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And one of PMG's nicest features is its ease of use for the purposB0}e of animation.PLAN-ED (which stands for PLayer-ANimation-EDitor) is a player utility that allows you to create a series ofB1} player images and view them sequentially at different speeds, creating animation in much the same way a movie film creates iB2}ts movement.Before going on, a few of the terms used in this documentation should be defined: - PLAN-ED supports 60 B3}in total. Each frame holds one image or "still" in an animation sequence. - The actual picture in each frame that makB4}es up one part of an animation sequence. Each frame holds one image. - The individual dots or points that make up an B5}image. An image can be as large as 8 pixels wide by 16 pixels tall, giving 128 pixels per image. A pixel that is "on" meansB6} a point on the editing grid that is lit.The sixty frames that PLAN-ED supports are quite versatile and can be used in diffB7}erent ways. Since 60 frames is usually more than enough for most animation sequences, you could store many different sequencB8}es in one editor file. For example, you could have a running man in frames 1-7, the same man running in the other direction B9}in frames 8-14, a flying bat in frames 15-23, and so on.Your animation sequences need not necessarily be grouped one right B:}after another, as above, but you may find the need to do so should you find yourself running out of frames in the middle of B;}an animation sequence. Nevertheless, each image in an animation sequence must be in sequential order, as the animation commaB<}nd does not skip frames (see description of animation command).What now follows is an explanation of each command supportedB=} by PLAN-ED, along with the parameters required by each command. I do hope you enjoy working with this utility and that bothB>} you and your programs will benefit from its use. ӛANIMATE (A)PLAN-ED supports a maximum of 60 framB?}es. This command allows you to select a group of frames and flip through them sequentially. After selecting this command, yB@}ou will be asked for a "Start Frame", to which you would answer with the number of the first frame of the sequence to be animBA}ated. You will then be asked for an "End Frame", to which you would answer with the number of the last frame in the same seqBB}uence. Next, you will be asked for a "Start Speed (1-255)". Speed 255 is the slowest speed, and speed 1 is so fast that it'BC}s pretty well there just for fun. Hitting to this question without entering a speed will set the start speed to a dBD}efault of 10.After entering these parameters, the chosen group of frames will be flipped through, one after another, both aBE}t the top of the screen and on the editing grid. When the last frame in the group is reached, the sequence will repeat, starBF}ting with the first frame of the sequence. This process will continue repeating until any key (except ) is pressed, eBG}nding the animation and exiting the animation command.While the sequence is animating, the status lines are continually updBH}ating for each new frame, displaying the color (POKE value and hue & luminance values), the width, and the frame number of eaBI}ch frame.Also during the animating, you can regulate the speed of animation with the joystick. Pushing forward (up) on theBJ} joystick will speed up the animation, and pulling back (down) on the stick will slow the animation down. This can be quite BK}useful if, for example, your animation sequence doesn't look right in one place, you can slow down the animation to see whichBL} particular frame is causing you trouble.BLANK FRAME (B)This command will erase the image in the current frame. HowevBM}er, the color and width settings for that frame will remain unchanged.COLOR (C)Allows you to change the color of the iBN}mage in the current frame (Each frame can have its own color). You will first be asked, "POKE or SETCOLOR?". If you wish toBO} enter a color as a POKE value (0-255), then you would type "P", after which you will be asked "New Color?". Type in the desBP}ired POKE value, and press .If you wish to enter a color in SETCOLOR format (hue, a number between 0 and 15, & lumiBQ}nance, an even number between 0 and 14), then you would type "S". You will then be asked for a "Hue (0-15)", to which you woBR}uld enter the desired hue (color number). Then you will be asked for a "Luminance (0-14)", to which you would enter the desiBS}red luminance value (brightness value).DIRECTORY (D)This command will list all PLAN-ED editor files from the disk in dBT}rive #1 for you to examine. Both the editing grid and the actual-size image are temporarily removed from the screen, and theBU} names of the editor files are listed in the grid area, fourteen