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I have used it only fordoing color and simple pixel cleanup. It is also the on}ly selfcontained program right now that can display this graphic format.GED, and the code which it contains, are not publi}c domain. It isfreely distributable though for non-commercial applications. Pleasecontact me if you wish to use this grap}hic format in a commercialproduct. GED is (C) 1993 by John Harris.GED OVERVIEW:-------------GED was designed to create} the best possible flicker-free graphicsthat the Atari can display. It uses almost 10K of inline code tocontinually stuff }new colors into the color registers, allowing up to9 playfield colors per scan line.GED can also place PMGs anywhere on th}e screen. You may change thewidth, color, and priorities. GED can change one graphic register perscan line, allowing you }to reposition PMGs for multiple uses. GEDtries to be as flexible as possible with PMG editing, so that you cansimply posit}ion and draw wherever you wish. However there are limitsto what the program can do, and it may be beneficial to read theTE}CH.DOC file, to get a better idea for what is going on.The bottom line of all this, is that you can get up to 14 colors per}scan line, and 9 of those can change every line. Plus having fullcontrol over all of the graphic registers, and being able} to changeone per scan line.GED DRAWING:------------The joystick can be used to move the cursor. The movement may appe}archoppy at first, but the stick routines are designed to allow singlepixel movements by tapping the stick in any direction}. Even diagonalscan be moved without getting horizontal or vertical 'tails' on thediagonal lines.The cursor can also be }moved with the arrow keys. The keys bythemselves will move 1 pixel. With Contol pressed, it will move 8pixels.Shift-Con}trol-Up will take the cursor to the top of the screen. Thiswill be useful for changing player/missle registers, as describe}dlater.Press the fire button on the joystick to draw with the current color.If the pixel was already the current color, a}t the location where thefire button was first pressed, then pixels will be erased with thebackground color as long as the b}utton is held down. This allows easyplot and erase of a particular color without having to select colorsfrom the keyboard.} The tradeoff, is that you must make sure you startdrawing on a pixel that is a different color to prevent going into'eras}e mode'.To change the current color register, use the keys 0-3, with 0 beingthe background color. You can also move the c}ursor onto a color youwish to draw with, and press 'G' to grab that color.To clear the entire screen, press the keys Shift}-Control-Tab.Press Shift-X to exit to DOS.FILL MODE:----------Press the Spacebar to toggle between drawing mode and fi}ll mode.There is an icon at the top of the screen to indicate what mode youare in. It will be a line in draw mode, or a fi}lled box in fill mode.The cursor flash rate will also be faster in fill mode, as anadditional visual cue.There is no undo} function for fills right now, so you will need towatch what mode you are in to avoid unwanted fills. This will beimproved} in a later release, and I know how it can be done using asmall amount of memory and no slowdown of the function.Fills may} also be made in dither mode. Press the 'D' key, followed bya number from 0-3. A crosshatch dither will be formed between }thisnumber, and the current color register. The icon will show a ditheredbox when the dither option is set. Press D again} to return to solidfill.The fill mode in GED is a simple top down fill, within the borders ofthe color register where the} fill was started.The fill mode currently fills only the color register. Color palettesettings are not carried with the f}ill, and these may need to becopied manually with the 'C' command. (Described later) This willlikely be improved in a lat}er release as well.PLAYER/MISSLE EDITING: (PMG)----------------------------Press 'P' to toggle between PMG and playfield} editing. An indicatorjust to the left of the Draw/Fill icon will turn on in PMG mode.The mode will default to an auto-se}lect of whichever PMG object isunder the current cursor location. Just press the fire button todraw/erase, or enter PMG co}mmands, and they will automatically use thePMG at the cursor location, if one exists. Nothing will happen ifthere is no PM}G object at that location.Specific PMG objects may be selected manually, by pressing the keys1-4 to select players 1-4, or} 5-8 to select missles 1-4. Even thoughplayers are technically labeled from 0-3, I use 1-4 for ease inkeyboard selection. } Manual selection will become necessary if twoPMGs overlap, because the auto-select routine will always take thelower numbe}r.Both solid and dithered fills react differently with PMG objects.There is no function to fill to graphic borders, and fi}ll mode willsimply copy the current line of a PMG object to the next line. Thusto fill a PMG, you will need to draw a line} across the top of the PMG,press the spacebar to turn on fill mode, and then hold the fire buttonwhile pulling the joystick} down. Dither mode operates in the sameway, except that when dither patterns are detected, they are bitshifted to maintain} the pattern. To create a dithered PMG, you willneed to plot every other pixel on the top line