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1989-01-27
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******************************
* *
* BobEd V 1.5 *
* *
* A general purpose object *
* editor *
* *
* ⌐ Peter Philip, 1986 *
* *
******************************
BobEd, the program's source and this document are all ⌐ Peter Philip.
However all of these may be copied freely provided that no fees except
normal copying charges or online service charges in the case of
downloading. The source code for this program may be freely modified
as long as the copyright notice is left intact and the resulting
program is left in the public domain. You may use parts of this
program in any original program as well. I would be glad to hear any
comments, suggestions, bug reports, etc you may have about this
program and further programs along its line - you may write to me at
the address following the text.
INSTRUCTIONS FOR USE
»»»»»»»»»»»»»»»»»»»»
1. General
BobEd is a general purpose object editor that can be used to create
BOB's, sprites, gadgets or any other small graphic image. Its
limitations are that it can create images up to 48 bits wide by 45 bits
high by 4 bits deep (16 colors).
BobEd can edit nine objects on the screen at once. Objects can be
saved in binary (not IFF) or C Data statements. Binary saved objects
can be loaded in for later editing.
Remember that to get back to the Workbench screen from a window
without front/back gadgets hold down the left Amiga key and N (back) or
M (front). You will need these keys because BobEd has no front/back
gadgets.
2. Editing
The large box to the left is the magnified edit box. The nine small
boxes on the right are the actual size object boxes.
To select a new object to work on, click the left button inside the
object you wish to edit.
To clear individual pixels, select the background color and paint over
the pixels desired. To clear the entire frame, select the menu option
"CLEAR" under the "EDIT" menu. The "FLIP" option will flip the object
around the y-axis around the center of the object. The "ROTATE" option
will rotate the object 90░ right.
3. Copying and Undoing
To copy any frame to another frame: 1) first click on the frame to be
copied (if not already selected) and select "COPY" from the "COPY"
menu. This will place the image in a buffer which remains intact until
wiped out by another COPY. 2) click on the box you wish to copy to
and select "PASTE" from the "COPY" menu. You may PASTE this image as
much as you wish, just repeat step 2).
You may also use the copy buffer as a primitive UNDO function, just
COPY the image before making a major change and if you wish to fix it,
PASTE the image back and you will have the image back from the time you
saved it.
4. Colors
BobEd uses 4 bit planes on a lo-res screen, therefore you may edit
images with up to 16 colors. To select a new color, click inside that
block of color. Note that the box on the right will change to the new
color, also, the background color is on the extreme left - it is there,
you just can't see it (because it is the background!). Use this color
to erase with.
These colors are fixed within this program, meaning that you must use
these 16 to create your object but these may be changed within your own
program. The importance of this will come later in the saving section
because this program allows you to save as many bit planes (up to 4) that
you want (sprites are 2, BOB's can be any and workbench gadgets are 2).
Therefore you MUST use the appropriate colors for your image - that is
if you plan to create a 2 bit plane (4 color) image you must use colors
0-3 (background, color1, color2, color3), similarily, if you are creating
a 3 bit plane object you must use colors 0-7; in general :
Planes # Of Colors Use Colors
-------------------------------------------
1 2 0-1
2 4 0-3
3 8 0-7
4 16 0-15
This is especially important when saving as C code because if you
use a color out of the specified range it will not be saved (see Saving
below).
4. Saving.
To save an image, make it the current object (if not done already)
and select "SAVE" from the "FILE" menu. A requester will now appear
asking for some information. Click inside the file name box (the large
one) and type a name for the object, next select the number of bit planes
to save by clicking in the box on the right of the file name box,
pressing DEL and entering the desired number of planes (1-4 are valid).
The middle button labled "C" is the C-code switch, when the "C" is
highlighted, the object will be saved in C-code format; when it is not
highlighted it will be saved in binary format (see below for a
description of this format). If you wish to edit the object at a later
time, you MUST save it in binary format - BobEd CANNOT load the C-code
data statements. Finally, to save the object, click on "FRAME", you
will now see a crosshair on the edit box, click once on the upper left
hand corner of the object and drag out a box to the lower right hand
corner and click again - BobEd will now save your image.
Note that when you save an obect as binary it will always save all
4 bits of the image for you.
The following format of BobEd's binary save is simple :
BYTE 1 : Hex FF - a flag that this is not C code.
BYTE 2 : X0 - upper left hand corner (within box)
BYTE 3 : Y0
BYTE 4 : X1 - lower right hand corner (within box)
BYTE 5 : Y1
BYTE 6 -> - compressed binary data: since the program uses
only 4 bits per pixel we can compress two bytes
into one by shifting every second byte into the
upper nybble (4 bits) of the saved byte.
Loading an image is very easy. Select the object box that you want
to load the image into and select "LOAD" from the "FILE" menu, click
inside the file name box in the load requester and type the name - hit
return or "LOAD" when finished and the image should load, If it does not
load, check to see if the name is correct and make sure the image you
are trying to load is in BINARY format (see above), if the load fails,
nothing will happen.
5. Compiling the source
The source code for this program was written for Lattice C V3.03 and
consists of the following files :
disk.c drawbox.c
events.c gadgets.c
main.c menus.c
requesters.c bobed.h
There is also a script file called MakeBobEd that will compile the
source automatically and LinkBobEd which will link the resulting object
code. The code compiles without errors.
6. Improvements
Improvements slated for V 2.0 include :
o Load IFF brush
o Save IFF brush
o File requester with listing
o Rotate by any angle at arbitrary point
o Flip on both axis
o Fill, Lines, Circles and Boxes
o Edit larger objects with up to 5 bit planes
o Edit Hi-Res objects
o Edit color palette
o Better speed
Feel free to modify this program yourself in any way you want, just
leave my copyright notice in if you plan to distribute it.
7. Who am I ?
Peter Philip
111 Ancaster Ct.
Dartmouth, Nova Scotia
B2V 1J2, Canada