This is the full manual for Prism Paint Two, hope you all enjoy the program. The package is best run using Gem View 3.1 or Higher or if you have Imagecopy 2. rename the PRG to APP and use it as a Module to get the best import picture facilities.
Docs Types by Julie of "Phoenix"
CONTENTS
Prisim Paints comes on 2 disk accompanied by the manual.
HARDWARE REQUIREMENTS
Computer: Any Atari ST Computer with 1 MB may be used. 2MB,however is recommended for optimal use of the program. When using additional modules, it may be necessary to have even more memory. The size of the graphics also depends on the amount of memory available.
INSTALLATION:
The following files should be on your disks.
ARTIS4.PRG THE MAIN PROGRAM
ARTIS4.RSC THE RESOURSE FILE FOR PRISIM PAINTS
ARTIS4_L.RSC THE RESOURSE FILE FOR LOW RESOLUTION
ARTIS4_D.INF DEFAULT SETTING
ARTIS4_S.INF PATH AND MANAGEMENT SETTINGS
ARTIS4_M.INF MODULES SETTING
ARTIS4.HHLP ON LINE HELP
ARTIS4.IND INDEX FILE FOR ON LINE HELP
READ.ME NEW INFORMATION
MANAGER.SYS CONTAINS LOAD AND SAVE PATH
MAMAGER:MODULE CONTAINS ADDITIONAL MODULES
MANAGER:FONTS CONTAINS SIGNUM FONTS
MANAGER:TREIBER CONTAINS PRINT DRIVERS
To install Prisim Paints on your hard drive,create a folder called ARTIS and copy all disk files in to this folder. After this copy the appropriate Print Drive into the prisim paints 2 manager and change its name to PRINTER.TRB.
To set the right paths start up Prisim paints 2,open the desktop and select data path from the menu.To keep this setting select the *secure*.
ON THE PHILOSOPHY
You will have noticed this program has a very exhaustive menu. Prisim Paints2, however has only 3 menues,selection, settings and colour which comprise almost all functions. It is designed to avoid the usual chains of menues that one has to go through in order to find the desired function.
For optimal user friendliness, some commands, such as the frame command, have been condensed. These condensations are meant to take as much preliminary work off the hands of the user as possible. Prisim Paints 2 aims for maximal user friendliness at all times.
But just as much as we aim for user friendliness, we aim to create a program that is closest to the practical needs of the user. One can for example, change colour or pattern at any time during the fill-in process, without going back to the main menu. Similarly it is possible to rotate a figure without changing the graphic setting.
There little tricks will facilitate your work. While Prisim paints 2 is suitable for all kinds of drawing needs, its speciality is in creation of pictures. This program can also be recommended to those who are already graphically proficient but want to extend the creative process to ATARI Computers. In order to avoid frustration, many effects F/X functions were added to this program.
The first part of the manual consists of a factual introduction to all available functions with reference to applications and tricks which can be found at the back of the book.
MAIN MENU.
When the program starts up the main menu appears in the centre of the screen. It is organized into two blocks which are separated by an info box. The upper block contains the graphic commands while the lower block contains general commands. Each individual function has a designated symbol. By clicking a function with the left button on your mouse the function can be activated.The info box offers information about the function over which the mouse is hovering.
The information listed is:the name of the function and the page in the manual on which there is an explanation of its function. This is a quick and easy source of reference.
ON LINE HELP
The on line help system greatly facilitates the use of this program. The help command can be given at any time by pressing the help command, one can access an in depth description of the function in question. The arrow key can be used to manoeuvre around in the help scroll. The help window disappears by clicking the mouse.
GRAPHIC FUNCTION BLOCKS
The first line contains the control of the first 4 graphic function blocks.
ZEICHENFUNKTION (DRAWING FUNCTION)
BLOCKEFFEKTE (BLOCK EFFECTS)
EFFEKTFUNKTION (SPECIAL EFFECTS)
CLIPBOARD FUNCTION
The function in use is inverted
1. DRAWING FUNCTION
this block contains the usual drawing functions and additional geometric functions.
2. BLOCK EFFECTS
this function allows you to rework rectangular blocks. It is possible to program custom block F/X effects.
3.EFFECT FUNCTION
this function allows you to create a variety of graphic effects. It also contains commands for the mirroring and rotation.
4.CLIPBOARD FUNCTION.
Blocks can be stored and saved here. It also contains powerful computer clipping function.
GENERAL FUNCTIONS
Load,Save and Print etc; commands are found here. This can be seen as the way to the outside world. Disks,Printers as well as additional modules are programs accessories can be found here.
The first ling of the general function contains the switch port for up to 8 monitors. On the lower left there are 2 icons through which one can access the settings and colour menu.
MENU NAVIGATION AND MOUSE CONTROL
Functions are activated by moving the mouse to the desired function on the screen and clicking on it with the left button. During the drawing process the menu disappears and enters directly into the drawing. Every click with the left mouse button means a move forward. By clicking the right mouse button moves a step back.
This means that you will return to the main menu or while more complex function are in progress, you will return to the beginning of the function and only return to the main menu after the second click. Do not hold the mouse button. Only click on it. Functions that require a variation of this will call to your attention.
If one click on the right mouse button outside the main menu, the menu will disappears. The menu can be recalled by clicking on either of the two mouse buttons. By clicking on the large ARTIS Icon in the top right corner, the menu will disappear as long as the mouse button is held. While doing this the menu can be placed on any part of the screen by simply moving the mouse while holding the button.
The mouse buttons will henceforth be called:
LMB......LEFT MOUSE BUTTON
RMB......RIGHT MOUSE BUTTON
OPENING A BLOCK
Since this is needed in many future function, it is best to begin the explanation here. The LMB is placed on a corner and moved towards the centre of the screen creating a rectangle. By clicking the LMB again this rectangle is ready for future work and will disappear.
CHANGING A BLOCK
Switching between the various frames. If you do not have sufficient memory available at the start up of the program, some of the icons will be blocked. The icons that are blocked are greyed out and can not be activated. If you want to view only one big picture instead of several smaller ones, you may do so y deactivating the smaller pictures and thus creating more memory space for the larger picture.
You need to reserve the amount of memory you are using before starting the program.
MOVING A WINDOW
If the picture is larger than the monitor it can be moved so that different parts of the picture can be seen. A hand will appear on the screen with which you can move the picture around by pressing the
LMB. Once the hand reaches the boundary of the monitor let it go and move the hand back to the centre of the screen and continue moving the picture.
DESKTOP
When this function is selected the desk to appears and the menu appears. In this way it is possible to access on of the additional accessories or access a running MULTI-TOS Program.
The individual functions contained in the menu are described in the chapter called DESKTOP. To get back to the User Workbench, select the command RETURN (BACK) under the header FILE.
08/15
loading the default setting that was set in Prisim paints 2.INF file. This file contains all the save settings. By entering the command 08/15 all defaults settings will be loaded.
HELP
A help screen on which the commands which can be accessed from the main menu, will be described.
SCANNING
The scanner navigation is a modular. If you are using a program this is not available on the SCAN Module you must save the picture in the scanning program and then load into Prisim paints 2
BACKUP COPIES
Save the picture you are working on under the name SAFETY.IMG in the file out of which the program is running. Our experience has been that prisim paints never crashes. It is a good policy to make a backup copy of anything.
By using this method, it is possible to store a picture for a short time without having to go through naming it and deleting it afterwards. This could be the case id you want to export the picture into another program. This is a very fast command.
LOADING A BACKUP COPY
This command loads the backup copy of the picture. The backup copy is the last unsaved frame you were working on when you left the program.
