David Becker|GEnie mail to D.Becker8 60"H| t((@P>* Monitor Magic ----------------------- Copyright 1990, David Becker GEnie mail to D.Becker8 I find the Atari colour monitor very hard on the eyes during extended computing sessions. Most terminal and word processing programs default to a bright white background with black text, just like staring at a light bulb! If you share my discomfort with the colour display then I recommend you purchase the Atari monochrome monitor with its increased resolution and soft white glow. Alternately you may want to try Monitor Magic! Place Monitor Magic in the root directory of your boot drive and it will install itself as a desk accessory. The first thing Monitor Magic does is check to see which monitor you are using. If you happen to use the mono monitor then your only option will be to invert the screen colours (no big deal!) If you are using the colour monitor then you will be presented with three options upon selecting Monitor Magic from your desk accessory menu: -------------- Amber Screen -------------- Default -------------- Green Screen -------------- Go ahead, try it out! The amber and green options convert the colour display to green or amber text on a black background. Woo.....just like a PC! "Default" returns the desktop to its original colours with one exception, the obnoxious bright lime green background has been replaced with a soothing ocean blue, lovely! I hope you get a kick out of Monitor Magic. It is freeware and you use it at your own risk. Enjoy! Dave Becker GEnie D.Becker8 . $1+.. READ_ME DOC SUPREME PRG 'v THE SUPREME SCREEN SNATCHER. (C) 1992 DOUGLAS HENDERSON. Program :- The Supreme Screen Snatcher. Programmer :- Douglas Henderson. Version :- 1.2 Released :- 1/10/92 Machine :- All Atari ST's Registration Fee :- 5.00 Reg. Address :- Douglas Henderson, FRANTIC PROGRAMMING, 43 Deveron Road, Troon, Ayrshire, SCOTLAND, KA10 7EG. ** ABOUT THE PROGRAM ** The Supreme Screen Snatcher (T.S.S.S.) is a memory-resident utility that allows you to temporarily 'jam' the ST and then save the currently displayed screen to disk. It also allows you to search through the memory, looking for other screens or even sprites, fonts etc. The Snatcher will also allow you to change the scanrate. Once you have finished using the Snatcher you can then cleanly exit and carry on with what ever you were doing beforehand, as if nothing had happened. ** HOW TO INSTALL THE PROGRAM ** To use the Snatcher, you must first 'install' it into memory by either running the program from the desktop or by auto-booting it from an AUTO folder. If the program has installed correctly you will be given a short message verifying this. The program will then exit. With some auto-booting games it may be necessary to put Snatcher in the AUTO folder of the actual game. To ensure that the Snatcher is loaded first, you must.... A - Make a copy of the original game onto a blank disk. Now use the copy of the game rather than the original. B - Move the files that are inside the AUTO folder of the game to either another disk or to the root-directory of the disk. C - Clear the AUTO folder. D - Now copy the Snatcher into the AUTO folder of the game disk. E - Recopy the files that you took out of the AUTO folder back into it. (Please note that it may be a breach of the game manufacturer's copyright to make an unauthorised copy of a game. In which case I would discourage you to make a copy as FRANTIC PROGRAMMING do not condone unauthorised copying of games. (even if it's for your own use.)(Honest Guv!!)) ** HOW TO USE THE PROGRAM ** Once you have installed the Snatcher you can 'trigger' it into action by any one of three methods. 1 - Pressing the right shift key. 2 - Pressing Alternate and Help at the same time. 3 - Connecting pins 20 and 22 of the RS-232 (modem) port with a wire. Some games or programs will change certain system varialbles which means that one of the above may not work. Should this happen then simply try a different 'trigger'. (This is why there are three 'triggers') (Please note that at the time of writing the Snatcher doesn't exit cleanly when you use the RS-232 'trigger' (No.3), when you exit the program the system will crash if it was triggered with the RS-232 trigger.