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BACK_UP DOC Pfn? BACK_UP TOS il1ST FORMAT COVER DISC BACKUP PROGRAM. v1.3 by Brian Tilley. 23/02/92 ------------------------------------------------------------------- HISTORY ------- This Program was written after I wrecked several Cover Discs which I had not Backed Up before using. Yes I know they warned us in the magazine, but I'm lazy and get fed up formatting and copying discs. I also get a little exasperated at having to use two discs to back up one. I use Hisoft PowerBasic which has all the necessary libraries to allow most disc operations, so I decided to put aside the laziness and produce a program that would format and copy a disc at the same time. THE PROGRAM ----------- The program needs no operating instructions. Just follow the screen instructions. Use Help if you want a list of Formats which can be copied. The following points may be helpful. 1. A sector size of 512 bytes is assumed. 2. I consciously limited the program to 80 Track Copying. 3. If a Read fails, you will have the option of retrying or quitting. 4. If a Write fails the program Aborts the Backup. No point backing up to a dodgy disc. 5. The program assumes drive A: as the source drive and will use an external drive (if connected) as the destination. You can however change the default source and destination if you have an external drive. 6. Maximise the memory available to BACK_UP by booting the computer from a disc with no accessories or AUTO folder programs. BACK_UP will use as much memory as is available to the system. 7. It is possible to run it from an AUTO folder by renaming it PRG rather than TOS. This saves you about 32k memory. 8. BACK_UP will allow you to copy side one only of the old cover disc format if you only have a single sided drive. Beware of the new Cover Disc Format!! A Warning will be displayed reminding you that the new Cover disc format will not work if you copy it in this manner. 9. Finally, If you don't like these limitations/features or can think of other improvements then write to me at the address below. It may not result in an update as safety has been the most important aspect of this program, but its always nice to know that a program is being used and you will get a reply. ACKNOWLEDGEMENTS ---------------- Thanks to Martin Barr for the solution to finding out how many drives are really connected. To my wife Gina, thanks for letting me finish this, I really will do the garden next weekend. 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Up is always North. Direction of view is shown by green lineEdit minefields (by dragging to new positions)No minefield editingSelect aircraft from list. Drag icon to map to launch aircraft. No airfield in rangeCall up nearby artillery (Drag icon to target area)No available artilleryRetreat, and lose the battleSelect keyboard for driving vehicleJoystick 1 for driver & joystick 2 for gunnerJoystick 1 for left track & joystick 2 for rightManual driverAutomatic driverManual gunnerAutomatic gunnerAlter/View game parametersYour gunner has seen DefaultsCancel shot downAlter/View Drag vehicle here to send onto battle, and click here to return to map view(in battle)(in reserve)(Retreat advised)(Enemy retreating)Do you really want to retreat? 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SHIFTSCALEFACES:s-ctetavailables| There 2?n't memory |enough on th# disk|OK|TRYF lvtVRCn 0 P>tP Yx*.RX{L@. XJ("_:$ P@ @\ [%TfhAB6" w^-2cj@ Z#4`,:,(,/`: >$H6 "*\$z* fH`((@4}X"&Xb0LN$p!| q$v00HHП$m8H m!H$m0H$m You can use ANIME.PRG to see the animation created by VOLUME.PRG First, click on "LOAD ANIMATION". A file selector appears, then click on one picture (nameXX.PI1) of teh animation and click OK. Type the number of pictures you want to load. After that, click on "START ANIMATION"; a new screen appears. You can modify parameters like color, speed, number of pics and rotation. Then click "ANIMATION" and the volume will rotate...(stop it by pressing SPACE).If you click "MANUAL" you can control the rotation with left or right mouse's button. An animation of 20 pictures needs about 640 ko on the disk!!! ZYYYYXXWVUTSRPOMLJHFDB@><9742/,*'$!  VOLUME.PRG created by XAVIER LAMBRECHT 67, VOIE DE L'ARDENNE 4053 EMBOURG BELGIUM To run VOLUME, you need VOLUME.PRG and ANIME.PRG (no more) On the disk, there are many examples of what you can do with VOLUME. This program only work in low res. 1.INTRODUCTION -------------- VOLUME is a public domain program. It's very useful to draw revolution's volumes and to color them. The only thing you have to do is to define a profile and an outline (for the revolution) or many outlines if you want a complex volume. Then you can orientate the created volume. The window with compute options is only available if the volume is correctly defined (i.e. the "QUIT" button of the editor is green). Then, you have to click with mouse's left button on the "ORIENT + LIGHTING" button (orientation and lighting are then computed) or just on "ORIENT" button (if you want another view of the volume with the same lighting) or on "LIGHTING" (if you want to see the volume with the same orientation but with a different lighting). 2.THE VOLUME EDITOR ------------------- After you have clicked on "EDIT VOLUME", the editor appears. On the left you have the profile editor which contains a grid to draw the profile, a button "CLEAR" to delete all the profile and a button "SPLINE" to have a smooth profile. 2.1 PROFILE EDITOR ------------------ 2.1.1 GRID If you click in the grid with the left Mbutton, a point appears. If you click in an other place, a line appears between the two points.By this way, you can draw a profile. If you click on the right Mbutton you start a second profile (you can do that five times) 2.1.2 CLEAR The "CLEAR" button deletes the profile (to use very carefully!). 2.1.3 SPLINE This function uses the cubic splines method. On the right of the screen, there is a SPLINE cursor which displays the number of faces you'll have after you spline your profile. The new profile is then displayed on the grid. You're not obliged to use this function. 2.2 OUTLINE EDITOR ------------------ On the right of the screen, you can see 8 buttons, the SPLINE cursor, a place where the current outline id displayed and a vertical cursor to select the desired outline. There are 40 outlines. The five first ones are already defined but you can redefine them. 2.2.1 DEFINE OUTLINE Clicking on this button with the right Mbutton redefines the fist five outlines according to the program library (there are 3 basic sets of outlines). When you click on this button with left Mbutton, a new circular grid appears on the screen and you can define the current outline. Then you draw the outline the same way you drew the profile. The buttons SPLINE and CLEAR are still usable. Press ESC if you want to quit without defining the outline. You are obliged to click SPLINE to end outline definition. 2.2.2 SPLINE OUTLINE You can use this function to compute the intermediate outlines between the first and the last defined ones, So that you have smooth variations along the Z axis. 2.2.3 SELECT OUTLINE If you click this button with the left Mbutton, all the points of the profile will be linked to the current outline and the volume will thus be defined with the current outline. But if you have used "SPLINE OUTLINE" before, you can automatically link all the points of the profile to the computed outlines by clicking the right Mbutton (even if the number of points is different than the number of computed outlines, thus effectively using the Z-axis variation of outlines 2.2.4 VERTICAL CURSOR Use the left Mbutton to select the desired outline. Use the Right Mbutton to copy an outline: when the cursor is on the desired outline, click on it and move it to an other outline and the first will be copied on the second. 2.2.5 MULTIPLE OUTLINE You can link each point of the profile to one of the 40 outlines. A little square appears around the first point of the profile. Select an outline using the vertical cursor, then click on "SELECT OUTLINE" to link the outline to the point and the square goes to the next point. During this operation, all the functions about outlines are usable. 2.2.6 CLEAR You can delete the current outline by clicking the "CLEAR" button with the left Mbutton. WARNING:if you click it with the right button, all the outlines will be deleted... 2.2.7 LOAD, SAVE You can load 3 things: 1. PROFILE (.PRF) Save just your profile save 2. VOLUME (.VOL) Save defined volume 3. OUTLINE (.OUT) When you save an outline, you save the current one WHEN you load an outline, you load it on the current one 2.2.8 QUIT If the button is red, the volume isn't well defined and you will not be able to compute it. If the button is green, all is OK. 3.MAIN SCREEN ------------- Now, suppose that the volume is well defined. You can see five windows on the screen. 3.1 EDIT WINDOW --------------- On the first, there are two button: 1.EDIT VOLUME 2.EDIT PARAMETERS If you click the second, a new screen appears.Just see all the cursors and buttons:it's very easy to use. 1.OUTLINE(used to define the characteristics of the revolution drawing) 2.LIGHTING(used to define the coordinates of the light source) 3.VOLUME(used to move or scale the volume) 4.PERSPECTIVE(use to define the coordinate of the observer; z being the distance between the object and the drawing plane and (x,y) being the coordinate in the drawing plane) Changing parameters in 3. or 4. need no other computation just click on "DO VOLUME". You can choose the type of drawing (COLOR,FILL,LINE) and the type of faces (RECTANGULAR or TRIANGULAR). Color modifies the faces color according to an exterior light source, FILL draw all the faces in one color, LINE is a wireframe representation (transparent faces). If you change the type of faces, you will have to do a new computation. 3.2 COMPUTE WINDOW ------------------ If the volume is not yet computed, click on "ORIENT + LIGHTING" or "ORIENT" or "LIGHTING". You can select the color of the volume: Red, Green, Blue. When the computation is ended, a new button appears on the DRAW WINDOW; "DO VOLUME". You can also realize an animation with "ANIMATE". A new screen appears. First choose the animation's parameters then either try the animation (without saving it on disk) or start it (it is then saved on disk). The program will create (you can stop it by pressing ESC) many pictures(.PI1). You will have to use ANIME.PRG to see the animation. 3.3 DRAW WINDOW --------------- Clicking on "DO VOLUME" starts to draw the volume. If you click on "SEE VOLUME", you can see what currently is in the drawing screen. "LOAD" a picture (.PI1) on the drawing screen. "SAVE" the drawing screen on disk (.PI1). "PRINT" makes a hardcopy of the drawing screen. 3.4 ORIENTATION WINDOW ---------------------- You can choose the orientation of the volume (using spheric coordinates plus spin around the initial Z axis) Then you have to compute to have the new volume. 3.5 CONTROL WINDOW ------------------ "GOTO GEM" allows you to use an accessory (loaded before you start VOLUME.PRG) like SNAPSHOT. But this option doesn't yet work very well... "INFO" gives you the volume specifications and memory free on disk. "QUIT" Bye, bye. PS: This program is probably not BUGS free (nobody is perfect!!!). 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Line 30 Running the program - an overview. Line 175 Some notes on the Maths libraries. Line 217 What the Mandelbrot and Julia Sets are all about. Line 291 Full description of the program options. Line 337 How to set your own defaults. Line 511 The bit at the end. THE MANDELBROT SET - AN INTRODUCTION Once upon a time in a land far, far away there lived a bloke by the name of Benoit `Benny' Mandelbrot. He was quite into Mathematics and discovered the imaginatively named `Mandelbrot Set'. This is like a map which can be magnified and magnified and further magnified without getting dull, whereas most maps are staggeringly dull whether you magnify them or not. The technology to produce such weird images as the basic Mandelbrot Set (which you see immediately after the title screens) hasn't been around for very long and no one really understands what's going on or why such images are produced. But they do look great, so who honestly cares? Associated with each place in the Mandelbrot Set, there is another image called the `Julia Set' for that point. This program allows you to investigate both types of image. Prepare thy retinas for a bashing and enter the world of Chaos .... RUNNING THE PROGRAM - AN OVERVIEW The first thing to do, as always, is to make a backup copy of the disk. It is a good idea to hide the original disk somewhere away from drunk people, dogs, cups of tea, pterodactyls, etc.... The program can be run from the desktop by double clicking on the file HENDYMAN.PRG After the title screen, the program will plot the default image. When you run the program for the first time, this image will be the basic Mandelbrot Set. Once this has been done, the program gives you a gun-sight. Once you have decided which bit of the image you want to magnify, all you have to do is: * Select the centre with the gun-sight. * Click on the left mouse button to set it. * Move the mouse to define the new image inside the flashing box. * Click on the left mouse button again to plot this new image. I have found that people can sit quite happily for hours and play with this, even people who don't like computers and think that mathematics is amazingly dull. If the right mouse button is clicked whilst the gun-sight is on the screen, the control panel magically appears. Clicking the right mouse button again gives you back the gun-sight (i.e. this toggles the control panel). This is the only thing that the right mouse button is used for - everything else is is controlled by the left button. This control panel enables you to set up various screen effects. These are described in detail later. DEPTH Perhaps the most important variable is the `depth' variable. As the magnification increases you will find, generally, that you will need to increase this number to pull out more detail in your images and, in fact, to see anything at all. The setting of the depth variable is best learnt by experiment. However, if you have plotted an image and it looks a bit bare, with clearly-defined smooth edges as opposed to crinkly multicoloured ones, then the best thing to do is increase the `depth' variable by about 30 or 40 and then redraw the screen (click on centre of monitor, expand the box to the whole screen and click again). INTERRUPTING IN MID-PLOT All you have to do is hold both mouse buttons down simultaneously to stop the plotting. This gives you the gun-sight back. Now you can either carry on zooming in or you can press the right mouse button to bring up the control panel. FRACTAL The Mandelbrot Set is really a summary of the corresponding Julia Sets. Confused? Good. Every point in the Mandelbrot Set image has a Julia Set to itself. Each Julia Set can be magnified indefinitely, but, unlike the Mandelbrot Set, they are quite obviously self-similar. Even more confused? Even better. `Self-similar' means that magnifying a part of an image results in a new image which looks the same as the one that you started with. You can carry on magnifying, and it will carry on looking the same. You can plot the Julia Set for the point you are centered on by clicking on `Fractal' in the control panel. You can investigate this new image as normal, zooming in and out, changing the depth, rotating the colours, etc., etc., etc., and to return to the place you came from in the Mandelbrot Set, click on `fractal' again. It is interesting to note that all of the black in the Mandelbrot Set is connected - there is only one black area. It may seem that there are many areas of black surrounded by colour, but there is always a black path leading through the colour and joining the black areas together. ROTATE Many hours of fun can be had by just zooming into the Mandelbrot Set and maybe having the odd shifty at the Julia Set for the point at which you are looking (always the middle of the screen). You might also want to rotate the colour palette whilst your image is being generated: * Interrupt the plotting by pressing both mouse buttons simultaneously. * Call up the control panel by pressing the right mouse button. * Click on `Rotate'. Click on `STOP/GO' to get it spinning, click on `IN/OUT' to change direction, and alter the Electrolux spin-speed to taste using the arrows. When you are happy, `Exit' and then `Continue' from the control panel. Weird isn't it. NEOCHROME FILES When you have found a cool image and you want to save it to disk, yes, you've guessed it, click on `Disk' on the control panel. This allows you to save images in two different ways: * As a list of parameters - numbers which describe your image. * As a "picture file" - the image stored exactly as it appears on the screen. These "picture files" are Neochrome files, and are very big indeed (32K or 5 percent of a 726K disk). On the other hand, the parameter files are very small indeed and still contain all the information needed to regenerate your image, provided that you don't mind waiting for it to be replotted. When you save a .NEO "picture file", the computer also saves the parameters for the image. It does this because without this .PAR file of numbers, you would only be able to display the picture and would not be able to carry on zooming in. WARNING - If you accidentally lose a .PAR file, the image is lost for good. The computer must have this file in order to load your saved image, and cannot simply load the "picture file". To prevent accidental loss, all .PAR files are created in a "write-protected" state, so if you want to delete any, you must do so very deliberately. If you want to delete a lot of these then the best way of doing so is probably to reformat the disc. Loading a .PAR file causes the program to automatically start regenerating the image. If you just want to remember a nice image and don't want to use up disk space, save it as a .PAR . You can save well over 6,000 .PAR files on one 726K disk compared with only 22 .NEO files. SPEED One way to produce an image is to calculate the colour of every pixel on the screen. This is fast, but there is a faster way to produce an image which is insignificantly different. This involves leaving out some pixels and filling them in later. So the `SLOW' option calculates every pixel, and the `FAST' one is a bit cleverer and a lot quicker. This option is here because, in really strange circumstances, the `FAST' option might produce a slightly incorrect or