UNDO
If you make a mistake while drawing, this command will undo the mistake. By repeatedly using the UNDO command you can switch back and forth between the last two stages of your picture. This only works as long as you are still in the selection menu. If you use another function, the picture is saved in the UNDO memory even if you do not stay in the function long. You can call up the function by using the UNDO Command.
CLEAR SCREEN
The current screen is cleared. If you use this function in intentionally, it am be restored by using the UNDO Command. UNDO is the key UNDO on your Atari Keyboard. If you click this function twice it will clear from the memory for good.
MODULE
This function lets you install and use modules. A module or free module port can be selected by using the LMB. It will appear inverted. The three buttons have the following functions.
ABBRUCH(Interrupt) Stops the function and returns to the main menu.
PFAD(Paths) Let you install new module or check the path of an existing one.
A file selector box will appear. If an already installed module has been selected its name will appear. The program has been selected its name will appear. The program which you wish to install as a module must be selected from the file save box and verified by pressing OK. The module is now automatically installed and can be started.
STARTEN (Start) Starts the selected menu which is inverted. after finishing the module you can return to the main menu.
SETTING MENU
Switches to the setting menu. Among other things, the size of the picture can be changed here.
COLOURMENU
Switches to the colour menu. Patters can be selected here.
DELETE FILE
The file selector box appears in which the file you wish to clears can be selected. After a security alert box is cleared, it can be deleted.
LOADING A PICTURE
You can load pictures in the XIMG,BMP,GIF Screen Degas and STAD Formats. In other words all whole file names ending in IMG,BPM,GIF,DOO,PIC,PI1,PI2,PI3, and PAC can be loaded. The picture you are currently using will be cleared. If you do not have enough memory available,some of your monitors could be deactivated before you load a large picture.
SAVE A PICTURE
You can save in XIMG (IMG) BMP(BMP) and Screen (DOO,PIC) Formats. You must only enter the appropriate ending for the picture name. If for some reason you can not save the picture the process will be aborted and you will be alerted to this in the alert box.
PRINTING
The printer setting are created by module. The picture which you want to print must be in prisim paint2 folder and must be renamed PRINTER.TRB.
END
You may end the programs after a security alert box has been cleared. The picture which is still in memory are not saved automatically.
DRAWING FUNCTIONS
This block contains all the drawing options as well as special geometric functions. Some of the figure can be drawn and filled automatically. These functions are designated by a Pictography in the upper right hand corner. You may switch back and forth between filled and unfilled figures by clicking the appropriate pictographic with the RMB
. A white square tells you that the figure is not being filled. A black square tells you that the figure is being filled. It is possible to change the graphic setting during a given process by using the command keys. An exact description will be given at each function description. The keys represent the following Settings
(R) REPLACE SETTING
(O) OR -SETTING
(X) XOR-SETTING
(I) INVERSE-OR -SETTING
hen you hit one of the keys the activated setting will appear in the upper left hand section of the screen.
At the end of each description there is a short information box,
Switch function: JA(YES) means that the figure will be filled automatically.
Settings: All settings that are applicable for this function are listed.
Command keys: All keys that apply to the drawing function are listed under this heading.
DRAWING FREEHAND.
Draw freehand by pressing the LMB
SWITCH FUNCTION:-
Settings: line thickness, line beginning type, line end type,start type.
COMMAND KEYS
ERASER
At first you may move the mouse top any part of the screen. By pressing the LMB you designate the erased corner. The eraser will appear. If you want to use a different size you may do this by moving the mouse until you reach an optimum size. By pushing the LMB the eraser size will be fixed. You may erase inside the eraser parameters by holding down the LMB.
SWITCH FUNCTION:-
Settings:-
Command Keys:-
Draw a line. You can set the first point with the LMB. From this point you may draw the line. Another click will create an end of line. After this you may place the line anywhere you please. By clicking the LMB you can place the line.
SWITCH FUNCTION:-
Settings:- line thickness, line beginning type line end type.
Command Keys:-
Drawing a line, the first point is made with the LMB,By clicking on the LMB again the line will appear between two points. In this way lines can be drawn. When using this method of drawing it is not possible you move the line.
SWITCH FUNCTION:-
Settings:- line thickness, line beginning, type, line end type,line type.
DRAWING PARALLEL LINES
First the cursor will appear. A [point on the line which you wish to draw parallel must be brought under the cursor. Use the LMB to recognize this point. If the point was recognized correctly the line :
1. Point pick up will appear on the upper left hand side. Do the same with the other point on the line. If this has been recognised correctly the cursor will turn into a normal cursor and you can continue as in LINE function. All lines will be drawn parallel.
SWITCH FUNCTION:
Settings:- line thickness, line beginning type, line end type, line draw.
DRAWING RIGHT ANGLED LINES
First the cursor will appear. A point on the line which you pick to draw right angled must be brought under this line. The LMB must recognize this point. If the point was recognised correctly the line: 1.
Point pick up will appear on the upper left side of the side. Do the same with another point on the line. If this too has been recognized correctly the cursor will turn into a normal cursor and you can continue as the line function. All subsequent lines will now be right angled.
SWITCH H FUNCTION:
Settings:- Line thickness, line beginning type, line end type, line type.
COMMAND KEYS:-
HORIZONTAL AND VERTICAL LINES
Place the point you wish to draw either vertically or horizontally from with the LMB. You can draw by moving the mouse either horizontally or vertically. Another click will end the line at the point at which you clicked the LMB. You can now place the line anywhere on the screen. You can finally place it by clicking the LMB.
SWITCH FUNCTIONS:-
Settings:- Line thickness,line beginning type, line end type, line type.
COMMAND KEYS:-
CENTRE POINT
Click on two points in the picture. A small cursor will appear in the middle.
SWITCH FUNCTIONS:-
Settings:- line thinness, line beginning type, line end type, line type.
COMMAND KEYS:-
RECTANGLE
Place the corner with the LMB, From this corner you can pull down a rectangle. By clicking the LMB again a second corner can be set on the opposite side. Now you can move the rectangle on the screen. You can place the rectangle by clicking on the LMB. When you create a rectangle you may determine whether or not you would like a frame for it. You can determine this be either pressing (B) for boundary or (U) for Umrahmung. After you have determined the size, the graphic setting can be determined through the command keys.
SWITCH FUNCTION: Switching the filled rectangle.
Settings:- line thickness, line beginning type,line end type, line type.
COMMAND KEYS:- graphic mode: (R), (O), (X),(I)
Framing the filled rectangle on/off: (B) or (U)
SQUARE
Place a corner with the LMB. From this corner you can pull down a rectangle. By clicking the LMB again a second corner can set on the opposite side. Now you can move the rectangle on the screen. You can place the rectangle by clicking the LMB. When you create a rectangle you may determine whether or not you would like a frame for it.You can determine this by either pressing (B) for boundary or(U) for Umramung, After you have determined the size, the graphic setting can be determined through the command keys.
COMMAND KEYS:- graphic mode: (R), (O), (X),(I)
Framing the filled rectangle on/off: (B) or (U)
STRAIGHT LINES HORIZONTAL
By pushing the LMB a line will be extended horizontally. It will be extended so long from the mouse position to thew left and the right,until it hits the non white area of the boundary of the screen
SWITCH FUNCTION: -
Settings:- line thickness, line beginning type,line end type, line type.
COMMAND KEYS:-
STRAIGHT LINES VERTICAL
By pushing the LMB a line will be extended vertically. It will be extended so long from the mouse position to the top and bottom, until it hits the non white area of the boundary of the screen.
SWITCH FUNCTION: -
Settings:- line thickness, line beginning type,line end type, line type.