(Sorry!)) When the program is 'triggered' the screen will turn black and you will be faced with the main menu - F1 - Show screen. F2 - Save screen. F10 - Toggle scanrate. HELP - Information. ESC - Exit Snatcher. When you press F1 it will display the screen that will be saved to disk. To search through memory for other screens use the following keys while the screen is displayed - Up cursor key - Move screen memory up one line. Down cursor key - Move screen memory down one line. Right cursor key - Move screen memory down one word. Left cursor Key - Move screen memory up one word. Clr Home Key - Move screen memory down a 1/4 screen. Insert Key - Move screen memory up a 1/4 screen. Undo key - Reset screen memory to original value. Space key - Return to main menu. The little box in the top right of screen tells you where screen memory starts. When you press F2 you can save your screen to disk. The screen will be saved as a Degas-Elite compatable file. The filenames for the files are FRANTIC#.PI? Where #=an incrementing value depending on which screen you have saved. and ?=the appropriate resolution number. When you press the F10 key the scanrate will be toggled between 50/60 Hz. When you press the HELP key you will be given Registration information. When you press the ESC key you will be returned to your game/program as if nothing had happened. ** WHAT IS THE POINT? ** The Supreme Screen Snatcher can be used for a variety of purposes. - If you complete a game and you want to prove to your friends that you have, simply save a screen(s) of the end of game sequence. - If you want your game to use a scanrate of 60 Hz, simply trigger the snatcher, toggle the scanrate and then exit. - If you want to examine memory to see how sprites/fonts are stored in a program, simply search through memory by pressing F1. - If you want to borrow parts of pictures from games, for your own art, simply find the picrure in memory and then save it. The possibilities are endless!!!! ** HOW TO REGISTER ** This program is SHAREWARE which means that you may freely copy and distribute it provided that you don't alter the program or document files in any way. Should you find the Snatcher useful then PLEASE register as a user. If you register (for only 5.00) then you will receive a disk of FRANTIC PROGRAMMING goodies which will include.... Anarchy Academy - An Ex-commercial 3-D adventure game rated 73% by ST Format. Technotraz - A fully playable demo of FRANTIC's next amazing 3-D adventure. The latest version of The Snatcher - Which will feature the ablility to alter the pallete and be able load ANY program after it (even raw data games) The source code for the Snatcher- Erm... the source code for the Snatcher. Please make all cheques/postal orders payable to Douglas Henderson and send them to.... Douglas Henderson, FRANTIC PROGRAMMING, 43 Deveron Road, Troon, Ayrshire, SCOTLAND, KA10 7EG. FRANTIC PROGRAMMING accepts NO responsibility for any damage caused to any disks/property/family pets (??) by use of this program. FRANTIC PROGRAMMING neither condone's nor authorises the abduction of copyright material. We reccomend that you use only Public Domain games, demo's and programs with the Snatcher (C) FRANTIC PROGRAMMING 1992 & (C) 1992 DOUGLAS HENEDERSON. HAVE A NICE DAY !!!!! Douglas Henderson 1/10/92 ` VT`Pack-IceI *L?,L8a*oMGLA "grѓg f``GP$]t***Ԋ**EL ;H ;C&NN&&Sj&n".扑&&SjN%a*d"ra$dCv !a"H@@Vҩ%QnNuf%Nurf%AQNuCtaTxr1 Hka1 Ag"CvtaTr1 HaBq jD`rptadpt?aBC@!!Q`R   ICE!8`t C[hN^8 J 7H@|ō%}JְLQ͍)L-TV3oKs5K#< F (xFWz b|Q[ίU-̴rߥX%k0 JLWE幜N2dx;R`J YDrb gXdR,AB9 `"P#˻[xL4v<$-up,o>gHNsPjPUK1RWMT\RVsd# a#$QHW٠":s̸,e#9@.i,m}]e#i##s6 1m-x\%T<m ,"׬&@(#TÒ6#d<3VXv }"@ p2?رT>ðGօY[D*e x6 Zg*|>,NV0 9F6 zf!޻Xf%G3?ݝ`I&L(yr6<?&Q?KfP VLQ7H@S~ L/!GRAMMING434EVq 0ADTRO/AYl&HI,H%ST=B KA10 7EG mkHque's/po` orn ma;_1;gg2>vbljQ wa,IrworNbc9ckx"deNdoa!e"*f8k"jko ;)Z$\gY&swμ2so Ysa`p1,2b쐒ڸrIvhudf+tpalmVm+pho4ic12LrdtEKphƵturnK$`stnum<2ME3&s4|addr4A clrhoc%yrss dfbuffe\ fhexr3foinitz_ Vkeyy\name{A newfileϯsave잀PKpr$F antAscrloopsixtyhzoldstack R20@#̂XO8"r  C  *  Ys. 4+.. DSLIDE DOC at1DSLIDE PRG t $ ======================================================================== Deluxe SlideShow v2.0 (c)1988 Advanced Software by John Brochu released: March 20, 1988 ======================================================================== Version 2.0 of Deluxe SlideShow is distributed as SHAREWARE, please do not distribute without this documentation file. ------------------------------------------------------------------------ Changes from Version 1.1 ------------------------------------------------------------------------ o Spectrum 512 .SPC and .SPU support o Reworked and enhanced keyboard/mouse commands o Built-in help screen o New single-step mode with advance/reverse, restart, and first/last commands o Directories are now searched once at the start of the program and when a RESTART command is encountered, rather than as the show progresses. A maximum of 256 slides can be displayed. Features ------------------------------------------------------------------------ Deluxe SlideShow is an attempt to combine all the currently popular ST graphics formats into one compact, but flexible slide show program. The program includes support for NeoChrome, DEGAS, DEGAS compressed, Tiny, and Spectrum format pictures. Any pic can be displayed on EITHER monitor (Spectrum pics can only be displayed on color systems). The color to hi-res monochrome conversions use a dithering algorithm to represent the varying color intensities. Mono to color uses gray-level approximation to closely simulate the different dot densities of a hi-res screen. The user has full control over slide speed, titling, and slide order through the use of an optional script file. You can specify multiple search paths and/or filenames with full wildcard expansion. o Neo, DEGAS, DEGAS compressed, Tiny & Spectrum support o Fully automatic res-switching o Fully programmable o Optional script files with separate mono & color scripts o Mouse and keyboard slide controls o Integral Help screen o Optional titles o Supports command line input, with wildcards o Full color-animation support (4 channels for DEGAS Elite pics) File Formats ------------------------------------------------------------------------ DSLIDE.PRG will display pics with the following extenders... NEO............ NeoChrome PI1-3.......... DEGAS PC1-3.......... DEGAS compressed TNY or TN1-3... Tiny SPU or SPC..... Spectrum 512 Spectrum files are only displayed on color systems. Search Algorithm ------------------------------------------------------------------------ When DSLIDE is first run, the command line is checked for a valid pathname, if one is found, the path is searched for valid picture files, and an internal list is built of the files present in the specified directory. If the command line is empty, DSLIDE looks for a script file in the current directory. If the program is run in color, a "DSLIDEC.INF" file is used, if monochrome "DSLIDEM.INF" is used. If one of these is not found, the default "DSLIDE.INF" file is used. This allows you to have separate color and mono script files on the same disk, showing, for instance, only color slides on a color system, and mono slides on a mono system. If no .INF file is found, the program assumes the current path is to be searched for all picture files. All specified directories are then searched in order of appearance in the .INF file, and an internal file list is built up of all the valid picture files found. The file list is only constructed once when the program is first run, so DSLIDE knows at all times which files are to be displayed and in what order. If a file in the list is not found when its time comes (shouldn't happen!), the file search is automatically restarted and a new file list is built up. This can also be forced by hitting the ClrHome key at any time. This allows you to pause the slideshow, switch disks, and restart the show with the files on the new disk. If no picture files are found in the directories, you are allowed the option of retrying [ClrHome or left mouse button], viewing the Help screen [Help], or aborting [Undo or right mouse button]. The maximum number of slides allowed in a show is 256. Script Files ------------------------------------------------------------------------ Script files may contain the following fields (all are optional, and can be in any order), default settings are given in brackets: NAME: title the slides? (yes/no) [no] CONT: continue after one cycle? (yes/no/pause) [yes] MODE: slideshow mode (cycle/step) [cycle] TIME: delay between pics in cycle mode (in seconds) [2] PATH: Pathname list [current directory] FILE: Filename list [all files] For the NAME, CONT, and MODE fields, only the first character of the string is checked, and it can be either upper or lower case. However, it is suggested you use the entire string for readability. The 'NAME:' field is a character string, a 'yes' response ('Y' or 'y') indicates the pictures will be titled at the bottom center, anything else will be taken as a 'no' (and this is the default). Titling can also be toggled on and off with the [Insert] key. The 'CONT:' field is a string that determines if the pics will be cycled continuously (yes), if the program will abort after one cycle (no), or pause after one cycle (pause). Valid entries here are therefore 'y', 'n', or 'p' (upper or lower case), all else is taken as a 'yes'. The 'MODE:' field is a string that sets the mode the show will run in. This can also be toggled with the [CapsLock] key. Cycle mode continuously cycles through all slides in the show, with a pause between slides as specified in the TIME field or set with the function