distorted image, so you the user have the power to see the perfect one if you don't mind waiting longer. In tests, 99.9999 % of cat owners couldn't tell the difference between the `FAST' and `SLOW' options! SOME NOTES ON THE MATHS LIBRARIES DISCLAIMER: This program works perfectly well with automath always set to `ON', which automatically chooses all the maths routines for you. However, if you do wish to turn automath `OFF' and choose for yourself, then you can. In this program, there is a lot of talk about `Maths routines'. What are they? Well, in order for the computer to be able to calculate any images and to show anything on the screen at all, it has to be able to add, subtract, multiply, divide and do lots of other things with numbers. This may appear obvious, silly and trivial, but it's not as easy as it sounds. The numbers which have to be remembered and used can be very big or very, very small. For example, if you zoom in only four or five times, then the computer is working with about 0.0001 for the sides of the image! And at the same kind of magnification, you may need five hundred to a thousand for the iteration depth in order to see all of the detail, so we must be able to cope with a huge range of numbers at the same time. A `Maths routine' or `Maths library' is a bit of program which can do these things - addition, multiplication and so on. Each one can handle a different range of numbers and takes a different length of time to work out the answer. This program has seven different libraries - like having seven different people whom you can ask to do a calculation, e.g. Fred can multiply numbers between 1 and 100 and takes 1 minute every time. Freda can multiply numbers between 1 and 500 and takes 2 minutes. John can multiply numbers between 1 and 1,000 and takes 5 minutes. Joanna can multiply numbers between 1 and 100,000 and takes 10 minutes. ... and so on. Now, you know that Joanna will always be able to give you the answer, but she will always take ten minutes. If you are only using small numbers, then it will be much quicker to ask Fred. So, you must look at the numbers that you are dealing with and decide who to ask. This is what the program does when automath is `ON'. WHAT THE MANDELBROT AND JULIA SETS ARE ALL ABOUT All of the action takes place in something called the `Complex Plane' as Mathematicians say, just to confuse everyone. The pretty images are generated by a remarkably short and simple program. Whereas the version on your `Trendy Handy Randy Hendy Bendy Mandy' disk is written in nice and fast assembly language, it can also be written in a language such as basic. Below is a program in basic that will plot the Mandelbrot Set:- 10 sx=0 : for cx = -2 to +2 step (4/320) 20 sy=0 : for cy = -2 to +2 step (4/200) 30 gosub 100 40 plot (sx,sy,colour) 50 sx=sx+1 : Next cx 60 sy=sy+1 : Next cy 70 end 100 x=0 : x2=0 110 y=0 : y2=0 120 count=0 130 y=2*x*y+cy 140 x=x2-y2+cx 150 y2=y*y 160 x2=x*x 170 count=count+1 180 If count = 30 then colour=0:Return 190 If x2+y2 >= 4 then colour=count:Return 200 Goto 130 As you can see, this program is not overly complicated. It is just two `FOR-NEXT' loops which select every pixel on the screen and decide what colour to plot it in using the subroutine at line 100. The screen can be regarded as a piece of squared `graph' paper. Each pixel on the screen is referenced by a pair of co-ordinates - e.g. the pixel at the middle of the screen is (0,0) and the top right hand corner is (2,2). This means that some pixels are evidently not referenced by integers - you can have a pixel at (0.5,0.3). The colour for each point depends only upon its co-ordinates. This program simply works like a production line. In one end you put a stream of co-ordinates - (0,0) (0,1) (1,1) (0.3,7) (-2,0.5) - and out of the other end come the correct colours for each of these pixels - red, blue, yellow, green, black. As soon as these colours emerge from the production line, they are plotted on the screen. This is why the image is gradually built up line by line. The colour is calculated from the co-ordinates by a process of repeated iteration. The point is transformed into another point by a set Mathematical method. This new point is similarly transformed into another new point, and this process is repeated until you get a point which is outside of a certain region on the `graph' paper (a circle of radius 2 around the center of the paper). The colour of the starting point is very simply the number of transformations, or `iterations', performed before the resulting point leaves the circle. EXAMPLE To find the colour for point (1,1) - first transformation produces new point (0.3,0.5) which is still inside the circle - transforming this new point produces (1.1,-0.2) which is still inside the circle - transforming this point produces (2.5,1.3) which is outside the circle. Therefore, the pixel at (1,1) is plotted in colour 3 because it took 3 iterations to produce a point outside of the circle. The iteration depth (controlled by the `Depth' option in the control panel) sets the maximum number of transformations which the computer allows itself to perform on any point. If after this maximum number of iterations, the point produced is still inside the circle, then it is plotted in black and the program continues to the next point fed into the production line. FULL DESCRIPTION OF THE PROGRAM OPTIONS Quit This returns you to the desktop or where-ever. Note that this only works on an Atari 1040ST at the moment. If you have an STe then `Quit' will not work properly and you will need to reset the computer, I'm afraid. Sorry about this, but I haven't had the time to run more thorough tests on the STe. Restart This returns the program to the state it was in when it was originally loaded. Info General information about the program Disc File selector allowing loading and saving of .NEO and .PAR type files. System Gives the `at a glance' state of the variables and flags. Depth Iteration depth entry for bringing out detail. Numbers can be entered directly from the keyboard or by using the arrows. Rotate Palette rotation controls. Continue Continues a plot which had been interrupted. Copyright Slightly modified legal protection for the programmer. Fractal Switches between Mandelbrot and Julia Sets. If you can't remember which type of image you are currently investigating, then look at the `SYSTEM' option (above). Speed Toggles between slow and fast plot algorithm. Aspect Selection of Full Screen AND/OR Aspect Ratio Correction. Quickmath Activates fastest maths library and over-rides all other maths format options. If this maths format will not give an accurate image, then this option will be automatically disabled and the best, most economical format will be selected instead. Automath When set, program automatically chooses `best' maths format. Maths When Automath and Quickmath are both `OFF', allows the user to select the maths routines used. HOW TO SET YOUR OWN DEFAULTS Note that after starting up, the program looks for a HENDYMAN.DEF file with which to initialise the system variables. A personal default file can be created and saved so that you can get the program doing just what you want as soon as it loads. If this file is not in the starting-up directory, the program will use its own preset defaults. This section describes all of the variables and flags that can be placed in the file HENDYMAN.DEF. These do not have to appear in any particular order, but they must be spelled correctly, otherwise they will be ignored! cx0 and cy0 ----------- These two numbers together define the centre of the Mandelbrot or Julia Set image in the plane as a pair of co-ordinates. Defaults to cx0=0, cy0=0. sidecx and sidecy ----------------- These two numbers together define the side lengths of the image - how much of the set around the centre, (cx0,cy0), that you want to display full screen. In other words these two numbers define the magnification of the image. Defaults to sidecx=5.69, sidecy=4. sidesx and sidesy ----------------- These two numbers can be used to redefine the size of the Atari screen. This is useful for `having a quick look' at things because instead of plotting images 320 by 200 you can plot them, say, 80 by 50. This divides the time taken to plot them by four. All images are automatically centered on the Atari screen in this version. Defaults to sidesx=320, sidesy=200. depth ----- This number defines the iteration `depth' used in the default image. This can be changed directly whilst the program is running. Defaults to depth=30. pxm and pym ----------- These are distortion constants to `mangle' Mandelbrot Set images. These new images are direct cousins of the basic Mandelbrot Set we all know and love, unlike the Julia Sets, which are generated in a different way. If you choose large (i.e. greater than about 1.4) values for either of these constants, then it is possible that the plotting will slow down noticeably. This is because more powerful maths libraries must be used which are slower. This is not a serious problem because distorted images from large distortion constants are really quite boring. If you don't believe this then try it for yourself. Defaults to pxm=0, pym=0. pxj and pyj ----------- These two distortion constants `mangle' Julia Set images in exactly the same way as those that `mangle' the Mandelbrot Set images described above. Defaults to pxj=0, pyj=0. max_error_mand and max_error_juli --------------------------------- These two constants give the automath option the information for `deciding' when to advance to a more powerful maths library. If these are set too high, say both at 10, then sooner or later you will see images begin to break up and finally become very untidy and ragged. If you feel that an image is tending towards this raggedness and you want to go to a more powerful maths library to make sure of a correct image, then turn automath `OFF' and increase `Maths' by one in the main program control panel. Defaults to max_error_mand=1, max_error_juli=1. fractal ------- This chooses which fratal is plotted as the default image. The Mandelbrot set is 0, Julia sets are 1. Defaults to fractal=0. speed ----- Chooses between fast and slow plotting algorithm. Fast is 1, slow is 0. Defaults to speed=1. aspect ------ Chooses default options for `Aspect ratio' and `Full screen'. 0 - Full Screen OFF Aspect OFF. 1 - Full Screen OFF Aspect ON. 2 - Full Screen ON Aspect OFF. 3 - Full Screen ON Aspect ON. Defaults to aspect=1. quickmath --------- Default option as to whether the `Quickmath' maths routines are enabled on starting up. ON is 1, OFF is 0. Note that when this option is set, you may see a little distortion in the images produced at higher magnifications. It probably won't be noticeable, but if it is then you should turn off quickmath and future images will be accurate. The program will do this anyway if it thinks there is too much distortion. Defaults to quickmath=1. automath -------- Default option as to whether the `Automath' maths routines are enabled on starting up, and only has any effect if `Quickmath' is `OFF'. ON is 1, OFF is 0. Defaults to automath=1. maths ----- Chooses the default maths library, and only has any effect if both `Quickmath' and `Automath' are `OFF'. Libraries are numbered from 1 to 5, with 1 being least powerful and fastest, and 5 being most powerful and slowest. Defaults to maths=1. An example of setting ALL of the defaults is the file hendyman.def which should be on this disk. This contains the following:- cx0 = 0 cy0 = 0 sidecx = 5.69 sidecy = 4 sidesx = 320 sidesy = 200 depth = 30 pxm = 0 pym = 0 pxj = 0 pyj = 0 max_error_mand = 1 max_error_juli = 1 fractal = 0 aspect = 1 speed = 1 quickmath = 1 automath = 1 maths = 1 THE BIT AT THE END I'm planning to expand the program to do plenty of other weird stuff whilst keeping the thing usable by people who aren't interested in the maths side of it. Since this has been released as Shareware, I can only do this and give YOU more features if I get some feedback from THIS version. It seems that the big companies that get fat selling software for horrendous prices have failed to kill off Shareware. This means that there are enough people out there who have realised that everybody (except big money-grabbing companies) benefits from the Shareware idea. If you think that this software is wikked, and want to see newer and better versions, then please send five pounds to: HeNdYsOfT, 4 Lordswood, Silchester, Reading, Berks, RG7 2PZ. Also, if anybody finds any unexpected `features' (i.e bugs) in the program then I would greatly appreciate a note. Any suggestions or criticisms are also welcomed. Tally Ho...... Endorsment: This software was developed on an old battle-scarred Atari 1040ST called 'Herman', with a knackered mouse and a very ill disk-drive. All coding by Hendy The Mad Mathemagician. The `Cheers folks section' Many Thanx to the YAK for encouragement, Irni for being awesomely intelligent, Lee for the use of his `High Level' brain and the zoom box actioning, Keeff The Tall Thin Being for the design of half of the disk interface and you for trying out this program. . `o.. noGERBIL PAR iBpHELAMON PAR ABpLEE PAR HBpLEE1 PAR JBpLEE2 PAR LBpPOSSUM PAR QBpSAAVIK PAR mBpSWIRLS PAR `BpWIBBLE PAR rBpWOBLIT PAR tBpWOTSIT PAR bBpKANGA PAR FBpNARDA PAR kBpPTERRY PAR SBpSPOLLIJ PAR pBpSTRANGE PAR \BpPICKUP21PAR dBpSHARE PAR WBpMANDY PAR NBpBALLS PAR gBpfa*Nwx’r;ƘA^jH&0+qF I]Bz0@μ#̃uQf>A]1W^uєhT0 r>xnL 2Q5)ӑs333333333333332s333333333333332 c!<RwƼ3ӥTj`7~&[+kS?^Q9aMK=P2!k۝=~ P2!k۝=~ PB=a$ѦĨT@fV*"*o_I94!GAr]fxui;/Uͷs'n-פ%2 Պ2W9]:*}-ev@@cF09XbM [6C,zxlXvr(r@V6z@2ό+tj~"`B:S&y!ma0PUo),3M ԉC;ZbBb;W+R&HdA/ũD/ qnkGb޸1.ohn|T4)2B1oeh,LJi-+xGƆnNIԆJ!Ȅ±P1rk 9QDd[ =p =p =p@i?e7(I>rB/i wl ɌMP< _7S+\Kd. o.. 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Pm*i(  !GK `!*VGZDQXZp0PBG@SFB .@Vl*ae  pZ<@EP$Rc 0(2"@ ( P0_bF(+oYv8!J8 X   `P`Hia AjT'C0#:5@A8c^A#{ 1A@ɂ抠U)L# CA-(b``-.. l|AexA BG0Xa@`L#k<$PFh08HHD0hDӴZ@ HP񻆽 `@@Pp 0  S ,.+, ,`!n a @ qP H%Pf p 0A!#U 5p(#@Cf`"cl80(C@0A0``D0000pHx`dP2Hm@![j(h@(00`$(0000 an  ' signs causes the value to be brought to a minimum ('<') or maximum ('>') value possible for that particular infobar.2) The arrow signs cause the value to be increased or decreased by one.3) By clicking on the centre of the box where the value is displayed you are able to type in a new value. Three underscores will appear. Typing in the desired value and pressing the key causes the number to be changed and returns you to mouse mode. While typing in a number, the mouse is disabled. Note that only numeric values can be entered from 0 to 999.4) On some Infobars you may find an extra box with a large left-pointing triangle on it. This shows that that Infobar holds a value representing an image. Since it is very difficult to work out the number of an image, the following method has been included: by clicking on the triangle portion of the Infobar, you will be able to select the desired image from the appropriate work screen. The image number is then displayed on the infobar - no messing!Multiple Icon SelectorsThese are very similar to ordinary Icon Selectors. The difference is that more than one item may be selected at a time, i.e. more than one may be 'lit'.Plus/Minus BarsThese are all fairly obvious and consist of some text in the centre with a '-' on the left and a '+' on the right. By clicking with the left mouse button on the +/- signs you change the value they represent by one. The right mouse button changes the value by ten each time. Note that the value is not visibly changing anything on the P/M Bar but is most probably altering another menu type somewhere else on the screen.ShiftersNote that some Shifters may not have the vertical arrows on them. By clicking on the bars with the arrows you are changing a value. The interior displays exactly what you are changing - it may be the size of something or a fill pattern for instance.Special SelectorsIt is not possible to explain all the types of Special Selectors since they are all designed specifically for one menu item. Where a Special Selector occurrs an explanataion will be given in the Menu Item Descriptions section of this manual.Toggle BarsToggle bars may appear to be very similar to Action bars. However, most of them do not perform an event as soon as you click on them. Instead they 'toggle' on and off. You can tell when it is on since it is 'lit' up.~Canvas Option DescriptionsOverviewSince there are so many menu options it is best that the detailed descriptions to follow shortly are divided into smaller sections and listed alphabetically so that you can find them more easily. The divisions are decided by which screen they occur on. For instance, if you don't understand what an item is on the Animation menu screen, you should look it up in the section concerning that screen. If the item has a title or any other text on it you must look up that particular text. If there is no text on the item on the screen, you can either make an assumption as to what it is; or, by far the easiest way to find a non-text item is to look up the options on the screen around it. They are very likely to be related to it and may direct you to the one you actually want.The ScreensThere are actually eight different menu screens but since the three Define screens are so similar they will all be included in the same section. The Main Menu is a little more complicated. It consists of static and non-static options. Sounds gruesome? Well, not really. All that means is that there are some options which can be found on the Main Menu at any time (static) and also a section of the menu which may contain different options at different times (non-static). The non-static ones are all in the box covering slightly over a quarter of the top right portion of the main menu. Since this area is somewhat special, we'll call it the 'Specbox'! The descriptions of the Main Menu screen options will contain firstly the static options followed by each of the different options offered by the Specboxes. For descriptions of the Modes (top left block on the Main Menu), turn to the section 'Mode Descriptions'.All of the entries will have the following format:Item: Name/Text concerning optionType: Type of Menu Selector eg. Action BarDesc: A detailed description of what that option doesOpts: A list of other options which are related to the one just described For each of the related options a 'locator' will be shown in brackets. This will tell you in which section the related option is found. The locator will be an abbreviation of the screen or specbox:3CM: 3D Constructor Menu3VM: 3D Viewing MenuAM: Animate MenuDM: Define MenuMM: Main MenuZM: Zoom MenuHS: HotSpotBLS: Block SpecboxBRS: Brush SpecboxCOS: Colour SpecboxCUS: Cursor SpecboxFS: File SpecboxGS: Grid SpecboxLS: Line SpecboxMS: Mark SpecboxOS: Options SpecboxPOS: Polygon SpecboxPRS: Printer SpecboxRS: Rotate SpecboxSHS: Shadow SpecboxSPYS: Spray SpecboxSPES: Sprite SpecboxTS: Text Specbox~The HotSpot ZoomThere is another exception: the HotSpot. When activated from the Options Specbox, it causes a limited moving zoom to appear while you are on the work screen. It may remind you of the NeoChrome HotSpot. Also on the HotSpot bar are the co-ordinates that the mouse is currently pointing to. Clicking on the arrow to the right of the HotSpot will change the whole HotSpot's position from the top of the screen to the bottom or vice-versa. The colour selector on the left of the HotSpot allows you to choose a colour without entering the Main Menu again - it's just there for convenience. Normally, you'll only find use for the HotSpot for small changes or if you require some of the other modes for precision work, otherwise it is suggested that you use the Zoom mode since you can edit a much larger area more easily.