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It fully utilizes extended memory (as ramdisk) and the (RAM) memory that resides under both the ROM operating system and$W} BASIC. The result is the ability to support a wide variety of special graphic operations beyond those offered by other Atar$X}i drawing programs. An example is the automatic recording of all drawing and text operations which can be immediately played$Y} back or saved to disk for later recall.DRAW7 (XE) is a shareware product for distribution in the public domain. No charge$Z} or fee is to be associated with its duplication or use. Your appreciation of this product is welcomed, especially in the fo$[}rm of a contribution to the author who is listed below: David S. Beifeld 12900 Lyme Bay Drive Herndon, Virginia 22$\}071Those making a nominal contribution will receive a disk of playback and graphic files that highlight many interesting an$]}d colorful DRAW7 capabilities.Three separate modes of operation are available with DRAW7. These are Graph Mode for drawing$^} full screen pictures in Atari Graphics 15 (Antic mode 14); Zoom Mode for drawing within a window portion of the full screen;$_} and Text Mode for adding text to Graph and Zoom mode screens from a variety of character sizes, colors, and patterns. Text $`}Mode also works with user supplied character fonts.DRAW7 is easy to use, you need only plug in a joystick and pick the prog$a}ram menu "Run" option after booting the DRAW7 disk. Drawing control is through the joystick, keyboard and console keys. A l$b}ist of DRAW7 commands can be displayed or printed through the initial DRAW7 menu. A Help Menu containing these commands can $c}also be displayed during program execution by use of the question mark (?) key (in Graph or Zoom mode). A list of DRAW7 capa$d}bilities follows:- Joystick and keyboard control of drawing and cursor functions.- Console key control of color changes.$e}- Save and load screen files compatible with Micro Painter, Micro Illustrator, Computereyes and others.- Record, save and pl$f}ayback drawing operations.- Ability to undo the last screen operation and undo the undo.- Enter text from a selection of di$g}fferent character sizes, colors and patterns.- Precisely align text anywhere on screen.- Load and use your own 9 sector cha$h}racter fonts.- Display disk directories and select screen files to save and load.- Rubber band line drawing and special eff$i}ect ray drawings.- Draw dotted and wide lines.- Draw circles, ellipses, rectangles and points.- Draw by inversing screen c$j}olors.- Inverse colors within a specified screen area.- Clear or erase rectangle screen areas in any color.- Quickly shift$k} entire screen up, down, left or right.- Horizontally or vertically mirror, duplicate or invert half of display screen.- Mi$l}rror or duplicate chosen quarter of display screen.- Flip screen over top to bottom or left to right (can use to make iron-o$m}ns).- Move a saved Zoom mode screen into different areas of a Graph mode screen (like rubber stamping).- Replicate a Zoom m$n}ode screen throughout a Graph mode screen.- View Graph mode screen in Atari Graphic modes 8, 9, 10 and 11; also supports col$o}or changes while viewing.- Overlay screen with loaded screen file while allowing current drawing color to dominate.- Erase $p}selected color from screen and erase screen.- Change, rotate and fill screen colors.- Remember colors for directly compari$q}ng to changed screen colors.- Print displayed screen file (for Prowriter 8510 printer only).- Control size and speed of cur$r}sor.- And other features.Interesting and exceptional results can be obtained by experimenting with these capabilities whic$s}h are explained below.OPERATIONS----------DRAW7 commands are used to control and call upon its many features. The maj$t}ority of commands are issued through the keyboard. Some are in combination with the joystick. The joystick will move the bl$u}inking cursor that is available in all DRAW7 modes. By Pressing the joystick trigger in Graph or Zoom mode, and moving the j$v}oystick, you will be able to perform freehand drawing in one of the four available draw colors (numbered 1, 2, 3 and 0).Con$w}sole keys are used to assist in selecting a draw color to draw with and to control associated draw color values which will be$x} described later. While console key commands will operate in all DRAW7 modes; most keyboard commands will not, particularly $y}in Text mode. The primary reason is that most keyboard keys are dedicated to typing in Text mode, not issuing commands. In $z}general, all keyboard commands will work in Graph and Zoom modes, unless specified mode unique.Switching DRAW7 Modes (Spac${}e Bar and Tab Key)The most important commands for moving between the three DRAW7 modes are the space bar and Tab key. The$|} space bar will switch or toggle you from Graph to Zoom mode or from Zoom to Graph mode. It will also reset certain command $}}functions in progress as will be covered later. The Tab key will toggle you in and out of Text mode from either Graph or Zoo$~}m mode. It will also reset command functions like the space bar. Use of the space bar in Text mode will only produce a spac$}e character on the screen.COMMANDS--------An explanation of DRAW7 commands is divided into major subject areas for bes$}t introducing the program's many capabilities. These subject areas are as follows:- Cursor- Colors- Atari Inverse Key- $}Undo Command- Text Mode- Drawing Modes- Save and Load Screen Files- Filename Change- Print- Record/Playback- Special E$}ffectsCursorIn all modes, a flashing cursor is used to indicate your location on the screen and the color value of the $}current draw color being used. There are four draw colors numbered 1, 2, 3 and 0. Only one can be active at a time. The ac$}tive or current draw color is selected through the keyboard or by the console Start key, the details of which will be describ$}ed in the following section. If draw color 0, the background color, is selected (only available through the keyboard), the c$}ursor will continuously flash the colors associated with draw colors 1, 2 and 3 in succession to indicate its chose.For Tex$}t mode, the cursor is heart shaped and takes on the size of the current text size selected. In Graph mode, the default curso$}r is a medium size plus (+) sign which can be toggled to a small dot by pressing the L key. The advantage of using the dot c$}ursor is that it will generally respond faster to drawing commands. The advantage of the plus cursor is that it is easier to$} find on the screen, especially when the screen gets "busy". In Zoom mode, the cursor is a square and the L key, which is no$}t needed in this mode, has no effect.If the Atari Inverse key is toggled on in either Graph or Zoom mode, a small plus (+) $}sign cursor is used. The same key toggled on in Text mode changes the cursor's appearance and causes text to be typed in inv$}erse.Another operation that affects the cursor is the less than (<) and the greater than (>) keys. They not only slow down$} and speed up the drawing in Graph and Zoom modes, they respectively decrease or increase the speed of the flashing cursor. $}The effects of these keys are also carried over into Text mode. They will not affect the speed of the flashing cursor in Tex$}t mode but they will slow down or speed up joystick movement of the cursor. These keys have no functionality in Text mode ot$}her than to display their respective < or > symbol. These keys will also effect the speed of color changes which will be cov$}ered in the section on "Colors".In general, the joystick is used to move the cursor in all modes. For Graph and Zoom modes$}, the arrow keys without the CTRL (control) key will also move the cursor. When used, they will advance the cursor three pos$}itions at a time in the direction indicated by the arrow key pressed. In Text mode, use of the arrow keys alone will cause a$} text character (+, *, -, or =) to be displayed.The arrow keys used with the CTRL key provides a special screen movement fu$}nction which operates the same in all DRAW7 modes. Any arrow key used in combination with