keys, and with the CONT field determining what will happen after all pics are cycled through. Step mode suspends the show after each slide. Valid entries are 'c' for cycle mode and 's' for step mode. The 'TIME:' field is a numeric string specifying the number of seconds to display each picture when in cycle mode. The 'PATH:' field consists of a list of pathnames to be searched one after another. If a full pathname is present (ie. "A:\PICS\*.PI1"), then that is the search path used. If a path is present without a filename ("A:\PICS\"), then the FILE list is scanned one at a time to complete the full pathname. Wildcards may be used in the filename only. The 'FILE:' field consists of a list of filenames (and filenames ONLY, paths will be stripped, ie. "A:\PICS\*.PC?" will be read as "*.PC?") to be processed one at a time. Again, you may include wildcards or use full filenames. The field names MUST BE UPPER CASE and MUST CONTAIN THE COLON. Blank lines are ignored, and all text before the first field is ignored, so that comments can be used at the start of a script file. The following is a sample script file: ---------cut here---------- This is a sample DSLIDE script file... Any text before the first field is ignored! CONT: pause TIME: 5 NAME: yes PATH: c:\pics\*.tny c:\images\ #: FILE: *.p?? *.neo *.tny ----------cut here---------- This script will display the pics titled with a 5 sec delay between slides, and will go into pause after all the pics have been displayed. The first PATH entry will cause all Tiny pics found in the "pics" folder on drive C to be displayed. Since this is a full pathname, the file list is ignored for this path, and the pathname is searched as-is. After this is completed the second PATH entry is processed. Since it is a pathname only (no filename), each of the FILE entries in turn is appended to the path to form the complete search pathname (ie. the first path searched will be "c:\images\*.p??", then "c:\images\*.neo", and finally "c:\images\*.tny"). Finally, the third PATH entry is processed, again since it is not a complete pathname, the FILE list is scanned one at a time to complete the search pathname. The '#' character is used to denote the current drive (drive the program was run from). Note you can also specify the pics to display by name, in either the PATH or FILE fields, if you wish to display the pics in a certain order, such as: -----------cut here----------- PATH: a:\pics\ FILE: cat.pi1 house.pi1 dog.pi1 sketch.pi2 -----------cut here----------- or: -----------cut here----------- PATH: a:\pics\cat.pi1 a:\pics\house.pi1 a:\pics\dog.pi1 a:\pics\sketch.pi2 -----------cut here----------- There is a limit of 100 pathnames and 100 filenames for each script file, and the script file itself can be no longer than 8K. The Command Line ------------------------------------------------------------------------ A 'PATH:' or 'FILE:' entry can also be entered on the command line when running DSLIDE. To do this, rename DSLIDE.PRG to DSLIDE.TTP, or install it as a Tos Takes Parameters application from the desktop. You can also install it with a certain file type and then display a single pic at a time by double-clicking on the picture file's icon. Keyboard Commands ------------------------------------------------------------------------ The following key commands are accepted while the slideshow is running: SPACE/Left button... pause/resume if in cycle mode, step to the next slide if in step mode CapsLock............ toggle step mode ESC................. display the next slide immediately, cancels step mode and pause Insert.............. toggle titles on/off ClrHome............. restart show from the beginning, research all directories Left arrow.......... reverse advance Right arrow......... forward advance Up arrow............ go to first slide Down arrow.......... go to last slide Help................ display the Help screen UNDO/Right button... abort Deluxe SlideShow F1-F10.............. change slide display time as follows: F1..... 0 sec F2..... 1 sec F3..... 2 sec F4..... 4 sec F5..... 8 sec F6.... 15 sec F7.... 30 sec F8..... 1 min F9..... 2 min F10.... 4 min That's All Folks! ------------------------------------------------------------------------ Deluxe SlideShow 2.0 is distributed as SHAREWARE. Feel free to spread it around, but please send us something for our trouble. Advanced Software has released many pd/shareware programs over the past few years, including PicSwitch 0.5/0.6/0.7, EZSqueeze, ST Unpit, Dslide 1.0/1.1/2.0, and others under development. We continue to support our products with enhancements and on-line support. If you'd like to see more from us, please support us! If you have any comments on Deluxe SlideShow or suggestions for future enhancement, I'd like to here from you. 