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It fully utilizes extended memory (as ramdisk) and the (RAM) memory that resides under both the ROM operating system andW} BASIC. The result is the ability to support a wide variety of special graphic operations beyond those offered by other AtarX}i drawing programs. An example is the automatic recording of all drawing and text operations which can be immediately playedY} back or saved to disk for later recall.DRAW7 (XE) is a shareware product for distribution in the public domain. No chargeZ} 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 proga}ram menu "Run" option after booting the DRAW7 disk. Drawing control is through the joystick, keyboard and console keys. A lb}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 capad}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 plf}ayback drawing operations.- Ability to undo the last screen operation and undo the undo.- Enter text from a selection of dig}fferent character sizes, colors and patterns.- Precisely align text anywhere on screen.- Load and use your own 9 sector chah}racter fonts.- Display disk directories and select screen files to save and load.- Rubber band line drawing and special effi}ect ray drawings.- Draw dotted and wide lines.- Draw circles, ellipses, rectangles and points.- Draw by inversing screen cj}olors.- Inverse colors within a specified screen area.- Clear or erase rectangle screen areas in any color.- Quickly shiftk} entire screen up, down, left or right.- Horizontally or vertically mirror, duplicate or invert half of display screen.- Mil}rror or duplicate chosen quarter of display screen.- Flip screen over top to bottom or left to right (can use to make iron-om}ns).- Move a saved Zoom mode screen into different areas of a Graph mode screen (like rubber stamping).- Replicate a Zoom mn}ode screen throughout a Graph mode screen.- View Graph mode screen in Atari Graphic modes 8, 9, 10 and 11; also supports colo}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 compariq}ng to changed screen colors.- Print displayed screen file (for Prowriter 8510 printer only).- Control size and speed of curr}sor.- And other features.Interesting and exceptional results can be obtained by experimenting with these capabilities whics}h are explained below.OPERATIONS----------DRAW7 commands are used to control and call upon its many features. The majt}ority of commands are issued through the keyboard. Some are in combination with the joystick. The joystick will move the blu}inking cursor that is available in all DRAW7 modes. By Pressing the joystick trigger in Graph or Zoom mode, and moving the jv}oystick, you will be able to perform freehand drawing in one of the four available draw colors (numbered 1, 2, 3 and 0).Conw}sole keys are used to assist in selecting a draw color to draw with and to control associated draw color values which will bex} 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 bKUndo 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 li9}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 15B} (Graphic 7 1/2) screens, are compatible with Micro Painter, Computereyes, and Micro Illustrator (e.g. Koala Painter, Atari AC}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 andE} will save or load the respective mode's screen file, as indicated by the file names found in the filename (A key) command meF}nu.While special file naming conventions are not required, except as explained below, it is advised that Graph mode files eG}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 aH}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 nI}ames, use the filename (A key) command and follow the menu prompts before performing the intended save or load operation. ReJ}member, saving or loading a screen file in Graph mode will save or load a Graph mode screen; in Zoom mode, a Zoom mode screenK}.To protect the integrity of the DRAW7 Disk, it is recommended that a separate formatted disk be used for saving DRAW7 screL}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 currenM}t screen colors which are restored when the file is loaded.With one exception, all Graph mode files are saved in a 62 sectoN}r (uncompressed) Micro Painter format that is compatible with Computereyes and other popular graphic programs. The exceptionO} is Graph mode files ending with an extension name of .PIC. These files are saved in Micro Illustrator (62 sector horizontalP} 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, DRR}AW7 first opens the file to see if it is a Micro Illustrator (vertical or horizontal compressed) file. If it is, the file isS} 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 thosU}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 describV}ed later under the Special Effects section.The Undo (ESC) command can not "unsave" a saved file.If a file can not be saveW}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 isX} available to load. Also make sure the disk is not write protected if saving a file. The program will not be harmed if a fiY}le can not be saved or loaded.Filename Change (A or Shift-Tab Keys)This command is used to change the separate Graph anZ}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 pra}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 thed} 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 modf}e and access the file. For whatever reason, if the file can not be accessed, DRAW7 will ignore further processing of the comg}mand requesting access. If your command to save, load or overlay a screen file fails, return to the filename command and cheq}hb%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 unusur}al conditions (e.g. disk full) exist. Changing and accessing playback file names are basically the same as described for Gras}ph and