COMMAND KEYS:-
ROUNDED RECTANGLES
Place a corner with the LMB. From this corner you can pulldown a rounded rectangle. By clicking the LMB again a second corner will be set on the opposite side. Now you can move the rounded rectangle on the screen. You can place the rounded rectangle by clicking on the LMB. When you create a rectangle you may determine whether or not you would like a frame for it. You can determine this by either pressing (b) for boundary or (U) for Umramung. After you have determined the size, the graphic setting can be determined through the command keys.
SETTINGS: Line thickness, line beginning type, line end type, line type.
COMMANDKEYS:- Graphic mode (R), (O),(X),(I)
ROUNDED SQUARES
Place a corner with the LMB. From this corner you can pulldown a rounded square. By clicking the LMB again a second corner will be set on the opposite side. Now you can move the rounded square on the screen. You can place the rounded square by clicking on the LMB. When you create a rounded square you may determine whether or not you would like a frame for it. You can determine this by either pressing (b) for boundary or (U) for Umramung. After you have determined the size, the graphic setting can be determined through the command keys.
SETTINGS: Line thickness, line beginning type, line end type, line type.
COMMAND KEYS:- Graphic mode (R), (O),(X),(I)
PARALLELOGRAM
First place a line.You can then pull it down into a parallelogram. After pressing the LMB you may move it on the screen.You can place the parallelogram with the LMB.When you create a filled parallelogram you may determine whether or not you would like a frame for it. You can determine this by either pressing (B) for Boundary or (U) for Umramung. After you have determined the size, the graphic setting can be determined through the command keys.
SWITCH FUNCTION: Switching the filled rectangle
SETTINGS: Line thickness, line beginning type,line end type, line type
COMMAND KEYS:- graphic mode (R),(O),(X),(I)
ROSTER
This function created a roster. You can select the space between the line in CHANGE SETTINGS.You set the corner of the roster with the LMB and pull down the block by moving the mouse in the direction you wish the roster to be. While you are pulling down the poster the amount of both horizontal and vertical spaces will appear in the upper left hand corner of the screen. Once you reached the desired amount of squared, you press the LMB to draw the roster. After this you may freely place the roster. After having set the roster you may still change it by using the command keys.
SWITCH FUNCTION:-
SETTINGS: x-Grid, y-Grid
COMMAND KEYS: (R),(O),(X),(I)
VERTICAL ISOSCELES TRIANGLE
This function lets you draw the baseline of the triangle. Drawing this line is identical with the function HORIZONTAL & VERTICAL LINES. The triangle is visible while you are drawing the base line. If the cursor is pointing to the right while you are creating the baseline, the triangle will face left. If the cursor is pointing to the right, the triangle will face right. The same is true for a horizontal baseline depending on the whether the cursor is pointing up or down. You can set the triangle by using the LMB. After setting it ,you can lace it anywhere on the screen. You can place it by clicking the LMB once again. When you create a triangle you may determine whether or not you would like a frame for it. You can determine this by either pressing (B) for boundary or (U) for Umramung. After you have determined the size the graphic setting can be determined through the command keys.
SETTINGS: Line thickness, line beginning type, line end type, line type.
COMMANDKEYS:- Graphic mode (R),(O),(X),(I)
Framing the filled rectangle on/off: (B) or (U)
SLANTED ISOSCELES TRIANGLE
Place the corner with the LMB and draw a line to thew desired size. You can set the triangle by using the LMB. After setting it, you can place it anywhere on the screen. You can place it by clicking the LMB once again. When you create a triangle you may determine whether or not you would like a frame for it. You can determine this by either pressing (B) or (U). After you have determined the size, the graphic setting can be determined through the command keys.
SETTINGS: Line thickness, line beginning type, line end type, line type
COMMAND KEYS:- Graphic Mode (R),(O),(X),(I)
SLANTING TRIANGLE
First draw a line and determine its size and position.You can slant it by moving the mouse to the desired position. You can set the triangle by using the LMB. After setting it, you can place it anywhere on the screen. You can place it by clicking the LMB once again. When you create a triangle you may determine whether or not you would like a frame for it.You can determine this by either pressing (B) or (U). After you have determined the size, the graphic setting can be determined through the command keys.
SETTINGS: Line thickness,line beginning type, line end type, line type
COMMAND KEYS:- Graphic Mode (R),(O),(X),(I)
STRAIGHT EVEN N-CORNER
Set the mid point with the LMB and pull down the N-Corner.You can set the size by pressing the LMB. After setting it, you may place it anywhere on the screen. You can place it by clicking the LMB once again. When you create a filled N-Corner you may determine whether or not you would like a frame for it. You can determine this by either pressing (B) or (U). After you have determined the size, the graphic setting can be determined through the command keys.
SWITCH FUNCTION: switch to filled n-corner
SETTINGS: N-Corner,number or corner line thickness, line beginning type, line end type, line type.
CIRCLES
Set the mid point with the LBM an pull down the circle. You can set the size by pressing the LMB. After setting it, you may place it anywhere on the screen. You can place it by clicking the LBM once again. When you create a filled Circle you may determine whether or not you would like a frame for it. You can determine this by either pressing (B) or (U). After you have determined the size, the graphic setting can be determined through the command keys.
SWITCH FUNCTION: switch to filled circle
SETTINGS:- line thickness, line beginning type, line end type, line type.
COMMAND KEYS (R),(O),(X),(I)
ROUNDED ARC
Pull down a circle. On the right boundary an arrow will show the direction in which the arc is begin drawn (always anti clockwise). Now set the beginning and end point of the arc. While you are creating the arc a end point of the arc. While you are creating the arc a line will be drawing to help you determine the size, of the arc. It will be connected to both the beginning and end point.
SETTINGS: line thickness, line beginning type line end type, line type
ELLIPSES
Set the centre point with the LMB and pull down the ellipse.You can set the size by pressing the LMB. After setting it, you can place it anywhere on the screen. You can place it by clicking the LMB once again. When you create a filled ellipse you may determine whether or not you would like a frame for it.You can determine this by either pressing (B) or (U). After you have determined the size, the graphic setting can be determined through the command keys.
SWITCH FUNCTION: Switch to filled ellipse
SETTINGS:- line thickness,line beginning type, line end type, line end
QUARTER ELLIPSE
Set the first point with the LMB and pull down the quarter ellipse. You can set it by clicking the LMB. The curvature of the ellipse can be determined by setting the end point either above or below the quarter ellipse. The curvature will thus either tend to the right or left.
SWITCH FUNCTION:- Line thickness, line beginning type, line end type,line type
ARCS
Set two end points with the LMB and pull down the arc by moving the mouse. You can set the arc by clicking the LMB.
DRAWING COMPLEX CURVES
First you must create support points along the line. This is done by clicking the LMB at several point which then function as supportive point. Once all support points are in place, you can connect them by clicking the RBM. If you want to change any one of the points you must click on the points and move the point while still holding the LMB down. The curve is drawn new each time. To place the curve you must click the LBM outside the line. To erase the curve you must click the RMB. Once you have done this you will return to the beginning of the function. By clicking the RMB you will return to the main menu.
SWITCH FUNCTION:-
SETTINGS: Line thickness, line beginning type, line type, line end
DRAWING DECORATED CURVES
First created support point with the LMB. It will appear black. After clicking the RMB the POLYGONZUG(?) with a tangent point will appear in white. Both can be moved by holding down the LBM. While moving the tangent point the tangent is also visible. The longer the tangent the stronger the influence on the whole curve is. You can create a homogenous curve by making the tangent point appear in the opposite tangent point. You can place the curve with the LMB and make it disappear with the RMB.
