689 lines
24 KiB
Plaintext
689 lines
24 KiB
Plaintext
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W i l l i a m s
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I m a g e
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M a n a g e m e n t
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P r o g r a m
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A User's Manual
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Copyright (c) 1987 Williams Electronics Games, Inc.
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All Rights Reserved
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Warren B. Davis
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George N. Petro
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I. Before starting WIMP
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A> MOUSE
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Is your mouse connected and working? Has the mouse driver been
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installed? (If not, type "mouse" followed by ENTER while in your
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root directory (C:\))
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WIMP requires a mouse.
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If you start WIMP and your mouse is not installed, you can use keys
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to exit so you can install your mouse. First press ESC to get into
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the menu bar at the top of the screen. Next press the left and right
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arrow/cursor keys to get to the menu labelled GENERAL. Finally press
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the down arrow key to get to "Exit from WIMP" and press ENTER.
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B> ENVIRONMENT VARIABLES, IMGDIR and VDADIR
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These variables are optional.
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IMGDIR represents a directory where all WIMP image libraries are
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stored and can be found.
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VDADIR represents a directory where all .vda images (that is, images
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generated by the AT&T Image Capture Board, then translated to .vda
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format) can be found and will be stored.
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If not defined, both of these are assumed to be the current directory.
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(i.e. the directory you were in when you invoked WIMP).
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To define either/both of these, include a line/lines as follows
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in your AUTOEXEC.BAT file.
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SET IMGDIR=c:\some directory
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and/or
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SET VDADIR=c:\the same or another directory
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It is recommended that you set up separate directories for both
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of these.
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C> GSP ART PROGRAM
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WIMP runs on the PC. It communicates with the target system
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through a program called ART which must be running on the target
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system. You don't have to do anything to get this program running.
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WIMP will automatically invoke it.
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HOWEVER, you DO have to make sure this program exists in the
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directory where WIMP expects to find it. That directory is one
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of two places...
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IF you have NOT defined the environment variable IMGDIR, WIMP expects
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the ART program to be in the current directory.
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IF you HAVE defined the environment variable IMGDIR, WIMP expects
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the ART program to be in that directory.
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ALSO, you have to make sure that the program sdbl2.exe is somewhere
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in your PATH. (Seek help if you are unsure what this means).
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II. Starting WIMP
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A> Invoking wimp
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Type "wimp" followed by ENTER. You must be in the directory that
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contains the WIMP program unless that directory is part of your PATH.
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The screen will clear, there will be a menu bar across the top, and
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some status information on bottom.
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WIMP Command Line Options
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/out=<filename>
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<filename> = The art program that is to be downloaded to the
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GSP. This can be either a full path name or just
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the filename if it exists in the current
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directory.
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Note: This option overrides the variable IMGDIR.
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/r=<resolution option>
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<resolution option> = A number denoting the desired resolution
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0 = 400x512 25Khz non-interlaced
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1 = 256x395 16Khz non-interlaced
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2 = 400x512 16Khz interlaced
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example: wimp /r=1
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this would invoke wimp with 256x395 16Khz res.
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B> Using the mouse
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The mouse cursor appears as a solid block and should move smoothly
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around the PC screen. If you move the mouse cursor to the left,
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right or bottom edges and beyond, the cursor scrolls onto the target
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system screen. If you move the cursor to the top, it sticks to the
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menu bar. You will remain stuck to the menu bar until you CLICK the
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left mouse button.
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While stuck at the top, moving left or right will select different
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menus. You can move down and up through the selected menu or left
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and right to and from any submenus.
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To select an item from the menu, click the left mouse button.
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1) Using the Keyboard
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Whenever the cursor is on the target system's screen certain keyboard
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keys will duplicate mouse functions. These keys help with finite
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cursor movements such as moving 1 pixel while in Zoom 4X mode.
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<enter> = Mouse left button
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<Backspace> = Mouse right button
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Arrow Keys = Move the Cursor in the respective direction.
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F1 - F8 = Select draw colors 0-7 respectively.
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Shift F1 - Shift F8 = Select draw colors 8-15 respectively.
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Move the DRAW color select highlite with the following keys:
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Grey Home = up (current color - 16)
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Grey End = down (current color + 16)
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Grey Delete = left (current color - 1)
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Grey Page Down = right (current color + 1)
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C> Status information
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At the bottom left of the PC screen, the following information
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is displayed...
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- Current image library (i.e. last one loaded), Number of images
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currently defined, amount of available memory.
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- At bottom right, the following is displayed...