the CTRL key will cause the whole $}screen image to move one position according to the direction of the selected arrow key. A screen wraparound effect will resu$}lt though the cursor position will remain stationary. This feature is very useful in aligning screen drawings and in the pre$}cise placement of text characters in Text mode.The Home cursor command (X key) provides another cursor function. The first$} four times this command is issued after entering Graph or Zoom mode (not available in Text mode), the cursor will be automat$}ically moved (homed) to a different corner of the screen. The next time issued it will home to the center of the screen. Ho$}mming the cursor is a fast way to move the cursor around to any of the four corners and center of the screen. The resulting $}homming pattern is an imaginary "X", hence the X key command.More for alignment than cursor movement is the W key Window co$}mmand. Valid only in Graph mode, it permits you to see the exact size of the Zoom mode screen in relation to the current cur$}sor position. The command causes a rectangle area to be marked off on the screen by four blinking points to indicate that po$}rtion of the screen you would zoom into if you entered Zoom mode. Pressing the W key a second time or changing DRAW7 modes w$}ill end the Window command. Joystick movement is supported while this command is active.ColorsFour colors including th$}e background screen color are available in all modes from a chose of 256 different colors. Default colors are red, white, bl$}ue and black represented by draw colors 1, 2, 3 and 0 respectively. Only one draw color can be active at a time. Draw color$}s and the values of draw colors can be changed through the keyboard or console keys. The current draw color, as indicated by$} the color of the cursor, can be changed by pressing keyboard keys 1, 2, 3 or 0; with 0 being the background screen color. T$}he current draw color can also be changed by pressing the console Start key. Each press of the Start key rotates to the next$} draw color (1, 2 or 3) to draw or type with. An exception is background draw color 0 which can only be selected through the$} keyboard and only in Graph or Zoom modes.Console keys are also used to change the color value (brightness and hue) represe$}nted by a draw color. The use of the Select or Option key will change the color value associated with the current draw color$} and any matching screen color displayed. The Select key advances to the next available color (from a palette of 256 colors)$}. The Option key moves back to the previous color. Use of the Select and Option keys together will advance the value of all$} screen colors made with draw colors 1 to 3. Pressing the Start, Select and Option keys together advances all draw color val$}ues including draw color 0. Console key color changes are available in all modes.The rapidness of console key color change$}s can be altered in Graph and Zoom modes through the less than (<) and greater than (>) keys. The results will be carried ov$}er to Text mode. These keys respectively slow down or speed up color changes made through the console keys. They also effec$}t cursor movement speed. Use of these keys in Text mode will only display their respective < or > symbol.A note of special$} interest. Drawing with background draw color 0 will blank out or erase screen colors previously drawn with other draw color$}s. You can use this feature to erase undesired sections of a drawing or you could create a background in draw colors 1, 2 or$} 3 and then produce an inverted drawing in this area by drawing on top with draw color 0. Drawing with draw color 0 against $}the background screen color will produce no results. If your drawing and nothing happens, this could be the reason.The Fol$}lowing are additional commands directly related to colors:- Rotating Colors (O and CTRL-O keys)Use of the O key will rot$}ate the values of the existing screen colors represented by draw colors 1, 2, and 3. Screen colors for draw color 3 will be $}moved into screen colors for draw color 1, screen colors from draw color 1 will be moved to 2, and 2 will be moved to 3. The$} use of the CTRL-O key combination will also include the background screen color, draw color 0, in the rotation process.- $}Memorize Colors (CTRL-M and M, CTRL-N and N)Existing screen colors can be remembered (for later recall) by using the CTRL-M$} or CTRL-N keys. Two separate sets of screen colors can be saved, one with CTRL-M, the other with CTRL-N. Once saved, they $}can be individually recalled at any time by pressing the M key (to recall colors saved with CTRL-M) and N key (for restoring $}those saved with CTRL-N). Use of the M and N keys will always restore the last set of screen colors saved respectively by CT$}RL-M and CTRL-N. This is a useful screen color comparison tool.- Default Colors (CTRL-F)A displayed screen image can be$} returned to DRAW7 default colors by pressing CTRL-F. Draw colors and matching screen colors will revert back to red, white,$} blue and black regardless of screen origin.- Erase Screen Color (Shift-Clear)The Shift-Clear key combination will erase$} just those screen colors referenced by the current draw color. This does not apply to background draw color 0 which of coar$}se can not be erased. The Undo (ESC) command can restore an erased color if used as the next command.- Erase Screen (CTRL$}-Clear)Use of CTRL-Clear will erase all colors from the screen except the background color. Use of Undo (ESC) as your next$} command will restore the erased screen.Atari Inverse Key (/|\)This is an on and off type toggle key. The first time p$}ressed it will be toggled on and cause certain functions to work differently. When pressed again it will be toggled off and $}have no further effect. In Text mode, this key simply permits the typing of inverse characters. In Graph or Zoom mode, it w$}ill effect line drawings, the creation of ellipses and rays, and the rectangle function. For line drawings, ellipses and ray$}s, existing colors at the affected screen areas will become the drawing color by being inversed in place. The current draw c$}olor will not be used directly. For the rectangle function (R key), the marked off rectangle will have the screen colors of$} its entire enclosed area inversed, creating an inversed rectangle. Proceeding use of Shift-CTRL-R will continue to inverse $}the colors within the rectangle until the next rectangle is drawn or another function is performed that ends the affect of Sh$}ift-CTRL-R. A complete description of the rectangle command function is presented in the "Drawing Modes" section.In Graph $}and Zoom mode, a small plus sign type cursor is used to indicate the inverse key is toggled on. The key will automatically b$}e toggled off by changing DRAW7 modes or by starting the record function.e key is toggled on. The key will automatically b$KUndo Command (ESC key)This command cancels the most recent drawing or text operation by returning the screen back to a pre(}vious image. If this command is used twice in a row, it will bring back the results just cancelled. In essence, it will und(}o itself. The screen (and color) restore performed by Undo is based on the last significant action that modified the screen.