CIRCLE THOUGHT 3 POINT
First you must select the three points you wish the circle to cut. These points are automatically marked with little crosses. After you have positioned the third point, the circle will appear. The centre of the circle is marked with a small rectangle. To place the circle click on the LMB outside the circle. The circle can be moved by clicking the centre rectangle. (Place it again with the LMB)
SWITCH FUNCTION:-
SETTINGS: Line thickness, line beginning type, line end type, line type.
SPRAY
You can spray by holding down the LMB. You can define the spray (thick,thin,medium) in the menu.
MOVING SPRAY
Works like spray but requires you to move the mouse in order to spray. This allows you to stop while spraying and avoids blots.
SWITCH FUNCTION:-
SETTINGS: Spray thickness, spray size, pattern.
QUAD
First you must pull down a parallelogram. After this you can extend the quad over the screen by moving the mouse. You can place the quad with the LMB. When you create a rectangle you can determine whether or not you would like a frame for it. You can determine whether or not you would like a frame for it. You can determine this by either pressing (B) or (U).
MAGNIFYING GLASS
The magnified screen is split, The current picture is on the right hand side and the magnification is on the left hand side.The magnifying glass is an 8x8 square. To move the magnification the picture itself and not the magnifying glass is moved by the mouse. If the magnifying glass is moved beyond the picture, the white space lying beyond is displayed as gray.
You can return to the main menu by clicking the RMB. If you want to work on a part of the picture you can do this by clicking on the LBM.The cursor appears on the left in the centre of the magnified picture and on the bottom the magnifying glass menu will appear.
By pressing OK or return you will return to the import/export menu. From here you can return to the main menu by pressing the RMB.
By pressing the spacebar you can switch between the colour you have selected and the colour 0, which is usually white. This means that you can select between your could and the eraser.
The colour you are currently using always appears in the colour box. You can also chose a colour from the picture or the magnification. To do this you must click on this colour with the RMB.
To change a point you must click it with the LMB. You can paint or erase more than one point by holding down the LBM
ATARI WRITING
A vertical cursor appears on which you can type the text. The text can be moved freely over the screen while it is being typed. While this function is in progress the insert setting is always activated. The text can be placed by clicking the LMB. After pressing (return) the cursor will jump to the beginning of the line under the text.
By pressing the function keys the size and style of the line can be changed.
You can select between 5 different styles and 4 different sizes. The style can also be combined e.g. F6 and afterward F7 creates a bold and gray style. The function keys from F6 to F10f function as switch keys. By pressing them again,the style will stop functioning, again the lettering will stop being bold, but still be gray. If you want to set the style to normal push F5
Other options include using a text window while you are still in the main menu. You can do this by pressing CTRL T (tex Rotation). Two windows will appear, one horizontal the other vertical. At the lower boundary of the window a line telling you what the fitting text window are (you may however enter any size you desire)
The following editing commands are available to you while you are entering text
ARROW LEFT, movers the cursor to the left one space
ARROW RIGHT, movers the cursor to the right one space
CTRL ARROW LEFT, moves the cursor to the beginning of the text
CTRL ARROW RIGHT, moves the cursor to the end on the text.
BACKSPACE,deletes the character left of the cursor.
DEL, deletes the character right of the cursor.
ESC, deletes the whole line
F1,lowercase letter height 4
F2, colour lettering height 8
F3,normal lettering height 16
F4, enlarged lettering height 32
F5,default lettering
F6,bold lettering
F7,grey lettering
F8,italic lettering
F9, underline lettering
F10, outline lettering
If you are writing a text which might have to be changed it is best to write it in the text window. The text can only be placed in the text window. To rewrite you must activate the REPLACE setting in the text box of the setting menu.
SWITCH FUNCTION:-
SETTINGS: text window in the main menu (CTRL) (T)
VECTOR WRITING
A dialogue box will appear. You can enter the text in the top line. The desired picture must be selected in the left window. The settings for size, height, slant and rotation are on the right. You may enter the desired dimensions either with clicking the LMB or by moving the arrow keys. 'Slant' determines the slant of the individual letters (italic), 'Rotation' determines the slant of the whole line. A rotation of 180 degrees would turn the lettering on its head. Size determines the height of the text in pixels and height determines the relation between height and breadth (e.g. 1 normal / 0.5 stretched vertically / 1.5 stretched horizontally). By using abort you can return to the main menu. By pressing 'OK' the text will be changed according to the dimensions indicated and can be moved on the screen. (It can be placed with the LMB and by clicking the RMB you can return to the dialogue box). While you are moving the text the graphic setting can be changed via the command keys. (See the beginning of the chapter).
SIGNUM WRITING
If no signum font has been selected a file selection box will appear from which you can select the desired font. All print fonts are available. When the signum font has been loaded a text window will appear in which you can enter the text. You can load a new font by pressing (CTRL) (L) while you are still in the text window. The text which you are currently working on will automatically be changed to the new font. The insert setting is always active while you are entering text. After pressing RETURN you can place the text on the screen freely. While you are moving the text the graphic setting can be changed via the command keys.
FILL IN
Fill in the area inside the designated area by pressing the LMB. This process also enables you to change the colour of an area. If you have a red area and want to fill it with blue, you must fill the blue over the red with the replace mode. You can also superimpose patterns over each other. If you fill in an area with a yellow striped pattern you can fill in the yellow striped pattern with green by selecting the Or mode. To use this mode it is important that both areas are plain surfaces and not outside the frame. Fill ins can be changed during the process using the command keys. The colour menu appears and you can select a new colour.
BLOCK F/X EFFECTS
This block is divided into two areas. On the left you can rework rectangular windows with block f/x functions and on the right you can rework rectangular windows with the programmable block f/x effects. This function gives you the possibility to rework figures in many ways. These transformations can lead to unexpected results. After a while, however, you will become better at estimating the results of a given function. These functions will be enjoyable as much to the experienced artist as to the novice user. Most of these functions are unique to this program. You can also perfect images for "FIRST WORD PLUS', 'CALAMUS', or 'SIGNUM'. The reworking SIGNUM-letterings are especially useful. You can estimate the impact of the program on your picture from the menu icons. They demonstrate the effect of the block f/x function on a square with line thickness 2. You must create a block at the beginning of each function. Set a corner with LMB and pull down a rectangle of the desired size. By clicking the LMB again the block becomes ready to be worked on in the function which you have selected. The rectangle will disappear.
BRIGHTEN
The selected block is Brightened and appears gray just like the GEM when it is not available for selection.
CORRECTIONS
All the selected figures are represented as corrections.
THINNING
All figures are thinned out by one line thickness. NOTE: lines of only one line thickness will disappear altogether.
THICKENING
All figures that have been selected are thickened by one line thickness.
LIGHT SHADOWING
All selected figures throw a light shadow.
FRAMING
All selected figures are outlined.
CRYSTALIZATION
All selected figures are crystallised. This is a special kind of thickening in which the figures do not thicken uniformly but like crystals. You can observe this best on a single dot. The best results are achieved on dots and on symmetrical figures. It may be useful to use this function more than once on the same figure.
ROUNDING
This function lets you enhance a freehand sketch that might have come from an enlarging of a part of your picture. More complex pictures appear estranged.
VERTICAL LINES
The selected block is thickened vertically and appears striped. Every second column is erased.
HORIZONTAL LINES
The block is thickened horizontally and appears striped. Every second row is erased.
3D_EFFECT
A grey pattern is superimposed on the block. Only the boundaries of the picture are enhanced especially through a light/dark effect. The picture seems to be cut out of its plain and appears three dimensional.
INVERTING
Every colour is changed into its complementary colour. E.g. black/white.
PURE SHADOW
The picture appears with a shadow from the selected shadow patterns. The picture disappears, so only the shadow remains.
MEGA CONTOURS
The block is imposed on a thick shadow that shines through the picture.
CONTOURS WITH SHADOW
The block is contoured and appears with a light shadow.