at a time. If there are more than fourteen editor files on BV}the disk, a "MORE" message will appear at the bottom of the grid area, to which you would press any key (except ). ThBW}e grid area will then clear and the next portion of the directory will be listed. When all of the editor files have been lisBX}ted, a "Press any key" message will appear just above the grid area. Press any key (except ), and the grid will be clBY}eared of text and both the actual-size image and the grid will be restored.EDIT FRAME (E)Allows you to select any one BZ}of the 60 frames to edit. You may use this command without fear of losing any work you may have added to the image in the cuB[}rrent frame, as it is safely stored before going on. After entering the number of the desired frame, the image in that frameB\} (if there is one) will be displayed on the editing grid and at the top of the screen. The stats for that frame (color, widtB]}h, etc.) will also be displayed on the status lines.FILL FRAME (F)This command will turn "on" all of the pixels in theB^} image of the current frame.INVERSE (I)Essentially, this command makes a negative of the image in the current frame byB_} turning "on" all of the "off" pixels, and vica-versa.LOAD EDITOR DATA (L)This command lets you load a set of 60 frameB`}s which you have previously saved to disk. You will be asked for the filename of the set that you wish to load. Enter the nBa}ame of the desired file a drive specification (drive #1 will be used) and without an extension (PLAN-ED adds on its oBb}wn extension of ".PLN"), followed by .During loading, the screen will blank. When the load is complete, the screenBc} will be restored, and if the current frame (ie, the frame you were working with before you began the load) of the loaded filBd}e contains an image, it will be displayed on the editing grid and at the top of the screen. The status lines will also be upBe}dated for that frame as well.MIRROR (M)Allows you to mirror the image in the current frame. First you will be asked wBf}hether you want an "Horizontal or Vertical Mirror?". If you want an upside down version of the image in the current frame - Bg}a vertical mirror - then you would type "V".If you would prefer a "backwards" version - an horizontal mirror - then you wouldBh} type "H", instead.OVERLAY (O)This command lets you select any one of the 60 frames and "place" its image over the imaBi}ge in the current frame. Only the pixels in the selected image that are "on" will be overlayed. That is, no pixels in the iBj}mage in the current frame will be turned "off".PRINTER (P)The printer command allows you to create a hardcopy of all oBk}r just a group of frames. You will be asked for a "Start Frame" and an "End Frame". The end frame value must not be less thBl}an the start frame value (in other words, the minimum value for the end frame is the start frame value).You will then be giBm}ven the message "Ready printer - press any key". Make sure that the printer is turned on, and that it is on-line. Set the pBn}aper to top-of-form, and press any key except . During printing, the screen will blank, but it will be restored when Bo}the printout is complete. PLAN-ED will work with any ATARI compatible printer, as no special characters (such as inverse or Bp}control characters) are used in the printout.The data on each frame in the printout includes the frame number, the color anBq}d width settings of the image, the values for each row of the image both in decimal and hexadecimal, and lastly, a "graphic" Br}representation of the image using the "#" character to represent pixels that are "on", and the "-" character to represent pixBs}els that are "off".The color value for each frame is represented by "C=nnn", where nnn is a POKE value between 0 and 255. Bt}The width setting is represented by "W=nx", where n is 1 for normal width, 2 for twice normal width, and 4 for four times norBu}mal width.REPRODUCE IMAGE (R)Allows you to make copies of an image in a selected frame. After entering the number of Bv}the frame you wish to reproduce, the image in that frame, along with its color and width settings, is copied into the currentBw} frame.SAVE EDITOR DATA (S)When you are finished working on your images for now, and would like to save your work to bBx}e picked up again later, you can save all 60 frames on disk. If the file you are currently working on was loaded from the diBy}sk, then you will first be asked if you would like to save your work using the filename specified when you loaded it in. If Bz}you answer "Y", then your work will be saved using the load filename. If you answer "N", then you will be asked for a filenaB{}me for saving your work. Like the LOAD command, the screen will blank temporarily while your work is being