of the PMG. Press thespace}bar and the 'D' key, and then hold the fire button and stick downin the same manner as solid filling.PMG COMMANDS:-------}------< > Change the current PMG's width.M Toggle the priority bit for missles being used as a 5th player.O Toggle th}e priority bit for overlapping PMG colors.F Toggle four modes of playfield and PMG priority order. This changes which} objects appear 'in Front' of other objects.POSITIONING PMGs:-----------------Shift 1-8 sets the horizontal position of }the corresponding PMG to thecursor location. This operates a bit differently whether or not thecursor is located on the to}p scan line. There is a table that storesthe starting attributes for all PMG registers. When the cursor is onthe top scan} line, any PMG changes will be made to this table, and allof the PMG attributes can be configured. When the cursor is partw}aydown the screen, changes are made within the DLI routine which canonly support one register change per line. In case of }conflicts, GEDwill try to find free spots to make DLI register changes, but thereare limits to what the program can do. Th}is is explained more fullyin the TECH.DOC file, and I suggest you study this if you want to getthe most out of this potenti}ally powerful ability.Another difference occurs when changing PMGs at the top of the screen.The missle objects have some a}uto-positioning logic to placethemselves at optimum locations. When fifth player enable is turnedoff, missles will automat}ically be placed at the end of theircorresponding players, allowing a slightly larger player object.Changes to the player's} position or size will automatically relocatethe missle to its proper place. With fifth player enabled, all of themissles }will be placed one after another, adjusting for any changes inmissle size. Shift-5, which sets the location of the first mi}ssle,will set the starting location of the fifth player. Theseauto-placements are only valid at the top of the screen. If} youreposition PMGs in the middle of the screen, each missle must be movedindividually -- even with fifth player enabled.}BRUSHES:--------GED allows a limited form of brushes, that can copy data from a PMGobject to the playfield. The implemen}tation is simple, but can stillbe quite useful.Draw a shape in one of the PMG objects, and then move the cursor tothe top} of the shape and press the 'B' key. This will place theprogram in Brush mode, and anytime the joystick button is pressed, }GEDwill copy the shape from the PMG object into the playfield at thecursor location, using the current color register. The} first blankline encountered in the PMG object will mark the end of the brush.The drawing mode icon will be a round dot wh}en in brush mode.Press 'B' again, or the space bar to return to regular drawing mode.COLOR PALETTE CONTROLS:------------}-----------Breifly, since the color registers are stuffed multiple times perline, a change in the color palette will only }effect a portion of theline which I call a color cell. To see a visual appearance of colorcells, start from the empty GED }screen and fill it with color register1. Then move down several lines and fill with color 2. Repeat withcolor 3. Then pr}ess the 'T' key to put up the test palette, and lookat the screen. The color registers in the playfield data have notbeen }changed, but multiple colors are being stuffed into them,creating vertical bands of color. Each different colored section o}f aline is what I call a color cell. It's a color register that is onlydisplayed for part of the scan line. There are eig}ht color cells perline, although you would have to plot all of the color registers onthe same line in order to see all eigh}t color cells on the same line.The TECH.DOC file has a more complete description of color cells. Ifyou're lost, try and s}tudy that file and see if it makes any moresense. I'm always available to answer questions as well.With that out of the w}ay, here's how you change colors.Shift-Arrows adjust the Hue+Intensity of the color cell at the cursorlocation.When PMG }mode is active, the color of the currently selected PMGobject will be changed. Changing PMG colors works a bit differently}than the playfield colors. Since new colors are not stuffedautomatically each line, PMG color changes will effect all lines} fromthe cursor position to the bottom of the screen, or to any other placewhere the color was previously changed further d}own the screen.Playfield color changes only effect one scan line, so there needs tobe an easy way to copy color palettes t}o additional lines. The 'C'key will copy the current color cell into the same position on thenext line down. You can hold} down the C key to repeat the effect.Use the C function when you are changing just one color, and don'twant to change any o}f the other color cells.The 'W' key will copy the entire line of color cell palettes to thenext line down. Use this funct}ion when you have changed all of thecolor registers, and want to copy the entire palette.COLOR CELL BOUNDARIES:---------}-------------GED now allows the locations of the color cell boundaries to be skewedleft or right as a group. Normally, th}is is the first step to performwhen coloring a picture, to best match color cell boundaries to theobjects in the picture. }This is a global screen setting only, andcannot be adjusted in mid-screen.The ',' and '.' keys skew the boundaries left or} right.The 'T' key changes the screen to a test palette, which will make iteasier to see the boundaries between the color }cells. This is thebest mode to be in when using the above skew control. Press T againto return to the normal screen palet}te.DISK I/O--------The compression protocol has not yet been implemented, but this willbe included in a future release.