COMPLEX CONTOUR DRAWING
The block content is estranged and receives a contour. A light shadow appears below it.
SMUDGING WITH CONTOUR
The block is shifted and faded over itself several times. Geometric figures appear with clustered edges, while more complex pictures take on a chaotic appearance.
MULTIPLE STAGGERING
The picture is put in Replace-Mode and stacked in quick succession several times.
ROSTER AND SHADE
The picture is rostered and then staggered over itself.
THROWING A SHADOW
This function allows you to throw a ever-lightening shadow. This is especially interesting when using lettering.
THE PROGRAMMABLE BLOCK EFFECTS ARE DESCRIBED IN THE LATER PAGES.
EFFECT F / X FUNCTIONS
These functions enable you to quickly create good looking pictures or abstract drawings. It is a good idea to experiment with these functions in order to establish which ones are most suited for your needs. When it becomes possible to create your own parameter in the settings menu, you will be made aware of it.
INDIAN INK
By clicking on the LMB you can draw in slanted lines in the selected colour. The drawing appears like an Indian ink pen.
QUILL
By clicking on the LMB you can draw with an ever thinning line. To begin with you must let go of the LMB and click it again. This lets you simulate a quill pen which has been dipped in ink every so often.It lets you create blotted lettering. You can vary the result using different lettering speeds.
FOUNTAIN PEN
To draw with the fountain pen you must click on the LMB. Straight lines are thin while curves become thicker. By speeding up the pen the corners become thicker.
PAINTBRUSH
This function enables you to paint with a paintbrush. You can choose whether you want to completely cover what you paint or have it slightly visible. You paint by holding down the LMB.
RAMBO VERTICAL
Pull down a block. There should be a closed line above the block (because of the calculation speed). The block is then formed just as the line is.
RAMBO HORIZONTAL
Pull down a block. There should be a closed line left of the block. The block is then formed just as the line is. Try spraying a line and then using RAMBO, the block becomes powdery.
FILL WITH ROSTER MOVEMENT
Mark the section you wish to fill. (they will be marked with a circular mark). After clicking on the RMB the areas are filled with black and the circle disappears. Now you can return to the setting menu by pushing any key. You can choose between circular or linear motion. You can also set the direction (vertical/horizontal or dark/light) and the roster size (rough/fine). Acknowledge the command by pressing 'ok'. Linear motion: Set the LMB at the beginning point. An arrow will appear which determines the direction and the endpoint. Click the LMB to start the process. Central motion: Pull down a circle. Click on the LMB to start the process.
COLOUR PROCESS
This function is identical with the roster process. It moves between the selected colours instead of from black to white.
STARS
You can spray stars onto the screen by clicking the LMB and moving the mouse.(hold down LMB). This function saves a lot of time when you are creating comic type pictures.
BUBBLES
You can spray bubbles onto the screen by holding down LMB and moving the mouse.
SPLASH
After pulling down a block diminishing concentric ellipses are drawn.
GLOSSY EFFECT
Pull down a circle. A selection box will appear at the beginning of the function by pressing a key. Here you can determine whether you want to lighten harsh or lightly or in steps of 8. This effect is especially useful when you want to create light or glossy effects (e.g. Spotlights,lamps or reflections.).
LISSAJOUS FIGURE
Pull down a block. A curve will appear. A lissajous figure is the crossing of two sine curves at 90 degrees.
DISC
Pull down a block. An unevenly patterned disc will appear.
STAR ELLIPSE
Pull down a block. A star which is composed of light beams and which leave the centre free in the shape of an ellipse will appear.
GLOBE
Pull down a block. A segmented ball will appear in the block.
FOUR-POINT EFFECT
A circular field will appear in which you must set four points with the LMB. After this a cross shaped cursor will appear which will connect to each of the four points. You can also do this by holding down the LMB and moving the mouse.
NET
By clicking the LMB a series of dots will appear (max 30). By clicking the RMB all the dots will be connected. This function can be very useful if you set the points on the corner of an N-corner.
HALFNET
Set a series of points with the LMB (max 30). After clicking on the RMB, which connects the points, you can place another 30 points with the LMB. By clicking on the RMB again, the points from the first set will be connected to the second set of points. A nice picture can be acheived in the following way. Set the points at the boundaries of the screen and increase the distances as you progress. Set the second set of points in the original screen corner. With a little practice you can create great pictures.
BEAMS
Set a centre point with the LMB. Place the mouse anywhere on the screen. By clicking the mouse beams will run from the centre to the mouse position will appear. After letting go of the mouse, a new centre point can be created.
DIAMOND STAR
Set a beginning point and draw a horizontal line. By pressing the LMB again a diamond star will appear which has the horizontal line as its diameter.
KNUELLER EFFECT
Set a centre point with the LMB. Pull down an ellipse. Place this with the LMB. Pull down a new ellipse which you can place with the LMB. Once this has been completed a jagged star will appear. The points of the star are the inside and outside ellipses.
MAGIC TRIANGLE
This function allows you to draw with a continually rotating and changing triangle. While you are drawing hold down the LMB.
SHADOW RECTANGLE
Pull down a rectangle from the upper left-hand corner. Determine the size with the LMB. By pulling the rectangle with the mouse a string of rectangles can be created over the screen. After you have completed one string, you may start again by letting go of the LMB and placing it somewhere else.
ELLIPSE EFFECT
Set two points with the LMB. By making sudden movements with the mouse half ellipses will be drawn from the point which you are at to the two points you set. By pressing the LMB the process is halted and you can start again.
STAR
Pull down a circle. A star with the same pattern will appear in the interior. This function enables you to create a mercedes-star, a peace sign or the symbol for radioactivity.
RECTANGULAR SHADOWS
First draw a rectangle. A second rectangle which represents a shadow will appear. The original rectangle will only appear faded and you can move and place the shadow with the LMB. This function is especially useful when you want to emphasize titles and other things such as exhibition pictures, statistics etc,. The picture which is in the rectangle will be deleted.
OBJECT SHADOW
Pull down a block. Everything in the block is shadowed with 8 pixels on the lower right. The shadow can be moved and placed with the LMB.
MIRRORING HORIZONTALLY
Pull down a block. The content of the block is mirrored by the vertical axis horizontally.
MIRRORING VERTICALLY
Pull down a block. The content of the block is mirrored by the horizontal axis vertically.
ENLARGE 2:1
Pull down a block. The block will appear enlarged on a scale of 2:1 and can be placed anywhere. While you are moving a block, you can change the graphic mode. If the block is enlarged so much, that it would become larger than the screen, an alter box will appear. Here you can decide whether to abort or change the size to fit the screen.
DECREASE SIZE
Pull down a block. The block will decrease in size in the ratio 1:2. During this function it is possible to change the graphic mode via the keys. Because the shrinking does not work via vectors, part of the picture could be lost and appear as black spots if you shrink the same picture several times. You can avoid this in two ways. 1. You can make the part that you wish to shrink gray and 2. You can thin the part you wish to shrink. Both of these functions are block f/x functions.
ROUNDED DECORATIVE FRAME
Pull down a rectangle. The corners will appear rounded in quarter circles. By using the mouse you can determine what size you want the quarter circles to have. You can do this by using the LMB and place them in the same way. ( The mouse command designates the lower right-hand corner.) The first line will now appear and a pixel outside the next line appears also. You can move this line by using the mouse or place it and click the LMB. By clicking on the RMB the process stops and the last line disappears. You can then return to the beginning of the function. To create a thick line you must click on the LMB several times without moving the mouse.
DECORATIVE FRAMES
Pull down a rectangle. The first frame line will appear and the next will be indicated by a pixel outside the frame. To place this line click on the LMB. By clicking on the RMB the function stops, the last line disappears and you can return to the beginning of the function. To create a thick line, click on the LMB several times without moving the mouse.