saved.ENTER VB|}ALUES (T)After selecting this command, you will be asked whether you would like to enter values for the image in the curreB}}nt frame in decimal or hexadecimal. Respond by typing either "D" or "H". You will then be asked for a value for each row inB~} the image. As you enter each value, the image will appear row by row.The valid range for each value is 0-255 (decimal) anB}d $00-$FF (hexadecimal). Entering an out-of-range value will result in a bell sounding, and you will be asked again for a vaB}lue for that row.Pressing without entering anything will leave that row as it was and go on to the next row.D:B}PLNDP21 5 1 7 73 1 5 66PLAN-EDPage @ΛPlayer/missile graphics is, by far, one of the most p@UNDO (U)When used, this command will restore the image in the current frame back to what it looked like before you starteF}d making changes to it.When you go on to another frame to edit it, its image is first stored away in a safe place. So, if,F} after you've been changing it around a bit, you realize that you've made a mistake, then using this command will cause the oF}riginal image to be copied from its safe place to the grid, replacing the changed image, so that you don't have to redesign tF}he image from scratch.GET VALUES (V)This command is the opposite of ENTER VALUES. Instead of you entering the values F}for each row of the image in the current frame, the values are displayed for you. The grid is temporarily erased to make theF} values easily readable. The decimal values for each row of the image are displayed along the left side of the grid area, anF}d the hexadecimal equivalents are displayed along the right side (preceded by a dollar sign). Pressing any key (except ) will erase the values and restore the editing grid.WIDTH (W)Controls the width of the actual-size image above the F}editing grid. The width defaults to normal width (1x). Pressing "W" changes the width to 2x normal width, and pressing "W" F}again sets it to 4x normal. Press "W" once more, and the width goes back to normal (1x).RESOLUTION (X)This key toggleF}s the resolution of the actual-size image above the editing grid between single-line and double-line resolution.NEXT FRAMF}E (*)This command is a quick alternative to the EDIT command. When you are finished editing a frame and would like to go F}on to the next frame, instead of using the EDIT command, You can just type CTRL *. This command will store away the image inF} the current frame and automatically advance to the next sequential frame.If you type CTRL * while currently on frame 60, aF} wrap-around will occur, and you will be back on frame 1.PREV. FRAME (+)This command is generally the same as the NEXTF} FRAME command, except that it goes back to the frame previous to the current frame number (ie, if you're on frame #4, then tF}yping CTRL + will take you to frame #3).CLEAR FRAMES (<)Allows you to erase frames in bulk, so to speak. After selectF}ing this command, you will be asked for a "Start Frame", and an "End Frame". All frames between and including the start and F}end frames will be cleared of their images. Also, their width settings will be reset to "1x", and their color settings will F}be reset to 15. If the group of frames selected includes the frame currently on the editing grid, then its image will be eraF}sed from the screen as well (and its color and width settings will be reset, too).SCROLL UP (CTRL -)Causes the image iF}n the current frame to scroll up one row. Any part of the image that scrolls off the top of the editing grid will reappear aF}t the bottom.SCROLL DOWN (CTRL =)Causes the image in the current frame to scroll down one row. Any part of the imageF} that scrolls off the bottom of the editing grid will reappear at the top.SCROLL LEFT (CTRL +)Causes the image in the F}current frame to scroll left one column. Any part of the image that scrolls off the left side of the editing grid will reappF}ear on the right side.SCROLL RIGHT (CTRL *)Causes the image in the current frame to scroll right one column. Any partF} of the image that scrolls off the right side of the editing grid will reappear on the left side.INSERT LINE (CTRL & SHFTF} INS)Lets you insert either a row or a column in the editing grid at the cursor position.If you type SHFT INS, then all F}rows beneath, and including the row that the cursor occupies will be moved down by one row. The row that the cursor is on wiF}ll then be blank, and any part of the image on the bottom row of the editing grid is lost (but can be restored with the UNDO F}command).If you type CTRL INS, then all columns to the right of, and including the column the cursor is on will move one coF}lumn to the right. The column that the cursor is on will then be blank, and any part of the image that occupies the