} Future GED versions will be able toload uncompressed pictures without problems.To get a disk directory, press Esc, and t}hen a number from 1-9. Thedirectory function also sets the current default drive. Filenames forloading & saving will use }the default drive without having to type'Dn:'.L - Load graphic.S - Save graphic. This will prompt with the last loaded f}ilename. Press return to accept it, or edit the name and press return.GED will load DOS II binary files with the load f}unction. This can beused to import GR.15 raw data, PMG data, or GED format color palettes.Although there is no method for }saving individual components like thisfrom within GED, these may be saved from DOS after exiting GED. Hereare the memory a}ddresses for the various components:$5330-$5AFF Color palette data$5B00-$5FFF PMG data$6000-$600F Picture header$6010-$7}F4F 320x200 screen dataCOLORING HINTS:---------------The default priority mode in GED is to draw PMG objects behind the}playfield. In this mode, PMGs will only be visable in sections of thepicture that are cleared to background color. This of}ten works outbest, since you can make the players maximum width, and mask in frontof them with other colors at full resolut}ion. Note that when themissles are combined as a fifth player, this object appears in frontof all playfield colors, regard}less of the priority settings. I'm abit confused by this, since the hardware manual appears to show thatit should be possi}ble to have its priority below the playfield. Thisis not the way it works in the real world though.Coloring pictures in G}ED can be an interesting process, because of allthe potential choices for selecting which registers or objects willdisplay }which colors. The boundaries where the color register changesoccur are staggered for each register. (See the TECH.DOC file} formore information.) What this means, is that finding the optimumselection of color registers often requires a lot of ju}ggling, andthere are no rules that say a solid colored object will be drawnentirely with the same color register. As an ob}ject changes shape asit progesses down the screen, it may cross different color boundaries,making it advantageous to switch} to a different color register. Youwould then change the palette of the new register to match, and theold register will be} freed to use for something else.I will be uploading some tutorial pictures in the near future, to helpyou figure out how }to make the best use of available registers. I justdidn't have time to finish these for the initial release.OTHER SAMPLE }PICTURES:----------------------The MARTIAN.GED picture was done with an early version of GED that didnot support PMG obje}cts. Even still, it has a good dispersion ofcolors for a playfield only picture, showing as much as 8 colors perline. I a}lso really like the anti-aliased fonts.TEST.GED shows how many colors you can display on one line using thenew mode. By i}ncluding dithering, the bars at the top show 40 colorsper line. The boxes at the bottom show a decent flesh tone color made}by alternating scanlines of pink and orange. The box in the middle isformed from the colors of the other two. The greates}t thing aboutthis flesh color, is that it takes only one color register since thereare no horizontal changes.John Harris}45346 Graceway Dr.Ahwahnee, CA 93601jharris@cup.portal.comGEnie:JHARRIS32thereare no horizontal changes.John HarrisO0SO}}} }  }DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD } }DDDDDDDDDDDDDDDDDDDD }(((( ******************************************************* } }  }}fffff } XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX } }}}}}}}}}}}}  } !} yw[Wywwu wwwwwvgww ww_wuWu"} Zw[uvWgw ꪪRwwwwwgww QwWwwwwu #}] uEj êuuj uu$}j EEZum ?EEZ=EQ? 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UO?T UTD}?PU@ ?@UP ?PE}**@ @*F}@W*W@G}*WT QWQUWE@H}TWU@UWPUWUTI}UUUUUWUUUUGUU@J}UUWUUPUSUUPUWUUDK}PUWUTTWUAUUAWUUUTL}PUU@UUCUU@UUWUUUPUUTUM}UUPUUTUUUPUUUUUUTUU?UUUTN}OUUUTUUUUUSO}UUUTUUUUUUUU?UUUUUUUUUUUUUP}UUPUUUUUUT?TUUUUUPE@EUUUQ}UEQUQUUTPUUQUUTUTUQUQUEUTR}UQUUUQUTUTUUUTUTTUTUUUUUETS}UQUUUUPTUQUUUUUUUEUUUEUU@ET}UUUUEUUPEUUUUUUU@UUUUQUUUUUUUU}UTUEUETUT1UEUEUUP EUEU@V}EUEUEUUUTUUU@W}U@??X}???Y}???Z}?[}\}]}???^}???_}??4The GED graphic format is really in two parts -- player/missles (PMG),and playfield. For the playfield, there is a 10K DLI a}thatcontinuously stuffs colors into the color registers. The backgroundcolor isn't changed, but the other 3 color registerb}s can be stuffedmultiple times with different values. This creates 9 playfield colorsper scan line. A color register valuc}e only exists for a portion ofthe scan line, and it creates what I call a color 'cell'. It dividesthe screen up into columd}ns, as shown below, and I'll follow it withthe DLI code. The scan line will begin with starting colors for allthree registe}ers. Next, the DLI pre-loads the first three colorchanges into A,X,Y. That takes us to pixel #27 on the horizontal scanlif}ne. From there, follow the chart below. -- DLI instruction -- g} LDA # LDA # STA $D016 STX $D017 STY $D018 STA $D016 STA $D017 -- X pixel q}B%DOS SYSB*)DUP SYSBSAUTORUN SYSBqGEDV1 COMBwGEDV1 DOCB[MARTIAN GEDB5`TECH DOCB[TEST GEDBGED COMBGED DOCBGEDQUICKDOCB&HELP coordinates -- 31 63 83 107 1311st set of ! New color 1 ! New cols ! New colr}s ! 