ANGLE EFFECT
After you place the first dot the mouse will be connected to the original point with a 90 degree angled line. You can place the line by clicking on the LMB. The picture will appear thicker and rounded off with a shadow.
ROTATE
Pull down a block. By pressing on the LMB you can rotate the rectangle which will be made up of dotted lines. Set the angle of rotation with the LMB and draw the object. The object can be placed with the LMB. You can change the function during the process via the command keys.
CLIPBOARD FUNCTION
This function combines all cut, paste, save and load function. There is a clipboard in which you can put four additional windows of any size. The CONTOUR CLIPBOARD could be of special use to artists. This ARTIS function allows you to use this very powerful tool.
What does CONTOUR CLIPPING mean ?
Contour clipping let you project a clipping though another picture. You can regulate exactly which part of the picture you want to project and which part you want to project through. The rest of the picture remains unchanged. This gives you the possibility to project a picture thought a text.
The picture you project is always the one which is in the lasso or block memory. You must therefore cut out the image you want to project and save it in the lasso or block memory.
1.LASSO FUNCTION
CUT LASSO
The cut out object is surrounded be a line (always place the point with the LMB). Once you have arrived at the beginning click the RMB. The object will be cut out with the lasso which is pulled around the object and you can return to the beginning of the menu. The lasso function allows you to cut things out quickly and precisely.
PLACING THE LASSO (PASTE)
Now you can place the object you have cut out as many times as you like in any part of the picture. You can change the graphic mode during the process with the command keys.
COMMAND KEYS: Graphics Mode (R),(O),(X),(I)
MOVING THE LASSO (MOVE)
This function executed both CATCH LASSO and PLACE LASSO one after the other. The original object is moved from its original position and can be placed anywhere in the picture
COPY LASSO (COPY)
This function execute CATCH LASSO and PLACE LASSO one after the other. The original object is not moved in this process. You copy the object onto another part of the picture.
CONTOUR CLIPPING OUTSIDE THE LASSO
The contour clipping domain is defined in the following way. Pull down a rectangle over the area which you want to use the function in. Then you can define the area in the rectangle which you do not want anything to be projected through. Once all areas have been marked(they will be marked with small rectangles) click the RMB. Now you may move the picture which you have caught with CATCH LASSO. The picture will only be projected through the parts of the original which you did not mark. You can place it by clicking on the LMB (the picture can be placed several times) You can leave the function with the RMB.
CONTOUR CLIPPING INSIDE THE LASSO
The contour clipping domain is defined in the following way. Mark all areas in the domain which you want the picture to be projected through. Once all of these areas have been marked(they appear with a little square in them) click the RMB. You can now place the picture which you have caught in your lasso. The picture will only be projected thought the area you have marked.You can place the picture with the LMB. (You can place the picture several times) By clicking on the RMB you can leave the function.
CHANGING THE LASSO MASK
The lasso object is placed on a gray background. In this way you can see exactly which part will be projected through. To change the mask, you need only click on the parts you wish to be projected thought with the LMB. The change will appear immediately. You can also define the boundary. After pressing a key, an info box will appear which asks you whether you want it to calculate the boundaries. Verify this with an OK. A white rim will appear around the boundary. To create a thicker boundary select this function again.
PAINTING A LASSO
You can paint with the object that is in the lasso memory by holding down the LMB. You can change the graphics mode at any time.
2 BLOCK F/X FUNCTIONS
CUT OBJECT (CUT)
Pull down a block. Everything inside the block will be saved in the object memory.
PASTE OBJECT (PASTE)
The object currently being saved in the object memory can be duplicated on the screen by clicking on the LMB
MOVING OBJECT (MOVE)
Pull down a block. Everything inside this block can be moved to any part of the screen
DUPLICATING OBJECTS (COPY)
This function is just like MOVE OBJECT except that the original position of the object stays the same.
3 CLIPBOARD
There is a clipboard on the right side of the graphic F/X Block. There is enough space for 4 pictures on this clipboard. By using the paste icon, you can place the pictures in any place in the picture. On the right side of the icon, there is a box with the name of the respective picture (beginning ClipNr 1 etc). By clicking on the name tag, the following drop down menu will appear.
1.Name new: you can change the name of the graphic.
2.Load: Load a save clip block. (in the ARTIS or OMICROM DRAW FORMAT)
3.Save: Save this clipboard in the ARTIS Format
4.Lasso: The object in the lasso will be transferred to the clip memory.
5.Black: The object in the block will be transferred to the clip memory.
6. Delete: The clipboard you have been using will be deleted after a verification.
It is this possible to transfer objects which have been cut with the lasso as well as those which have been cut with the block to the clip memory. The place function (using the paste icon) is exactly the same as the INSERT OBJECT
THE SETTINGS MENU
The settings menu is partitioned into several blocks. Each of these block is surrounded by thin rectangle. The name of the block will appear on the upper left hand side.
EFFECTS
This function enables you to change the parameters for certain effects functions. The symbols are the same as those on the effects menu. To change a parameter, click onto the number on the right of the icon and type in the new number. (The usual command keys, Escape= Delete, backspace,delete and the arrow keys, can be used). If you have entered values that can not be computed, they will be changed to move sensible figured.
Amounts of points
GLOBE...thickness of globe
MAGIC-TRIANGLE...size of the triangle
STAR...size of the star
SOAP BUBBLES...size of the soap bubbles
DIAMOND STAR...thickness of diamond
INDIAN PEN...thickness of the feather
QUILL...beginning size of the blot
PAINTBRUSH...size of the paint brush
ANGLE...thickness/shadow distance
LISSAJOUS...intersection point from top and left
STAR...amount of beams
LINES
This function lets you determine the line type, line thickness, line beginning and end. These commands are relevant to the DRAWING FUNCTION
LINE TYPE
LINE BEGINNING
LINE END
LINE THICKNESS 1/3/5/7/9
SPRAY
SPRAY SIZE
SPRAY TYPE: FINE ,MEDIUM,COARSE
PICTURE
The minimum size of a picture depends on the resolution of your monitor and the maximum size depends on the amount of memory available. If there is not enough memory available for the enlargement of a picture an alert box will appear which asks you whether you want to change the screen size anyway. If there is not enough memory for this either, you have the possibility to close one of the additional screens and save memory in this way.
QUADS
The quad can either be typed in manually by using X AND Y variable,or can be created manually.
The menu will disappear and you can pull down a rectangle anywhere. The quad is the same as the rectangle.
THE COLOUR MENU
This menu is divided into two areas. The patters are on the right and the colour are on the left. The colour are patterns you are currently using are identified by a thick rim around there boxes. The pattern appears in the currently used colour. The buttons above are related to the current colour, while the button below are related to the complete colour PALETTE
DIRECT COLOUR SELECTION
You can select the colour directly from one of the 16 vertically organized fields by clicking on them with the mouse. If more than 16 colours are available, you can use the scroll bar to move through the selection. The current colour can only be selected when it is visible within the field. (The current colour also appears on the left in the colour sequence field and in the fill pattern field). Below the word 'COURSE' there is a field which shows you the current setting of "COLOUR COURSE". The colour course will always progress from an active colour to another which is designated in the following way: The end colour is selected by a double click on the desired colour. The course will appear with the current colour on the left and the end colour on the right.
COLOUR SYSTEMS
ARTIST uses RGB, YMC, or HLS-color models, according to its needs. When a HLS-colour model is used, you can decide which brightness and intensity to use. To change the currently selected colour, you must click on the button. A setting box with 3 colour switches will appear.