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DR: n1 (r1, g1, b1) ER: n2 (r2, g2, b2)
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DR: stands for DRAW COLOR, n1 is the color number, and r1,g1,b1
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represents the color value. ER: stands for ERASE COLOR.
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- WIMP verion is the version number of the PC side program.
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ART version is the version number of the GSP side program.
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- When the cursor is scrolled onto the target system screen, another
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display appears above the draw and erase color information. This is
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the cursor position (X, Y) followed by the color number of the pixel
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pointed to by the cursor and the R, G, and B values of that color.
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III. Some Basic WIMP Concepts
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An Image Library (.IMG) file is a workfile containing up to 256
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images.
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Each image has a palette associated with it. Many images can share a
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single palette, or each can have a separate palette. A palette
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contains only the colors used in the images which are associated
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with it. The target system has a 256 color capacity. A palette may
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contain UP TO 256 colors. It should be clear that two images using
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separate 256 color palettes can not appear on the target system
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screen simultaneously. However two images using the SAME 256
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color palette can.
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Images are created by importing them from another source (Amiga or
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AT&T VDA format) or by saving an area of the target system screen.
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An image consists of pixel numbers. These numbers are pointers to
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colors in the associated palette. When an image is downloaded to
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the target system, its palette is loaded as well. WIMP determines
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where in color ram to put the palette. It will pack as many
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palettes as it can contiguously and adjust the pixel data as it
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loads the image.
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K E E P T H I S I N M I N D ! ! !
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There are two ways images exist...
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1) on the PC (either on disk or in the PC memory)
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3) in target system Image Ram (these are called frames)
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Images which have been previously saved are taken from the hard disk
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until they are modified. Then they remain in PC memory until
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the image library is saved. Modifying happens by...
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- changing an image with a directory range command
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(i.e. flip),
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- saving an area of the screen as an image, or
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- uploading an edited frame upon exiting animation mode
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Once an image is put on the screen, it is no longer an "image" but is
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just a part of the screen.
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Images which are part of animation sequences used in an animation
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buffer are downloaded to the target system Image Ram when animation
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mode is entered.
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They are now considered "frames" and can be edited independently of
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the way they are stored on the PC.
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Changes to frames occur in the target system only. They must be
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uploaded to the PC upon leaving animation mode or they will
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be lost.
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Changes to images occur on the PC only. They must be saved to disk
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with the Image Library before leaving WIMP or they will be lost.
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IV. Menu 1 - GENERAL
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A> Clear Screen
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This clears the target system screen to color 0.
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B> Load Image File
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A window appears listing all valid Image Library files (.IMG) in the
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default directory (IMGDIR).
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To change directory, left click on the directory name and retype.
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To select an image library, left click on the name. The selected
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image library is loaded.
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To cancel, left click on CANCEL.
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An asterisk next to a name means that library has already been loaded.
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The last one to be loaded has two asterisks next to the name.
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Up to 8 libraries can be loaded at one time. HOWEVER, once more than
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one library is loaded, WIMP sees the combination of the two as ONE
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library. If you save an image file (.IMG) before you leave wimp,
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ALL images are saved into a single file regardless of the library
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they came from originally.
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C> Save Image File
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A window appears listing all LOADED image library files in the
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default directory (IMGDIR).
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To change directory, left click on the directory name and retype.
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To select an image library, left click on the name. The fully defined
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image library filename appears beneath the window. Click on this name
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to save the current state of WIMP (images, palettes and animation
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setup).
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To give the saved library a new name, left click on "Name:" and type
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one in. The fully defined library filename appears beneath the window.
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Click on this name to save.
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To cancel, left click on CANCEL.
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D> Make mouse SLOW (or FAST)
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Click on this to change mouse sensitivity. There are two possible
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states, SLOW and FAST. The menu will show the one which is NOT
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in effect. The sensitivity affects mouse motion on the target
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screen only!
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E> Do Some DOS
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Create a DOS shell. Allows you to do DOS commands without altering
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the state of WIMP. Beware of memory contraints! Don't do this unless
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you have at least 100K of memory left. (Available memory appears on
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the bottom of the PC screen during WIMP operation.)
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When you complete your DOS stuff, type EXIT and you will miraculously
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return to the land of WIMP.
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F> EXIT WIMP
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Exits from WIMP. All changes are lost, so if you want to save
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something, use SAVE IMAGE FILE before you exit!
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V. Menu 2 - IMAGES
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A> Import Image
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Gets an image from a place outside of wimp (i.e amiga or vda), and adds
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it to the images currently defined.