Zoom mode files.Be aware that DRAW7 permits you to save using an existing disk file name, in which case the existingt} file will be overwritten during the save without special notice. One other note, it is not necessary to supply the disk driu}ve designator (D:) for files located on drive 1.Print (CTRL-P)Those having a C. Itoh (8510) Prowriter will have the abiv}lity to print Graph and Zoom mode screens by using the CTRL-P command. When used in Graph mode, it will print the present Grw}aph mode screen; in Zoom mode, the Zoom mode screen. The printer must be turned on and ready before issuing the print commanx}d or the command will be ignored. Printing in progress can be ended by pressing the space bar.Graph mode screen files savey}d by DRAW7, in either Micro Painter or Micro Illustrator formats, can be printed offline using graphic print programs availabz}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 you|}rself were drawing at the terminal. Recorded operations can also be saved to disk as a "playback" file for later playback th}}rough DRAW7. Once recording is started, all keyboard, joystick and console key input is monitored and saved in memory for la~}ter recall. Over 4000 characters (bytes) of recorded data covering all modes of operation can be stored. If this data is sa}ved as a playback file, it is stored with the status of the drawing program when the recording was started. The size of the }saved file can be from a minimum of 2 to a maximum of 35 single density disk sectors, depending on the amount of recorded dat}a in memory. Any number of playback files can be created with this program.The major features offered by the record/playba}ck capability are as follows:- Record a drawing session for immediate and repetitive playback.- Save a recorded drawing s}ession to disk as a playback file for later recall.- Load or load and automatically start a playback file.- Start, stop a}nd restart both record and playback functions.- A playback file can be added to and resaved.- A playback file can automat}ically call (chain to) another playback file.- Playback can be automatically paused to accent viewing attention.- A playb}ack file or recording can contain one or more screen images.- Recording of drawing and/or text screens are fully supported.}- One or more playback files can be used to present a slide show type of presentation.- Drawings or parts of drawings can} be reproduced by tracing.- Recorded drawings can be played back over other screen images.- Recorded drawings can be used} to create special effects and unusual images.- Screen flashing is used to confirm many record/playback commands.The play}back of your recorded drawing operations can be used to create many new and interesting images. This would include the creat}ion of complex drawings otherwise difficult to produce by other means. The major ingredients for producing exceptional pictu}res are experimentation and a basic understanding of how record/playback works. Regardless, it takes very little effort to p}roduce fascinating images.Record and playback operations, which are described next, are controlled with the following comma}nds:Record Commands:- Shift-CTRL-4 Start- CTRL-4 Start or restart- 4 Halt o}r endPlayback Commands:- Shift-CTRL-5 Start- CTRL-5 Start or restart- 5 Sta}rt continuous playback- Any keyboard key Halt or endSave/Load Playback File:- Shift-CTRL-6 Save (memory to} disk)- CTRL-6 Load (disk to memory)- 6 Load and start playbackOther Commands:- Shif}t-CTRL-7 Halt playback & restart recording where stopped- CTRL-7 Record pause for playbackThe rec}ord and playback functions are programmed to be mutually exclusive. This means only one of the functions can be active at a }time. If you are recording, you can not be playing back and vice versa.Record (Shift-CTRL-4, CTRL-4, 4)A recording ses}sion is started with the Shift-CTRL-4 command. When this initialization action is taken, most command functions are reset as} if changing modes. Next, the status of the drawing program is saved in a special place in memory shared for record and play}back data. Saved status consists of current drawing information such as drawing mode, drawing colors, cursor position and ty}pe, cursor speed, font and file names, and other information later needed to start (but not restart) playback.After the rec}ord function is initialized, the screen will flash to indicate that the program is prepared to record all keyboard, joystick }and console key input in record/playback memory. All periods of inactivity, when no input is occurring, are not recorded. T}he record function will remain active until the "4" key is pressed (in Graph or Zoom mode) to halt or end recording, or until} memory for recording is exhausted. In either case, the screen will flash again to indicate recording has stopped.If you u}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 previ}ously been started, it will be by this command. If recording had been started, all further input will be appended (added) to} the already started data in record/playback memory. If memory is full, the CTRL-4 command will be ignored.On restart, the} status of the program will not be saved as it was when the record function was started. The program status that was saved w}hen the record function started will continue to be preserved. It will remain preserved until a new recording is started wit}h the Shift-CTRL-4 command. A load playback file command (covered later) will also replace the currently saved program statu}s.The Shift-CTRL-4 command will always start the record function from the beginning. It will also, in effect, erase any pr}evious recording in record/playback memory. The CTRL-4 command will only start a recording from the beginning if none had be}en previously started; otherwise, it will restart the last