NOTE: When using the FALCON-TRUE-COLOUR or NOVA-TRUE-COLOUR resolution the colour in the picture will not change if they have been changed in the colour menu. All other resolutions let you change them by selecting a new colour in the colour menu.
HLS-COLOUR SYSTEM
This system lets you determine the colour and intensity of a colour. The sliders merely have to be set accordingly. The changed colour appears on the top right.
SELECTING A COLOUR
This function has bring about results when used with the FALCON-TRUE-COLOUR resolution, than when it is used with other 'normal' colours.
Normal : The menu will disappear and you can select a colour which is already in the picture. Click the LMB on the colour you want to select. The current colour is not changed but the colour you have selected is the one that you can use. E.g. If the colour is no.3 red and the colour in the picture is no. 14 blue, then the activated colour is blue, but the red is still the current colour.
FALCON-TRUE-COLOUR: A large colour course screen will appear in which all available colours are present. Click on the desired colour with the LMB. The current colour will be changed to the colour you have selected on the menu. E.g. If you select a no. 3 red and select a no. 14 blue from the picture the red will be changed to blue. NOTE: The original colour will still appear on the picture even if it is not available in the colour menu because it has been changed to blue.
CHANGING COLOUR PALETTES GLOBALLY
You can change the contrast, the brightness and the fullness of the palette. The contrast etc. Of the whole picture will thus be changed.
IMPORT COLOUR PALETTE
This function allows you to import a new colour PALETTE from another screen. A box will appear in which you can select the desired palette by clicking on it.
SAVE COLOUR PALETTE
A file select box will appear and you can save the PALETTE under any name.
LOADING COLOUR PALETTE
A file select box will appear and you can select the desired colour palette. When using a normal process, the colours will change to those of the new palette.
SELECTING A PATTERN
A pattern block containing 36 patterns is located on the right side of the colour menu. There are 4 of these pattern blocks which gives you a selection of 144 patterns. You can switch between the 4 blocks by using the buttons'1', '2', '3', and '4'.The button of the active button always appears inverted. The first three of the blocks can not be changed, but the last one can be defined according to your own wishes. To select a new pattern, click on the pattern with the LMB.
EDITING PATTERNS
When you select the fourth block, you can also use the edit function. It will appear black as opposed to gray for the other three blocks. To edit a pattern you must select it with LMB. The pattern will appear with a thick rim. After you click on the "EDIT" button, the PATTERN-EDIT-BOX will appear with the pattern enlarged 8x8.
PATTERN-EDIT-BOX
There are three buttons on the 'EDIT BOX':
'Delete': deletes a pattern
'Interrupt' : reverses all processes (even delete) and returns to the original pattern.
'OK' : verifies the change to the pattern.
The pattern can be changed according to the following rules :The points have to be changed with the LMB. A black dot appears white and a white dot turns black. If you hold down the LMB the colour does not change and you can paint or erase.
OK Close the colour menu and return to the main menu.
DESKTOP
When you select 'DESKTOP' the prism paint drawing area will disappear and the desktop will appear. From here you can access all MULTI-TOS or MULTI-GEM programs and accessories. The prism paint menu contains three points:
PRISM /FILE / PARAMETER with the following listings:
PRISM PAINT 2:
* ARTIS 4.0 information about your ARTIS/PRISM PAINT version.
FILE:
* Back returns to the ARTIS drawing area.
PARAMETER:
* Changing the picture.....
The picture changing box will appear in which you can activate or deactivate the screen and change the screen size. The numbers of activated screens appear in black. To activate a screen or deactivate on, you must click on the screen with the LMB. The screen breadth and height are located on the right side of the number buttons. By clicking on the button 'change' on the right, you can define each screen size individually. A picture can never be smaller than the screen. If there is not enough memory to support the size of the picture, you can increase the memory available by deactivating screens which you do not need.
* File path:
A box which lets you determine the path of the picture, blocks and signum fonts will appear. You can determine the path manually (by selecting the path and typing a new one) or enter the path through the file save box. You can call up this box by pushing the appropriate button (path for pictures,path for blocks or path for signum fonts.).
* Saving:
A box will appear which lets you determine what percentage of memory you want the ARTIS system memory to use. You can enter the desired value by clicking on the percentages. The change will only affect the next time you start up ARTIS.
*Secure:
Secures all parameters in the ARTIS.INF file. The next time you start up ARTIS the parameter will be loaded according to the best parameter (Picture change / File path / Memory).
PROGRAMMING YOUR OWN BLOCK F/X EFFECTS
You can create your own block effect by using the functions contained in the right part of the block effects. You can do this using the built in graphic-program language 'PRO'. The arrow program starts each program. A box containing the name you have given to the program appears on the right of the box. When you click on the name box, the following pop up menu will appear.
* Editing........Opens a simple program-edit box.
* Load............Loads a saved PRO-program.
* 'XXX'..........Enters into the current edit program.
* Register.......Register the editing program.
* Delete...........Deletes the current program text.
INTERNAL EDITOR
You can scroll up and down in the program by using the right arrow keys. By entering the button 'Back' you can stop the entering process. Entering is the same as entering into the dialogue box (arrow keys, backspace, delete etc.).
EXTERNAL EDITOR
An external editor can be any program that can load and save ASCII-code. To select a program, you have to click on the 'REGISTER' button. A file select box will appear which you can verify by clicking 'OK'.
To call up an editor, you have to click on the name of the program in the pop-up menu. The editor will start up and you can use it in the same way as always. Before leaving the program you must save the file. After finishing the editor program you will return automatically to ARTIS and the edited text will appear on the screen.
BASICS
PRO is a simple computer language which does not use complex terms, but gives you the possibility to make loops. It is principally a collection of commands which facilitate the manipulation of picture contents.
PRO distinguishes between two groups: the SECTOR and the SECTOR CONTENT. The SECTOR CONTENT is the rectangular part of the picture which the function manipulated. The SECTOR is a pair of double coordinates which contain the SECTOR CONTENT.
The SECTOR are the four points which are the boundaries of the SECTOR CONTENT.
You can save and load both the SECTOR and the SECTOR CONTENT in variable memory. The SECTOR can be moved and the SECTOR CONTENT can be manipulated. They are, however, separate which means that you do not change the SECTOR when you manipulate the SECTOR CONTENT.
The SECTOR is the window in which all manipulation functions appear and take place. When the SECTOR is moved, you see a different part of the SECTOR CONTENT, but the SECTOR CONTENT itself is not changed.
You can manipulate the SECTOR CONTENT (e.g. delete, invert, contour,thicken, save etc.)
THE FIRST STEPS
Call up the editor and familiarise yourself with some of the commands and the language. To practice, write a program to invert the screen. The program will look like this:
INVERT
When you start up the program a box will tell you that you have not defined a SECTOR. Go back to the editor and change the program to :
SCREEN BOX
INVERT
The command 'SCREEN BOX' tells PRO that you want the following manipulations (INVERT for example) to affect the whole screen. You thus define the screen as your SECTOR.