(} A significant action includes the following commands and functions: - Circle, Ellipse, Rectangle, Fill and Erase operatio(}n - Mode change, Overlay, Load, Mirror, Duplicate and Invert - Drawing of Rays and Last memory recall of colors - Replicat(}ing the Zoom mode screenThe Undo command is basically designed to restore the screen to the point just before the last sign(}ificant action was taken. Excluded from being a significant action are the following: - Joystick line drawings (including (}rubber band lines) - Screen saves, printing and filename changes - Screen flipping and color changes (except memory recall)(} - Screen movement, cursor movement and cursor size changes - Typing of text in Text mode - Changing of draw colors and ca(}lling on Help Menu - Viewing the screen in other graphic modes - The start of record/playback operationsIf desired, you c(}an force Undo to remember your screen image at any time by toggling back and forth between any of the DRAW7 modes. Then when(} Undo is used, it will return the screen back to the point you last toggled between modes (or last used a significant action)(}. If you are not satisfied with the restored image, you can bring back the replaced image by issuing Undo as the next comman(}d, before any further movement of the joystick. Further keyboard input (other than those below) or joystick movement will au(}tomatically confirm your last Undo choice. Repeated use of Undo without intervening commands or joystick movement will conti(}nue to permit you a choice between the last remembered screen image and the current screen image.Keyboard input that will n(}ot automatically confirm your last Undo choice is the Undo command itself and the Playback Pause command covered later. Both(} of these commands are purposely ignored for the sake of confirming your last Undo screen choice.Text Mode (Tab, CTRL-Tab,(} Shift-Tab)This mode permits the typing of six different size text characters in various draw color values and character f(}onts. It will also allow the typing of multicolor and 3-D type text. Entering and exiting Text mode is done by the on and o(}ff toggling of the Tab key. The CTRL-Tab key combination will change the size of the current text characters being typed and(} the Shift-Tab key combination provides a menu and means to change the character font being used. The default character font(} is the standard Atari character set which can be replaced with a standard 9 sector font loaded from disk.Using Shift-Tab p(}resents a menu for allowing a disk resident font to be automatically loaded for immediate use in Text mode. It also allows y(}ou to return back to the standard Atari character set. This menu can be called in Graph and Zoom modes with the same command(} or with the A key for changing file names. The CTRL-Tab command, which only works in Text mode, immediately changes the cha(}racter size as can be noted by the change in cursor size. Continued pressing of CTRL-Tab will rotate through all six charact(}er sizes without effecting the screen image.Movement of the cursor around the screen in Text mode is through the joystick. (} Atari Editor keys such as Clear, Insert, Delete and Backspace will display a character instead of performing their stated fu(}nction. Backspacing, forward spacing and up and down cursor movement are done with the joystick and does not effect the scre(}en image. A wraparound effect, instead of scrolling, will occur when the typing of text or cursor movement is advanced beyon(}d the ends or top of the screen. Upper and lower case letters, inverse letters and Atari graphic symbols can be displayed wi(}th the normal use of the Atari CTRL (Control), Shift, Caps and inverse keys.Arrow keys in combination with the CTRL key can(} be used to move the screen up, down, left and right one position at a time. This will allow you to override the pre-alignme(}nt of typed text and permit you to type them anywhere on the screen. When typing is completed, the appropriate arrow CTRL ke(}y combination can be used to move the screen back to its original position if desired.Text colors and the pattern of text c(}an be changed by using the console keys. Pressing the Start key changes the color of the text to be typed. It will also pro(}vide different patterns. The change is reflected in the flashing cursor. Combinations of the Option, Select and Start keys (}will change existing screen colors as they do in Graph and Zoom modes.Drawing ModesScreen drawing is performed in Graph(} and Zoom modes and is mainly accomplished through use of the joystick and keyboard. The position where drawing is to occur (}is indicated by the flashing cursor. The drawing color is indicated by the color of the cursor. Freehand drawing is done by(} pressing the joystick trigger and moving the joystick. To control line drawings and the creation of basic shapes and specia(}l effects, the keyboard is generally used with the joystick. These drawing operations are explained below.- Rubber Band L(}ine Drawing (D key)Pressing the D key calls on the rubber band line function. Pressing the D key again, or the space bar, (}takes you out of this function. Changing DRAW7 modes also ends this function. By pressing the joystick trigger after enteri(}ng this function, you establish a starting point for your line drawing. Movement of the stick after pressing the trigger pro(}duces a pulsating line from the starting point to the current cursor position. The created line follows the cursor movement (}and automatically lengthens and shortens as the cursor is moved around the screen, hence the name rubber band line. Pressing(} the trigger a second time makes the line permanent in the color represented by the current draw color (1,2,3 or 0). Of cour(}se if your not satisfied with the results, you can use the Undo (ESC) command to erase your rubber band lines since last star)}ted with the D command.Additional assistance in drawing rubber band lines is provided by the space bar. After starting you)}r rubber band line and deciding it is not worth finishing (by pressing the trigger a second time), you can cancel the line by)} pressing the space bar. The results will be that the line you were drawing will be erased and the cursor will be returned t)}o its starting position so that you may start over again in the same vicinity of the screen. For detailed line drawing, you )}will find this feature very useful.-Ray Drawing (CTRL-D)Closely akin to the rubber band line is the decorative ray drawi)}ng. The ray starts out like a rubber band line but its end result, as controlled through movement of the joystick, is more l)}ike a pin wheel or star burst of rubber band lines squeezed together. Many colorful effects can be created in making a ray )}with DRAW7. This can be accomplished by changing draw colors and toggling the dotted line (. key) and inverse (Atari inverse)}) key while drawing a ray. These ideas and others can be experimented with after learning how to make a ray which is explain) }ed below.To establish the ray function, press CTRL-D; to disengage the function also press CTRL-D or the space bar. Pressi) }ng the joystick trigger after entering the function sets the ray's starting point or center. Like the rubber band line, joys) }tick movement following the first press of the trigger produces a line from the starting point to the current cursor position) }; the difference with the ray is that the line is permanent. Further sideways movement of the stick creates a new line for e) }ach position moved from the starting point. The more the joystick is moved in a rotational basis the more lines created, eac)}h taking on the current draw color value. The resulting shape of the ray depends on your movement of the joystick. To end t)}he ray drawing, press the joystick trigger a second time or press the space bar. Then you can start drawing your next ray wi)}th the joystick. Pressing CTRL-D will take you out of the ray function entirely. So will the changing of DRAW7 modes. Mast)}ering ray drawings will take some practice but the results are worthwhile. Try executing other commands, such as fast cursor)} advance, while making a ray; the results could be surprisingly interesting.-Circle and Filled Circles (C and CTRL-C)To )}create a circle, move the cursor to where you want it centered. Press the C key once to mark this position. A single point )}will be displayed to confirm your location. Next move the cursor to where you want the outside of the circle. Pressing the )}C key a second time will produce the circle. You can stop the actual drawing of the circle by pressing the space bar. You c)}an also remove the last circle created by using Undo (ESC) as your next command. Changing DRAW7 modes will disengage the cir)}cle drawing function.To create a filled circle, follow the above procedure using CTRL-C instead of the C key.