recording stopped (with the 4 command) or restart recording at the} end of the last playback file loaded, whichever is most current.The record function will be unaware of drawing changes mad}e between the halting and restart of record operations. The same applies for font and file name changes. For example; chang}es in mode, color, cursor position or speed, that were made during non-recording periods (when record operations were halted)}, will not be known to the record function. While this does not effect record operations, changes of this type will most lik}ely be noticeable during playback. In the case of a non-recorded cursor position change, playback of recorded cursor data af}ter the change would no longer be relative to the last recorded cursor data before the change. This will not harm the progra}m but the playback results may not be what is expected. To assure relative cursor position, home the cursor (X command) to a} fixed location, such as the upper left screen corner, both before halting and before restarting record operations. Of cours}e an alternative is to not move the cursor between halting and restarting. It is also suggested that you halt and restart in} the same mode and draw color to avoid confusion.Halting record operations, making drawing changes, then restarting the rec}ord function can be used to your advantage. An example would be slowing down the cursor speed between halting and restarting}. The result would be slower, more manageable, cursor drawing control when continuing to record and faster cursor drawing mo}vement during playback.Record/Playback Memory Usage.The amount of record/playback memory in use can be obtained by ente}ring the file name change function (via the A or Shift-Tab command). When entering this function, the number of memory bytes} used and left available are displayed. Additionally, if the word "Record" in the "Record/Playback" title is in inverse lett}ers, it indicates record operations are in progress.Use of the above command during record operations is useful to avoid ru}nning out of memory before you are done recording. You can prevent the monitoring of memory usage from showing up in playbac}k by first halting the record function with the 4 command. Make sure you have completed any drawing function in progress. T}hen use the A or Shift-Tab command to display record/playback memory usage. Afterwards, exit this function normally with the} Return key; then restart your recording with the CTRL-4 command. This sequence of commands will only add a few bytes to mem}ory for halting and restarting. Make sure you do not change your cursor position or anything else during this monitoring act}ivity; if you do, your playback results could be affected.Please note that there is not always a one-to-one relationship be}tween a drawing command or action and record/playback memory usage. Some keyboard, joystick and console key input may take t}wo or more memory bytes for recording purposes. In general, most keyboard input for drawing uses one memory byte; for text, }three memory bytes. Each cursor (pixel) movement by joystick can take up to two bytes; add another byte if the joystick trig}ger is pressed at the same time. Drawing lines with the rubber band line (D) command is a more economical way to draw, and i}n general, provides better drawing control. Also more economical is cursor movement with the arrow keys for non-drawing move}s.Console key commands will use one or more memory bytes. The amount used depends on how long you keep a key pressed. To }economize on memory usage, do not press a keyboard key, console key or joystick trigger longer than needed. Pressing a key o}r trigger under one second should be sufficient for a single command or action.Playback (Shift-CTRL-5, CTRL-5, 5)Provid}ing record/playback memory is not empty, playback can be started with the Shift-CTRL-5 command. It can also be started with }the CTRL-5 command providing playback has not already been started. When playback is started, the drawing program status sav}ed at the beginning of the recording session is restored. Except for the screen image, all drawing information is returned }to what it used to be at the time the recording was started. This includes a return to the saved drawing mode, cursor positi}on, drawing speed, draw colors, font and file names. After the program status is restored, the screen will flash and playbac}k will commence.Playback will continue until the end of record/playback memory is reached, or until any keyboard key is pre}ssed to "halt" playback. In either case, the screen will flash again when playback stops. If halted, playback can be restar}ted with the CTRL-5 command from where it stopped. When restarted, the saved program status is not restored.Any changes to} the drawing program after it was halted and before it is restarted is not known to the playback function. Any such changes }will not harm the program but the results following the restart of playback may not be what was intended. This especially ma}y be the case if you changed drawing modes or cursor position while playback was halted. If changes were made, restarted pla}yback data would not be relative to previously halted playback data. This condition is similar to that described for halting} and restarting record operations.Another way to start playback (like Shift-CTRL-5) is with the 5 command. The difference }is that when playback ends, it will start again automatically. The repeating of playback operations will continue until stop}ped in the normal manner by pressing any keyboard key. The 5 command is useful for automatically repeating the playback of r}ecorded drawings and text, something like a repeating slide projector show. If used this way, it is suggested you use the er}ase screen (CTRL-Clear) command as