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[:x T7$8qρ/pDmr6tT`ˊ xFʝkc&mdx;.6cf#:xޥxvf H,сwD'x2{*<xTfp x[SPACELNhold/yI\ CapsL|k$hs-:eVmo,[E牡 conwnu@ In20togg;titю-'@ClrHw#Xpt[Lsbvevi3N[RF nexoU0@firQ [D n row`ss1 [HTp dt`pl2*[Uo],RB2- 9F-matsupp*O/GASPI?4`pNe`-ʬ,kTini TN?)Sp?Xu7(i/1) /e2U@E32M4*4q5 6^615d73E82 7I9: 12m%[F]4>ch2pgram iSHBWARE]aL3ypay~n?a$10. `}R@14i21 Ortbi Peabod~ MA 060 &;;  ûY!C mem9\r*ASLIPHa keTIPATHFILMNAMCONTzMODE:A*.*- D&IuxelideShow v2.0 -by Johr@Brochu1988 Advanced So =waxBfi0und!P'ss lefztry+right butn to exit,?HELP for help screen.jNEOI2I٦HE@*YV1 2Y!3+4d TN5ZU.SPCN%@07dA]PC %0#puA@y .& MG ` ٝɀ@! qZ&ه,-.`-4 k@LKDH4ف-gi *X@n%F&X4a6ʼn0HHX(bD\2(i&º" #@lB \* P@Hp&[*V &#ֱW+MH$${dJRBdp 6^V Q&D < 8EFD "d Ev)C!~ faE1 *&L/,<.6\P6D ,B 4h"v$zYxb  : p6Q6C *("H M $f(6 &|_K - u.0.t?<>N92Tp`&3v . /<8 2.pHЁ/|ajP.} /. N-X nlJ. /<} ?.t?<?N92P-@`J`lBnrJno } `f . м}-@x`x nl.}/9 N-X. /<}?.t?<?N92P-@`J`lBnr`^=y v nvl=|f`=|f# #  >vaSnff 9 Ю`мహf-yx`.}/9 N-X. R/<}?.t?<?N92P-@`J`lBnr`./j 2.nHЁ/|aP./h 2.lHЁ/| is to have more pieces of your color, than of your opponents color, on the board at the end of the game. Flip Flop is a two player game where you can play against another person, test your skill against the computer, or just for fun watch the computer play itself. By selecting setup from the menu on the right side of the game, you can select who is the black color and who is the white color, who goes first and who goes second, and whether each player is human or a computer. You can also enter your name in by clicking on the name field at the top of the player menu and typing in your name. Selecting the help button from the right side of the game board will give you a brief description of the game and the object of the game. When a human player is to make the first move, simply use the mouse to click on the desired location of the move. When the computer is to move first, the start button on the right side of the game must be pressed. By pressing the start button any time after the game has been started causes the current game to be declared a draw, and a new game to be started. When the game is over, the next game may be started by pressing anywhere on the playing board. The player that moves first will alternate with each game, regardless of who won the last game. By clicking the mouse on the last move you made, you can undo the last move. This is particularly useful to teach young players how to play the game. You can check how many games were won by each player by selecting score from the right side of the game window. The game that you are currently playing will show up as a tie. Since even the last move can be taken over, a game is not counted as over until the next game has been started. 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SZEKELYFebruary99I WILLRESTARTO  !#%')+-/13579;=?A!'l0LhCK/  >  LOHFGIDJKECBA PUZZLSLIDbyG.A.zekely0*D." \  2Z  """, " * T ((L \8"&J  J &rN3?9Nu?HyBg n y n0.?.T 09/O/\`A0OK|H=@)KX2.  "0< < _AЮ"< g\Hn 3) . y=|3|__XXBy#N\K-@**#XOO?/9*Bn29/. HA*P$h`RnQPNZM`6`$`````_^Y@X@XS@PuNNqNNNMNFM8KKKKJHHCE DBB.=h:9@2<21@0,000-p+++++** )))))))))$.#"|".!> | 1 -    0 8    ,z rlhedTJI,% Desktop Entertainment Pack - Volume 1 Game accessories for the Atari ST & TT Computer by G.A. Szekely You have just received a shareware copy of Desktop Entertainment Pack Volume 1 - a collection of three game accessories for the Atari ST and TT computers. Shareware programs allow you to try out a program before purchasing it. If you find that you frequently use the games from the Desktop Entertainment Pack, then please register your copy by sending $5 along with your name and address to: G.A. Szekely 11880 Angus Circle Sterling Heights, MI 48312 Registered owners of Desktop Entertainment Pack Volume 1 will be notified by mail when Desktop Entertainment Pack Volume 2 is finished. At that time, registered owners will be given the opportunity to purchase a copy of Volume 2 for $5 plus shipping and handling. Volume 2 will also contain three game desk accessories and should be ready approximately six months after the release date of Desktop Entertainment Pack Volume 1. Volume 2 will not be available for download on bulletin board systems, the only way to get a copy of volume 2 is to become a registered owner of Desktop Entertainment Pack Volume 1. And of course, the motivation for me to finish the games of volume 2 is the number of registered users of volume 1 I receive. 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