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Below i}s a summary of each type of save and the options for each. //////////// SAVE CLIPART } //////////// Before saving ClipArt, you first need to format a ClipArt disk. This requ}ires a drive capable of DOS 2.5 dual density (Atari 1050 drive or compatible) and a special disk structur}e. After selecting ClipArt under the SAVE option, the program will ask "FORMAT A ClipArt DISK?" If this is your } first time saving ClipArt, then select yes. Put a blank disk in the drive you specified earlier (the botto}m message box will tell you which drive in case you forgot). Make sure the disk you put in the drive is }blank as all data on the disk will be lost. Press ESC to abort to the Main Menu or RETURN to begin forma}tting. Next you're asked for a ClipArt filename. Press RETURN only for a directory of ClipArt 'mural}s' or enter the name you want to save your graphic under. After you give the program a filename, a 1/2 s}cale representation of a ClipArt mural will appear in the top right window with your filename underneath }it. The prompt in the top message box asks you to select PART or WHOLE graphic to save. If you select PART, } the program will allow you to draw a box around part of the graphic in the upper left window. A small flashin}g cursor will appear in the upper left window. Use the arrow keys to move this cursor one unit at a time}, the SHIFT + arrow 3 combination to move it eight units at a time, or} the joystick. When the cursor is at one corner of the box you want to save, press SELECT. Now as you m}ove the cursor, a rubber-band box will follow it. When the box contains the part of the graphic you want} to save as ClipArt, press SELECT again. You can also press ESC to abort. After boxing in PART of th}e graphic or selecting WHOLE, a 1/2 scale flashing box will appear in the top right window (your 1/2 scal}e ClipArt mural). Use the arrow keys, SHIFT + arrows, or joystick to move the flashing box anywhere on the } ClipArt mural. The coordinates of the upper left corner of this box are displayed underneath the mural represen}tation. Press SELECT to mark and save this particular part of your mural or ESC to abort. W}hether you saved or aborted in the previous step, you will now be given five options while still under ClipArt } SAVE. You can LOAD a new graphic to add to your mural (see instructions above for loading). You can CLIP a }new graphic, which lets you continue to add to the mural you are constructing (the previous two paragraph}s described how to do that). Note that each time you add to your mural, a box is drawn to show what part} of the ClipArt mural is used. You can overlap pictures on this mural, but if you do, the Newsroom will }combine the overlapping area and include it on both clips. To avoid any overlapping, make sure each clip is } at least two units (pixels) away from the adjacent clip. You can EDIT the graphic in the upper left window (se}e instructions below for editing). When done editing, you will press ESC to return to this same five-opt}ion submenu. You can also choose the SPEC option which allows you to change the LOAD specs (see below fo}r more details). You cannot change the SAVE specs while under the ClipArt SAVE option. If you select DON}E or press ESCAPE from the five-option submenu, no more art will be saved to the present mural. You can }save a maximum of 32 clips to any one mural. ////////////////////////////// SAVE AwardWare Graph}ic or Seal ////////////////////////////// The first time you select either of these options, the} program checks the specified drive to make sure it has a DOS disk in it and whether or not any graphics/}seals are already on the disk. You are asked for a name. You can press RETURN only for a directory list}ing or enter the name you want the graphic in the upper left window saved under. There is one important }point you should note here. If you want to use the saved graphics with AwardWare, you will need to have the } following files from the original AwardWare Graphic disk on the same disk as your saved pics: VBD.A, MBO.A, F00}.A, F01.A, F02.A, F03.A, F04.A, and END.COM. These files take up almost half of a single density disk an}d limit how many pics you can put on the disk. However, you can copy all the AwardWare files (both progr}am and graphic disks) to an enhanced density disk and it should still work. If you want to use the sa}ved graphics with PrintPower, you do not need the above mentioned files on the disk. You should first sa}ve your pics as AwardWare graphics and then 4 convert them using the '}AW -> PrP' option described below. Saving them as AwardWare seals will also work for PrintPower, but you }won't get as many on a disk since seals are not compressed while graphics are. **** EDIT } **** This option lets you edit the picture in the upper left window. The keyboard commands are} listed in the upper right window. The X and Y coordinates of the flashing cursor are displayed in the u}pper message box near the bottom of the screen. The arrow keys (without control or shift) let you move t}he flashing cursor one unit at a time. A joystick in port 1 does the same thing. SHIFT + arrow moves the cursor 8} units at a time. CONTROL + arrow scrolls the picture in the direction of the arrow. Below is a summary} of the other editor commands. Whenever cursor movement is called for, you can move either one or eight }units at a time. ////////////// Buffer Picture ////////////// When }you first enter editing mode, the graphic in the upper left window is saved to the buffer. If you make c}hanges to the graphic and decide you don't like them, you can recall the original picture with the Undo command } (described below). All the undo command does is recall the picture from the buffer. If you like the change}s you've made so far and want to try some questionable changes, press CONTROL + B to save the displayed g}raphic to the buffer. The program will ask you to confirm this since the original buffer will be lost. }The Undo command will restore whatever picture is presently in the buffer. ///// Clear} ///// Press CONTROL + C to clear the upper left graphic window. If you do this and de}cide to change your mind, the Undo command will restore the previous graphic. /////////// } Lock Toggle /////////// Pressing CONTROL + L will allow you to draw or erase (depe}nding on which mode you are in) whenever you move the cursor. Pressing the same keys a second time will turn this} function off. The status of the lock is displayed in the upper right window just after 'Lock Toggle.'