your first recorded command. Using continuous playback with recordings not initially eras}ed and ending with screen movements (via CTRL-arrow commands) can also make interesting images.To accommodate repeated or l}ong playbacks, the Atari attract feature is turned off during playback; otherwise it is always on. Normally the attract feat}ure rotates screen colors to protect your screen if no keyboard input is received after 7 to 9 minutes. Having attract mode }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 al}so stop playback.Playback can also be started or restarted while in the record function. If done this way (via a playback }command) the record function is ended as if the 4 command was issued first. After playback ends, the record function can be }restarted normally with CTRL-4 if desired.Restarting the record function assumes room exits to add data to record/playback }memory. Even a loaded playback file (covered later) can be appended with new recorded data. The new data will be added to t}he end of record/playback memory, regardless of where any previous playback was halted or ended. If no room exits in memory,} the screen will not flash and the record function will not restart. If playback is requested to be restarted at the end of }data in memory, it also will not restart. For restarting the record function at other than the end of recorded data in memor}y, see the Shift-CTRL-7 command below.Saving and Loading Playback Files (Shift-CTRL-6, CTRL-6, 6)Recorded drawing opera}tions in record/playback memory can be saved to disk as a playback file. This can be done using the Shift-CTRL-6 command. J}ust make sure you have sufficient room on disk. Saving a file does not effect record/playback memory.The CTRL-6 or 6 comma}nd will load a playback file from disk to record/playback memory. The difference between using CTRL-6 and 6 is that the 6 co}mmand will not only load the saved playback file, it will also start playback as if Shift-CTRL-5 was used as the next command}.Loading a playback file will replace whatever recorded data was in record/playback memory. If this data is wanted, it sho}uld first be saved in a separate playback file before being replaced.Playback files are saved and loaded according to the c}urrent playback file name assigned. The program's starting playback file name is PLAYBACK.PB. To change this name, use the }A or Shift-Tab command which allows for file name changes.A request to load an unavailable playback file or a file not in p}layback format will be ignored.Halt Playback and Restart Record (Shift-CTRL-7)The Shift-CTRL-7 command is only valid du}ring playback; otherwise the command is ignored. It will halt playback like any other keyboard input. Additionally, it will} automatically restart the record function where playback was halted. The current draw color will flash to confirm the comma}nd was accepted and recording was restarted.The purpose of this command is to allow you to restart the record function at o}ther than where the last record operation was halted or ended. It permits you to playback to a point where you would like to} record over again. You can use this command to recreate the ending portion of any recorded data or playback file in record/}playback memory. All memory after the point playback is halted becomes free. Recorded data that was occupying this freed sp}ace will be overwritten and no longer available.Playback Pause (CTRL-7)Each press of the CTRL-7 command during record o}perations will cause an approximate 2 1/2 second pause during playback; otherwise this command is ignored. The command can b}e issued in any mode. When issued during record operations, the current screen draw color will flash to confirm the command }was recorded. At no other time, including playback, will this command cause the screen to flash.For playback, other than t}his pause command, there is only a delay for cursor and color changes controlled by the less than (<) command. This command }slows down rather than pauses. Pausing playback allows time for a drawing or text image to be viewed without change or inter}ference. The total amount of time for a playback pause is dependent on the number of consecutive CTRL-7 commands issued in a} row for the total pause.A less economical pause can be created during recording by holding down a non-command key. Hold t}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 avai}lable for this purpose in Text mode. You could also simulate a pause by recording back and forth cursor movement. Regardles}s, these methods use much more record/playback memory than CTRL-7 which only uses up to two memory bytes per key press.This} command is purposely ignored for confirming a screen choice that follows the use of an Undo command. Undo screens can then }be paused during playback for better viewing while flipping between previous and current displays.Chaining Playback Files}A playback file can be created so that when it ends, it will automatically load and start a second playback file. The seco}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 process} of having one playback file call on another is called chaining. You can also have the last playback file in a chain call on} the first to produce a continuous playback loop. This continuous playback can be halted normally at anytime by pressing any} keyboard key. Use of the CTRL-5 command will restart playback providing record/playback memory remains intact.Be aware th}at drawing information (program status) is not passed between playback files. Each file is independent of the other, only th}e image left on the screen is common between files (chained or otherwise). To help assure relative program information betwe}en playback files (if desired), the following is suggested:- End a file in the same mode, cursor speed and color you start }the next.