-Ellipse an)}d Filled Ellipse (E and CTRL-E)The method for drawing an ellipse and a filled ellipse is the same for drawing a circle and )}a filled circle. For drawing an ellipse, use the E key; a filled ellipse is drawn using CTRL-E. The use of the space bar a)}nd the changing of DRAW7 modes will have the same ending effect as described for drawing circles.-Rectangle and Filled Rec)}tangle (R and CTRL-R)A rectangle, of any size, is easily drawn by using the cursor and R key to mark two diagonal corners o)}f the rectangle area to be drawn. This can be the upper left and lower right corners, or the upper right and lower left corn)}ers in any order. Once the cursor is positioned at the second corner and the R key pressed a second time, the rectangle is a)}utomatically drawn.A filled rectangle is drawn in the same manner as an (unfilled) rectangle, except you use the CTRL-R com)}mand. The color of the filled rectangle will be the same as the current draw color (1,2,3 or 0). This command is useful in ) }clearing a designated area for drawing or text. It avoids the need to erase the entire screen.If desired, the resulting (f)!}illed or unfilled) rectangle can be erased by using Undo (ESC) as the next command. As with the circle and ellipse commands,)"} changing DRAW7 modes will take you out of an incompleted rectangle drawing (where only one area was marked). The space bar )#}has no effect on halting the creation of rectangles as it does with creating circles and ellipses.-Inverse Rectangle (Atar)$}i Inverse Key and R)Creating an inverse rectangle is similar to creating a plain rectangle. You even mark both diagonal co)%}rners with the R key. The major difference is that the Atari Inverse key must first be toggled on, at least before the secon)&}d corner is marked. The end result is that all screen colors within the marked rectangle area are inversed according to a fo)'}rmula based on the current draw color (1, 2, 3 or 0). What happens is that the color value referenced by the draw color will)(} dominate. It is best to try this command yourself for a better explanation. Change the draw color before making each inver))}se rectangle to obtain varied results. Also try overlapping inverse rectangles to obtain more interesting displays. If you )*}make your rectangle big enough, you can inverse the whole screen.Remember to toggle off the Atari Inverse Key when your fin)+}ished or you may get some unexpected results when using other commands. A small plus sign cursor is used to indicate the Ata),}ri Inverse Key is toggled on. Changing DRAW7 modes or starting the record function will turn off all inverse drawing functio)-}ns. Immediate use of the Undo (ESC) command after creating a rectangle will erase it-Rotate Colors in Last Filled or Inve).}rsed Rectangle (Shift-CTRL-R)Right after creating a filled or inversed rectangle, Shift-CTRL-R can be used repeatedly to ch)/}ange and rotate this rectangle's color(s), at least until the next command is issued. Changing DRAW7 modes will reset or tur)0}n off this function until another filled or inverse rectangle is created.-Fill (F key)This command is used to fill in an)1} enclosed background area on the screen. The color of the fill will be that of the current draw color. The F key is used to)2} mark the top and bottom of the selected area. After the F key is pressed a second time, the fill will take place. This is )3}not a smart fill. Several attempts may be necessary to complete the entire fill. The fill only works against a clear backgr)4}ound; an attempt to fill in an area already colored will not work. The area being filled must be entirely enclosed by a non-)5}background draw color (1, 2 or 3) or else the fill will attempt to leave the enclosed area. For this function, the space bar)6} will not halt the actual fill once started.The Undo (ESC) command can be used to restore the screen to the point before th)7}e last fill command was issued. Changing DRAW7 modes will turn off any started fill operation (F key pressed only once).h(|- Dotted Line and Wide Line (Period(.) and Slash (/) Keys)Joystick drawing can be performed with a dotted line or a wide li-9}ne, or both. To start dotted or wide line drawing, press the period (.) key or the slash (/) key respectively. Press each o-:}f the keys separately to perform both drawing functions together. These are toggle key commands; to turn them off, press the-;} same key that turned them on. Another way to turn them off is by using the space-bar which will also change drawing modes.-<} The current draw color will be used for both types of line drawings.There is an exception in color when using the dotted -=}line. The use of draw color 0, the background color, will produce an interesting multicolor result, especially with the wide->} line command in effect.Unlike the dotted line drawing, use of the wide line command will be ignored while doing rubber ban-?}d line drawings.-Plot Point (P Key)This command, called on with the P key, simply draws a dot or point at the current cu-@}rsor position. The color of the point is that of the current draw color.Save and Load Screen Files (CTRL-S and CTRL-L)-A}DRAW7 provides the ability to save and load both Graph and Zoom mode screen files. Graph mode files, representing Graphic 15-B} (Graphic 7 1/2) screens, are compatible with Micro Painter, Computereyes, and Micro Illustrator (e.g. Koala Painter, Atari A-C}rtist) files. Zoom mode files, representing 2 sector Graphic 3 screens, are only intended to be compatible with DRAW7.The -D}command to save a file is CTRL-S; to load a file it is CTRL-L. These commands can be issued in either Graph or Zoom mode and-E} will save or load the respective mode's screen file, as indicated by the file names found in the filename (A key) command me-F}nu.While special file naming conventions are not required, except as explained below, it is advised that Graph mode files e-G}nd with an extension name of .7 or .G, and Zoom mode files end with .3 or .Z to avoid confusion. DRAW7 default file names a-H}re PIC.7 for screens saved or loaded in Graph mode and PIC.3 for those saved or loaded in Zoom mode. To change screen file n-I}ames, use the filename (A key) command and follow the menu prompts before performing the intended save or load operation. Re-J}member, saving or loading a screen file in Graph mode will save or load a Graph mode screen; in Zoom mode, a Zoom mode screen-K}.To protect the integrity of the DRAW7 Disk, it is recommended that a separate formatted disk be used for saving DRAW7 scre-L}en files. Either Atari DOS 2.0 or 2.5 formatted disks are acceptable on drive 1 or 2.All files are saved with their curren-M}t screen colors which are restored when the file is loaded.With one exception, all Graph mode files are saved in a 62 secto-N}r (uncompressed) Micro Painter format that is compatible with Computereyes and other popular graphic programs. The exception-O} is Graph mode files ending with an extension name of .PIC. These files are saved in Micro Illustrator (62 sector horizontal-P} compressed) format and will be able to be directly loaded by Micro Illustrator software with screen colors intact.For the -Q}loading of screen files, regardless of format, any legitimate Atari DOS file name is valid. In loading a Graph mode file, DR-R}AW7 first opens the file to see if it is a Micro Illustrator (vertical or horizontal compressed) file. If it is, the file is-S} loaded as a Micro Illustrator file. If it is not, it is loaded as a Micro Painter type file. No consideration is given to -T}the name of the file on a load; it can have any name.Any 62 sector screen file can be loaded (in Graph mode) including thos-U}e produced in Atari graphic modes 8, 9, 10 or 11. To view these files in their original form, use the G key which is describ-V}ed later under the Special Effects section.The Undo (ESC) command can not "unsave" a saved file.If a file can not be save-W}d or loaded, use the disk directory option of the filename (A) command to assure there is room to save a file, or the file is-X} available to load. Also make sure the disk is not write protected if saving a file. The program will not be harmed if a fi-Y}le can not be saved or loaded.Filename Change (A or Shift-Tab Keys)This command is used to change the