~3D Constructor Studio Menu ScreenOverviewThis menu is where you can edit up to eight 3D wire frame objects. It is a mid-screen between the Main Menu and the 3D Viewing Studio ie. you enter the Viewing Studio via this screen. Basically, all 3D objects are built up of separate lines on an Orthographic system (Above, Side and End views). For more detailed descriptions see the 3D tutorial later in this manual. To enter this screen click on the 3D Obj button on the Main Menu.Item: Above x/zType: Special SelectorDesc: This selector is where you can edit the x and z co-ordinates of one end of the current line (See Line Infobar). The end of the line which is being edited is determined by the 'S/E' Selector at the bottom left of the screen. S=Start, E=End of line. Use the mouse button to drag the line to the co-ordinates you want. These co-ordinates are shown along the bottom of the screen (the first 3 are the Start of the Line (x,y,z), the next 3 are the End). Co-ordinates are based on a grid ranging from -41 to 41 (1 co-ordinate is the size of a lo-res. screen pixel). The x co-ordinates are across and z are down.Opts: All 3D Options (3CM,3VM)Item: Add LineType: Action BarDesc: To create a new line or to add another one to the current object, press this option. If the line (selected by the Line Infobar) does not already exist, then a new one will be created with co-ords 0,0,0 0,0,0. To determine whether the line exists or not, look at the bottom right of the screen. If there is a cross in the corner then it does not exist, or if it's a tick then it does exist.Opts: All 3D Options (3CM,3VM)Item: Add PolyType: Action BarDesc: By pressing this option, a polygon will appear on the appropriate Edit window according to the current Axis. The number of sides the polygon has depends upon the the value in the PSides Infobar. Move the mouse until you have the desired sized polygon and press the left mouse button. The lines which make up the polygon will then be added to the Line list. If all 256 lines have been used, only some or none of the lines will be added (however much space is left in the 256 line buffer). Use the right mouse button to Cancel this option.Opts: All 3D Options (3CM,3VM)Item: Add ObjType: Action Bar/InfobarDesc: You will see that there are 2 options with this title. The Infobar selects which object you wish to add to the current one (1 to 8) and the action bar performs the copy. Before the copy is done though, an Alert box is brought up to check whether you really want to copy it. This option does not delete the old object but actually merges 2 objects together. Note that the index values of the lines (see Line Infobar) will not be the same.Opts: All 3D Options (3CM,3VM)Item: AxisType: Icon SelectorDesc: This option decides which axis various functions on the menu they act upon. The functions affected are: Add Poly, Spin, Flip, Stretch, Shrink and Shift.Opts: All 3D Options (3CM,3VM)Item: Clear ObjType: Action BarDesc: After you have confirmed this option choice through an Alert box, all of the 256 lines (0 to 255) are deleted and no longer exist (except in the Undo buffer).Opts: All 3D Options (3CM,3VM)Item: Co-ordinate DisplayType: Special SelectorDesc: These displays along the bottom of the screen show what the Start and End co-ordinates of the current line (see Line Infobar) are. The first 3 numbers are the x,y and z values of the start of the line, the next 3 are the x,y and z of the end of the line. Co-ordinate values range from -41 to 41. NOTE :- you can't actually change those values from here - you must do that from the Edit windows above.Opts: All 3D Options (3CM,3VM)Item: Del LineType: Action BarDesc: This option deletes the current line (see Line Infobar) from existance.Opts: All 3D Options (3CM,3VM)Item: End z/yType: Special SelectorDesc: Same as 'Above x/z' Edit window except that the co-cordinates edited from this option are z and y (z is across and y down).Opts: All 3D Options (3CM,3VM)Item: ExitType: Action BarDesc: This option returns you to the Main Menu.Opts: NoneItem: FixType: Toggle BarDesc: To aid you when editing objects, this option, when activated, chooses the nearest point to the cursor on the editing windows. Basically, it finds the nearest point to the cursor that already exists and puts the Start or End (see S/E Icon Selector) of the current line at that point. This saves a lot of messing about with getting accurate co-ordinates.Opts: All 3D Options (3CM,3VM)Item: FlipType: Action BarDesc: This flips the whole of the current object across the axis selected by the Axis option on this screen.Opts: All 3D Options (3CM,3VM)Item: LineType: InfobarDesc: This selects which of the possible 256 lines (0 to 255) you are currently editing. The co-ordinates of the Start and End of this line are displayed at the bottom of the screen. The value on the right at the bottom of the screen shows how many lines actually exist in the current object. The cross or tick in the right-hand corner indicates whether the current line exists or not.Opts: All 3D Options (3CM,3VM)Item: Line on DisplayType: Special SelectorDesc: This is simply the cross or tick in the very bottom right corner of the screen. A cross indicates that the current line (see Line Infobar) does not exist and therefore cannot be edited, and a tick shows that it does exist.Opts: All 3D Options (3CM,3VM)Item: Number of Lines DisplayType: Special SelectorDesc: This value is the right-hand one at the bottom of the screen to the right of the Fix option. It displays the number of lines in existance on the current object.Opts: All 3D Options (3CM,3VM)Item: ObjectType: Icon SelectorDesc: Choose which one of the 8 objects you wish to edit. This item is located near the bottom right of the screen and consists of a bar with the numbers 1 to 8 on it.Opts: All 3D Options (3CM,3VM)Item: PSidesType: InfobarDesc: This value determines the number of sides a polygon should have when it is added using the Add Poly option.Opts: All 3D Options (3CM,3VM)Item: S/EType: Icon SelectorDesc: This determines whether you move the Start or the End of the current line when you click on the edit windows above.Opts: All 3D Options (3CM,3VM)Item: SAngleType: InfobarDesc: The Spin option on this screen spins the object by the number of degrees shown by this Infobar.Opts: All 3D Options (3CM,3VM)Item: Shift>Type: Action BarDesc: Same as above but +1.Opts: All 3D Options (3CM,3VM)Item: ShrinkType: Action BarDesc: This option shrinks the object in the Axis selected by the Axis option.Opts: All 3D Options (3CM,3VM)Item: Side x/yType: Special SelectorDesc: This edit window is the same as the others except that you edit the x (across) and y (down) values.Opts: All 3D Options (3CM,3VM)Item: SpinType: Action BarDesc: This performs a spin operation on all the points of the object around 0,0 on the Axis selected by the Axis option, spinning it by the angle chosen in the SAngle Infobar.Opts: All 3D Options (3CM,3VM)Item: StretchType: Action BarDesc: Opposite of Shrink.Opts: All 3D Options (3CM,3VM)Item: UndoType: Action BarDesc: If you have accidentally performed a function on the object and wish to return it to the state it was before you had done so, then select this option.Opts: All 3D Options (3CM,3VM)Item: View ObjType: Action BarDesc: This enters the 3D Viewing Studio Menu Screen.Opts: All 3D Options (3CM,3VM)~3D Viewing Studio Menu ScreenOverviewThis screen allows you to view one of the eight 3D objects created on the 3D Construction Screen. The object displayed is the same as the one that was last being edited. Using this screen you can place the object at any desired angle and plot the wire frame result onto the current work screen. See the 3D section and the tutorial concerning this later in the manual. To enter this screen you must click on the View Obj item on the 3D Construction screen.Item: BankType: Plus/Minus BarDesc: This selects the angle of rotation around the Z axis that the object is displayed with.Opts: All 3D Options (3VM,3CM)Item: BearingType: Plus/Minus BarDesc: Similar to Bank, but rotates around the Y Axis.Opts: All 3D Options (3VM,3CM)Item: Colour SelectorType: Icon SelectorDesc: Selects which colour the 3D object is displayed in and also the colour in which it will be plotted onto the work screen using the Plot button.Opts: All 3D Options (3VM,3CM)Item: ExitType: Action BarDesc: Returns you to the 3D Construction Studio.Opts: NoneItem: Move XType: Plus/Minus BarDesc: This determines the distance along the X axis which the object is in relation to the viewer (the horizontal distance).Opts: All 3D Options (3VM,3CM)Item: Move YType: Plus/Minus BarDesc: Determines distance along the Y Axis (the height).Opts: All 3D Options (3VM,3CM)Item: Move ZType: Plus/Minus BarDesc: Determines distance along the Z axis (like a zoom).Opts: All 3D Options (3VM,3CM)Item: PerspectType: Plus/Minus barDesc: Changes the perspective value used to represent the shape of the lens in the eye. You can produce some strange effects setting this to obscure values.Opts: All 3D Options (3VM,3CM)Item: PitchType: Plus/Minus BarDesc: Determines how far the object is rotated around the X axis.Opts: All 3D Options (3VM,3CM)Item: PlotType: Action BarDesc: Clicking on this option brings up the current work screen upon which you may plot the 3D object shown in the viewing window. Use the left mouse button to plot the object. The lines which make up the object will be drawn according to the current line effects, so if you have selected a thick line with arrowed ends from the Line Specbox (Main Menu), then the object will be drawn with that type of line. Use the right button to go back to the 3D Viewing Studio.Opts: All 3D Options (3VM,3CM)Item: ResetType: Action BarDesc: By pressing this button, all the values represented by the Plus/Minus Selectors on the screen will be set back to the values they were when Canvas was loaded. The current values can be viewed on the viewing window itself by clicking once on it.Opts: All 3D Options (3VM,3CM)Item: UndoType: Action BarDesc: This button undoes any changes made to the work screen since you entered the Viewing Studio ie. any Plots.Opts: All 3D Options (3VM,3CM)Item: Viewing WindowType: Special SelectorDesc: This window displays the current object in the position and rotation determined by the various options on the screen. If you click on the window itself, the parameters will be displayed. Clicking again will get rid of them.Opts: All 3D Options (3VM,3CM)~Animation Studio Menu ScreenOverviewIf you are creating a series of images which you may wish to use in a game perhaps, you can animate them from this screen. Up to 32 sequences may be stored in memory at any one time. The screen is divided into 2 parts: the left has all the general options and the right has all the attributes concerning the current sequence being edited. A thin outline encloses all of these specific options. See also the Animation tutorials in this manual. Enter this screen by pressing the Animate button on the Main Menu.Item: AnimateType: Icon SelectorDesc: The 3 options allow you to animate in different ways. Firstly, the 'Frame' option simply displays the first frame in the sequence currently being edited. 'Sequence' animates the whole of the current sequence which is being edited. Finally, 'All' animates all the sequences in turn which have been selected on the On/Off option (the long list of numbers).Opts: All Animate Options (AM)Item: BackTrackType: Toggle BarDesc: This selects whether the current sequence should be animated forwards and also backwards, instead of just forwards - like a rewind at the same speed.Opts: All Animate Options (AM)Item: DelayType: InfobarDesc: This specifies the length of time between each frame of the current sequence. It is not any particular unit of time. 0=no delay (very fast) 999=maximum delay (slow).Opts: All Animation Options (AM)Item: Edit SeqType: InfobarDesc: This determines which of the 32 sequences you are editing. All of the attributes for the current sequence are on the right-hand side of the screen.Opts: All Animation Options (AM)Item: End ImageType: InfobarDesc: This selects which image is the last one in the current sequence. Also see Start Image.Opts: All Animation Options (AM)Item: EndonType: Icon SelectorDesc: When Animating anything, you can select how you wish the animating to end. 'Loop' means that the animation cycles through once and then ends automatically. 'Key' ends the animation when you press a key or else it cycles endlessly, and 'Button' means that you have to press a mouse button for it to end.Opts: All Animation Options (AM)Item: ExitType: Action BarDesc: Clicking on this returns you to the Main Menu.Opts: NoneItem: On OffType: Multiple-Icon SelectorDesc: When you press Animate 'All', the sequences which are animated are the ones selected by this option. Turn on the ones you wish to be Animated.Opts: All Animation Options (AM)Item: RepeatType: InfobarDesc: The current sequence is repeated this number of times.Opts: All Animation Options (AM)Item: ScreenType: Icon SelectorDesc: This option allows you to choose which of the work screens you wish the images for the current sequence to be taken from.Opts: All Animation Options (AM)Item: SizeType: Icon SelectorDesc: This determines the size of the images for the current sequence. The values shown are the same as those for the 8 Grid sizes.Opts: All Animation Options (AM), Grid Options (GS)Item: Start ImageType: InfobarDesc: This determines the first image in the current animation sequence. The best way to select which image you want is to: first, select the image Size you want and the appropriate Screen, now click on the triangle part of this Infobar and select the image you want. When this sequence is animated, all the images between and including the Start and End images will be animated. The image values are numbered from left to right and top to bottom on the work screen, just in case you ever want to know!Opts: All Animation Options (AM)Item: StepType: InfobarDesc: This value determines whether you want to skip out any images. For example, if you wish to display only every other image in the sequence you must set Step to 2. For this example, the overall speed of the Animation is doubled since there will be half as many images to plot.Opts: All Animation Options (AM)~Define Menu ScreensOverviewTo Define any of the fill patterns or sprite patterns, you must use this screen. They can be accessed from either the Options Specbox (for fill pattern define) or the Sprite Specbox (for sprite define).Item: ClearType: Action BarDesc: This option erases the current pattern which is being defined.Opts: All Define Options (DM)Item: Colour SelectorType: Icon SelectorDesc: Choose which colour you wish to draw or fill with in the Edit Window. The number of colours depends on which Define Menu you are on: the 16 colour fill pattern define menu obviously has 16, the others (1col fill and sprite) have 2 (background and foreground).Opts: All Define Options (DM)Item: CutType: Action BarDesc: By pressing this button you will be presented with the current work screen. You will also see a small box (16 by 16 pixels), which you can drag anywhere on the screen to select a portion to cut as the fill or sprite pattern. To Cancel this function press the right mouse button. Note that if the pattern is only 2 colours (1col. fill pat. or sprite pat.) then any pixels which are not of the background colour will be interpreted as the second colour in the pattern (foreground).Opts: All Define Options (DM)Item: Edit WindowType: Special SelectorDesc: Inside this window you may click the button to either Draw or Fill (select which from the Mode option: top left) in the current colour selected (right). You will see the real-size image (bottom right) changing as you draw.Opts: All Define Options (DM)Item: ExitType: Action BarDesc: Returns you to the Main Menu.Opts: NoneItem: InvertType: Action BarDesc: Performs a logical EOR on the current fill or sprite pattern. This basically swaps all the pixels with their opposite colours. Clicking on Invert again will restore the original colours.Opts: All Define Options (DM)Item: ModeType: Icon SelectorDesc: Choose between Draw and Fill modes to use in the Edit Window.Opts: All Define Options (DM)Item: Real-Size ImageType: Special SelectorDesc: You can't actually do anything with this item. It simply displays what the current fill or sprite pattern looks like in real-size.Opts: All Define Options (DM)~The Main MenuOverviewThis is the central screen around which everything else is based. From here you can directly reach most of the other menu screens and also the work screens. The upper right portion of the screen is taken up by the 'Specboxes'. These contain the different groups of options. For instance, the Colour Specbox contains all the Colour Options! Firstly, described below are the 'static' (non-changing) options on the Main Menu. Some of these are the means of bringing up the various Specboxes. After that come the individual Specbox descriptions.Item: 3D ObjType: Action BarDesc: Enters the 3D Constructor StudioOpts: All options on 3D Constructor (3CM) and 3D Viewing (3VM) ScreensItem: AnimateType: Action BarDesc: Enters the Animation Studio.Opts: All Options on the Animate Screen (AM), Grid Width & Height (GS)Item: ColourType: Action BarDesc: Brings up the Colour SpecboxOpts: Colour Selector (MM), Colour Specbox (COS)Item: Colour & Rotate SelectorsType: Colour & Rotate SelectorDesc: Select current drawing colour from here. Also select position of rotate markers (above and below the colours). Top marker=start rotate colour. Bottom marker=end rotate marker. Rotate markers indicate which colours will be cycled by the rotate options and also which colours will be used by the Rainbow option.Opts: Rotate (MM), All options on Rotate Specbox (RS), Rainbow (MM), Colour (MM), most options on Colour Specbox (COS)Item: CursorType: Action BarDesc: Brings up Cursor Specbox.Opts: All options on Cursor Specbox (CUS)Item: EraseType: Action BarDesc: Brings up an alert box and checks that you really want to erase the whole of the current work screen. Equivalent of pressing the key.Opts: Undo (MM)Item: FileType: Action BarDesc: Brings up the File Specbox.Opts: All options on the File Specbox (FS)Item: FillPatType: ShifterDesc: Choose which fill pattern you want to use from here. This fill pattern only affects certain modes which produce solid shapes such as Box, Ellipse etc. For Fill Pattern to affect these modes, the Solid option must be turned on, or the shape drawn will be a frame instead of a solid shape.Opts: Solid (MM), Fill Type (MM)Item: Fill Type SelectorType: Icon SelectorDesc: Decides which type of fill pattern to use, if any, during the drawing of a solid shape eg. Box, Ellipse etc. 