right-moF}st column of the editing grid will be lost (but, as above, can be retrieved with UNDO).DELETE LINE (CTRL & SHFT DEL)WoF}rks in much the same way as INSERT LINE, but deletes, instead.Typing SHFT DEL causes all rows beneath, but not including thF}e row the cursor is on to move up by one row, causing previous data on the cursor row to be lost, and also creating a blank rF}ow at the bottom of the editing grid.Typing CTRL DEL causes all rows to the right of, but not including the row the cursor F}is on to move left by one column, causing previous data on the cursor column to be lost, and also creating a blank column on F}the right-most side of the editing grid.EXIT EDITOR (ESC)Exiting the PLAN-ED editor will cause all the current work inF} memory to be lost when control is passed back to the menu screen, so it would be a good idea to save your work before dF}oing so.This command will ask for confirmation before going off to the menu screen. If you confirm (type "Y"), you will beF} prompted to insert the PLAN-ED disk, and press any key (except ). ӛMany of the commands suppoF}rted by PLAN-ED require parameters entered by you. For example, the EDIT FRAME command needs to know which frame you wish toF} edit, so you specify by entering the number of the desired frame.If you change your mind halfway through the command and dF}ecide against using that command, or if you accidentally typed the wrong key, you can escape from the command by pressing theF} key to any of the prompts that require a filename or just numerical input. If you have already typed in a number oF}r half a filename, but have not yet hit , then press the key repeatedly until your input is erased, and presF}s .Some commands require a single keystroke for its parameter, such as the MIRROR command. If you wish to escape fF}rom such a command, simply type any key other than the keys that the command is expecting. For example, the MIRROR command aF}sks you, "Horizontal or Vertical Mirror?". To escape from this command, you would simply type any key other than "H" or "V".F}There are some exceptions to the -to-escape procedure, though. The ENTER VALUES command can be initially escaped fF}rom when it asks "Decimal or Hexadecimal?" (hit any key other than "D" or "H"), but when actually entering the values, typingF} causes that particular row in the image to be left as it was, and a new value will be asked for the next row of theF} image.Also, just hitting in response to the "Start Speed (1-255)" question in the ANIMATE command will automaticaF}lly select a default speed of 10 and continue on to the animation.Lastly, there no escape from any of the "press any key" mF}essages. Since the key is disabled, pressing it in response to one of these messages (or any other prompt, for that F}matter) will have no effect. ӛOn each side of the actual-size image above the editing grid there are 3F} status lines. Their functions are as follows:FRAME #This line lets you know which frame is currently being displayedF} on the screen. The default frame on powerup is 1.RSLTNTells you the resolution of the actual-size image above the edF}iting grid. A "D" represents double-line resolution, and an "S" represents single-line resolution. The powerup default is "F}S".WIDTHDisplays the width of the actual-size image above the editing grid. 1x means normal width, 2x means twice norF}mal width, and 4x means four times normal width.COLRThis line displays the color of the image in the current frame in F}the form of a POKE value (0-255).HUE / LUMThese two lines display the color of the image in the current frame in the F}form of a hue/luminosity configuration derived from the POKE value. қThe grid cusor is controlled by a F}joystick in port 1. Moving the cursor off any side of the grid will cause it to reappear on the oposite side.Pressing theF} stick trigger will cause the pixel inside the cursor to invert itself (ie, if the pixel is "on" it will be turned "off", andF} vica-versa). To reverse the same pixel again you must first release the stick trigger, then press it again.You can also dF}raw lines on the editing grid by moving the joystick in any direction while holding the button down. ěF}Displays the image contained in the current frame greatly enlarged so that each image is made easier to edit. It is also useF}d for displaying byte values for the current image, as well as the filenames listed by the DIRECTORY command. ̭F} śThis is the editing grid image displayed as you would normally see it in use. All status lines at the top-leftF} and top-right of the screen affect this area.e the image in the current frame back to what it looked like before you starteD/SEATTLE-PUGET SOUND ATARI COMPUTERENTHUS- IASTS Disk #68GraphicsUtilty'sUpdated:Aug 7,87Librarian - Jim Chapman