} 5 //////////// Draw (Black) ////////}//// Whenever you press D it will make a black mark at the location of the cursor on the upper left }graphic screen. An asterisk (*) will appear next to Draw in the right window. If Lock Toggle is on, when}ever you move the cursor, it will make a black mark in the graphic area. If you are using a joystick, pr}essing the button will also make a black mark. Hold the button down while moving the joystick to draw con}tinuously. ///////////// Erase (White) ///////////// Whenever you p}ress E it will make a white mark at the location of the cursor. An asterisk will appear next to Erase in} the right window. If Lock Toggle is on, whenever you move the cursor, it will make a white mark in the graphic } area. The joystick and button will also draw in white. /// BOX /// } Pressing B allows you to draw boxes. Move the cursor to one corner of the box you want to draw and press }SELECT (or the joystick button) to mark. Now when you move the cursor, a rubber-band box emanates from t}he first point. Press SELECT (or the joystick button) again to mark the complete box. You can also pres}s ESC to abort the box function and return to the main editor commands. //// LINE } //// You can draw lines by pressing L. The start and end of the line are selected in the }same way as the two points of a box as described in the previous paragraph. //////// N}egative //////// Press N to make a negative of the upper left graphic window. All bla}ck pixels will become white and vice versa. //// Undo //// If you'v}e made some changes to the graphic and decide you don't like them, press U to restore the previous graphic. } Use this command in conjunction with the Buffer Picture command described above. } 6 ********* AW -> PrP ********* This options lets you convert a w}hole disk of AwardWare graphics and/or seals for use with PrintPower. PrintPower's Main Menu has an opti}on that supposedly allows you to do this. However, it only works with the graphics and seals that come w}ith the AwardWare graphic disk. THE CONVERTER will do it for any valid graphics disk. The program first }asks for the drive number for conversion and then checks that drive for graphics/seals. Then you are asked to ente}r a unique disk name. PrintPower uses this name to keep track of your graphic disk, so you should give e}ach graphic disk a different name. After that, everything is automatic. When the conversion is complete}, PrintPower will recognize and use any graphics you have stored on the disk. Please note--before you} can use this option, you must first save some graphics on a DOS disk in either AwardWare graphic or seal} format. The graphic format is better because it compresses the pics before saving them--as a result you } will get more pics on a disk. If you plan to use your graphics with PrintPower, you should not save more than 58} pics to a disk. This is because the 'AW -> PrP' option adds several files to the disk directory and the }maximum number of files on a DOS disk is 64. **** SPEC **** At the bo}ttom of the lower message window is a line entitled SPECS. Initially, both the LOAD and SAVE specs are b}lank. After choosing LOAD or SAVE from the main menu, the appropriate drive number and file type are shown in the }SPECS line (see the LOAD and SAVE descriptions above). For example, the SPECS line may read:  } SPECS:LOAD:D1-PS SAVE:D2-ClpA This indicates that every time you choose the LOAD option, THE CONVE }RTER assumes you want Print Shop icons from Drive 1 (D1-PS) and every time you choose the SAVE option you want  } ClipArt saved to Drive 2 (D2-ClpA). The following abbreviations are used for file types: PS  } = Print Shop Icon ClpA = Newsroom ClipArt PpGr = PrintPower Graphic AwGr = AwardWa }re Graphic AwSe = AwardWare Seal When you choose the SPEC option from the main menu, you } are allowed to clear the LOAD and/or SAVE specification. When choosing this option from the SAVE CLIPART submenu} (described above), you can only clear the LOAD spec. The LOAD and SAVE options will not ask you for the} drive number 7 and file type unless the appropriate specification is} cleared. If you forget what kind of file you are LOADING/SAVING or the drive number, you can always look} at the SPECS line. ****** ENJOY! ****** Have fun with this program a}nd experiment with it. There is so much good computer artwork available. The more we can share, convert}, and use all that's out there, the more enjoyment we will have using it. *************** ACKN}OWLEDGMENTS *************** AwardWare and PrintPower are Trade Marks of Hi Tech Expressions.} The Newsroom is a Trade Mark of Springboard Software, Inc. Print Shop is a Trade Mark of Broderbund Soft}ware, Inc.oard Software, Inc. Print Shop is a Trade Mark of Broderbund Soft18;˅̩ͩ@Πˑ ؅xHԭ)өΩ@̱ˑ ؅h(9̅}΅ 8\ɩ̍]ɩˍ@  LHHL摥Šꥑš`}1Lq1:(: Cά:Ω(ҩmi:; < =x:23}454 ̐Μ , ̰  WͰ ,P ͐νе *X0`234 5` Π21 ,350 2 }4 2 L̥1 ͭ)ҢLWͩ1,350 Ͱ&2 4 Ͱ2 1`08` Ω< ͰA}CE,0ɋ8` `&͍'0L\`e1i1`,07 ,ߍҩҭҍ )  `_ҩҩ,,,8}`H)ҩh `#,ҍ ҩ(ҩҩ`jj)?j)`Ң`H?ʎ @} 20:΢h`#