'None' means no fill pattern (just a solid colour), 'pattern' and 'hatched', together, offer 36 non user-defineable patterns. '1 Col FP' and '16 Col FP' each offer 8 user-defineable patterns. To define them, go to the Options Specbox and click on the 'Def 1C FP' or the 'Def 16C FP' buttons, depending on whether you want to Define a 1 colour fill pattern or a 16 colour pattern. The appropriate fill pattern will be displayed on the Fill Pattern Selector.Opts: FillPat (MM), Def 1C FP (OS), Def 16C FP (OS)Item: Gd-LockType: Toggle BarDesc: This switches on/off the Grid-lock system and also brings up the Grid Specbox. Grid-Lock is a system which allows you to work on the corners or the centres of squares forming a grid. The grid is made up of equal size squares defined on the Grid Specbox by the Width and Height options. Up to 8 different sizes of grid may be stored in memory at once. These are selected by the Size icon selector also on the Grid Specbox. To choose whether the Grid-Lock is effective to the corners or to the centres of the squares you must set the Place option on the Grid Specbox. Use the Grid Overlay (on the Grid Specbox) to see where the grid squares are on the work screen. This option is a little difficult to explain, so try it out!Opts: All options on the Grid Specbox (GS)Item: OptionsType: Action BarDesc: Brings up the Options SpecboxOpts: Options Specbox (OS)Item: PrinterType: Action BarDesc: Brings up the Printer SpecboxOpts: Printer Specbox (PRS)Item: Rainbow SelectorType: Special SelectorDesc: This option is found in the lower right hand corner of the screen. It toggles on/off in a similar manner to any toggle bar. The following modes are affected by Rainbow: Draw, Sprite, Mark, Spray, Brush (Changes the colour of the pen each time the mouse button is clicked) Line, K-Line, Rays, Arc (Produces a line of equally spaced colours) Box (Produces multi-colour boxes when Solid is on, else it produces Rainbow lines for the frame similar to that of the Line mode) Ellipse, Polygon, Segment (Similar to Box) Grid (Creates a grid of multi-coloured lines like those produced by the Line mode) To Select which colours the Rainbow effects acts between, move the Rotate Markers on the Colour & Rotate Selector at the bottom of the Main Menu.Opts: Colour & Rotate Selector (MM)Item: RegularType: Toggle BarDesc: When on, this allows the drawing of regular circles when using the Ellipse Mode or regular Polygon using the Polygon Mode.Opts: Ellipse Mode (MM), Polygon Mode (MM)Item: RotateType: Action BarDesc: Brings up the Rotate SpecboxOpts: Rotate Specbox (RS)Item: RoundedType: Toggle BarDesc: When on, this allows the drawing of boxes with rounded corners. Used in conjunction with the Box Mode. Note that when Solid is off, this function does not affect the box.Opts: Box Mode (MM)Item: ShadowType: Action BarDesc: Brings up the Shadow SpecboxOpts: Shadow Specbox (SHS)Item: SolidType: Toggle BarDesc: When drawing certain shapes, you can make the output either a solid shape of the current fill pattern, or alternatively, an outline frame. When Solid is off, a frame is produced and the fill pattern is ignored. Solid affects Box, Ellipse, Polygon, Fill, Segment, and Brush.Opts: Fill Pattern (MM)Item: UndoType: Action BarDesc: Brings up an Alert box asking whether you really wanted to undo what you just did to the work screen. Pressing the key does the same thing. The work screen is stored in an 'Undo' buffer every time you exit the Main Menu.Opts: Erase (MM)Item: WindowType: Toggle BarDesc: The Window is like a Clipping Rectangle, ie. a selected area of the screen outside of which you cannot draw. When you switch on the Window option, you must select where the Window is to be on the work screen. By clicking the right mouse button you select the previous position of the Window. Left button selects new co-ordinates. After the Window position has been selected you are returned to the Main Menu. When using the Mirror options at the same time as having the Window on, the boundaries are mirrored off the sides of the Window instead of the whole screen. This is useful if you want to use mirror on a small image.Opts: Mirror (OS)~Block SpecboxEnter this Specbox by clicking on the Block Mode button.Item: Block ModeType: Icon SelectorDesc: From here you can select which of the block manipulation modes you wish to use. See the Mode Description section in this manual for detailed explanations of each mode.Opts: Various depending on which Block mode~Brush SpecboxTo enter, click on the Brush Mode button or on Outline or Replace on the Block SpecboxItem: Brush Type SelectorType: Icon SelectorDesc: Select which of the five brush modes you wish to use. See Mode Descriptions section for more detail.Opts: Outline (BRS), Rep Colour (BRS), Brush Size (BRS)Item: OutlineType: Icon SelectorDesc: When an Outline function is performed it can produce either a thick or thin outline. Select which from this menu item. Outline is used in conjunction with both the Brush Outline Mode and also the Outline Block Mode.Opts: All options on Brush Specbox (BRS), Outline Block Mode (BLS)Item: Rep ColourType: Icon SelectorDesc: This is the 'Secondary Colour'. In modes which use the colour displayed on the Colour bar at the bottom of the Main Menu, you may press the (See Key Press section) at any time on the work screen to swap between that colour and the Secondary colour. This Secondary colour is also used as the source colour by both Replace and Outline Brush and Block Modes. When in Outline mode, any background colours surrounding the Secondary colour on the work screen will be changed into the main colour (main colour bar), with a thickness decided by the Outline option (described previously). When using a Replace mode, any pixels of the Secondary colour are replaced with the main colour.Opts: All options on the Brush Specbox (BRS), Outline & Replace Block modes (BLS)Item: SizeType: ShifterDesc: This determines the size of the Brush when using Brush ModeOpts: All options on the Brush Specbox (BRS)~Colour SpecboxClick on the Colour Option to enterItem: Clear HBLsType: Action BarDesc: Erases the whole of the memory bank containing any HBLs which may have been set up since Canvas was loaded. Be careful when working around this option as there is no Undo function for the HBL list. See the HBL section of this manual for more details.Opts: All HBL and palette options on the Colour Specbox (COS)Item: Default AllType: Action BarDesc: Resets all 16 colours in the current palette to the colours they were when Canvas was loaded. Careful - you cannot Undo this function!Opts: All options on the Colour Specbox (COS), Colour Bar (MM)Item: Default OneType: Action BarDesc: Similar to Default All (described above), except that it only defaults the current colour selected on the Colour Bar at the bottom of the Main Menu screen.Opts: All options on the Colour Specbox (COS), Colour Bar (MM)Item: PaletteType: InfobarDesc: Select from here which one of the 64 palettes (0 to 63) you wish to use.Opts: All options on the Colour Specbox (COS), Colour Bar (MM)Item: R.G.B.Type: Special SelectorDesc: By clicking on the three sliders, you can alter the Red, Green and Blue values of the current colour selected on the Colour Bar at the bottom of the Main Menu screen. You need not drag the sliders to the position you wish, (like the Control Panel DeskTop Accessory requires) - simply click at the appropriate position on the Slider bar. R.G.B. levels go from 0 to 15. On an Atari STE (the enhanced computer), all 15 levels are active. On an ordinary ST only 7 seven levels are available - the levels go up in steps of 2 : 0 and 1 are the darkest, 2 and 3 the next darkest, and so on up to 14 and 15.Opts: All options on the Colour Specbox (COS), Colour Bar (MM)Item: Set HBLType: Action BarDesc: Allows you to set where an HBL containing the palette (selected on the Palette Infobar above) should occur on the screen. Note that this enters the current work screen. In the top left the Y value of the line you are at is displayed. Move the line to your chosen place and click the left mouse button. This enters that HBL in the HBL table. The right button aborts the option. You will then be returned to the Main Menu. See the HBL section of this manual.Opts: All options on the Colour Specbox (COS)Item: Shift PalType: Action BarDesc: By clicking on the box marked 'Shift Pal', all of the colours between the Rotate markers (on the Colour Bar - bottom of Main Menu), will be 'shifted' towards the current colour selected (again on the Colour Bar). This means that each of the Red, Green and Blue levels of these colours are brought towards the values of the current one. To shift just the Red, Green or Blue levels of those colours, click on the R,G or B buttons below this option. NOTE: If you use an Atari STE, this function will shift the RGB levels by 2 places, not 1 : this is to maintain compatibility between the machines.Opts: All options on the Colour Specbox (COS), Colour Bar (MM)Item: View HBLsType: Action BarDesc: By clicking on this button you may view all the HBLs set so far. Before you do so though, ensure that you select the palette that is to be at the top of the work screen using the Palette Infobar above. Press any key to return to the Main Menu. Refer to the HBL section of the manual. NOTE: can also enter by pressing 'H'.Opts: All options on the Colour Specbox (COS)~Cursor SpecboxTo enter click the Cursor button or by pressing 'M'.Item: CursorType: Icon SelectorDesc: This option displays the 5 different cursors that the mouse may use. Try clicking on each of them to find which one is easiest for you to use.Opts: NoneItem: StippleType: InfobarDesc: This is a bit of a weird option which makes the cursor jump about on it's own grid-lock system consisting of squares of the size defined by this Infobar. In actual fact the mouse x and y readings are still 'finely' reported, but the cursor will appear to jump. This option is not much use unless you wish to add a bit of life to your cursor!Opts: None~File SpecboxTo enter, click the File button or by pressing 'F'.Item: DeleteType: Action BarDesc: Clicking on this brings up the standard GEM File Selector. Choose which file you wish to delete or else press the 'Cancel' button to abort. If you selected a file it will then be deleted.Opts: All File options (FS)Item: File Type SelectorType: Icon SelectorDesc: Choose which of the 16 file types you wish to be using. All options which use the GEM File Selector will have the appropriate extender added to the Path Name. For details of each of the File Types, turn to the appropriate section of the manual.Opts: All File options (FS)Item: FolderType: Action barDesc: Allows you to create a new folder. When the File Selector appears, type in the folder's name and press . A folder is then created in the Path Name at the top of the File Selector.Opts: All File Options (FS)Item: FormatType: Action BarDesc: This presents an Alert Box asking whether you wish to format a single or double-sided disk (or Cancel). If you decide to format a disk, insert the destination disk before clicking on the Alert Box. You will then be able to watch on the screen how far the formatting has got as it performs! Be careful that you do not format the Canvas program disk by accident! Always leave it write-protected as a precaution.Opts: All File Options (FS)Item: InfoType: Action BarDesc: This brings up a simple Alert Box displaying the amount of free space on the disk in KiloBytes (1024 bytes), and also the current Path Name. Pressing 'I' will also perform this function.Opts: All File Options (FS)Item: LoadType: Action BarDesc: Presents the GEM File Selector and allows you to Load a file of the type specified by the File Type Selector above.Opts: All File Options (FS)Item: QuitType: Action Bar1Desc: If you really want to Quit Canvas and return to the DeskTop, then click the 'Yes' button on the Alert Box. This results in all of the work screens being lost as well as anything else you may have changed since you loaded Canvas such as palettes and 3D objects etc.Opts: NoneItem: RenameType: Action BarDesc: Using the File Selector, and the prompts given at the bottom of the screen (below the File Selector), you may rename an old file name with a new one. Ensure that the Path Names of both the old file and the new file are the same or something nasty may happen to your disk! The 'R' key will perform the same function.Opts: All File Options (FS)Item: SaveType: Action BarDesc: Similar (but opposite!?!) to the Load option. See File section of this manual for information of each file type.Opts: All File Options (FS)~Grid SpecboxPress the Gd-Lock button or the Grid Mode button or press the 'G' key to enter.Item: Grid OverlayType: Toggle BarDesc: Switches on and off the Grid Overlay system for use on the work screen. Avoid switching it on with very small grid sizes or else the control response on the work screen will be very slow. The size of the grid overlay can be selected from the Size Option in conjunction with Width and Height selectors on the Grid Specbox.Opts: All Grid Options (GS)Item: HeightType: InfobarDesc: The value represented here indicates the Height of one grid or image square. This alters the height of the current grid size selected with the Size selector (left). This height also refers to the height of an image used by the Animate Studio.Opts: Size (GS), Animate Size (AM)Item: PlaceType: Icon SelectorDesc: When the Grid-Lock system is switched on, the position of the cursor can be set to the Centres or the Corners (Point) of any grid square. This option determines which of these two is put into effect.Opts: All Grid Options (GS), Gd-Lock (MM)Item: SizeType: Icon SelectorDesc: Canvas supports up to 8 different grid size presets to be stored in memory. Each one has a user-defineable Width and Height (use the Infobars to the right to change the values). These grid sizes also refer to the image sizes used in Animation sequences, so you can have images of any size!Opts: All Grid and Image Options (GS), Animate Size (AM)Item: Swap ImagesType: Action BarDesc: By clicking on this option you will be presented with the current work screen. Drag the box (which is the size of the current Width and Height values) to an image and press the left mouse button. You should then hear a ping. Now choose a second image and do the same thing. The two images should now have been swapped around. Clicking the right button at any stage in this procedure will cancel the option and return you to the Main Menu.Opts: All Grid and Image Options (GS) & (AM)Item: WidthType: InfobarDesc: Same as Height but defines the Width of the current Grid size.Opts: All Grid Options (GS)~Line SpecboxClick on either Draw, Line, K-Line or Rays to enterItem: DefineType: Multi-Icon SelectorDesc: By clicking on each of the 16 buttons, you can create a line pattern which is used by the modes Draw, Line, K-Line, Rays, Box(Frame), Ellipse(Frame), Polygon(Frame) and others. Note that the pattern will only appear if you have the Size of the line set as low (thin) as possible. This pattern may be loaded and saved (See File section). There are 8 of these patterns which are all user-defineable. Use the Type selector on this specbox to choose which one you use.Opts: All Line Options (LS) and all modes which use the line routine.Item: EndsType: (Icon Selector)Desc: This is a bit of an unusual Icon Selector in that two options must be on at once - one on the left column and one on the right. Each of them specify whether any line that is drawn has Square, Arrowed or Rounded ends ... try them out!Opts: All Line Options (OS)Item: SizeType: ShifterDesc: Any line produced will be of the thickness depicted by the selector. Note that if you have a broken pattern selected (look at the Define bar), then this pattern will only be seen on a line which is as thin as possible.Opts: All Line Options (LS)Item: TypeType: ShifterDesc: Choose from here which of the 8 line patterns you wish to use.Opts: All Line Options (LS)~Mark SpecboxClick on the Mark Mode to enterItem: SizeType: ShifterDesc: Choose the size of a Mark to be drawn by the Mark Mode.Opts: All Mark Options (MS)Item: TypeType: Icon SelectorDesc: Choose which of the 6 built-in mark patterns you wish to use. Note that Marks differ from Sprites in that they are not user-defineable and are constructed of lines only and also that Marks of different sizes can be drawn, but Sprites are all the same size (16x16).Opts: All Mark Options (MS)~Options SpecboxClick on Options to enterItem: Def 1C FPType: Action BarDesc: Enters the screen where you can define the current 1 colour fill pattern.Opts: Fill Pat (MM), Define (DM)Item: Def 16C FPType: Action BarDesc: Same as above, but 16 colour fill patterns, not 1 colour patterns. Note that in resolutions other than lo-res, a 16-colour fill pattern may be defined, but it obviously cannot be used since those resolutions (med & hi) don't have 16 colours. If you do try to use it in Med. or Hi res., a single colour Atari Logo fill pattern is used instead - this is non-defineable.Opts: Fill Pat (MM), Define (DM)Item: HotSpotType: Toggle BarDesc: If you have this option switched on when you enter the work screen, a bar will appear either at the top or the bottom of the screen containing a limited magnifying area as well as a Colour Selector and the Co-ordinates of the mouse cursor. See the HotSpot description in this manual. Note that the presence of the HotSpot will slow down response times considerably, so it is advised that it is only used where short precision work is needed or when the use of the co-ordinates is required. The co-ordinates may have a origin other than the top left corner of the screen. Select this Origin using the Origin Item on the Options Specbox. See also the Ruler Option.Opts: Origin (OS), Ruler (OS)Item: ManualType: Action BarDesc: Brings up the Manual Specbox (this is found only on Versions 1.1 onwards).Opts: All Manual Options.Item: MirrorType: Icon SelectorDesc: Most of the Modes may be 'mirrored' off the edges of the screen (or off the edges of the Window if it is on) by using this option. Normally, there is no mirror - that is the left hand icon. Modes which are not affected by Mirror are: Polygon (when using User-defined), Fill, Arc, Block, Text, Segment and Zoom.Opts: Most Modes (MM), Window (MM)Item: OriginType: ToggleDesc: When you switch on the Origin button, you will be taken to the current work screen where you may choose the co-ordinate origin to be displayed on the HotSpot. In the top left corner you will see a readout of the co-ordinates which the mouse is pointing to. Press the right button to Cancel.Opts: HotSpot (OS)Item: RulerType: Toggle BarDesc: When Ruler is switched on, the HotSpot will also display a 'rough' ruler readout next to the cursor co-ords. This value is the distance in pixels between the last point where a mouse button was clicked and the current mouse co-ordinates.Opts: HotSpot (OS)Item: ScreenType: InfobarDesc: Canvas supports multiple numbers of work screens ie. you can have more than one picture in memory at once. To choose which screen you wish to edit, you must use this option. The number of screens available will vary depending on the amount of free RAM your Atari ST has. Typically, when no accessories are present, there are 4 screens on a 520, 20 on a 1040 and many more on a Mega!Opts: Animate Screen (AM), and just about Everthing else!Item: Write ModeType: Icon SelectorDesc: This option affects the output of all the modes except Sprite and Zoom. Replace simply replaces whatever was under, say, a box for example, with the current box attributes (fill pat, colour, rounded, rainbow etc.). X-Ray plots all pixels which are not of the background colour - this may be useful for placing one thing on top of another without spoiling any of the surroundings (very useful with the Block and Text Modes). EOR performs a logical Exclusive-OR operation on each pixel plotted. Finally, Inv-X-Ray plots only pixels of the background colour.Opts: Almost everything!