3rd value ! 3rd valcolors 0-3 ! and original ! 1-2, and ! 1-3 ! for col 1 ! for 1-2exist here ! 2-3 ! orgs} 3 ! ! 2nd 2-3 ! 2nd 3This is the timing of the DLI, but visually, It's more important tosee where the colort} cells are, since that's what you draw with.1st value of ! 2nd value of color 0 ! 3rd value ofcolor 0 u}! ! color 01st value of color 1 ! 2nd value of color 1 ! 3rd val v} ! ! of col 11st value of color 2 ! 2nd value of color 2w}There is no 3rd value for color 2. I hope you can visualize what thisdoes. It means that depending upon where the cursor ix}s on the line,changing the color register value using the Shift-Arrows only changesthe local color 'cell'. It will only chy}ange the color on part of theline. Playfield colors are stuffed automatically every line, and sochanging a color cell effez}cts only the scan line it is being changedon. The previous values will get stuffed back into the color registeron subseque{}nt lines, until those color cells are changed as well,(which can be done with the 'C' and 'W' commands).The pixel position|}s in the chart are for the default setting. GED nowallows you to skew the entire routine left or right, one cycle at a time}}.This will move all of the pixel coordinates.--------------| PMG Format |--------------GED has full control over all o~}f the Atari graphic registers, but in amore limited fashion than it does with the playfield colors. There isonly time in t}he DLI for one more register change. So for maximumflexibility, GED can set which register to change, as well as whatvalue} should be stored into it. This makes PMG changes behavedifferently than playfield color changes. Since PMG changes are no}tautomatically stuffed every line, changing a PMG graphic register willeffect every line from the cursor position down to t}he bottom of thescreen, or to any other place where that register was changed furtherdown the screen.All PMG attributes h}ave a starting value at the top of the screen. Ifthe cursor is at the top when you give a GED command to adjust PMGs,the c}hange will occur in this starting table, and you may change allof the attribute values in this way. (The Shift-Ctl-Up comma}nd isuseful for getting to the top).If the cursor is part way down the screen, any PMG commands will haveto use the DLI r}outine which can only change one attribute at a time.If you enter another command on the same line, GED will look for thecl}osest unused scan line above the position you requested. (Byunused, I mean a scan line that does not contain a PMG register} change-- it can contain playfield or PMG data.) The cursor will berepostioned to that line to let you know where the comma}nd was placed.If GED ran into the top of the screen, or a conflicting command beforefinding an unused line, the screen will} flash briefly, to let you knowthe command could not be stored. The cursor will be positioned at theconflicting position.}The problem you might run into, if you have any dense sections ofregister changes, is that by the time GED finds an unused }line, it maybe far enough above your cursor position that it effects other usesfor a PMG object higher up. For example, le}ts say you have two smallobjects on the screen that you are trying to color with PMGs. Theseobjects have one scan line of }space between them. With the cursor atthe top left of the lower object, you press 'Shift-1' to move theplayer to the new l}ocation. Then you use the Shift-Arrows to changeit to a new color. Since this scan line was already used to store theposi}tion change, GED will use the blank line between the two objects.Now you decide that the second object needs to be larger, a}nd you needto make the player wider to cover it. When you press '>' at thispoint, the closest line is at the bottom of the} first object, andchanging the player there may change the first object's appearance.When something like this happens, you }may want to first press'Shift-0' to erase this last register change. Then you need toexamine the screen to see if there ar}e any other ways to accomplishwhat you want. It may turn out that you don't need the extra widthuntil a bit later in the o}bject, and you can enter the width changepartway down the object. There may also be no way to do what youneed, and the onl}y alternative is to switch to using a differentobject, or swap with one already in use.There are other things you can do i}n tight spots, including editing ormoving objects slightly to allow for a register change, or to cross tothe other side of }a playfield color cell boundary. One other option,is that if a new color change is relatively close to the previousvalue, }and you can't perform the change exactly at the first pixelwhere you need the color, it may be completely unnoticable to jus}t letthe change occur where it can. People may not even see a few pixelsof a different color. The MARTIAN picture had to }do this once. Canyou find the spot?I hope that some of you will find GED a fascinating new approach tocolor graphics -- }instead of a mess of confusion. I'm alwaysavailable to answer questions.John Harris45346 Graceway Dr.Ahwahnee, CA 93601}jharris@cup.portal.comGEnie:JHARRIS32ysavailable to answer questions.John Harris45346 Graceway Dr.Ahwahnee, CA 93601)0SORRRTV ;}}} """"""""""""""$$$$$$$$$"""&&&&&&&&""""""""""""""""""}:::::::::::::::888888888888888888```}```````bbbbbbbbbbbbbbdddddddddbbbffffffffbbbbbbbbbbbbbbbbbbJJJJJJJJJJJJJJHHHHHHHHHHHHHHHHH} } } :::::::::::::::8888}888888888888880000000000222222222222224444}444442226666666622222222222222222222222222JJJJJJJJJJJJJJJHHHHHHHHHHHHHHHHHH} } }d}@@@@@@@@@@BBBBBBBBBBBBBBDDDDDDDDDBBBFFFFFFFFBBBBBBBBB}BBBBBBBBBBBBBBBBB}________________}}}}}}}}}}PU7_{}}}}}#1UުguT#>gw#1Uf#0DVgvTD}DVgtD#1UުguT#>gw#1Uf#0DVgvTDϾDVgtD#1UުguT#>gw}#1Uf#0DVgvTDϾDVgtD#1UުguT#>gw#1Uf#0DVgvTDϾD}VgtD}#1UުguT#>gw#1Uf#0DVgvTDϾDVgtGD}#1UުguT#>gw#1Uf#0DVgvTDϾDVgtGD#1UުguT#>gw#1Uf#0D}VgvTDϾDVgtD#1UުguT#>gw#1Uf#0DVgvTDϾDVgtD}}#1UުguT#>gw#1Uf#0DVgvTDϾDVgtGD#1UުguT#>}gw#1Uf#0DVgvTDϾDVgtGD#1UުguT#>gw#1Uf#0DVgvTDϾ}DVgtGD#1UުguT#>gw#1Uf#0DVgvTDϾDVgtGD}}#1UުguT#>gw#1Uf#0DVgvTDϾDVgtD#1UުguT#>gw#1Uf#}0DVgvTDϾDVgtD#1UުguT#>gw#1Uf#0DVgvTDϾDVgtGD}#1UުguT#>gw#1Uf#0DVgvTDϾDVgtGD}}}}}}}}}}}}}UUUUUUUUU*UUUUU**}UUUUUUUUU*UUUUU**UUUUUUUUU*}UUUUU**UUUUUUUUU*UUUUU**}UUUUUUUUU*UUUUU**UUUUUUUUU*UUUU}U**UUUUUUUUU*UUUUU**UUUUU}UUUU*UUUUU**UUUUUUUUU*UUUUU*}*UUUUUUUUU*UUUUU**UUUUUUUUU*}UUUUU**UUUUUUUUU*UUUUU**}UUUUUUUUU*UUUUU**UUUUUUUUU*}UUUUU**UUUUUUUUU*UUUUU**}UUUUUUUUU*UUUUU**UUUUUUUUU*}}}}}}}}}}}}}}}}}}}}}}4`,H,hi(Ȑeo錙 lȭ01-~惑!}Hx*@+/惑hif HƁhȐÅ8Ɓ惑@Ԡ!}S@ !_ W >/Xԩ-ԩ ԍ$% x1 xix!}xA L hxLde 1yi$+JH=ፅh=ݍݍ]ݍ($=эɍQ=ɍ!},,LpL GLpHH$ G hH ȐLb, Œ!}ݍ%JJ `HH@ )) =ݍՔ!=!} Ŝߥ( e"P#ŀT=ݍՔ = ŜᥝȢ eP#"8P#JyP# ȰLh"}h Ԯx x    LI) Ƌ}ٍ=ݍ,\ЩЭ`I"}ЈLb95`C 1ǰ8y*A+ M< %H$Hٍ`ȥ 너`L,"},,,eȰ,L,,,eɠ H jh` },},=ፅ` ) )"} ,H hq0LI $U\\\ȹ卍]` i,"}hh@ԤHHO '=ݍŶ Ÿ==0 Ă䃰ǤȐ7 P#و"#"} =急و"ȐLb,m`` iixzɌ.{vʈ`Lt䥟ILȄ 8񡤧 RHn"}e, i ],JJ,JJ)hJJŦ $Lx`^f` M 0Lȥi0 "} `L숄 X `? `,JJ)`}!`J J$Jm ` SŎ0S0ť 0,"}Ȑߤ`S!ũ膁I LI醁 0S 5L, H h^ ) )LȘH 1i" }(i 姰hJ=ݍ ٍ J Eٍ]ٍQ0SȰS0S 0ʥ c0S OS`8 " }L수 S$ C ΋S0O ֊ | 10dL L ΋ ي% P帅" }幅 |Y_ `  ` L ͊1:$ C 狩 B} =0@ V L" } Me淤Ȑ۠[\]^_ Lሤ0 IS0 , MH2$0P<" }$,eh ̥υȐLp6 1  i ] X,i`&8բ"}v ex*@+`S`䤧,JJ)`)JJ`,,`H`)h`e`"}@ ͊04`%H$H`,H h  嶅巅`, @BRHHKsBHHdUR =$"} 6.}$$01Є BHHIHhDhE V80HJJJJ h "} \ ͊ Lx) ii0`RS ɛS` "H hR$R:`HHH`Ѝ ԭ`Э` "}ЭX'i0Э (i0Э(i0Э)i0Э%i0Э&i0Т `)й`ЊJJ8$i0Э%i0ЩЎЌЩ Щ"} ЎЌЩЩhhh@HhHhHhHhpp NNpA}ERROR $00D1:*.*}Press 1-9 for Directory"}     p8ȐX $%%&'(()\]^_[[[[?Sk/Kc7Og?Sk'GWo/K[s7O_w?Sc{GWg"}$$)$) @ @0 ?235?67NOFG>.!:V "r_^ZX][su %8-="} QHGFEDCBATbev\_y|Մʄ儤K4@$o' =VSu %8-= sGED v.2 - See the end of this document for new changes.GED is not a full featured drawing program. I have used it only for&}doing color and simple pixel cleanup. It is also the only selfcontained program right now that can display this graphic fo&}rmat.GED, and the code which it contains, are not public domain. It isfreely distributable though for non-commercial appl&}ications. Pleasecontact me if you wish to use this graphic format in a commercialproduct. GED is (C) 1993 by John Harris.&}GED OVERVIEW:-------------GED was designed to create the best possible flicker-free graphicsthat the Atari can display.&} It uses almost 10K of inline code tocontinually stuff new colors into the color registers, allowing up to9 playfield colo&}rs per scan line.GED can also place PMGs anywhere on the screen. You may change thewidth, color, and priorities. GED can&} change one graphic register perscan line, allowing you to reposition PMGs for multiple uses. GEDtries to be as flexible a&}s possible with PMG editing, so that you cansimply position and draw wherever you wish. However there are limitsto what th& }e program can do, and it may be beneficial to read theTECH.DOC file, to get a better idea for what is going on.The bottom &!}line of all this, is that you can get up to 14 colors perscan line, and 9 of those can change every line. Plus having full&"}control over all of the graphic registers, and being able to changeone per scan line.GED DRAWING:------------The joysti&#}ck can be used to move the cursor. The movement may appearchoppy at first, but the stick routines are designed to allow sin&$}glepixel movements by tapping the stick in any direction. Even diagonalscan be moved without getting horizontal or vertica&%}l 'tails' on thediagonal lines.The cursor can also be moved with the arrow keys. The keys bythemselves will move 1 pixel&&}. With Contol pressed, it will move 8pixels.Shift-Control-Up will take the cursor to the top of the screen. Thiswill be&'} useful for changing player/missle registers, as describedlater.Press the fire button on the joystick to draw with the act&(}ive color.If the pixel was already the active color, at the location where thefire button was first pressed, then pixels wi&)}ll be erased with thebackground color as long as the button is held down. This allows easyplot and erase of a particular c&*}olor without having to select colorsfrom the keyboard. The tradeoff, is that you must make sure you startdrawing on a pixe&+}l that is a different color to prevent going into'erase mode'.To change the active color register, use the keys 0-3, with &,}0 beingthe background color. You can also move the cursor onto a color youwish to draw with, and press 'G' to grab that co&-}lor.To clear the entire screen, press the keys Shift-Control-Tab.Press Shift-X to exit to DOS.FILL MODE:----------Pr&.