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AMIGA - The parallel connector coming out of the target system
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interface card should be connected to the AMIGA's
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parallel port. The appropriate AMIGA program should
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be used to initiate the transfer.
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Initially, you will get the message...
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"Waiting for Sync"
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To CANCEL at this point, press capital C. You will
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then get the option of Retrying or Forgetting it.
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Use the mouse and click on your choice.
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Otherwise, when the transfer is done, give the image
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a name. The palette name will be amigaxxx where
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xxx is the number of colors transferred.
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vda - Enter a name for the vda image. This name must correspond to
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an existing vda image file residing in the VDADIR
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directory. An extension of ".vda" is assumed so
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you only need to enter the filename part. The name
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given the image will be "ffffffff.vda" and the
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palette will be named "ffffffff" where ffffffff
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is the filename.
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B> Directory
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This command will put you in directory mode, which has many facets.
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The screen is taken up by a list of images on the right, a list of
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palettes on the left, and some function boxes in the middle.
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Upon entering directory mode, one image is always highlighted. It
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is the highlighted (or selected) image which is affected by a
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function.
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To execute a function, left click inside the function box.
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To scroll within the image list, left click on HOME, PGUP, PGDN or END
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To scroll within the palette list, left click on the U (for up) or
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D (for down) which appears on either side of the word PALETTE at the
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top of the palette list.
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To select an image, left click on its name.
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To select a palette, left click on its name.
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|===========================================================================
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| MAIN DIRECTORY FUNCTIONS...
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| (unless otherwise specified, click means left click)
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| (any images or palettes required by the command
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| should be selected FIRST)
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|===========================================================================
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| LOAD IMAGE
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| Click on this, then bring the cursor to the target system
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| screen, and left click. The image is placed on the screen.
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| The cursor must be positioned so that the entire image
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| fits on the screen.
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| To cancel, bring the cursor to the target system screen and
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| right click.
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| When an image is loaded, its palette is also loaded
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| This can be done with transparency on or off. See Menu 3,
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| Turn Transparency ON or OFF.
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| RENAME IMAGE
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| The selected images name becomes blank. Type in a new one.
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| COPY IMAGE
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| The selected image is duplicated. The new image is added to
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| the bottom of the image list. It will have the same name
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| as the original and will be associated with the same
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| palette.
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| CHANGE PALETTE
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| The selected palette becomes associated with the selected
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| image.
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| DELETE IMAGE
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| The selected image is deleted from the image list.
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| YOU CAN NOT GET IT BACK WITHOUT RELOADING THE IMAGE
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| LIBRARY.
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| TO VDA FMT
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| The selected image is converted to .vda format and
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| a file written to VDADIR. The name of the file is the
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| name of the image (up to 8 chars and ignoring a period
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| or anything following a period) followed by .vda
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| RANGE OPTIONS 1
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| Enter Range Mode
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| RANGE OPTIONS 2
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| Enter Range Mode with a different set of functions
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| PALETTE OPTIONS
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| Enter Palette Mode
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|============================================================================
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|============================================================================
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| RANGE MODE FUNCTIONS...
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| (These functions operate on more than one image at a
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| time. Specifically, those which are MARKED)
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| (The image list now highlights all MARKED images)
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| (To MARK an image, click on its name, or use one of
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| the first 3 Range functions)
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|============================================================================
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| MARK ALL
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| All images are MARKED
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| UNMARK ALL
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| NO images are MARKED
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| MARK CURRENT PALETTE ONLY
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| images which use the selected palette are MARKED
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| COPY RANGE
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| All MARKED images are duplicated. The duplicated are added
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| to the end of the image list.
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| CHANGE PALETTE
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| All MARKED images become associated with the selected
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| palette.
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| SORT RANGE
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| All MARKED images are alphabetized and placed at the top
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| of the image list. This is a purely visual change and does
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| not affect image or palette data in any way. However it
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| can be used to keep images together visually.
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| FLIP HORZ
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| All MARKED images are flipped horizontally
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| FLIP VERT
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| All MARKED images are flipped vertically
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| ROTATE CW
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| All MARKED images are rotated 90 degrees clockwise
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| ROTATE CCW
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| All MARKED images are rotated 90 degrees counterclockwise
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|
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| PIXEL REPLACE
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| You are prompted for a source and destination color.
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| To choose a source color, move onto the target screen and
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| left click on the pixel you wish to replace.
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| Right click to the pixel you wish to replace it with.
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| Click on OK to perform the replacement or CANCEL to cancel.
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| NOTE: The marked images should all use the same palette.