~Polygon SpecboxPress the Polygon Mode Button to enterItem: Angle & SidesType: ShifterDesc: When using the Polygon Mode (Non User-Defineable only), you can select the angle (0 to 359 deg - steps of 2 deg) and the number of sides the polygon produced will have (3 to 20). Best to try this one out to see what I mean. The value on the left of the box is the angle, while the right-hand value is the number of sides.Opts: Polygon Options (POS), Polygon Mode (MM)Item: User-DefinedType: Toggle BarDesc: By selecting this option, you will be able to create a polygon of any shape. The number of sides it has is determined by the value in the Shifter above.Opts: Polygon Options (POS), Polygon Mode (MM)~Printer SpecboxTo enter, press the Printer buttonItem: DumpType: Action BarDesc: This option dumps the current work screen to the Printer (if connected of course). An Alert Box will check if you really want to dump first. The output if effected by the attributes on the Printer Specbox.Opts: All Printer Options (PRS)Item: HBLsType: Toggle BarDesc: If HBLs is switched on when you Dump a screen to the Printer, the HBLs will be taken into account. Otherwise, the whole dump will be affected only by the current palette.Opts: Printer Options (PRS)Item: PassesType: Icon SelectorDesc: This selects the number of passes (times that the printer will print each of the lines of graphics). The greater the number of passes, the better quality the dump... and the longer the dump takes. You may find that if you have an old, fading ribbon, increasing the number of passes may make it quite respectable.Opts: Printer Options (PRS)Item: Printer OptsType: Toggle BarsDesc: This option block consists of a number of items which govern the output produced when you Dump a picture to the printer.Firstly, Mono/LC-10 Colr selects whether the dump produced is to be a Mono dump (Black/White) or full colour. The Colour dump (probably?) only works on a Star LC-10 Colour Printer or an Epson JX80 (who said it was impossible to make a 4 colour printer print 4096 colours!!).The second option allows you to select which port your printer is connected to. Check this before you print out. Centronics is the normal Printer port (second from right at the back of the ST) and the RS-232 is the Modem port (right-hand port).Thirdly, choose the contrast of the shading produced by the Dump. Smooth means that there will be 8 different shading levels for each colour, whereas Sharp produces 4 shades.Lastly, the numbers represent the number of dots per line your printer is capable of. Most Epson-compatible printers, including Star, Panasonic, Citizen etc, use 960 D/Line whilst Atari printers use 1280 D/Line.Opts: Printer Options (PRS)Item: Send CHR$Type: Infobar/Action BarDesc: This option allows you to send single character codes to your printer. You could use it to set up a function or simply to print some text (although it's not really meant for that). To do this, you must change the value in the Infobar to the appropriate CHR$ value (See Character Set table). Now click on the title bar of the Infobar. You should hear a ping. If you don't, the printer probably isn't connected properly, or is not On-Line.Opts: Printer Options (PRS)~Rotate SpecboxPress the Rotate button or press 'E' to enterItem: -1Type: Action BarDesc: Shifts all of the Colours Between the Rotate Markers one place to the Left. The left-most one is placed on the right end to prevent colour loss. Pressing '-' on the keypad does the same thing.Opts: Rotate Options (RS), Colour & Rotate Selector (MM)Item: +1Type: Action BarDesc: Same as above except the other way. '+' on the keypad performs the same function.Opts: Rotate Options (RS), Colour & Rotate Selector (MM)Item: DirectionType: Icon SelectorDesc: This selects which way the constant rotate (See next entry) will go.Opts: Rotate Options (RS)Item: RotateType: InfobarDesc: This decides the speed at which a rotate should go: 0=stationary, 10=flat out. The colours rotated are marked by the rotate markers on the Colour & Rotate Selector. The direction of the Rotate is chosen at the bottom of this Specbox.Opts: Rotate Options (RS), Colour & Rotate Selector (MM)~Shadow SpecboxPress the Shadow button to enter or press the 'W' key.Item: ColourType: Icon SelectorDesc: This determines the colour in which a shadow is drawn.Opts: Shadow Options (SHS)Item: DirectionType: Icon SelectorDesc: If this option is anything but the central one (where there is no arrow), then using one of the modes will produce a shadow in the colour and distance from the cursor determined by the other options on this Specbox. Some modes however, are not affected by Shadow, these are: Polygon(User-Defined only), Fill, Arc, Block, Text, Segment and Zoom.Opts: Shadow Options (SHS), most modesItem: DistanceType: InfobarDesc: This decides the distance at which a shadow is produced from the cursor position.Opts: Shadow Options (SHS)~Spray SpecboxTo enter, press the Spray Mode buttonItem: Flow RateType: Icon SelectorDesc: Selecting one of the numbers from 1 to 9, you can change the rate at which pixels come out of the Spray can nozzle. (1=Slow 9=Fast)Opts: Spray Options (SPYS)Item: SizeType: ShifterDesc: This shows the size of the Spray can nozzle used by the Spray Mode.Opts: Spray Options (SPYS)~Sprite SpecboxBy clicking the Sprite Mode button you will enterItem: Sprite TypeType: Icon SelectorDesc: You can choose between 16 different user-defineable sprites from this menu option. To define them, click on the button below.Opts: Sprite Options (SPES)Item: Define SpriteType: Action BarDesc: Enters the Sprite Definition Screen - similar to the Fill Pattern Definition screens.Opts: Sprite Options (SPES)~Text SpecboxClick the Text Mode button to enterItem: AngleType: Icon SelectorDesc: Chooses which angle (90 deg intervals) text is produced when using the Text Mode.Opts: Text Options (TS)Item: EffectsType: Multiple-Icon SelectorDesc: Decide which of the special text effects you want on here.Opts: Text Options (TS)Item: SizeType: ShifterDesc: This depicts the size of text produced by the Text Mode. You can also view the effects and angle from this option. Note that a combination of some effects may cause parts of letters to vanish. To counter-act this, use the X-Ray Write Mode.Opts: Text Options (TS), Write Mode (OS)~Zoom Studio Menu ScreenOverviewFrom this screen, you can edit a chosen portion of the work screen easily in detail. To enter it you must have selected the Zoom Mode from the Main Menu and then clicked on the left mouse button while on the work screen. Use the Exit button to get back to the work screen.Item: ColourType: Icon SelectorDesc: Choose which colour you wish to Use while in the Zoom Studio.Opts: Zoom Options (ZM)Item: Edit WindowType: Special SelectorDesc: From this window you can edit a small portion of the work screen. If you are in Draw mode (Zoom Mode), you can draw on the Edit window with the current Brush Size (Zoom Brush Size). Alternatively, the Fill mode allows you to Fill an area of the Edit window with a solid colour.The Arrows around the edges of the Edit window allow you to scroll the Edit position across the work screen without leaving the Zoom Studio. The bars between the arrows indicate whereabouts the area you are editing is in relation to the top left of the work screen. Clicking on these bars moves the area to a new position. The small icon in the bottom right of the Edit window Clears the whole of the current Window (setting all pixels to the background colour).Opts: Zoom Options (ZM)Item: ExitType: Action BarDesc: Exits back to the Work Screen.Opts: NoneItem: ModeType: Icon SelectorDesc: Choose which mode you wish to use when editing in the zoom window.Opts: Zoom Options (ZM)Item: SizeType: Icon SelectorDesc: 3 different Brush sizes are available here for when you Draw on the Edit window.Opts: Zoom Options (ZM)Item: UndoType: Action BarDesc: Similar to to Undo function on the Main Menu. This brings back the state of the work screen before it was last given a full update eg. when you entered the Zoom Studio. Pressing the key does the same thing.Opts: Zoom Options (ZM)Item: ZoomType: Plus/Minus BarDesc: Select from 9 zoom magnification stages.Opts: Zoom Options (ZM)~Mode DescriptionsOverviewThe basic modes are selected from the block of 18 options located in the top left of the Main Menu. Attributes concerning these modes are mostly found on appropriate Specboxes and also on some of the 'static' options on the Main Menu. Following shortly will be detailed descriptions of how to use each of the modes and all the options which affect their output.Before that, however, it is necessary to explain the general aspects and procedures for using the modes......naturally, you use the modes on the work screens. On the whole, the left mouse button is used to plot something, whether it be a drawing primitive eg. Mark or Sprite etc., or setting an 'elastic band'. The right button is normally used to cancel an option such as the last 'elastic band' point to be set.Some of the modes will obviously be easier to explain than others. In any case it will be more self-explanatory to try each of them out with the various combinations of attributes to see exactly what is possible. During the explanations you will see the letters 'L' and 'R' enclosed in brackets (like so: (L) or (R)). These refer to which mouse button (Left or Right) you must use to carry out a function just, or about to be, described in the text.Elastic BandsElastic bands are simple skeletons of where, say, a line is to be drawn. In the case of a line, you must firstly set a start point (left button). Then, by moving the mouse about, you will see the most simple kind of elastic band. Basically, they are markers to show you where the final pixels will be plotted. Don't worry about them messing up your picture - they won't, they're just there for a guide. You will find lots of different elastic band shapes on Canvas by using the various modes.Arc ModeAn Arc is part of an elliptic shape. Therefore the first input to be made is where the centre of the ellipse should be (L). An elastic ellipse will then appear. Now you must select the shape of the ellipse you want (L). You will then see a line from the centre of the ellipse to the perimeter. This line marks the beginning (furthest anit-clockwise) point of the Arc you want. Move the cursor around the centre then select the desired point (L). The same procedure is then needed to select the other end of the Arc (L). The Arc is then drawn. Right button Cancels the option at any time during the procedure.The attributes which affect the output of Arc are: Colour (MM), Rainbow (MM), All Line Attributes (LS), Write Mode (OS), and Regular (MM).Block ModeBlock Mode is by far the most complex mode since there are so many ways of using it! With the exceptions of Outline, Replace, Swap, Cut, Copy and Pattern, all Block Modes must first have an image (rectangular portion of a work screen) placed in a copy buffer. Blocks can be of any size up to a whole screen. To place something into the buffer you must use the Cut or Copy modes (the first 2 Block Modes). Then you may place the image back on a work screen using some of the other Block Modes. The following list explains the modes:Cut: Select 2 opposite corners of a rectangular portion of the screen (L,L). A Bell should sound - this indicates that the image has been stored in the copy buffer. The image on the work screen will then be erased to the background colour.Copy: Similar to Cut, except that the image on the work screen is not erased.Paste: On entering the work screen you will be able to see the current image in the copy buffer. Move it to the position on the screen which you want it to be plotted at and press the left button. You must release the button before continuing.Brush: Same as Paste except that you needn't release the button. This allows for a line of images to be drawn quickly on the screen. Try it!Resize: Select position as normal (L), then move the laggy bands to the new size you want and press the left button. To give you a guide, the size of the image as it is in the copy buffer is also shown.PResize: Similar to Resize, but keeps the width and height ratios the same on the new image as on the old one.H-Wrink: Drag the image to a chosen place (like in paste mode), then press the left button. You will then be able to select the width and height of the wrinkle (L) using the laggy bands. This mode produces a course (jagged) wrinkle effect.V-Wrink: Similar to H-Wrink.H-Flip: Select the position of the image (L). The image will then be flipped.V-Flip: Similar to H-FlipH-Sheer: This option allows you to skew the image horizontally. Select the position as normal (L), then move the cursor so that the laggy band is the shape that you wish the image to be and press the left button.V-Sheer: Same as H-Sheer but vertical.Spin: Select the position as normal (L). Spin the laggy bands to the desired angle (any angle can be used) and press the left button. Spin will be slower and less accurate on larger images, so it is best, where possible, to stick to using this mode only on small images.Digit: The image will be scanned in blocks of the size determined on the Grid Specbox. The most common colour of pixel in each block will be used to draw a rectangle covering all of the pixels in that block. In artistic terms, this mode produces a Block Image output.Pattern: Select an area in the same way as Cut (L,L). An arrangement of the image in the copy buffer will then be drawn. If the area you selected was twice as wide and twice as high as the image in the buffer, then 4 images will be plotted... and so on. Try it to see what I mean!Outline: By selecting a rectangular area (same way as Cut) (L,L), the whole of the area will have a direct outline performed on it. Note that the image previously in the copy buffer will not be affected in any way. The thickness of the outline produced will depend upon the Outline option on the Brush Specbox (when you click on the Outline Block Mode, the Brush Specbox automatically comes up). The colour to be outlined is the colour on the Rep Colour (on Brush Specbox), and the outline produced is of the colour on the main Colour Bar (MM). Note that pixels will only be plotted where the background colour occurs.Replace: Select the area in the same way as Outline. Clicking on the Replace Block Mode will automatically bring up the Brush Specbox from where you must choose which colour you want to replace with the colour on the main Colour Bar.Swap: Similar to Replace, except that as well as all pixels of the main colour being swapped with the secondary colour (Brush Specbox), they are also swapped the other way around.The Block Modes above which produce an output on the work screen are affected by the Write Mode (OS) attribute only.Box ModeSelect a rectangular area of the screen by using the left buttons and guiding the laggy bands. Opposite corners must be selected. The output is affected by Colour (MM), Rainbow (MM), Shadow (SHS), Mirror (OS) and Write Mode (OS). When Solid is OFF the Line options (LS) also affect it. When Solid is ON, the Fill Pattern (MM) and Rounded (MM) options affect it.Brush ModeChoose which type of Brush you wish to use and it's Size from the Brush Specbox. Pressing the left button allows you to perform whatever function you selected on the square area around your cursor. Fill Pat is affected by the Fill Pat (MM) Options and Write Mode (OS). Replace is affected by the Rep Colour (BRS). Outline is affected by the Rep Colour and Outline thickness (BRS). Smear simply swaps at random the positions of all the pixels under the brush. Swap is affected by Rep Colour (BRS) All of the Brush modes above are also affected by Mirror (OS), Shadow (OS), Rainbow (not Smear) (MM) and mainColour (not Smear) (MM).Draw ModeThis mode is the most basic mode. Simply hold down the left mouse button and move around to draw. The attributes which affect the output are all the Line options (LS), main Colour (MM), Rainbow (MM), Write Mode (OS), and Mirror (OS).Ellipse ModeFirst, select the