}ess the Spacebar to toggle between drawing mode and fill mode.There is an icon at the top of the screen to indicate what mod&/}e youare in. It will be a line in draw mode, or a filled box in fill mode.The cursor flash rate will also be faster in fil&0}l mode, as anadditional visual cue.Fills may also be made in dither mode. Press the 'D' key, followed bya number from 0-&1}3. A crosshatch dither will be formed between thisnumber, and the active color register. The icon will show a ditheredbox&2} when the dither option is set. Press D again to return to solidfill.The fill mode in GED is a simple top down fill, with&3}in the borders ofthe color register where the fill was started.Press 'U' to Undo a fill operation.The fill mode currentl&4}y fills only the color register. Color palettesettings are not carried with the fill, and these may need to becopied manua&5}lly with the 'C' command. (Described later) This willlikely be improved in a later release as well.PLAYER/MISSLE EDITING&6}: (PMG)----------------------------Press 'P' to toggle between PMG and playfield editing. An indicatorjust to the left o&7}f the Draw/Fill icon will turn on in PMG mode.The mode will default to an auto-select of whichever PMG object isunder the &8}current cursor location. Just press the fire button todraw/erase, or enter PMG commands, and they will automatically use th&9}ePMG at the cursor location, if one exists. Nothing will happen ifthere is no PMG object at that location.Specific PMG o&:}bjects may be selected manually, by pressing the keys1-4 to select players 1-4, or 5-8 to select missles 1-4. Even thoughp&;}layers are technically labeled from 0-3, I use 1-4 for ease inkeyboard selection. Manual selection will become necessary if&<} twoPMGs overlap, because the auto-select routine will always take thelower number.Both solid and dithered fills react di&=}fferently with PMG objects.There is no function to fill to graphic borders, and fill mode willsimply copy the current line &>}of a PMG object to the next line. Thusto fill a PMG, you will need to draw a line across the top of the PMG,press the spac&?}ebar to turn on fill mode, and then hold the fire buttonwhile pulling the joystick down. Dither mode operates in the samew&@}ay, except that when dither patterns are detected, they are bitshifted to maintain the pattern. To create a dithered PMG, y&A}ou willneed to plot every other pixel on the top line of the PMG. Press thespacebar and the 'D' key, and then hold the fir&B}e button and stick downin the same manner as solid filling.PMG COMMANDS:-------------< > Change the current PMG's width&C}.M Toggle the priority bit for missles being used as a 5th player.O Toggle the priority bit for overlapping PMG colors.&D}F Toggle four modes of playfield and PMG priority order. This changes which objects appear 'in Front' of other object&E}s.POSITIONING PMGs:-----------------Shift 1-8 sets the horizontal position of the corresponding PMG to thecursor locati&F}on. This operates a bit differently whether or not thecursor is located on the top scan line. There is a table that stores&G}the starting attributes for all PMG registers. When the cursor is onthe top scan line, any PMG changes will be made to thi&H}s table, and allof the PMG attributes can be configured. When the cursor is partwaydown the screen, changes are made withi&I}n the DLI routine which canonly support one register change per line. In case of conflicts, GEDwill try to find free spots&J} to make DLI register changes, but thereare limits to what the program can do. This is explained more fullyin the TECH.DOC&K} file, and I suggest you study this if you want to getthe most out of this potentially powerful ability.Another difference&L} occurs when changing PMGs at the top of the screen.The missle objects have some auto-positioning logic to placethemselves &M}at optimum locations. When fifth player enable is turnedoff, missles will automatically be placed at the end of theircorre&N}sponding players, allowing a slightly larger player object.Changes to the player's position or size will automatically reloc&O}atethe missle to its proper place. With fifth player enabled, all of themissles will be placed one after another, adjustin&P}g for any changes inmissle size. Shift-5, which sets the location of the first missle,will set the starting location of th&Q}e fifth player. Theseauto-placements are only valid at the top of the screen. If youreposition PMGs in the middle of the &R}screen, each missle must be movedindividually -- even with fifth player enabled.BRUSHES:--------GED allows a limited fo&S}rm of brushes, that can copy data from a PMGobject to the playfield. The implementation is simple, but can stillbe quite u&T}seful.Draw a shape in one of the PMG objects, and then move the cursor tothe top of the shape and press the 'B' key. This&U} will place theprogram in Brush mode, and anytime the joystick button is pressed, GEDwill copy the shape from the PMG objec&V}t into the playfield at thecursor location, using the active color register. The first blankline encountered in the PMG ob&W}ject will mark the end of the brush.The drawing mode icon will be a round dot when in brush mode.Press 'B' again, or the &X}space bar to return to regular drawing mode.COLOR PALETTE CONTROLS:-----------------------Breifly, since