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| If the source or destination color are not part of
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| the palette of a marked image, no change will be
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| made to that image.
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| TO SRC FILE
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| All marked images are written to a file called IMAGES.ASM
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| in the current directory. They are in source file format
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| ready to be assembled by the GSP assembler.
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|============================================================================
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|============================================================================
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| PALETTE FUNCTIONS...
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|
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| These functions operate on palettes.
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|
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|============================================================================
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|
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| SHOW IMAGES
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| All images in the image list using the selected palette
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| are highlighted.
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|
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| SUB-MERGE
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| The selected palette will be merged into a master palette.
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| This means that the master palette and images using it will
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| not change. Colors in the original palette will be mapped
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| into the CLOSEST color of the master palette.
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| You are prompted to click on the name of the master
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| palette. The original palette is deleted, and all images
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| using it are made to use the master. NOTE: The data
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| on all images using the original palette is changed to
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| fit the master palette! Duplicate those images and the
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| original palette first if you are experimenting.
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|
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| MERGE
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| The selected palette is merged with another palette.
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| You are prompted to click on the name of a second
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| palette. The original is deleted, and all images using it
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| are made to use the second.
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| The second palette is modified to include colors from the
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| first.
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| NOTE: The data on all images using the first palette
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| is changed to fit the second.
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| Duplicate those images and the first palette
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| if you are experimenting.
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|
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| CONDENSE
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| Colors are deleted from the selected palette based
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| on a threshhold which you set. The threshhold represents
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| the number of pixels which must exist of any color in order
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| for that color to remain in the palette. If the number of
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| pixels of a color is less than the threshhold, those pixels
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| are mapped into a similar color. If no similar color can
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| be found, then the color is allowed to remain.
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| To change the threshhold, click on U to increase a digit
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| or D to decrease a digit. OK accepts the displayed number.
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|
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| DELETE
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| The selected palette is deleted IF AND ONLY IF there
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| are no images currently defined which use it.
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|
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| COPY
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| The selected palette is duplicated and placed at the end
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| of the palette list. You must give it a name.
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|
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| RENAME
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| The selected palette's name is removed. Type in a new one.
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|
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|============================================================================
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C> Save Work Area as Image
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This item is valid only when a "Work Area" is defined on the screen.
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(see Menu 2 - GRAPHICS). The Work Area appears as a box on the
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screen, and with this item, you can save what's inside as an image.
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First you must decide how you wish to save the contents of the
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Work Area.
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The choices are... 1) Create a new image
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2) Replace an existing image
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3) Replace the last image loaded.
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Choice 3 is actually a subset of choice 2 and is included for
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convenience.
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To make a choice, click on the choice, then click OK.
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If you choose (1), you must give the image a name.
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If you choose (2), the image list appears and you must click on an
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image then click on OK. That image will be replaced by the
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contents of the Work Area.
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|
||
Next, you must decide how you wish to save the color information.
|
||
The choices are... 1) Create a new palette
|
||
2) Merge into an existing palette
|
||
3) Use the palette which was
|
||
originally downloaded.
|
||
(...if one exists for the
|
||
contents of the Work Area)
|
||
|
||
Choice 3 exists only if you downloaded an existing image, modified
|
||
it, and now want to save the changes. It will not be
|
||
available if the new image uses more colors than the original.
|
||
|
||
Choice 2 is the same as a SUB-MERGE palette command. The contents
|
||
of the Work Area are modified to fit as closely as possible
|
||
into an existing palette.
|
||
|
||
To make a choice, click on the choice, then click OK.
|
||
If you choose (1), you must give the palette a name.
|
||
If you choose (2), the palette list appears and you must click on a
|
||
palette then click on OK. The threshhold box appears.
|
||
You can change the threshhold if you like or not.
|
||
|
||
Saving the Work Area can be done with Transparency ON or OFF.
|
||
(see Menu 3 - Turn Transparency ON/OFF)
|
||
When transparency is ON, the Least Square around the Work Area
|
||
is computed and saved. That is, the size of the area saved is
|
||
modified so that any padding of color 0 around the edges is not
|
||
included.
|
||
|
||
VI. Menu 3 - GRAPHICS
|
||
|
||
|
||
A> Define/Undefine Work Area
|
||
|
||
To define a Work Area, scroll onto the target system screen.
|
||
A left click fixes a corner of a box. You can now scroll around
|
||
changing the size and shape of the box.
|
||
A right click removes the box, letting you start again.
|
||
Another left click sets the diagonal corner.
|
||
|
||
When you select the Undefine Work Area item, the box disappears and
|
||
all Work Area items become unavailable.