separate Graph an-Z}d Zoom mode file names for save, load and overlay commands. It is also used to specify record/playback memory usage, a playb-[}ack file name for record/playback, and a standard 9 sector character font file name for Text mode. Additionally it can be us-\}ed to inform DRAW7 to return to the standard Atari character font (the default font). Another purpose is to list a specified-]} drive's disk directory.The command is invoked with the A key in Graph and Zoom modes or the Shift-Tab key in any DRAW7 mod-^}e. The command provides a menu informing you of your current file names and font and prompts you for any changes. It also d-_}isplays the number of "Record/Playback Memory" bytes used and left (for the record/playback function). If the word "Record" -`}is in inverse letters, the record function is active. The menu is exited by pressing the Return key by itself to most any pr-a}ompt.When changing a font file name, it is loaded immediately for Text mode use, providing the file exists and is online. -b}If it can not be loaded, the old font file name will remain unchanged on the menu to indicate you should try again if you so -c}desire. Once a font is loaded, it will remain available for Text mode use until changed. A loaded font has no effect on the-d} text used to display the menu.For Graph and Zoom mode file name changes, only the menu filename is updated, no attempt is -e}made to check for its availability at this time. Availability is determined only when you return to the respective DRAW7 mod-f}e and access the file. For whatever reason, if the file can not be accessed, DRAW7 will ignore further processing of the com-g}mand requesting access. If your command to save, load or overlay a screen file fails, return to the filename command and che-q}hbbנbЮĮbŠb٠bˠbb%DOS SYSb*)DUP SYSb{SDRAW7 IN1bjDRAW7 IN2b:8DRAW7 IN3b{DRAW7 IN4bQDRAW7 IN5ck the current DRAW7 file names. If necessary, list your disk directory to assure the file name is present and that no unusu-r}al conditions (e.g. disk full) exist. Changing and accessing playback file names are basically the same as described for Gra-s}ph and Zoom mode files.Be aware that DRAW7 permits you to save using an existing disk file name, in which case the existing-t} file will be overwritten during the save without special notice. One other note, it is not necessary to supply the disk dri-u}ve designator (D:) for files located on drive 1.Print (CTRL-P)Those having a C. Itoh (8510) Prowriter will have the abi-v}lity to print Graph and Zoom mode screens by using the CTRL-P command. When used in Graph mode, it will print the present Gr-w}aph mode screen; in Zoom mode, the Zoom mode screen. The printer must be turned on and ready before issuing the print comman-x}d or the command will be ignored. Printing in progress can be ended by pressing the space bar.Graph mode screen files save-y}d by DRAW7, in either Micro Painter or Micro Illustrator formats, can be printed offline using graphic print programs availab-z}le commercially and in the public domain. Illustrator formats, can be printed offline using graphic print programs availab,,Record/PlaybackThis capability allows you to record your drawing operations and play them back automatically as if you you1|}rself were drawing at the terminal. Recorded operations can also be saved to disk as a "playback" file for later playback th1}}rough DRAW7. Once recording is started, all keyboard, joystick and console key input is monitored and saved in memory for la1~}ter recall. Over 4000 characters (bytes) of recorded data covering all modes of operation can be stored. If this data is sa1}ved as a playback file, it is stored with the status of the drawing program when the recording was started. The size of the 1}saved file can be from a minimum of 2 to a maximum of 35 single density disk sectors, depending on the amount of recorded dat1}a in memory. Any number of playback files can be created with this program.The major features offered by the record/playba1}ck capability are as follows:- Record a drawing session for immediate and repetitive playback.- Save a recorded drawing s1}ession to disk as a playback file for later recall.- Load or load and automatically start a playback file.- Start, stop a1}nd restart both record and playback functions.- A playback file can be added to and resaved.- A playback file can automat1}ically call (chain to) another playback file.- Playback can be automatically paused to accent viewing attention.- A playb1}ack file or recording can contain one or more screen images.- Recording of drawing and/or text screens are fully supported.1}- One or more playback files can be used to present a slide show type of presentation.- Drawings or parts of drawings can1} be reproduced by tracing.- Recorded drawings can be played back over other screen images.- Recorded drawings can be used1} to create special effects and unusual images.- Screen flashing is used to confirm many record/playback commands.The play1}back of your recorded drawing operations can be used to create many new and interesting images. This would include the creat1}ion of complex drawings otherwise difficult to produce by other means. The major ingredients for producing exceptional pictu1}res are experimentation and a basic understanding of how record/playback works. Regardless, it takes very little effort to p1}roduce fascinating images.Record and playback operations, which are described next, are controlled with the following comma1}nds:Record Commands:- Shift-CTRL-4 Start- CTRL-4 Start or restart- 4 Halt o1}r endPlayback Commands:- Shift-CTRL-5 Start- CTRL-5 Start or restart- 5 Sta1}rt continuous playback- Any keyboard key Halt or endSave/Load Playback File:- Shift-CTRL-6 Save (memory to1} disk)- CTRL-6 Load (disk to memory)- 6 Load and start playbackOther Commands:- Shif1}t-CTRL-7 Halt playback & restart recording where stopped- CTRL-7 Record pause for playbackThe rec1}ord and playback functions are programmed to be mutually exclusive. This means only one of the functions can be active at a 1}time. If you are recording, you can not be playing back and vice versa.Record (Shift-CTRL-4, CTRL-4, 4)A recording ses1}sion is started with the Shift-CTRL-4 command. When this initialization action is taken, most command functions are reset as1} if changing modes. Next, the status of the drawing program is saved in a special place in memory shared for record and play1}back data. Saved status consists of current drawing information such as drawing mode, drawing colors, cursor position and ty1}pe, cursor speed, font and file names, and other information later needed to start (but not restart) playback.After the rec1}ord function is initialized, the screen will flash to indicate that the program is prepared to record all keyboard, joystick 1}and console key input in record/playback memory. All periods of inactivity, when no input is occurring, are not recorded. T1}he record function will remain active until the "4" key is pressed (in Graph or Zoom mode) to halt or end recording, or until1} memory for recording is exhausted. In either case, the screen will flash again to indicate recording has stopped.If you u1}se the "4" key to stop recording, you can "restart" it at any time by using the CTRL-4 command. If a recording had not previ1}ously been started, it will be by this command. If recording had been started, all further input will be appended (added) to1} the already started data in record/playback memory. If memory is full, the CTRL-4 command will be ignored.On restart, the1} status of the program will not be saved as it was when the record function was started. The program status that was saved w1}hen the record function started will continue to be preserved. It will remain preserved until a new recording is started wit1}h the Shift-CTRL-4 command. A load playback file command (covered later) will also replace the currently saved program statu1}s.The Shift-CTRL-4 command will always start the record function from the beginning. It will also, in effect, erase any pr1}evious recording in record/playback memory. The CTRL-4 command will only