the color regis&Y}ters are stuffed multiple times perline, a change in the color palette will only effect a portion of theline which I call a&Z} color cell. To see a visual appearance of colorcells, start from the empty GED screen and fill it with color register1. &[}Then move down several lines and fill with color 2. Repeat withcolor 3. Then press the 'T' key to put up the test palette,&\} and lookat the screen. The color registers in the playfield data have notbeen changed, but multiple colors are being stuf&]}fed into them,creating vertical bands of color. Each different colored section of aline is what I call a color cell. It's&^} a color register that is onlydisplayed for part of the scan line. There are eight color cells perline, although you would&_} have to plot all of the color registers onthe same line in order to see all eight color cells on the same line.The TECH.D&`}OC file has a more complete description of color cells. Ifyou're lost, try and study that file and see if it makes any more&a}sense. I'm always available to answer questions as well.With that out of the way, here's how you change colors.Shift-Ar&b}rows adjust the Hue+Intensity of the color cell at the cursorlocation.When PMG mode is active, the color of the currently &c}selected PMGobject will be changed. Changing PMG colors works a bit differentlythan the playfield colors. Since new color&d}s are not stuffedautomatically each line, PMG color changes will effect all lines fromthe cursor position to the bottom of &e}the screen, or to any other placewhere the color was previously changed further down the screen.Playfield color changes on&f}ly effect one scan line, so there needs tobe an easy way to copy color palettes to additional lines. The 'C'key will copy &g}the current color cell into the same position on thenext line down. You can hold down the C key to repeat the effect.Use t&h}he C function when you are changing just one color, and don'twant to change any of the other color cells.The 'W' key will &i}copy the entire line of color cell palettes to thenext line down. Use this function when you have changed all of thecolor &j}registers, and want to copy the entire palette.The 'X' key allows you to exchange two playfield color registers. Oneregis&k}ter should be selected with the 0-3 keys, (or the G command).Then position the cursor on top of the color you wish to exchan&l}gewith, and press X. The command will effect all of the screen below,and to the right of the cursor location. Also, the a&m}ctive colorregister will be exchanged as well. Since the pixel at the cursorlocation was swapped, having the active color &n}changed too will allowyou to press X a second time to toggle things back the way they were.COLOR CELL BOUNDARIES:--------&o}--------------GED now allows the locations of the color cell boundaries to be skewedleft or right as a group. Normally, t&p}his is the first step to performwhen coloring a picture, to best match color cell boundaries to theobjects in the picture. &q} This is a global screen setting only, andcannot be adjusted in mid-screen.The ',' and '.' keys skew the boundaries left o&r}r right.The 'T' key changes the screen to a test palette, which will make iteasier to see the boundaries between the color&s} cells. This is thebest mode to be in when using the above skew control. Press T againto return to the normal screen pale&t}tte.DISK I/O--------The compression protocol has not yet been implemented, but this willbe included in a future release&u}. Future GED versions will be able toload uncompressed pictures without problems.To get a disk directory, press Esc, and &v}then a number from 1-9. Thedirectory function also sets the current default drive. Filenames forloading & saving will use&w} the default drive without having to type'Dn:'.L - Load graphic.S - Save graphic. This will prompt with the last loaded &x}filename. Press return to accept it, or edit the name and press return.GED will load DOS II binary files with the load &y}function. This can beused to import GR.15 raw data, PMG data, or GED format color palettes.Although there is no method for&z} saving individual components like thisfrom within GED, these may be saved from DOS after exiting GED. Hereare the memory &{}addresses for the various components:$5330-$5AFF Color palette data$5B00-$5FFF PMG data$6000-$600F Picture header$6010-$&|}7F4F 320x200 screen dataCOLORING HINTS:---------------The default priority mode in GED is to draw PMG objects behind the&}}playfield. In this mode, PMGs will only be visable in sections of thepicture that are cleared to background color. This o&~}ften works outbest, since you can make the players maximum width, and mask in frontof them with other colors at full resolu&}tion. Note that when themissles are combined as a fifth player, this object appears in frontof all playfield colors, regar&}dless of the priority settings. I'm abit confused by this, since the hardware manual appears to show thatit should be poss&}ible to have its priority below the playfield. Thisis not the way it works in the real world though.Coloring pictures in &}GED can be an interesting process, because of allthe potential choices for selecting which registers or objects willdisplay&} which colors. The boundaries where the color register changesoccur are staggered for each register. (See the