|
||
|
||
To change the Work Area once it has been used, you don't need to
|
||
undefine it. Select Define Work Area again. The first left click
|
||
will start the box again.
|
||
|
||
|
||
B> Fill Work Area
|
||
|
||
These items are pretty self-explanatory. You fill either the
|
||
inside or the outside of the box with either the Draw color, the
|
||
Erase color or Zeros. (see Menu 4 - COLORS for an explanation of the
|
||
Draw and Erase Colors)
|
||
|
||
|
||
C> Edit Work Area
|
||
|
||
Pixel Replace - You are prompted for a source and destination color
|
||
which are selected as follows...
|
||
|
||
Scroll onto the target system screen.
|
||
A LEFT click on a pixel sets the color under
|
||
that pixel as the source color. A RIGHT click
|
||
on a pixel sets the destination color.
|
||
You can choose one of 4 types of replacements.
|
||
Left click on the one you want, then on OK.
|
||
|
||
Flip Vertically - The inside of the box is flipped around the
|
||
horizontal axis.
|
||
|
||
Flip Horizontally - The inside of the box is flipped around the
|
||
vertical axis.
|
||
|
||
|
||
D> Copy Work Area
|
||
|
||
For all of these commands, you must scroll onto the target system
|
||
screen and left click at the place where you want to place the
|
||
copy. If you hold down the left button, you can effectively use
|
||
the Work Area as a brush and paint with it. The copying can be
|
||
done with Transparency ON or OFF.
|
||
|
||
NOTE: If you overwrite the original Work Area, funky results will
|
||
occur! (Try it. You might like it)
|
||
|
||
E> Turn Transparency ON or OFF
|
||
|
||
Color 0 is considered a transparent color when Transparency is ON.
|
||
If you Load an Image with transparency, 0 pixels will not be written.
|
||
The same is true for Copying the Work Area. When Saving the Work Area
|
||
as an Image, Transparency ON causes a least square function to happen
|
||
to the contents of the Work Area.
|
||
|
||
When Transparency is ON, the item will read... Turn Transparency OFF
|
||
and vice versa.
|
||
|
||
F> Draw Mode
|
||
|
||
See Section II.B.1 -- Using the Keyboard.
|
||
|
||
This is a general purpose mode to allow you to modify what is on the
|
||
screen. From here you can go into Zoom mode and back, or you can
|
||
draw circles and lines, or you can do some of the previously
|
||
mentioned work area commands.
|
||
Also available are such commands as Display/Remove Color Block, Turn
|
||
Transparency On/Off, and Make Mouse Fast/Slow
|
||
|
||
Some DRAW MODE commands are...
|
||
|
||
Freehand Dots - Draw dots with the mouse by holding down the left
|
||
(for the Draw Color) or right (for the Erase
|
||
Color) mouse button.
|
||
|
||
Freehand Lines - Same as above, only you draw a line as you move
|
||
the mouse.
|
||
|
||
Define/Undefine Work Area - As described under A> above.
|
||
|
||
Display Color Block - Move mouse onto target system and click where
|
||
you want the color block to be. The color block shows you
|
||
color ram as it is currently defined. The current draw and
|
||
erase colors are shown underneath the color block.
|
||
The HIGHLITED color also denotes the current draw color.
|
||
You may select a DRAW color by moving this highlite around
|
||
the color block using the following keys:
|
||
|
||
Grey Home = up (current color - 16)
|
||
Grey End = down (current color + 16)
|
||
Grey Delete = left (current color - 1)
|
||
Grey Page Down = right (current color + 1)
|
||
|
||
Filled Circ/Unfilled Circ/Rubber Line - Move onto the target screen
|
||
and left click to set the first point. Then move the mouse
|
||
and left click again to complete the line/circle. This
|
||
also resets the first point. A right click will cancel the
|
||
first point. You should make sure the first point is
|
||
cancelled before you leave the target screen to do
|
||
something else. The line/circle is always drawn in
|
||
the DRAW Color.
|
||
|
||
ZOOM - When you click on this, the Filled Circ/Unfilled Circ/Rubber
|
||
Line commands are disabled. You must move the zoomer
|
||
(a box) onto the target screen and left click over the
|
||
area you wish to zoom. Once this happens, you can zoom
|
||
in or out, or scroll the zoomer. You will probably want
|
||
to change the mouse sensitivity to SLOW. One note of
|
||
caution. If you define a work area, then zoom such that
|
||
the work area is off screen, the work area will undefine
|
||
itself.
|
||
|
||
|