start a recording from the beginning if none had be1}en previously started; otherwise, it will restart the last recording stopped (with the 4 command) or restart recording at the1} end of the last playback file loaded, whichever is most current.The record function will be unaware of drawing changes mad1}e between the halting and restart of record operations. The same applies for font and file name changes. For example; chang1}es in mode, color, cursor position or speed, that were made during non-recording periods (when record operations were halted)1}, will not be known to the record function. While this does not effect record operations, changes of this type will most lik1}ely be noticeable during playback. In the case of a non-recorded cursor position change, playback of recorded cursor data af1}ter the change would no longer be relative to the last recorded cursor data before the change. This will not harm the progra1}m but the playback results may not be what is expected. To assure relative cursor position, home the cursor (X command) to a1} fixed location, such as the upper left screen corner, both before halting and before restarting record operations. Of cours1}e an alternative is to not move the cursor between halting and restarting. It is also suggested that you halt and restart in1} the same mode and draw color to avoid confusion.Halting record operations, making drawing changes, then restarting the rec1}ord function can be used to your advantage. An example would be slowing down the cursor speed between halting and restarting1}. The result would be slower, more manageable, cursor drawing control when continuing to record and faster cursor drawing mo1}vement during playback.Record/Playback Memory Usage.The amount of record/playback memory in use can be obtained by ente1}ring the file name change function (via the A or Shift-Tab command). When entering this function, the number of memory bytes1} used and left available are displayed. Additionally, if the word "Record" in the "Record/Playback" title is in inverse lett1}ers, it indicates record operations are in progress.Use of the above command during record operations is useful to avoid ru1}nning out of memory before you are done recording. You can prevent the monitoring of memory usage from showing up in playbac1}k by first halting the record function with the 4 command. Make sure you have completed any drawing function in progress. T1}hen use the A or Shift-Tab command to display record/playback memory usage. Afterwards, exit this function normally with the1} Return key; then restart your recording with the CTRL-4 command. This sequence of commands will only add a few bytes to mem1}ory for halting and restarting. Make sure you do not change your cursor position or anything else during this monitoring act1}ivity; if you do, your playback results could be affected.Please note that there is not always a one-to-one relationship be1}tween a drawing command or action and record/playback memory usage. Some keyboard, joystick and console key input may take t1}wo or more memory bytes for recording purposes. In general, most keyboard input for drawing uses one memory byte; for text, 1}three memory bytes. Each cursor (pixel) movement by joystick can take up to two bytes; add another byte if the joystick trig1}ger is pressed at the same time. Drawing lines with the rubber band line (D) command is a more economical way to draw, and i1}n general, provides better drawing control. Also more economical is cursor movement with the arrow keys for non-drawing move1}s.Console key commands will use one or more memory bytes. The amount used depends on how long you keep a key pressed. To 1}economize on memory usage, do not press a keyboard key, console key or joystick trigger longer than needed. Pressing a key o1}r trigger under one second should be sufficient for a single command or action.Playback (Shift-CTRL-5, CTRL-5, 5)Provid1}ing record/playback memory is not empty, playback can be started with the Shift-CTRL-5 command. It can also be started with 1}the CTRL-5 command providing playback has not already been started. When playback is started, the drawing program status sav1}ed at the beginning of the recording session is restored. Except for the screen image, all drawing information is returned 1}to what it used to be at the time the recording was started. This includes a return to the saved drawing mode, cursor positi1}on, drawing speed, draw colors, font and file names. After the program status is restored, the screen will flash and playbac1}k will commence.Playback will continue until the end of record/playback memory is reached, or until any keyboard key is pre1}ssed to "halt" playback. In either case, the screen will flash again when playback stops. If halted, playback can be restar1}ted with the CTRL-5 command from where it stopped. When restarted, the saved program status is not restored.Any changes to1} the drawing program after it was halted and before it is restarted is not known to the playback function. Any such changes 1}will not harm the program but the results following the restart of playback may not be what was intended. This especially ma1}y be the case if you changed drawing modes or cursor position while playback was halted. If changes were made, restarted pla1}yback data would not be relative to previously halted playback data. This condition is similar to that described for halting1} and restarting record operations.Another way to start playback (like Shift-CTRL-5) is with the 5 command. The difference 1}is that when playback ends, it will start again automatically. The repeating of playback operations will continue until stop1}ped in the normal manner by pressing any keyboard key. The 5 command is useful for automatically repeating the playback of r1}ecorded drawings and text, something like a repeating slide projector show. If used this way, it is suggested you use the er1}ase screen (CTRL-Clear) command as your first recorded command. Using continuous playback with recordings not initially eras1}ed and ending with screen movements (via CTRL-arrow commands) can also make interesting images.To accommodate repeated or l1}ong playbacks, the Atari attract feature is turned off during playback; otherwise it is always on. Normally the attract feat1}ure rotates screen colors to protect your screen if no keyboard input is received after 7 to 9 minutes. Having attract mode 1}go on during extended playback can be annoying. It is even more annoying to have to press a key to stop it when this will al1}so stop playback.Playback can also be started or restarted while in the record function. If done this way (via a playback 1}command) the record function is ended as if the 4 command was issued first. After playback ends, the record function can be 1}restarted normally with CTRL-4 if desired.Restarting the record function assumes room exits to add data to record/playback 1}memory. Even a loaded playback file (covered later) can be appended with new recorded data. The new data will be added to t1}he end of record/playback memory, regardless of where any previous playback was halted or ended. If no room exits in memory,1} the screen will not flash and the record function will not restart. If playback is requested to be restarted at the end of 1}data in memory, it also will not restart. For restarting the record function at other than the end of recorded data in memor1}y, see the Shift-CTRL-7 command below.Saving and Loading Playback Files (Shift-CTRL-6, CTRL-6, 6)Recorded drawing opera1}tions in record/playback memory can be saved to disk as a playback file. This can be done using the Shift-CTRL-6 command. J1}ust make sure you have sufficient room on disk. Saving a file does not effect record/playback memory.The CTRL-6 or 6 comma1}nd will load a playback file from disk to record/playback memory. The difference between using CTRL-6 and 6 is that the 6 co1}mmand will not only load the saved playback file, it will also start playback as if Shift-CTRL-5 was used as the next command1}.Loading a playback file will replace whatever recorded data was in record/playback