centre of the Ellipse (L). Now move the cursor until the laggy bands are where you want them. Click The Left button to plot the Ellipse. The output is affected by Colour (MM), Rainbow (MM), Regular (MM), Write Mode (OS), Mirror (OS) and Shadow (SHS). When Solid is OFF, the Line options also affect it (LS). When Solid is ON, the Fill Pat (MM) options affect it.Fill ModePerforms a flood fill from a point selected with the left button. Note that Solid must be turned ON for any output to appear. Related attributes are Colour (MM), Fill Pat options (MM), and Write Mode (OS).Grid ModeSelect a rectangular area of the screen using the left button (opposite corners). A grid will then be drawn consisting of rectangles of the current grid size (GS). Other attributes are Colour (MM), Line options (LS), Rainbow (MM), Mirror (OS), Write Mode (OS), and Shadow (SHS).K-Line ModeFirst select a start position (L). Use the laggy band to position the end point (L to select). A line will be drawn between the 2 points with the Line attributes (LS), Write Mode (OS), Mirror (OS), Shadow (SHS), Colour (MM) and Rainbow (MM) options affecting it. The laggy band will now be from the last point selected. This allows you to draw joined lines without any fuss.Line ModeThis mode is almost identical to K-Line, except that the laggy band will vanish after a line is drawn.Mark ModeWhen pressing the left button, the current Mark is drawn with the size selected on the Mark Specbox. Other attributes are Colour (MM), Rainbow (MM), Write Mode (OS), Shadow (SHS) and Mirror (OS).Polygon ModeWhen 'User-Defined' (POS) is turned OFF, the procedure to draw a polygon is the same as for drawing an Ellipse. If, however, 'User-Defined' is ON, You will have to select where each of the points of the polygon are to be (L). The number of sides is determined from the Angle & Sides Shifter on the Polygon Specbox. All attributes are the same as for Ellipse, except that Rainbow and Regular have no effect on a User-Defined Polygon.Rays ModeSelect a point (L), then hold down the left button while moving the mouse. You will see that all the lines drawn go from the current mouse position to the original point. Attributes are the same as for K-Line.Segment ModeSelect the Segment in the same way as Arc. Solid must be ON for an output. Attributes are Fill Pat options (MM), Colour (MM), Rainbow (MM), and Write Mode (OS).Spray ModeThis mode sprays pixels around a point clicked on by the left button. The Spray nozzle has the Attributes selected on the Spray Specbox, Colour (MM), Rainbow (MM), Write Mode (OS), Mirror (OS) and Shadow (SHS).Sprite ModePress the left button to draw the current Sprite (SPYS) in the current Colour (MM). Also affected by Rainbow (MM), Mirror (OS) and Shadow (SHS).Text ModeSet the Text Effects, Size and Angle you want from the Text Specbox. Use the Left button to choose a starting point for the text on the work screen. The mouse cursor will vanish. Type in some text. deletes the last character and clears all the text. Press to plot the text onto the work screen. Other attributes are Colour (MM) and Write Mode (OS).Zoom ModeThis mode is slightly different from the other modes in that it does not alter the work screen while actually on it! Drag the box to the place on the work screen which you wish to edit, and press the left button. You will now enter the Zoom Studio Menu Screen - see appropriate Description.~HBLs - an extra splash of colourCanvas offers the chance to use many more colours on-screen at once than most art packages. Up to 512 colours (the whole ST palette) can be displayed at once, or 4096 on an STE! However, you wont be able to see all these colours while you are drawing your picture - only the usual 16 colour palette (lo-res).To access the extra colours is quite a complex process. There are 3 options on the Colour Specbox with the letters 'HBL' in them. HBL refers to a programming technique called Horizontal Blanking. This is simply a means of 'interrupting' the graphics chip as it is in the process of drawing the picture onto the television/monitor screen. This process happens 50 times every second to produce the illusion of a stable picture. Every 4 scan lines (there are 200 scan lines in lo-res), the chip is interrupted by Canvas and given a new palette to display. This means that more than the usual 16 colours can be displayed. Any number of HBLs may be set up using the options on the Colour Specbox so long as they are each no closer than 4 lines apart (Canvas wont allow you to put them any closer).To create a HBL, select the palette you wish the chip to swap over to, using the Palette Infobar at the top of the Colour Specbox, and click on the 'Set HBL' option. A line will appear across the screen. The height of this line determines at what point the graphics chip will be interrupted and the new palette fed in. The Y co-ordinate is displayed in the top left of the screen. Click the right mouse button if you do not wish to set the HBL or the left button if you do.Once you have set some HBLs, select the palette you want to appear at the very top of the screen using the Palette Infobar and click on 'View HBLs'. See... lots of colours! Press any key to return to the Main Menu.A DemoOn the Canvas program disk are some files which demonstrate how HBls can be used for stunning effects. First load in the "SUNSET.CPT" compact picture which is found in the "_HBLS" folder, then load the "SUNSET.HBL" file. Now View HBLs from the Colour Specbox - pretty eh? You can also try the "F_348.CPT" and "F_348.HBL" files which too are found in the "_HBLS" folder.~What's on the disk?Quite a few demo files have been included on the Canvas program disk to help and to show you just what is possible. Among them are some tutorial files which are explained in more detail in the relevant tutorial section of this manual.The file extenders are:.3D = 3D object format.CNV = Canvas picture format.CPT = Compact picture format.FP1 = 1 Colour Fill Pattern data.FUL = FullPic (Compact picture+HBl+Sequence data).GRD = Grid info. format.HBL = HBL data format.IMG = Image picture format.LIN = Line pattern format.NEO = NeoChrome format.OPT = Canvas Boot-up Options (Save only).PAL = Colour palette data format.PAT = 16 Colour Fill Pattern data.PI1 = Degas format.SEQ = Sequence data format.SPR = Sprite data formatAll of the pictures on the Canvas program disk are stored in Compact format since this takes up less disk space than any of the other picture formats. The files are as follows: In the Root directory..."DESKTOP.INF" - contains the desktop layout information for when you boot-up on the Canvas disk.In the "CANVAS" folder..."CANVAS.PRG" - Canvas program file. Double-click on this to load Canvas.All files to do with the HELP option are also in this folder ie. the MANUAL.DOC file and POINTERS.DAT.The other file is the User's option file DEFAULT.OPT.In the "_PICTURE" folder..."F_40.CPT""F_GTO.CPT""KINGFISH.CPT""CANVLABL.CPT"These are all demonstrations of what results you can get by using Canvas for 'static' drawings. "CANVLABL.CPT" is a ready-made label which can be dumped straight to a printer for disk labels. Use the frame of this to create your own designs.In the "_SPRITE" folder..."EXAMPLE.SPR"These are extra sprites which can be used by the sprite mode.In the "_PATTERN" folder..."PATTERN1.PAT""PATTERN2.PAT""PATTERN3.PAT"These are various 16 colour fill patterns. The first file contains the default patterns.In the "_ANIMATE" folder..."INVADERS.SEQ""INVADERS.CPT""TUTORIAL.CPT""TUTORIAL.SEQ"These files constitute 2 animation sequences. The first contains a number of short sequences which can be viewed by:>Load "INVADERS.CPT">Load "INVADERS.SEQ">Select 'Animate' from the Main Menu>Click on the 'All' button which is in the top left of the Animate Studio MenuThe other files (TUTORIAL) are for use in conjunction with Tutorial #3 in this manual.In the "_HBLS" folder..."F_348.CPT""F-348.HBL""SUNSET.CPT""SUNSET.HBL"The above files demonstrate how HBLs can be included to increase the number of colours on-screen at once. Each demo has two corresponding files: first load the CPT file into Screen 0 then load the HBL file and select the 'View HBLs' option on the Colour menu. Press any key to exit.In the "_THREE_D" folder..."EXAMPLE.3D"This file contains a number of ready-made 3D objects. Load it in and go to the 3D menu. Now press the 'View Object' option. From the 3D Viewing screen, you will be able to play with any of the objects to your heart's delight!~Key PressesCanvas allows some short-cuts using quick key presses instead of having to find the options on the menus themselves. The most common options have accompanying keys:Key Stoke: - Function:3 - 3D Construction StudioA - Animation StudioC - Colour SpecboxD - Delete fileE - Rotate SpecboxF - File SpecboxG - Grid SpecboxH - View HBlsI - Disk InformationL - Load fileM - Mouse Cursor SpecboxO - Options SpecboxP - Printer SpecboxQ - QuitR - Rename fileS - Save fileV - 3D Viewing StudioW - Shadow Specbox+/- - Rotate colour palette by one place to the left or right - Erase current work screen - Brings up the help menu - Alternate between main colour and secondary colour (rep. col.) on work screens only - UndoGeneral Mouse ControlMouse - moves pointer on screen (!!)Left Button - selects options on menu screens or performs mode operations on the work screens.Right Button - flips between the Main Menu and the current work screen OR for cancelling many operations OR for larger steps when using Plus/Minus Selectors.~Canvas TutorialsOverviewThe Tutorials that follow in this section of the manual are simply designed to help you find your way around some of the more complex features of Canvas. They will act as a kind of step-by-step guide, telling you what options to use in which order. It must be understood though, that they are not meant to demonstrate every way in which Canvas can be used - since that would be impossible anyway - but to show just one way of doing things. The order in which things are taught throughout the tutorials follows the same sort of procedure which I would normally follow myself. You will find on the Canvas program disk examples of some of the techniques explained shortly. Looking at these may help you to understand things a little more easily.On the whole, the features on Canvas are self-explanatory - Canvas was designed with the idea of ease of use as the most important aspect along with feature availability. The tutorials aim specifically at the less obvious features, namely the 3D Studios and the Animation Studio. There is a separate section elsewhere in this manual explaining HBLs which too are quite complex.~Making an Animation Sequence #1The Animation Studio can be very useful, particularly when developing sequences of images for animation in a game. The Studio allows you to view up to 32 sequences in order which are stored in memory. A range of parameters affect each individual sequence and are as follows:Delay: The time it pauses between each frame (image).Step: Skips equally spaced numbers of images in a sequence.Repeat: Determines the number of times you wish a sequence to be animated before moving onto the next one.Screen: Determines which work screen all of the sprites for that sequence are to be taken from NOTE: if you wish a sequence to overlay screens, you will need to use more sequences (1 for each screen).BackTrack: After the sequence has been animated normally (forwards), if this option is on, that sequence will also be animated in reverse.Size: This determines the size of all the images in that sequence. These are the same sizes as selected on the Grid Specbox. If you wish to use an image size which is not there, you must change the Width and Height options (Grid Specbox).Start Image: This value indicates the index value of the first image in the sequence. Don't worry about what the value itself is, you can use the on-screen selector to choose which image you want (see Start/End Image Infobar Descriptions earlier in thismanual).End Image: The last image in the sequence.To Begin...Now, having given brief explanations of the parameters involved, we should attempt to create a sequence...1) Set up the size of image which you want from the Grid Specbox. Choose 40 by 40 for this example.2) Decide what you want to animate. We'll take a pulsing blob - just to be simple!3) Next set up the necessary colours needed in the palette by using the Colour Specbox and changing the values of various colours on the RGB sliders. You may choose whatever colours you like! We'll only be using 1 colour anyway.4) There are 2 ways of drawing the image - either edit the work screen directly using HotSpot or use the Zoom mo de. My personal preference is the Zoom mode method. If you choose this it is a good idea to draw a grid of squares 40 by 40 over the top in a colour you are not likely to use on the image itself (use the Grid mode). In doing this, you can see exactly where the edges of each image are. If, however, you choose to use the HotSpot, You should set up a Window around the image that you are going to draw first (very top-left of the work screen=image 0). The procedure is to first switch on Gd-Lock, then set up the Window around the image you want. Then turn off Gd-Lock. Both of these methods have their advantages - the Zoom offers a stable screen and easier plotting whereas the HotSpot allows you to use any of the other Modes together with the various effects such as Mirror, Shadow and Fill Patterns etc. When using the HotSpot method it may prove useful to switch on the Grid Overlay (Grid Specbox) option so that you can see where the image edges are as you work.<<>>5) Go into Zoom by using the Zoom mode and making sure the top-left part of the zoom box covers the top-left of where the image is to be (at least) and enter the Zoom Studio.6) Since you have the Grid layed out, you will be able to see where the edges of the image you want to create are. If the Zoom window does not show all these edges, change the magnification (click on the '-' of the Zoom Plus/Minus Bar). Repeat this until you can see the whole image.7) To draw the image itself, select the colour you want and draw a small round(ish) blob roughly in the centre of the image - it is not important to be too accurate for the purposes of this example. Don't make it too large though.8) Follow the same sort of procedure for 2 more images. The second image is positioned directly to the right of the first and the third is to the right of that on the work screen. These numbers stop at the end of the line and carry on to the next. NOTE that if only half an image is on the right of the screen, it does NOT count as a proper image - it is ignored when you Animate (the image index numbers do not include it). Draw the second image so that it's diameter (make it a sort of circle) is about half the Width of the image, and the third image's diameter should be the whole width. NOTE that where there is a line (part of the Grid drawn earlier) to the left or top of the image, that area actually belongs to the image.9) Ok. Now that the images have been drawn, you need to get rid of the Grid, or else that too will be animated! Do this by going into Block Mode. Choose the Replace Block Mode. This will bring up the Brush Specbox - don't worry about this, you will still be in Block mode - look at the mode icon selector. Select the colour which you drew the grid with by changing the colour on the Rep Colour Icon Selector and select the background colour on the main Colour bar at the bottom of the Main Menu. Now perform the Replace on the work screen. There is no need to Replace the whole screen, since you only have three images - you might just as well only replace the area around the images.10) Right! Now you are ready to set up the Animation Sequence. Enter the Animation Studio and turn on sequence 0 on the On/Off Multiple-Icon Selector. Set the Delay to 999, Repeat to 0 and Step to 1. Set Screen to whichever screen you drew the images on (this value is displayed on the Options Specbox). Set the Size to 40 x 40 and turn BackTrack on. Click on the triangle parts of the Start and End Image Infobars to select the start and end images - these values should be 0 (start) and 2 (end) since you drew 3 images (0 to 2).11) To animate this sequence click on either the 'Sequence' or 'All' options. At last - your first animated sequence!Obviously, if you wanted to, you could animate just about anything in any size. This example, for instance, could include more images - having, say, 5 different sizes of blobs would be better than 3 as this would make the animation smoother. Use your imagination! If you're a bit uncertain about the layout of images, load in the "INVADERS.CPT" picture file and the "INVADERS.SEQ" sequence file which demonstrates quite a few sequences I made up. These files can be found in the "_ANIMATE" folder.~Creating a 3D Object #2Before starting this tutorial itself, it is vital to explain the principles and basic ideas which govern the use of the 3D system offered by Canvas. Firstly, it is important to recognize that the objects are made up of individual lines, which, when separate, have no solid form, but when placed in a formation create a 3 dimensional image.Solid objects cannot be created. The only way of creating these is to plot an object (wire frame) and draw in the edges (using the user-defined polygon mode for instance) - also see tutorial #3.The object editor is known as the 3D Construction Studio and is capable of storing 8 objects at once, each containing up to 256 separate lines. This number of lines should be easily adequate for any object you want. Each of these lines consists of 2 points (the Start and End, of course). The editor is based on a 1st angle orthographic projection. Sounds gruesome eh? It simply means that you edit the lines on 3 planes (x,y and z) using an Above, End and Side view.Creating a 3D CubeWe'll take a cuboid shape to use in this example. Consider the shape of a cube - it has 12 edges so we will need 12 lines eventually. It also consists of 6 faces. Since the 3D editor is not POLYGON-BASED, we must ignore the sides themselves and just think of the cube as a formation of 12 lines.1) Fortunately, the editor offers the possibility of setting up a formation of lines which form a polygon. Set the Poly Sides Infobar to 4 (each side has 4 lines). Now press the Add Poly button and select a square(ish) shape - it will appear more like a diamond, but never mind!2) Select Y as the Axis and use the Shift> to shift the diamond on the Y Axis again, but the other way, so that it is opposite the centre from where it was before.5) Again click the Add Obj button without changing the Infobar value. You should now have two diamonds at different heights and a total of 8 lines in existance.6) Keep increasing the number in the Line Infobar until you find a line which does not exist (a cross at the bottom right of the screen means that it doesn't exist and a tick means that it does). The value should be 8.7) Click on the Add Line button to bring Line 8 into existance. A dot will appear in the centre of the edit windows. Note that both ends of the line are at 0,0,0 0,0,0. Click on the edit windows to move the ends of the lines. To change which end of the line you edit, use the S/E (Start/End) Selector in the bottom left. You will find it very difficult to position the ends of the lines in the right places. To help you, you must switch on the Fix button. Now, if you click on the Edit windows, the point will be placed at the nearest point already in existance to the place where you clicked (think about it!). So, if you click near one of the corners of a diamond, that point will be placed at that corner - no messing around trying to be mega-accurate!8) Create another 3 lines and place them vertically between the 4 corresponding vertical pairs of point on the 2 diamonds. 