- Start the next file with all font and file names "needed" from the previous.A preloaded playback file or a pla}yback file being created with the record function can be made into a chain file. Only about 25 unused bytes in record/playba}ck memory are needed. These bytes would be used to hold the following commands and information:- Use CTRL-4 to place the p}rogram in the record function (if you are not already in this function).- Use the A or Shift-Tab command to enter the file  }name change function.- Enter a P to request a playback file name change.- Enter the name of the playback file that this m }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 on } itself.- Use the Return key to normally exit the file name change function.- Next do the following to prevent the above  }named file from being called at this time. If the file does not yet exist or is not online, skip the following step.- Put  }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 com}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 re}cord function.Record/playback memory with chaining data added is now ready to be saved to disk. First be sure your disk is} back online, then use the A or Shift-Tab command to provide the playback name of your current file or data in memory. This }will replace the name of the called file entered above. Now exit the file name change function and use the Shift-CTRL-6 comm}and to save record/playback memory in the file just specified.Repeat the above process for each file in the chain. Only th}e last in the chain needs no chaining information unless you are creating a continuous loop of playback files.Starting the }playback of chained files is the same as starting a single playback file. For chained files, you need only provide the file }name of the first playback file (prior to playback) with the A or Shift-Tab command. The easiest way to start playback after} providing the file name is with the 6 command.) with the A or Shift-Tab command. The easiest way to start playback after2Special EffectsWithin this category are several capabilities that should make your screen drawings more interesting. They} also will add more flexibility in your control of screen images. The results of the commands that follow, unless otherwise }noted, can be undone by use of the Undo (ESC) command.-Replicate Zoom Mode Screen (CTRL-Z)Valid only in Zoom mode, this }command replicates the current Zoom mode screen throughout its associated Graph mode screen. After the command is executed, }via CTRL-Z, the screen returns to Graph mode and will contain 32 replicated copies of the Zoom mode display covering the enti}re screen. If this command is followed by the filled rectangle (CTRL-R) command to make a large window in the middle of the }screen, exotic and interesting borders can be created, especially if the replicated result is "busy" looking.-Viewing Othe}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 the} G key. Use of any intervening keyboard input other than the G key or CTRL-7 (for playback pause) will terminate the viewing } process. The process will also be ended after viewing all Graphic modes, at which time the flashing cursor will return. Th!}ough you can not draw during the viewing process, you can change screen colors by use of the console keys. This action will "}not have any permanent effect on the original screen colors. As explained under the subject of "Colors", the Start key will #}change the draw color and the other console keys will change the values associated with draw colors. Since the original imag$}e and its colors are restored at the end of this function, the Undo command is not applicable here. This command is very use%}ful in viewing compatible Computereyes files in Graphics mode 9.-Overlay Screen (CTRL-Y)This command will load in the cu&}rrent Graph or Zoom mode screen file in a special way. It will not replace the existing screen but will overlay it like it w'}as transparent. The current draw color of the loaded screen file will dominate. This means that the color represented by th(}e current draw color in the loaded file will, in this case, replace any screen color it overlays. The same screen file loade)}d over an unchanged screen will give somewhat different results with a different draw color active. You can experiment and *}note the differences. The Undo (ESC) command can be used after each overlay to return the screen to its original contents.+}There is one exception to the type of file that can be called to overlay the screen. The exception applies to a Micro Illust,}rator file in vertical compressed format (the type that loads in sideways). While DRAW7 can load this file with the CTRL-L l-}oad command, it can not call on it as an overlay file. If the overlay command detects a vertical compressed file, it will en.}d the command. To permit overlaying, the file must first be converted to a horizontal compressed format or a Micro Painter f/}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 0}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) f1}or overlaying your choice of screen image. Conversion to a Micro Painter format is similar. First load the file, then chang2}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 ready3}.You can terminate an overlay at any time by using the space bar. Overlaying the screen will not change the value of the c4}urrent screen colors.-Moving Screen (CTRL-Arrow Keys)Use of the CTRL-arrow key combination will move the entire screen o5}ne position in the direction of the arrow key selected (up, down, left or right). This commands works in any DRAW7 mode. Pl6}ease note that the results can not be reversed with the Undo command. You will have to move the screen back to its original 7}position yourself if so desired. As an alternative, you could force the Undo function to first save your screen (for later r8}ecall) before the move as explained under the Undo command.