memory. If this data is wanted, it sho1}uld first be saved in a separate playback file before being replaced.Playback files are saved and loaded according to the c1}urrent playback file name assigned. The program's starting playback file name is PLAYBACK.PB. To change this name, use the 1}A or Shift-Tab command which allows for file name changes.A request to load an unavailable playback file or a file not in p1}layback format will be ignored.Halt Playback and Restart Record (Shift-CTRL-7)The Shift-CTRL-7 command is only valid du1}ring playback; otherwise the command is ignored. It will halt playback like any other keyboard input. Additionally, it will1} automatically restart the record function where playback was halted. The current draw color will flash to confirm the comma1}nd was accepted and recording was restarted.The purpose of this command is to allow you to restart the record function at o1}ther than where the last record operation was halted or ended. It permits you to playback to a point where you would like to1} record over again. You can use this command to recreate the ending portion of any recorded data or playback file in record/1}playback memory. All memory after the point playback is halted becomes free. Recorded data that was occupying this freed sp1}ace will be overwritten and no longer available.Playback Pause (CTRL-7)Each press of the CTRL-7 command during record o1}perations will cause an approximate 2 1/2 second pause during playback; otherwise this command is ignored. The command can b1}e issued in any mode. When issued during record operations, the current screen draw color will flash to confirm the command 1}was recorded. At no other time, including playback, will this command cause the screen to flash.For playback, other than t1}his pause command, there is only a delay for cursor and color changes controlled by the less than (<) command. This command 1}slows down rather than pauses. Pausing playback allows time for a drawing or text image to be viewed without change or inter1}ference. The total amount of time for a playback pause is dependent on the number of consecutive CTRL-7 commands issued in a1} row for the total pause.A less economical pause can be created during recording by holding down a non-command key. Hold t1}his key a few seconds or longer where a pause is wanted. This might be the Return key in Graph or Zoom mode. No key is avai1}lable for this purpose in Text mode. You could also simulate a pause by recording back and forth cursor movement. Regardles1}s, these methods use much more record/playback memory than CTRL-7 which only uses up to two memory bytes per key press.This1} command is purposely ignored for confirming a screen choice that follows the use of an Undo command. Undo screens can then 1}be paused during playback for better viewing while flipping between previous and current displays.Chaining Playback Files1}A playback file can be created so that when it ends, it will automatically load and start a second playback file. The seco1}nd file, in turn, can load and start a third; when it ends, the third can call on a fourth, and so on and so on. The process1} of having one playback file call on another is called chaining. You can also have the last playback file in a chain call on2} the first to produce a continuous playback loop. This continuous playback can be halted normally at anytime by pressing any2} keyboard key. Use of the CTRL-5 command will restart playback providing record/playback memory remains intact.Be aware th2}at drawing information (program status) is not passed between playback files. Each file is independent of the other, only th2}e image left on the screen is common between files (chained or otherwise). To help assure relative program information betwe2}en playback files (if desired), the following is suggested:- End a file in the same mode, cursor speed and color you start 2}the next.- Start the next file with all font and file names "needed" from the previous.A preloaded playback file or a pla2}yback file being created with the record function can be made into a chain file. Only about 25 unused bytes in record/playba2}ck memory are needed. These bytes would be used to hold the following commands and information:- Use CTRL-4 to place the p2}rogram in the record function (if you are not already in this function).- Use the A or Shift-Tab command to enter the file 2 }name change function.- Enter a P to request a playback file name change.- Enter the name of the playback file that this m2 }emory resident file will call (or chain to). You should not use the name of the file in memory unless you want it to call on2 } itself.- Use the Return key to normally exit the file name change function.- Next do the following to prevent the above 2 }named file from being called at this time. If the file does not yet exist or is not online, skip the following step.- Put 2 }your disk that your called file will be on offline for the next step (open the disk door or remove the disk)- Use the 6 com2}mand, then wait a few seconds (the disk may whirl looking for a file that is not there). Now use the 4 command to end the re2}cord function.Record/playback memory with chaining data added is now ready to be saved to disk. First be sure your disk is2} back online, then use the A or Shift-Tab command to provide the playback name of your current file or data in memory. This 2}will replace the name of the called file entered above. Now exit the file name change function and use the Shift-CTRL-6 comm2}and to save record/playback memory in the file just specified.Repeat the above process for each file in the chain. Only th2}e last in the chain needs no chaining information unless you are creating a continuous loop of playback files.Starting the 2}playback of chained files is the same as starting a single playback file. For chained files, you need only provide the file 2}name of the first playback file (prior to playback) with the A or Shift-Tab command. The easiest way to start playback after2} providing the file name is with the 6 command.) with the A or Shift-Tab command. The easiest way to start playback after02Special EffectsWithin this category are several capabilities that should make your screen drawings more interesting. They6} also will add more flexibility in your control of screen images. The results of the commands that follow, unless otherwise 6}noted, can be undone by use of the Undo (ESC) command.-Replicate Zoom Mode Screen (CTRL-Z)Valid only in Zoom mode, this 6}command replicates the current Zoom mode screen throughout its associated Graph mode screen. After the command is executed, 6}via CTRL-Z, the screen returns to Graph mode and will contain 32 replicated copies of the Zoom mode display covering the enti6}re screen. If this command is followed by the filled rectangle (CTRL-R) command to make a large window in the middle of the 6}screen, exotic and interesting borders can be created, especially if the replicated result is "busy" looking.-Viewing Othe6}r Atari Graphic Modes (G Key)Graph mode screens can be viewed in Atari Graphic modes 8, 9, 10 and 11 by repeated use of the6} G key. Use of any intervening keyboard input other than the G key or CTRL-7 (for playback pause) will terminate the viewing6 } process. The process will also be ended after viewing all Graphic modes, at which time the flashing cursor will return. Th6!}ough you can not draw during the viewing process, you can change screen colors by use of the console keys. This action will 6"}not have any permanent effect on the original screen colors. As explained under the subject of "Colors", the Start key will 6#}change the draw color and the other console keys will change the values associated with draw colors. Since the original imag6$}e and its colors are restored at the end of this function, the Undo command is not applicable here. This command is very use6%}ful in viewing compatible Computereyes files in Graphics mode 9.