TECH.DOC fil&}e formore information.) What this means, is that finding the optimumselection of color registers often requires a lot of j&}uggling, andthere are no rules that say a solid colored object will be drawnentirely with the same color register. As an o&}bject changes shape asit progesses down the screen, it may cross different color boundaries,making it advantageous to switc&}h to a different color register. Youwould then change the palette of the new register to match, and theold register will b&}e freed to use for something else.I will be uploading some tutorial pictures in the near future, to helpyou figure out how&} to make the best use of available registers. I justdidn't have time to finish these for the initial release.OTHER SAMPLE&} PICTURES:----------------------The MARTIAN.GED picture was done with an early version of GED that didnot support PMG obj&}ects. Even still, it has a good dispersion ofcolors for a playfield only picture, showing as much as 8 colors perline. I &}also really like the anti-aliased fonts.TEST.GED shows how many colors you can display on one line using thenew mode. By &}including dithering, the bars at the top show 40 colorsper line. The boxes at the bottom show a decent flesh tone color mad&}eby alternating scanlines of pink and orange. The box in the middle isformed from the colors of the other two. The greate&}st thing aboutthis flesh color, is that it takes only one color register since thereare no horizontal changes.GED UPDATE &}HISTORY:-------------------** v.1 **Initial release.** v.2 **New Features:Undo command for fill operations, using &}the 'U' key.The 'X' key allows you to exchange two playfield color registers. Oneregister should be selected with the 0-3&} keys, (or the G command).Then position the cursor on top of the color you wish to exchangewith, and press X. The command &}will effect all of the screen below,and to the right of the cursor location. Also, the active colorregister will be exchan&}ged as well. Since the pixel at the cursorlocation was swapped, having the active color changed too will allowyou to press&} X a second time to toggle things back the way they were.Quick reference guide included as file GEDQUICK.DOC.Bug Fixes:&}Several internal operations did not adjust properly to different skewsettings, causing the wrong color cells to be selected.&}The C command to copy colors did not work.The position of Missle #1 was not stable.Positions of missles 2-4 did not aut&}omatically adjust to changes inmissle #1's position, when 5th player mode is enabled. (Note, auto-adjustment only occurs w&}hen position is changed on the top scan line).GED has a run address appended to the file, for non-Sparta users.Hopefully, &}I will continue to remember this in the future.KEEP IN TOUCH:--------------I'm always interested to receive feedback on &}GED, or anything else.John Harris45346 Graceway Dr.Ahwahnee, CA 93601jharris@cup.portal.comGEnie:JHARRIS32eedback on $rGED Quick ReferenceArrow Keys - Move cursor.Cntl Arrows - Move cursor 8 pixels.Shft-Ctl-Up - Move cursor to top of scree*}n.0->3 - Set active color register, 0 being background.G - Grab color at cursor location, and set it as active color.*}X - Exchange two color registers. Exchanges the active color with the color at the cursor location.Shift-Arrow*}s adjust the Hue+Intensity of the current color cell.C - Copy color cell to next line.W - Copy whole line of color *}cells to next line., . - Skew the color cell boundaries left or right.T - Display Test palette.Space - Toggle betwe*}en draw and fill.U - Undo fill operation.D - Toggle dithered fill. Follow this command with one of the keys *} 0-3, which will form a dither between this and the active color.B - Toggle Brush mode. Cursor should be at a PMG obje*}ct which forms the shape of the brush.P - Toggle between playfield and PMG editing.A - Auto-select PMG obj*}ect under cursor.1->4 - Select Player 1-4.5->8 - Select Missle 1-4.Shft 1-8 - Set horizontal position of PMG object to c*}ursor location.< > - Change the current PMG's width.M - Toggle the priority bit for missles being used as a 5th playe*}r.O - Toggle the priority bit for overlapping PMG colors.F - Toggle four modes of playfield and PMG priority order.*} This changes which objects appear 'in Front' of other objects.Esc - Followed by a number from 1-9 displays dis*}k directory.L - Load graphic.S - Save graphic.Shft-X - Exit to DOS.Shft-Ctl-Tab - Clear entire screen.John *}Harris45346 Graceway Dr.Ahwahnee, CA 93601jharris@cup.portal.comGEnie:JHARRIS32-Ctl-Tab - Clear entire screen.John (U0SO4.}.}.}.}.}.} .} .} .}.}.} .} .}.}.}.}.}.}.}.}.}.}.}.}.}.}  UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU@.}@@@@.}@@@@@.}@UUUUUUUUUUUUUUUUUUUUUUUUPUUUUUUUU.}UUUUUUUUUUUUUUUU@UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUTUUUUUUUUUUUUU.}UUUUUUUUUUPUUUUUUUUUUUUUUUUUUUUUUU@UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU.}UUUUTUUUUUUUUUUUUUUUUUUUUUUP@UUUUUUUUUUUUUUUUUUUUUU@UUUUUUUUUUUUUUUUUUUUUU.}UUUUUUUUUUUUUUUUUUUUUTUUUUUUUUUUUUUUUUUUUUUP@UUUUUUUUUUUUUUUUUUUUU@.}UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUTUUUUUUUUUUUUUUUUUUUUP@.}UUUUUUUUUUUUUUUUUUUU@UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUT.}UUUUUUUUUUUUUUUUUUUP@UUUUUUUUUUUUUUUUUUU@UUUUUUUUUUUUUUUUUUUUUU.}UUUUUUUUUUUUUUUTUUUUUUUUUUUUUUUUUUP@UUUUUUUUUUUUUUUUUU@UUUUUUUU,}