-Flipping Screen (U and CTRL-U)Use of the U key, in either Gr9}aph or Zoom mode, will quickly flip the entire screen upside down. The CTRL-U key combination will flip the entire screen fr:}om left to right (good for printing and making iron-ons). Repeating the use of either key will flip the screen back to its o;}riginal position.-Mirrowing, Duplicating and InvertingThe following command keys in Graph and Zoom modes will produce re<}sults as stated below: Key Result --- ------ H Mirror horizontal half of screen CTRL-H Duplicate horizon=}tal half of screen V Mirror vertical half of screen CTRL-V Duplicate vertical half of screen Q Mirror quarter>} of screen CTRL-Q Duplicate quarter of screen I Invert horizontal half of screen CTRL-I Invert vertical half of sc?}reenThese individual commands horizontally or vertically divide up an existing screen image and create either a mirrored, @}duplicated or inverted display of the existing drawing. After any one of the above commands are issued, screen dividing lineA}s will appear for you to chose a portion of the screen to act on. Pressing the same command again causes the screen dividingB} lines to move to another portion of the screen to chose from. The prompt for which screen portion to chose will continue wiC}th repeated presses of the same command key. Pressing any other key, other than the Return key, will terminate the command oD}peration. Pressing the Return key confirms your choice of screen section to mirror, duplicate or invert after which the apprE}opriate action is performed. The Undo (ESC) command, if called on, will restore the screen to its original content when issuF}ed immediately after any one of the above commands.Additional Information----------------------The Break key has been G}disengaged; only the System Reset key or turning off the computer will end the program.In addition to changing modes, the sH}pace bar will terminate many Graph and Zoom mode commands in progress. This can be an easy way for ending many functions staI}rted but unwanted.Zoom mode drawings will produce wide screen images in Graph mode. Graph mode images will appear compressJ}ed in Zoom mode.It is recommended that drawings taking a long period of time to produce be periodically saved to disk. ThiK}s precautionary measure provides protection against unforeseen problems and permits you to return to an earlier stage of youL}r drawing, over and above the restore capabilities of the Undo command.A sample Graph and Zoom mode screen file, respectiveM}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 N}called as overlay files with CTRL-Y from their respective mode.In addition, a sample (9 sector) public domain character fonO}t comes with DRAW7 under the file name of DRAW7.FNT. It can be loaded with the filename (A or Shift-Tab) command. Just follP}ow the menu prompts for loading a text font.A sample pre-recorded playback file under the default name PLAYBACK.PB is also Q}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 bR}e automatically loaded and executed in one operation by using the 6 command. Another playback file named DEMO.PB is additionS}ally available.A pre-recorded set of chained playback files is included prefixed with the name EAGLE. To start playback, fT}irst use the A or Shift-Tab command to name the starting playback file as EAGLE1.PB. Then use the 6 command to automaticallyU} load and start playback. You can halt playback at any time by pressing any keyboard key.Technical---------When the DV}RAW7 program starts, it will first test for extended (ramdisk) memory. If not present, the program will terminate with an apW}propriate error message. If present, it will store and load all program files to and from this ramdisk area as disk drive 8.X} Undo files for restoring screen images are also stored here. There are four of these files, all of which start with the leY}tter U. They all do not get created until the Undo command is used in both Graph and Zoom modes.You are not prevented fromZ} 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 6[}2 sector Graph mode file and several Zoom mode files safely. To place a file in ramdisk, prefix the name with D8: using the \}filename change (A or Shift-Tab) command. This command can also be used to get a directory listing of drive 8. Just remembe]}r though, if DRAW7 can not access its programs, or save and load its own files in this ramdisk area, it could prematurely te^}rminate.DRAW7 source code is written in BASIC. It also contains several assembly language routines for adding speed and ef_}ficiency. Most of these routines are stored and accessed in RAM beneath the BASIC ROM program. This "hidden" RAM is also us`}ed for the record/playback feature. In addition to a few BASIC programs for initialization, the DRAW7 disk contains a compia}led version of the main program and subprogram that comprise DRAW7. Both programs were compiled with Monarch Data Systems's b}ABC Compiler. A modified ramdisk initialization program is also used to provide special support for extended memory.The slc}ight delay experienced in calling on certain commands is due to the swapping of memory space between the main DRAW7 program ad}nd its subprogram. This delay is accompanied by the blanking of the screen which is used to expedite processing.The initiae}l concept for the development of DRAW7 was adopted from a program by Steven Chanin in the November 1983 issue of Softside Magf}azine. Comments and questions on DRAW7 can be directed to its author listed at the beginning of this document.END OF DRAWg}7 (XE) DOCUMENTATIONuestions on DRAW7 can be directed to its author listed at the beginning of this document.END OF DRAW