-Overlay Screen (CTRL-Y)This command will load in the cu6&}rrent Graph or Zoom mode screen file in a special way. It will not replace the existing screen but will overlay it like it w6'}as transparent. The current draw color of the loaded screen file will dominate. This means that the color represented by th6(}e current draw color in the loaded file will, in this case, replace any screen color it overlays. The same screen file loade6)}d over an unchanged screen will give somewhat different results with a different draw color active. You can experiment and 6*}note the differences. The Undo (ESC) command can be used after each overlay to return the screen to its original contents.6+}There is one exception to the type of file that can be called to overlay the screen. The exception applies to a Micro Illust6,}rator file in vertical compressed format (the type that loads in sideways). While DRAW7 can load this file with the CTRL-L l6-}oad command, it can not call on it as an overlay file. If the overlay command detects a vertical compressed file, it will en6.}d the command. To permit overlaying, the file must first be converted to a horizontal compressed format or a Micro Painter f6/}ile. Horizontal conversion can be done by first loading the file with CTRL-L. Next use the A command to give it a new name 60}with a .PIC extension for saving; now save it with the CTRL-S command. The newly saved file can now be called (via CTRL-Y) f61}or overlaying your choice of screen image. Conversion to a Micro Painter format is similar. First load the file, then chang62}e its name to one without a .PIC extension. Next save it to any disk and then call on it with the overlay command when ready63}.You can terminate an overlay at any time by using the space bar. Overlaying the screen will not change the value of the c64}urrent screen colors.-Moving Screen (CTRL-Arrow Keys)Use of the CTRL-arrow key combination will move the entire screen o65}ne position in the direction of the arrow key selected (up, down, left or right). This commands works in any DRAW7 mode. Pl66}ease note that the results can not be reversed with the Undo command. You will have to move the screen back to its original 67}position yourself if so desired. As an alternative, you could force the Undo function to first save your screen (for later r68}ecall) before the move as explained under the Undo command.-Flipping Screen (U and CTRL-U)Use of the U key, in either Gr69}aph or Zoom mode, will quickly flip the entire screen upside down. The CTRL-U key combination will flip the entire screen fr6:}om left to right (good for printing and making iron-ons). Repeating the use of either key will flip the screen back to its o6;}riginal position.-Mirrowing, Duplicating and InvertingThe following command keys in Graph and Zoom modes will produce re6<}sults as stated below: Key Result --- ------ H Mirror horizontal half of screen CTRL-H Duplicate horizon6=}tal half of screen V Mirror vertical half of screen CTRL-V Duplicate vertical half of screen Q Mirror quarter6>} of screen CTRL-Q Duplicate quarter of screen I Invert horizontal half of screen CTRL-I Invert vertical half of sc6?}reenThese individual commands horizontally or vertically divide up an existing screen image and create either a mirrored, 6@}duplicated or inverted display of the existing drawing. After any one of the above commands are issued, screen dividing line6A}s will appear for you to chose a portion of the screen to act on. Pressing the same command again causes the screen dividing6B} lines to move to another portion of the screen to chose from. The prompt for which screen portion to chose will continue wi6C}th repeated presses of the same command key. Pressing any other key, other than the Return key, will terminate the command o6D}peration. Pressing the Return key confirms your choice of screen section to mirror, duplicate or invert after which the appr6E}opriate action is performed. The Undo (ESC) command, if called on, will restore the screen to its original content when issu6F}ed immediately after any one of the above commands.Additional Information----------------------The Break key has been 6G}disengaged; only the System Reset key or turning off the computer will end the program.In addition to changing modes, the s6H}pace bar will terminate many Graph and Zoom mode commands in progress. This can be an easy way for ending many functions sta6I}rted but unwanted.Zoom mode drawings will produce wide screen images in Graph mode. Graph mode images will appear compress6J}ed in Zoom mode.It is recommended that drawings taking a long period of time to produce be periodically saved to disk. Thi6K}s precautionary measure provides protection against unforeseen problems and permits you to return to an earlier stage of you6L}r drawing, over and above the restore capabilities of the Undo command.A sample Graph and Zoom mode screen file, respective6M}ly named PIC.7 and PIC.3, come with the DRAW7 Disk. These files, which use default file names, can be loaded with CTRL-L or 6N}called as overlay files with CTRL-Y from their respective mode.In addition, a sample (9 sector) public domain character fon6O}t comes with DRAW7 under the file name of DRAW7.FNT. It can be loaded with the filename (A or Shift-Tab) command. Just foll6P}ow the menu prompts for loading a text font.A sample pre-recorded playback file under the default name PLAYBACK.PB is also 6Q}available. It can be loaded from drive 1 with CTRL-6 and executed with the Shift-CTRL-5, CTRL-5 or 5 command. It can also b6R}e automatically loaded and executed in one operation by using the 6 command. Another playback file named DEMO.PB is addition6S}ally available.A pre-recorded set of chained playback files is included prefixed with the name EAGLE. To start playback, f6T}irst use the A or Shift-Tab command to name the starting playback file as EAGLE1.PB. Then use the 6 command to automatically6U} load and start playback. You can halt playback at any time by pressing any keyboard key.Technical---------When the D6V}RAW7 program starts, it will first test for extended (ramdisk) memory. If not present, the program will terminate with an ap6W}propriate error message. If present, it will store and load all program files to and from this ramdisk area as disk drive 8.6X} Undo files for restoring screen images are also stored here. There are four of these files, all of which start with the le6Y}tter U. They all do not get created until the Undo command is used in both Graph and Zoom modes.You are not prevented from6Z} using the ramdisk area, but if you do, you should use it with care. For example, there should be room for you to save one 66[}2 sector Graph mode file and several Zoom mode files safely. To place a file in ramdisk, prefix the name with D8: using the 6\}filename change (A or Shift-Tab) command. This command can also be used to get a directory listing of drive 8. Just remembe6]}r though, if DRAW7 can not access its programs, or save and load its own files in this ramdisk area, it could prematurely te6^}rminate.DRAW7 source code is written in BASIC. It also contains several assembly language routines for adding speed and ef6_}ficiency. Most of these routines are stored and accessed in RAM beneath the BASIC ROM program. This "hidden" RAM is also us6`}ed for the record/playback feature. In addition to a few BASIC programs for initialization, the DRAW7 disk contains a compi6a}led version of the main program and subprogram that comprise DRAW7. Both programs were compiled with Monarch Data Systems's 6b}ABC Compiler. A modified ramdisk initialization program is also used to provide special support for extended memory.The sl6c}ight delay experienced in calling on certain commands is due to the swapping of memory space between the main DRAW7 program a6d}nd its subprogram. This delay is accompanied by the blanking of the screen which is used to expedite processing.The initia6e}l concept for the development of DRAW7 was adopted from a program by Steven Chanin in the November 1983 issue of Softside Mag6f}azine. Comments and questions on DRAW7 can be directed to its author listed at the beginning of this document.END OF DRAW6g}7 (XE) DOCUMENTATIONuestions on DRAW7 can be directed to its author listed at the beginning of this document.END OF DRAW4