9) Now check that there are 12 lines in existance (see value in bottom right), and that the object in the edit windows looks about right - it may be a little hard to visualize, but there should not be any diagonal lines except for 4 on the Above view. If there are, something has been done wrong. Go through the lines using the Line Infobar until the suspect line appears in a different colour to the rest - lo-res only. Change the line's position so that it is correct.10) Now that you have the cube, click on the View Obj button to enter the Viewing Studio. You will see in the centre of the viewing window the cube. Rotate and move it about until you are happy about it and then press Plot to place it onto the current work screen.Phew!! That was quite a 'tuffie' to explain! If you can't visualize an object on the edit windows then load in the "EXAMPLE.3D" file (in the "_THREE_D" folder) and look through the objects in that.~Animating a Solid 3D Object #3This is one of the most advanced and accurate methods of producing Animation sequences possible on an Atari ST. It is useful when you have an object which you wish to animate at different angles ie. rotate it around an axis, or more than one axis. This tutorial will be a little different from the others in that it doesn't involve you actually doing any work to create the effect.A number of files will be used to demonstrate exactly what procedure you should use. Load them all in now: "TUTORIAL.CPT" picture file (load into screen 0), "EXAMPLE.3D" and "TUTORIAL.SEQ".The first thing to look at is the 3D object which had to be created before anything else could be done: Enter the 3D Construction Studio by clicking on the 3D Obj button on the Main Menu. Select the 6th object by using the selector towards the bottom right of the screen (with the numbers 1 to 8 on it). You will see a very basic sort of aircraft shape on the edit windows. The great thing about this method is that the 3D object, which is by far the most difficult part of the whole procedure, does not need to be very accurate and detailed.Now go onto the 3D Viewing screen and spin the object around to see the sort of views you can create. Get back to the Main Menu now and enter the work screen. You will see that each image has been spaced out equally. Each image was rotated at 20 degree intervals (Bearing) from the next on the Viewing Studio, then plotted onto the work screen. Equal spacing was achieved by placing a grid (using the Grid mode) of rectangles on the work screen to start off with, of about the size of an image.Looking at the work screen, you will see that the wire-frame lines and the grid line have been wiped off and each image filled in using the Zoom mode. Go into Zoom mode and have a quick look at some of the images.Now go into the Animation Studio and press the Animate 'All' button. This is the complete sequence. The whole procedure isn't actually very complicated, but it often takes quite some time to create more complex 3D objects and fill in all the images with Zoom mode.If you want a bit of a challange, then try making a solid animation using the 5th 3D object. This is a car which is made up of 100 lines! You could even spread the animation over three or four screens!~Accurate Drawings #4The technique about to be descibed has regularly been used by myself for ordinary 'static' pieces of art work. One of the best results I have achieved with this technique can be seen by loading in the "F_40.CPT" picture which can be found in the "_PICTURE" folder.This method has a number of stages, some of which you do not use the computer for. It is most useful when you have a drawing or photograph which you wish to reproduce on the screen. Obviously, the best method is to use a video-digitiser, but these are very expensive (75 to 150 pounds for the software alone!). The steps you must follow are:1) Firstly, make a copy (onto tracing paper for instance) of the picture you wish to reproduce. Only copy the outlines and basic details - not the shading. You may miss out this stage if you don't mind the original drawing messed up...2) A grid must now be drawn over the picture. The size of the squares which make up the grid depend upon the size of the picture. Ideally, you should aim for a grid which can be numbered from 0 to 319 across and 50 to 199 down. This is for lo-resolution. For medium res use 0 to 639 across and hi-res use 0 to 639 by 100 to 399. These, values indicate the number of pixels available in each of those respective resolutions when the HotSpot is turned on. Normally, I would try to use squares of 10 units (to represent 10 pixels each).3) Now you can load in Canvas.4) This next part is the most tiring part. You must roughly copy the drawing onto the screen. This is achieved by using the HotSpot to find the correct co-ordinates represented on your grid. Usually, K-Line is the most appropriate Mode to use. For a picture with fairly straight lines, this shouldn't take long. However, if there are lots of curves - like there were on the F40 drawing - you must split up the curve into sections of straight lines. It wont look perfect - don't expect it to - it's just a basis on which to add detail. Don't start erasing bits of the picture just because they look wrong - they will most probably look much better when you've done more of the drawing. (The F40 outline looked terrible until I had almost finished it!) NOTE that you should only use one colour for the whole outline.5) Right, so you have an outline. If you discover that the picture doesn't take up quite the amount of screen that you expected, now is the time to resize it using the Block Copy Mode followed by the Block P-Resize Mode. Turn the HotSpot off since you are unlikely to be needing it again.6) Now for the final leg - the detail. This is the point at which you should set up the colour palette.7) To add the detail itself you will probably find the Zoom Mode best. This will undoubtably take a long time and will look rather strange until you have finished - the F40 was a bit wierd when the roof, bonnet and windows were done and not the rest! Special attention to shading should be given when adding this detail. If you don't do it now, you probably wont be bothered to go back to it later! Refer back to the original picture constantly - you don't want to forget what it really looks like!8) Finally, save your masterpiece to disk.~File FormatsOverviewCanvas supports 14 different file formats some of which are standard and are used by other packages and others which are non-standard. The following descriptions are of the actual formats in which each of them is stored on the disk.Compact Picture Format (.CPT)-----------------------------This format saves the current work screen onto disk along with the current palette using a format which saves considerable disk space. For this reason it is advised that you use this picture format while working with Canvas.Format: Palette data - #16 words$0rgbResolution 0 to 2 #1 wordsGroup Raster List - Number of similar rasters .word (-1=end)Position of 1st .word (raster index)Raster data #8bytes(lo),#4(med),#2(hi)Single Raster List - Raster data (as above)FullPic Picture Format (.FUL)-----------------------------This is simply the Compact Picture Format, HBL file and Animate file all in one file.Canvas Picture Format (.CNV)----------------------------This is very similar to the Degas format except for the way the palette is arranged. It may be more convenient if you want to load a picture from certain languages such as Fast BASIC. Format: Palette data - Red, Green, Blue (3 bytes) #16 coloursScreen data - 32000 bytesIMG Picture Format (.IMG)-------------------------This format simply consists of the 32000 byte screen.Degas Picture Format (.PI1>.PI3)--------------------------------This is the file format which is used by the popular Degas art package:Format: Resolution .wordPalette data - #16 words $0rgbScreen data - 32000 bytesNeo Picture Format (.NEO)-------------------------This is the picture format used by the standard drawing program NeoChrome.Format: #4 Bytes - leave 0Palette data - #16 words#92 Bytes - leave as zeros#32000 bytes picture dataPalette Format (.PAL)---------------------This file format contains just the data for one palette.Format: Red, Green, Blue (3 bytes) #16 coloursSequence Format (.SEQ)----------------------All of the Animation information and Grid sizes are stored in this type of file.Format: Sequence on/off data (0 or 1) #32 .wordsDelay data #32 .wordsRepeat data #32 .wordsStart image data #32 .wordsEnd image data #32.wordsSize image data (0 to 7 grid size index) #32 .wordsScreen data #32 .wordsBackTrack data (0 or 1) #32 .wordsAll 8 Grid Widths #8 .wordsAll 8 Grid Heights #8 .words1 Colour Fill Patterns (.1CP)-----------------------------This format stores all 8 of the 1 colour user-defineable fill patterns. Format: 256 bytes = 32 bytes per pattern (8 patterns)16 Colour Fill Patterns (.PAT)------------------------------This format stores all 8 of the 16 colour user-defineable fill patterns. Format: 1024 bytes = 128 bytes per pattern (8 patterns)Line Pattern (.LIN)-------------------This format stores only one of the 8 line patterns defined on the Line Specbox.Format: 1 .word = each bit represents 1 dot in the pattern.Sprite Pattern Format (.SPR)----------------------------This stores all 16 sprite patterns.Format: 512 bytes = 32 bytes per pattern (16 patterns)3D Format (.3D)---------------All 8 objects are stored in this type of file.Format: 24576 bytes used altogether:Start X, End X>.word each*256(lines)*8(objects)=4096 bytesStart Y, End Y (as above)Start Z, End Z (as above)HBLs Format (.HBL)------------------This format stores all the HBLs which are currently set. Note that only 1 HBL list can be stored in memory at once and must be shared between all the work screens.Format: 100 .words (50 actually used in colr modes=200 scan lines) each .word = #palette OR #-1=no change on that scan lineeach .word = represents every forth scan lineGrid Format (.GRD)------------------This format stores the 8 grid sizes. Note that the Sequence format also stores the same information along with the rest of it's data.Format: 8 .words = All 8 Widths8 .words = All 8 HeightsDefault Options Format (.OPT)-----------------------------This format can only be saved from within Canvas. It is read when Canvas is loaded. It consists of most of the variables used by Canvas, such as colour, current Specbox, Line Size, Sprite Type, etc.~SupportCanvas was programmed by 16 (not any more though!) year old John Gymer (also author of this manual), any technical queries concerning Canvas should be directed to him by contacting him at:Kingfisher Software42 St. Mary's ParkLouthLincolnshireLN11 OEF(That's put Louth on the map... at last!!)Please enclose an S.A.E. if you want a reply.~Canvas Version 1.17 UpdatesSince the release of version 1.0 of Canvas in February 1990, the following amendments have been made:1) Various new key-presses have been implemented:3Enters the 3D Construction StudioAEnters the Animation StudioCEnters the Colour SpecboxEEnters the Rotate SpecboxFEnters the File SpecboxGEnters the Grid SpecboxHViews HBls - same as 'View Hbls' on the Colour SpecboxIDisk Info - same as 'Info' option of File SpecboxMEnters the Mouse Cursor SpecboxOEnters the Options SpecboxPEnters the Printer SpecboxVEnters the 3D Viewing StudioWEnters the Shadow Specbox-/+ (on the numeric keypad) - Performs colour rotation by one, left or right repectively2) Some of the menus have been rearranged - namely the Options Specbox, the Block Specbox and the 3D Construction Studio3) A bug which caused the system to crash when trying to use Zoom directly after using the Block Pattern mode has been ironed out4) The Printer option 'Sharp/Smooth' now functions correctly5) Star LC-10 and Epson JX-80 colour dumps turn out more or less as they appear on the screen now - so long as you have a fairly good colour ribbon (thanks Mr Steve Mawer of Southampton!!)6) A default options file can now be created. This stores most of the settings of options on Canvas which is loaded in when Canvas is loaded. The options file ("DEFAULT.OPT") can only be saved once Canvas is loaded and is located in the root directory. To save the options file, enter the File Specbox by pressing 'F', select the 'Options' file type, and finally click on Save.7) The Manual is now mouse driven - as you've probably discovered by now (!) - although key-presses can still be used. It can also be read correctly in Medium and High Resoltion8) If you wish to dump the Manual to an Epson-compatible printer, this too is now possible. To do this, enter the Options Specbox (Press 'O'), then click on 'Manual'. This will bring up a new Specbox with various Printing options on it. Choose whether you want the dump to be Draft of NLQ (Near Letter Quality). You can also choose if you want the whole manual printing or just one section. Make sure your printer is connected, on-line and at the top of a page. Now press the 'Print' button. If you selected to print 'All' the dump will begin without further ado, otherwise, you will be prompted to select which section to print from the contents menus. The 'Read' button on the new Specbox will perform the same as pressing the 'Help' key.9) Another file format has been included - FullPic. This allows you to save the current work screen (in Compact format) along with HBl and Sequence data. This means that you only need to load one file in now instead of both a Compact picture and HBls OR Compact picture and Sequence data.10) Various Degas file format problems (medium and high resolution only) have been solved.11) MonoChrome manual selection with the mouse now works correctly.12) Palette selection marker now appears correctly after entering various menu screens using key presses.13) A cosmetic line on the Animate studio has been glued back to where it should have been in monochrome.14) Printer codes for colour dumps now use the standard Escape codes so that they should work on colour printers other than the Star LC-10.15) Canvas should now run perfectly from RamDisk or a hard drive using Option files and manual files on the drive from which Canvas was loaded.16) A new function to Copy a whole screen along with its palette has been added and is accessible through the Options Specbox by pressing the Options button, followed by the "Cpy Scrn" button on the Specbox. A new Specbox will appear with the Copy Screen options. Operation is obvious using the "From" and "To" Infobars to select which screens you wish to use as Source and Destination screens. The palette of the source screen is automatically copied across to the destination screen's palette. Thanks to Peter Erskine (the copper from Colchester!) for this one (and for other ones too)!17) STE Palettes are now saved correctly with extra shades.18) The LC10 Colour printer dump now works considerably faster.19) The HBl feature now displays any palette change on the last 4 scan lines of the picture (before, it changed to the current palette for the last 4 lines).20) Grave Dave Long Hair Gymer re-wrote the file handling bits to be much kinder to hard drives. The Manual and Default Options files are looked for in the directory which was active when Canvas was loaded. Accessing another drive will not now stop the manual working. Rename can now move files between directories.Well, that's about it this time around! 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Must be 8 characters + . + extension." Valid!=0 !ie not valid Endif ' Spaces!=0 For N=1 To 12 If Mid$(Name$,N,1)=" " Text H,V(23)+V,"Spaces not allowed in a filename. Please re-enter :-" Valid!=0 ' Spaces!=-1 Endif Next N Until Valid!=-1 !Len(Name$)=<12 And Spaces!=0 Until Len(Name$)>0 !(=name$<>"") this repeat loop is so cancel of fileselect can be used Text H,V(23)+V,"Load into which screen memory (1 to " Text H+216,V(23)+V,No_screens% Text H+234,V(23)+V,") :-" Screen_title$(Com_selected)=Name$ Min=1 !minimum number for screen_no%(memory_bank) Max=No_screens% !max "" Return ' ----------------------------------------------------------------------------- Procedure Com_show Text H,V(23)+V,"Enter the pictures number, 1 to" Text H+33*6,V(23)+V,No_screens% Text H+39*6,V(23)+V,":- " Min=1 Max=No_screens% Return ' ----------------------------------------------------------------------------- Procedure Com_pause Text H,V(23)+V,"Enter the pause length in 50 th's of a second :-" Min=0 Max=180000 !ie 1 hour Return ' ----------------------------------------------------------------------------- Procedure Com_goto Text H,V(23)+V,"Enter the command number to goto :-" Min=1 Max=210 Return ' ----------------------------------------------------------------------------- Procedure Com_cls Min=0 Max=7 Text H,V(23)+V,"Enter the red value of the color to clear screen to :-" ' Print At(1,24); @Read_num(Min,Max) Red=Read_number Text H,V(23)+V,"Enter the green value of the color to clear screen to :-" ' Print At(1,24); @Read_num(Min,Max) Green=Read_number Text H,V(23)+V,"Enter the blue value of the color to clear screen to :-" ' Print At(1,24); @Read_num(Min,Max) Blue=Read_number Screen_no%(Com_selected)=Red*256+Green*16+Blue !calculate color as one number (as screen_no% stores it) Return ' ----------------------------------------------------------------------------- Procedure Com_scroll Text H,V(23)+V,"Enter the step value for the scrolling (0 for off) :-" Min=-300 Max=300 Return ' ----------------------------------------------------------------------------- Procedure Com_fade Text H,V(23)+V,"Enter speed for fading [1=fast] (0 for off) :-" Min=0 Max=100000 Return ' ----------------------------------------------------------------------------- Procedure Line Line=(Mousey-16)/8 Line=Trunc(Line)+1 Return ' ----------------------------------------------------------------------------- Procedure Picture_options If Mousex>H(2) And MousexV(2) And Mousey5 !as color has already been entered for com(5) in cls @Read_num(Min,Max) Screen_no%(Com_selected)=Read_number @B Endif Inc Com_selected !move down to next com Endif Return ' ----------------------------------------------------------------------------- Procedure Com_load_sample Local Name$ Repeat Text H,V(23)+V,"Return to get fileselect box. Enter sample name :-" Repeat Valid!=-1 Print At(1,24); !position cursor for input Input Name$ @B !(clear input area) If Name$="" !ie if return pressed Fileselect "*.spl","",Name$ Endif If Len(Name$)>12 Text H,V(23)+V,"Name too long. Must be 8 characters + . + extension." Valid!=0 !ie not valid Endif For N=1 To 12 If Mid$(Name$,N,1)=" " Text H,V(23)+V,"Spaces not allowed in a filename. Please re-enter :-" Valid!=0 Endif Next N Until Valid!=-1 !Len(Name$)=<12 And Spaces!=0 Until Len(Name$)>0 !(=name$<>"") this repeat loop is so cancel of fileselect can be used Text H,V(23)+V,"Load into which sample memory (1 to " Text H+216,V(23)+V,No_screens% Text H+234,V(23)+V,") :-" Screen_title$(Com_selected)=Name$ Min=1 !minimum number for screen_no%(memory_bank) Max=No_screens% !max "" Return ' ----------------------------------------------------------------------------- Procedure Com_play Text H,V(23)+V,"Enter the samples number, 1 to" Text H+33*6,V(23)+V,No_screens% Text H+39*6,V(23)+V,":- " Min=1 Max=No_screens% Return ' ----------------------------------------------------------------------------- Procedure Com_set_speed Text H,V(23)+V,"Enter speed setting for sample playback, 0 to 7 : " Min=0 Max=7 Return ' ----------------------------------------------------------------------------- Procedure Sample_options If Mousex>H(3) And MousexV(2) And MouseyH(4) And MousexV(2) And Mousey0 Highest_com=N N=1 !finish searching as highest found Endif Next N Return ' ----------------------------------------------------------------------------- Procedure Saving_sequence Com_selected=1 @Highest_com Fileselect "*.itr","",Sav_me$ Message$="Save current sequence as "+Sav_me$+" (y if yes)?" @Yes_no(Message$) If Yes!=0 Sav_me$="" Endif If Sav_me$<>"" Open "o",#1,Sav_me$ Total_commands%=Highest_com ' No_loadscrn%=8 Write #1,Total_commands% ' Write #1,No_loadscrn% For Com_no%=1 To Total_commands% Write #1,Com(Com_no%) Write #1,Screen_no%(Com_no%) If Com(Com_no%)=1 Or Com(Com_no%)=12+1 !if load_pic or load_sample Write #1,Screen_title$(Com_no%) Endif Next Com_no% Close #1 Endif Return ' ----------------------------------------------------------------------------- Procedure Loading_sequence Local E% Fileselect "*.itr","",Lod_me$ Message$="Load sequence called "+Lod_me$+" (y if yes)?" @Yes_no(Message$) If Yes!=0 Lod_me$="" Endif If Lod_me$<>"" For E%=0 To 210 Com(E%)=0 Next E% Highest_com=0 Open "i",#1,Lod_me$ !"a:exampl2.itr" Input #1,Total_commands% ' Input #1,No_loadscrn% For Com_no%=1 To Total_commands% Input #1,Com(Com_no%) Input #1,Screen_no%(Com_no%) If Com(Com_no%)=1 Or Com(Com_no%)=12+1 Input #1,Screen_title$(Com_no%) Endif Next Com_no% Close #1 Endif Return ' Procedure Merge_sequence !can also be used to cut, copy, paste, move etc. Local Merge_pos,Lod_me$,Total_commands%,Counter,N Text 0,V(23)+V,319,"Enter position where you want to insert (merge) a file" @Read_num(1,199) Merge_pos=Read_number Fileselect "*.itr","",Lod_me$ @B Merge_pos$=Str$(Merge_pos) Message$="Merge sequence called "+Lod_me$+" at "+Merge_pos$+" (y if yes)?" @Yes_no(Message$) If Yes!=0 Lod_me$="" Endif @B Text H,V(23)+V,"Please wait...." If Lod_me$<>"" Open "i",#1,Lod_me$ Input #1,Total_commands% For Counter=1 To Total_commands% @Highest_com For N=Highest_com Downto Merge_pos Com(N+1)=Com(N) Screen_no%(N+1)=Screen_no%(N) Screen_title$(N+1)=Screen_title$(N) Next N Next Counter ' Input #1,No_loadscrn% For Com_no%=Merge_pos To Total_commands%+Merge_pos-1 Input #1,Com(Com_no%) Input #1,Screen_no%(Com_no%) If Com(Com_no%)=1 Or Com(Com_no%)=12+1 Input #1,Screen_title$(Com_no%) Endif Next Com_no% Close #1 Endif ' @Highest_com Return ' ----------------------------------------------------------------------------- Procedure Clear_all Message$="Completely clear current sequence from memory (yes) ?" Text H,V(23)+V,"Completely clear current sequence from memory (yes) ?" @Yes_no(Message$) If Yes!=-1 For N=1 To 200 Com(N)=0 Next N Endif Return ' Procedure Check_memory Local Mem,Com_no Memory_used%=0 Erase Screen_memory!() Dim Screen_memory!(No_screens%) For Mem=1 To No_screens% Screen_memory!(Mem)=False Next Mem For Com_no=210 Downto 1 If Com(Com_no)=1 !command is load Screen_memory!(Screen_no%(Com_no))=True Endif Next Com_no For N=1 To No_screens% If Screen_memory!(N)=True Memory_used%=Memory_used%+32066 Endif Next N Text H,V(23)+V,"MEMORY USED (FOR PICS) : "+Str$(Memory_used%) Text H,V(24)+V,"MEMORY FREE (bytes) : "+Str$(Fre(O)-Memory_used%) Repeat Until Inkey$<>"" Or Mousek<>0 Return ' ----------------------------------------------------------------------------- Procedure Insert_com Text H,V(23)+V,"Enter position where you want to insert a command :-" Print At(1,24); @Read_num(1,199) Insert_pos=Read_number For N=199 Downto Insert_pos Com(N+1)=Com(N) !shift commands down Screen_no%(N+1)=Screen_no%(N) Screen_title$(N+1)=Screen_title$(N) Next N Com(Insert_pos)=0 !clear this com ' @Com_text Return ' ----------------------------------------------------------------------------- Procedure Delete_com Text H,V(23)+V,"Enter position where you want to delete a command" Print At(1,24); @Read_num(1,200) Delete_pos=Read_number For N=Delete_pos To 199 Com(N)=Com(N+1) !shift commands back one Screen_no%(N)=Screen_no%(N+1) Screen_title$(N)=Screen_title$(N+1) Next N @Com_text Return ' ----------------------------------------------------------------------------- Procedure Print_com Print_coms!=True @Com_text Print_coms!=False Return ' ----------------------------------------------------------------------------- Procedure Com_position Line=(Mousey-16)/8 Line=Trunc(Line)+1 Com_pos=Line*10 Com_selected=Com_pos+Com_line-10 Return ' ----------------------------------------------------------------------------- Procedure Main_program @Set_up_display @Com_text ' Deftext 1,0,0,4 Text 46,V(24)+V,228,"RIGHT CLICK TO RE-DRAW SCREEN DISPLAY!" Do If Mousek=2 !right click Sput Display$ !re-draw display @Com_text Text 46,V(24)+V,228,"RIGHT CLICK TO RE-DRAW SCREEN DISPLAY!" Endif If Mousek=1 !left click @B If Mousex=h(5) Endif Endif Endif Endif @Com_text @B Text 46,V(24)+V,228,"RIGHT CLICK TO RE-DRAW SCREEN DISPLAY!" Endif Loop Return ' ----------------------------------------------------------------------------- Procedure Read_num(Minimum,Maximum) Repeat Print At(1,24); Input Number$ Read_number=Val(Number$) If Read_numberMaximum @B Text H,V(23)+V,"Number out of range (" Text H+28*6,V(23)+V,Minimum Text H+31*6,V(23)+V,"to" Text H+38*6,V(23)+V,Maximum Text H+45*6,V(23)+V,") :-" Endif Until Read_number>=Minimum And Read_number="" Sput Display$ @Com_text Return ' ----------------------------------------------------------------------------- Procedure Yes_no(Info$) @B Text H,V(23)+V,Info$ Yes!=0 Print At(1,24); Input Yes_no$ Yes_no$=Upper$(Yes_no$) If Yes_no$="Y" Or Yes_no$="YES" Or Yes_no$="Y " Yes!=-1 Endif Return ' ----------------------------------------------------------------------------- On Break Gosub Break On Error Gosub Break @Main_program Setcolor 0,1911 Procedure Break Setcolor 0,1911 Setcolor 15,0 End !change to system or remove when compiling Return ' ( ***** PROGRAM INTRODUCTION SEQUENCES ***** ) ' written by Anthony Daniels. December 1991. ' ( ***** SECTION DISPLAY PROGRAM ***** ) ' update on 22/2/1992 so samples can be played, & pics only use memory when loaded} ' ' var ' screen$(1 to 8)= picture ' screen_title$= current picture or samples name to be loaded ' screen_no%= no. of screen$(screen_no%) to be loaded or sput, or value for other commands ' p= pause time in 200th of a second ' Procedure Initialise Hidem Dim Screen_title$(220) Dim Com%(Total_commands%) Dim Screen_no%(Total_commands%) Free_memory%=Fre(O) No_screens%=Trunc((Free_memory%-2000)/32066) !2k for variables etc Print No_screens% Dim Screen$(No_screens%) @Load_sample_code Fade!=False Scroll%=0 Curtain%=0 Return ' Procedure Load_sample_code Dim A%(2000) Code%=Varptr(A%(0)) Bload "BASCODE.EXE",Code% Start%=Code%+28 Sample_speed%=4 ! ie default speed setting Dim Sample_add%(No_screens%) ! initialise sample variables. This holds the address Dim Sample_length%(No_screens%) ! length in bytes Dim Sample$(No_screens%) ! the actual sample held in a string Return ' Procedure Load_screen !proc to carry out com%(com_no%)=1 ie loading Local Add% Screen$(Screen_no%(Com_no%))=Space$(32066) ! define some space for picture Add%=Varptr(Screen$(Screen_no%(Com_no%))) If Right$(Screen_title$(Com_no%),3)="PI1" Bload Screen_title$(Com_no%),Add% Else !ie its a pc1 screen - load and decompress screen @Load_degas_compressed Endif Return ' Procedure Load_degas_compressed Pc1_file$=Space$(32066) !to hold a pc1 screen of up to 32k Pc1_file%=Varptr(Pc1_file$) ' Print "loading Degas : "'Screen_title$(Com_no%) Bload Screen_title$(Com_no%),Pc1_file%-34 Bmove Pc1_file%-34,Add%,34 !copy pallette to memory area for uncompressed screen Add Add%,34 Ctr%=0 Repeat Pic_line$=Space$(160) ! tempary storage for one line of pic Line_add%=Varptr(Pic_line$) ! address of tempary line Line_len%=0 ! length of tempary line Repeat Repeat Dat%=Peek(Pc1_file%) !peek at data byte from compressed screen Inc Pc1_file% Until Dat%<>128 If Dat%<128 Inc Dat% Add Line_len%,Dat% For I%=1 To Dat% Poke Line_add%,Peek(Pc1_file%) Inc Line_add% Inc Pc1_file% Next I% Else ! ie dat%>=128 Dat%=257-Dat% Add Line_len%,Dat% For I%=1 To Dat% Poke Line_add%,Peek(Pc1_file%) Inc Line_add% Next I% Inc Pc1_file% Endif Until Line_len%=160 Line_add%=Varptr(Pic_line$) For I%=1 To 20 Dpoke Add%,Dpeek(Line_add%) Dpoke Add%+2,Dpeek(Line_add%+40) Dpoke Add%+4,Dpeek(Line_add%+80) Dpoke Add%+6,Dpeek(Line_add%+120) Add Add%,8 Add Line_add%,2 Next I% ' Inc Ctr% Until Ctr%=200 Showm Return ' Procedure Get_colours Local Q% For Q%=0 To 15 Colour%(Q%)=Xbios(7,Q%,-1) Next Q% Return ' Procedure Restore_col Local Q% For Q%=0 To 15 ' ==> ~XBIOS(7,q%,colour%(q%)) Next Q% Return ' Procedure Wait_key Repeat Until Inkey$<>"" Return ' Procedure Sputing Local Add% Add%=34+Varptr(Screen$(Screen_no%(Com_no%))) !address of screen memory (1 to 7 on a 520 ST) Bmove Add%-34,Xbios(3)-34,34 If Fade! Or Scroll_step%<>0 Or Curtain<>0 If Fade! @Fade_out Add%=34+Varptr(Screen$(Screen_no%(Com_no%))) !this seems to move so its reset here Bmove Add%,Xbios(3),32000 ' Void Xbios(6,L:Add%+2-34) ! set colours (first 2 bytes of file are resolution) @Fade_in Else If Scroll_step%<>0 @Scroll_off Add%=34+Varptr(Screen$(Screen_no%(Com_no%))) !address of screen memory (1 to 7 on a 520 ST) Cls Void Xbios(6,L:Add%+2-34) ! set colours (first 2 bytes of file are resolution) @Scroll_on Bmove Add%,Xbios(3),32000 Else Endif Endif Else Add%=34+Varptr(Screen$(Screen_no%(Com_no%))) !address of screen memory (1 to 7 on a 520 ST) Void Xbios(6,L:Add%+2-34) ! set colours (first 2 bytes of file are resolution) Bmove Add%,Xbios(3),32000 !first 34 bytes are resolution and colors in pallette Endif Return ' Procedure Scroll_off Local Y If Scroll_step%>0 Y=0 Bmove Xbios(3)+(Y*160),Xbios(3)+((Y+Scroll_step%)*160),32000-(Y*160) Deffill 0 Pbox 0,0,319,Scroll_step% Repeat Bmove Xbios(3)+(Y*160),Xbios(3)+((Y+Scroll_step%)*160),32000-(Y*160) Y=Y+Scroll_step% Until Y>=200-Scroll_step% Endif If Scroll_step%<0 Scroll_step%=Abs(Scroll_step%) Y=Scroll_step% Deffill 0 Pbox 0,199-Scroll_step%,319,199 Repeat Bmove Xbios(3)+(Scroll_step%*160),Xbios(3),32000-(Y*160) Y=Y+Scroll_step% Until Y=>200-Scroll_step% Endif Return ' Procedure Scroll_on Local Y If Scroll_step%>0 Y=1 Repeat Bmove Add%+((199-Y)*160),Xbios(3),Y*160 Y=Y+Scroll_step% Until Y=>200-Scroll_step% Endif If Scroll_step%<0 Y=1 Repeat Bmove Add%,Xbios(3)+((199-Y)*160),Y*160 Y=Y+Scroll_step% Until Y=>200-Scroll_step% Endif Return ' Setcolor 0,1911 ' Setcolor 15,0 ' '''Fileselect "\autoplay\*.pi1","thund1.pi1",Filename$ ' Bload Filename$,Xbios(3)-34 ' '@Get_pallette(Xbios(3)) ' Repeat ' Until Inkey$<>"" Procedure Get_pallette(Scrn_address%) Local A% Erase Col%() Dim Col%(15) For A%=0 To 15 Col%(A%)=Dpeek(Scrn_address%-32+(2*A%)) If Col%(A%)>1911 ! if the pallette uses extra STE colors W=Col%(A%) ! the STFM can not handle the extended pallette of the STe thus colors are rounded Erase Bit_flag!() Dim Bit_flag!(15) For Bit_no%=15 Downto 0 Bit=W/(2^Bit_no%) If Bit=>1 Bit_flag!(Bit_no%)=True Else Bit_flag!(Bit_no%)=False Endif W=(Frac(Bit))*(2^Bit_no%) Next Bit_no% For Count%=15 Downto 11 Bit_flag!(Count%)=0 Next Count% Bit_flag!(7)=0 Bit_flag!(3)=0 Word=0 For Count%=0 To 15 If Bit_flag!(Count%) Word=Word+(2^Count%) Endif Next Count% Col%(A%)=Word Endif ' Print "color ";A%;" = ";Hex$(Col%(A%)) Next A% Return ' Procedure Set_pallette Local F% For F%=0 To 15 Setcolor F%,Col%(F%) Next F% Return ' Procedure Fade_out ' Local Q%,K% ' Fade_speed=100 @Get_pallette(Xbios(3)) !into col%(1..15) @Set_pallette Fading!=True While Fading! 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DC_RT_DCDOC n DC_RT_DCPRG n*** Check out the announcement and special offer on DC Shower below *** DC Right DC (DC Right Double Click) v1.0 Copyright (c) 1991 Double Click Software Program by Keith Gerdes and Michael B. Vederman DC Right DC v1.0 is a FREEWARE program. A FREEWARE program is one which you may freely distribute, but you cannot charge for it or alter the program or contents of the documentation in any manner. Double Click Software retains all copyright exclusive rights except exclusive distribution. ============================================================================== DC Right DC lets you click once with the right mouse button, and have that act as a left mouse button double click. ============================================================================== ======================= Configuring DC Right DC ======================= >To configure DC Right DC: -------------------------- 1) Run DC_RT_DC.PRG. An alert box will appear. 2) Click on the CONFIG button. Another alert will appear asking if you want DC Right DC on in programs. 3) Click on the appropriate button. The configuration will be saved back to the program. You will be reminded to move DC_RT_DC.PRG to your AUTO folder. ====================== Installing DC Right DC ====================== >To install DC Right DC: ------------------------ 1) Place DC_RT_DC.PRG in your bootup disk AUTO folder. 2) Reboot the computer. When installed, any time you click QUICKLY on the RIGHT mouse button, a LEFT mouse button double click will be emulated. A continued RIGHT mouse button press will not cause a LEFT double click to be emulated. ================ NEW! NEW! NEW! ================ Available now! If you loved DC SHOWIT, you'll love DC SHOWER! This is SHOW magic! SHOW 'NUF! DC Shower replaces the GEM desktop SHOW FILE function with up to seven DC Shower modules that let you view text files, binary files, 17 different picture formats, and (even extract) ARC, LZH, ZIP and ZOO archives. Use the DC Pick desk accessory to view files in any GEM program. Or, use DC Shower directly from UIS 3.3 (simply drag a file to the

button in UIS 3.3 and click on SHOW). Or, you can install DC Shower as the ATERNATIVE SHOW in NeoDesk 3.0 for even more power! Fully compatible with all ST, STe and TT computers. 100% assembly! Check out the April 1991 ST Informer article on DC Shower! They love it! Only $29.95! Ask your dealer for a copy! ++++++++++++ SPECIAL DEAL ++++++++++++ Get DC Shower for 1/3 off the retail price! As a special bargain, you can have DC Shower for only $19.95 (US)! Simply send us a disk with a copy of DC Showit v1.0 or v1.1 and $19.95! (add $3(US) or $5(foreign) shipping/handling, TX residents add 8.25% tax) This offer ends June 1, 1991. Mail, COD, VISA and MC orders welcome. ============= BUY, BUY, BUY ============= Have you purchased the DC DESKTOP or DC UTILITIES version 2.0??? If not, you owe yourself the pleasure of using our superb programs. "These programs are aSTounding!" - Ken Badertscher, ATARI Corp. talking about the DC UTILITIES v2.0 "The DC DESKTOP is a permanent part of my system!" - Ron Luks, Founder of Compuserve's Sig Atari Call us to order, or ask your local retailer. =========== MORE INPUT! =========== If you like this program, great! Be sure to let us know what ideas or comments you have about our software. We are always anxious to hear what anyone has to say! You can reach us almost everywhere! ======= By Mail ======= Double Click Software PO BOX 741206 Houston, TX 77274 ======== By Phone ======== Double Click Software : (713)977-6520 ====== Online ====== GEnie : DOUBLE-CLICK (CATegory 30) CompuServe : 75300,577 (GO ATARIVend, area 13) Usenet : uace0@menudo.uh.edu DC BBS : (713)944-0108 ============================================================================== This program is supplied in the belief that it operates as specified, neither Double Click Software (the company) nor the authors shall not be liable in any circumstance whatsoever for any direct or indirect loss or damage to property incurred or suffered by the customer or any other person as a result of any fault or defect in the goods or services supplied by the company and in no circumstances shall the company be liable against consequential damage or loss of profits (whether or not the possibility thereof was separately advised to it or reasonably forseeable) arising from the use or performance of such goods or services. ============================================================================== a,gzp=?<HP?, NA$FP<k?<?B?<BNAO .kz0`DTNu?agzHP?<HP?<=, NAPJj WBgHP?<NAXO`/</<?:"?<@NA ?:?<>NAXO3F#t"<0<NB0:`3F#t"<0<NB0:J@f/<?< NA\Of/<;?< NA\O`/<?< NA\O/<?<&NN\OBg/<?<1NA\OBxR08TU@ xVJJgQNu!<1RJxg33 #!#!Nu?<?/<&?<BNA /<n/<?:?<?NA DCSqnfT?<?:/<?<BNA /<n/<?:?<?NA <n?<?:/:?<BNA Nu?<?:x/< ?<BNA Nu *Fft|4DC_RT_DC.PRG[0][Config saved.| |Move DC_RT_DC.PRG to |your AUTO folder. ][ OK ][0][Error saving to DC_RT_DC.PRG ][ OK ][0][DC Right DC v1.0 |by Michael B. Vederman | and Keith Gerdes |Copyright (c) 1991|Double Click Software][ Config |Exit][2][Turn off DC Right DC |in programs?][ Yes |No] p* DC Right DC v1.0 FREEWARE * q* Michael B. 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