When you start up the program, it will work; it inverts the screen. You may not, however, wish to invert the whole screen, but only a part that you define with the mouse. Go back to the editor and change the program from SCREEN BOX to MOUSEBOX. Once you have done this the program will abort the program and will wait until you have defined a MOUSEBOX. This area is defined as the new SECTOR. Once you have done this, the program will proceed as normal. The program is comprised of the following commands:
MOUSE BOX
INVERT
When you start up the program you can define the SECTOR. The program will invert the SECTOR and stop. Unfortunately, however, you will return to the main menu after the end of the program. If you want to invert again, you have to start up the program again. ARTIS does, however, contain a command that enables you to stay in the program until the RMB is clicked on. This command is called : AGAIN. Rewrite the program in the following way:
MOUSEBOX
INVERT
AGAIN
You have now recreated the same inversion effect which Prism Paint uses. You can do this for any programs. The thicken and contour programs are the following:
MOUSEBOX MOUSEBOX
THICKEN OUTLINE
AGAIN AGAIN
THICKEN thickens the SECTOR CONTENT while OUTLINE draws contours. Another function you can use is CLEAR (clears the SECTOR CONTENT). Another function which is slightly more flexible is: PATTERN, which brightens the SECTOR CONTENT. A number between 1 and 8 which should be behind PATTERN determines the strength of the effect. PATTERN 4 is the ARTIS brighten command. PATTERN 5, 6, 7, 8, are darker while PATTERN 1, 2, 3 are brighter. If you want to make a SECTOR of your own definition very light, the command would be:
MOUSEBOX
PATTERN 2
AGAIN
You can also link functions. When you want to use Vector-style lettering which you have contoured in Prism Paint for a heading, it is often too thin. To avoid this you must contour the lettering and thicken it afterwards. You should soon be familiar with this type of process. First you define the SECTOR, then you CONTOUR and then you define the thickness. To repeat the effect you should add AGAIN command at the end. The finished program looks like this:
MOUSEBOX
OUTLINE
THICKEN
AGAIN
By now, you have created quite a few programs. In order to differentiate the programs in the main menu, you must name them. This command is called NAME. The name of the program can appear anywhere in the program, it is , however, useful to include it at the beginning of the program. The name can have at most 10 characters. An empty program with the name 'Effect 1' would look like this:
NAME Effect 1
AGAIN
The more interesting commands in PRO are : GET and PUT or MOUSEPUT. These commands are explained in the following section. Additional information can be found in the section 'Tips and Tricks'. First you must define your aim. Suppose you wanted to create a program that puts a gray shadow behind a window. Suppose you wanted to call the program 'Shadow'. The first step is:
NAME Shadow
MOUSEBOX
Since you do not yet know what you are going to put below the gray shadow, it is best to go ahead and make the shadow gray.
NAME Shadow
MOUSEBOX
PATTERN 4
Unfortunately the previous SECTOR CONTENT is lost. It is thus important to tell PRO to remember the SECTOR CONTENT. You can do this using the 'GET' command. After typing GET you should add the name of the space you want to use. The program looks like this :
NAME Shadow
MOUSEBOX
GET normal
PATTERN 4
The program still does the same as before with the exception that the SECTOR CONTENT is automatically saved under the name 'normal'. You can place this sector with the command 'PUT'. This would not be very practical, however, since you would be covering the results of PATTERN 4. To create a shadow you must move the rectangle, i.e. the SECTOR. To move the SECTOR to the bottom right you can use the command 'ADDXY'. PRO will then ask for the number of pixels which you want the SECTOR to be moved :
NAME Shadow
MOUSEBOX
GET normal
PATTERN 4
ADDXY 5
PUT normal OR
AGAIN
PUT usually deletes the SECTOR CONTENT and brings back the SECTOR CONTENT that has been saved under a name. You do not, however, want to delete the SECTOR CONTENT but stagger one over the other. To do this, you must use the command PUT in conjunction with the connecting mode. The mode 'OR' keeps everything that is black in both SECTORS black. Thus you can achieve the effect of a shadow. If you try this program out, you will notice, that the shadow is placed towards the upper left-hand corner. You wanted the shadow in the lower right-hand corner. To do this the program should look like this ;
NAME Shadow
MOUSEBOX
GET normal
SUBXY 5
PUT normal OR
AGAIN
The command "SUBXY" is the opposite of ADDXY. SUBXY is derived from SUBtraction, while ADDXY is derived from ADDition. As you can imagine, the commands ADDX, ADDY, SUBX and SUBY also exist. ADDX moves the sector towards the X-direction and so forth. The program you have created works, except that the original components, the shadow and the plain move towards the top of the screen. You can change this in the following way :
NAME Shadow
MOUSEBOX
GET normal
ADDXY 5
PUT normal
PATTERN 4
SUBXY 5
PUT normal OR
AGAIN
There are other solutions too, some of which are even shorter. If you have understood all of this, you too can start writing programs. PRO is a lot more flexible, but now you have seen the basics. The following is a list of commands and their parameters as well as "Tricks and Tips'.
THE PRO-COMMANDS
1. GENERAL COMMANDS
NAME <name>
Gives the program the name <name>, which will appear in the main menu.
DISPLAY <message>
Sends a <message> to the screen and waits for a mouse click.
REM <notice>
This line is ignored by the program process. It is used to describe the processes in the program.
AGAIN
Repeats the program until it is stopped with the RMB.
END
Interrupts the program. If there is neither an END nor an AGAIN at the end of the program END will stop the program.
SECTOR COMMANDS
BOX <xa> <ya> <xb> <yb>
Defines the rectangle with the coordinates <xa/ya> (left upper corner) and <xb/yb) (lower right corner) as the SECTOR.
SCREEN BOX
Defines the whole screen as the SECTOR.
MOUSEBOX
Lets you define the SECTOR by pulling it down with the mouse.
ADDXY <number>
Moves the SECTOR <number> pixels in x- and y- directions in a positive direction, i.e. lower right corner.
ADDX <number>
Moves the SECTOR <number> pixels in x- directions in a positive direction i.e. downwards.
ADDY <number>
Moves the SECTOR <number> pixels in y- directions in a positive direction i.e. downwards.
SUBXY <number>
Moves the SECTOR <number> pixels in x- and y- directions in a negative direction, i.e. upper left corner.
SUBX <number>
Moves the SECTOR <number> pixels in x- directions in a negative direction i.e. to the left.
SUBY <number>
Moves the SECTOR <number> pixels in Y- directions in a negative direction i.e. to the top.
STORE <name>
Saves the SECTOR (not the SECTOR CONTENT) under <name>.
RECALL <name>
Puts back the currently saved SECTOR (saved under <name>).
MANIPULATION COMMANDS
GET <name>
Saves the current SECTOR under <name>.
PUT <name> <modus>
Combines the current SECTOR with the SECTOR CONTENT which has been saved under <name>. If you do not define a mode, the current SECTOR CONTENT will be covered by the saved SECTOR CONTENT.
The possible modi are:
REP
The current SECTOR CONTENT is covered completely with that of the recalled SECTOR <name>.
OR
All black dots in the current picture or in the loaded picture, stay black. They are mixed.
XOR
All dots which are black only in picture stay black.
All dots which are white in both pictures stay white.
All dots which are black in both pictures turn white.
There are other modi which have to be entered as numbers. D stands for the current SECTOR CONTENT and S stands for the SECTOR CONTENT which is contained in <name>.
1. S AND D
2. S AND (NOT D)
3. S
4. (NOT S) AND D
5. D
6. S XOR D
7. S OR D
8. NOT (S OR D)
9. NOT (S XOR D)
10. NOT D
11. S OR (NOT D)
12. NOT S
13. (NOT S) OR D
14. (NOT (S AND D))
MOUSEPUT <name> <modus>
This function is the same as 'PUT' except that the SECTOR CONTENT <name> can be moved anywhere using the mouse. To place the picture click on the LMB. The SECTOR is not changed by this.
CLEAR
The SECTOR CONTENT is deleted. This corresponds to the program.
GET name
Put name XOR
INVERT
The SECTOR CONTENT is inverted. This corresponds to the program.
GET name
PUT name 12
OUTLINE
The SECTOR CONTENT is contoured. This corresponds to the program.
GET name
ADDX 1
PUT name OR
SUBX 2
PUT name OR
ADDXY 1
PUT name OR
SUBY 2
PUT name OR
ADDY 1
PUT name XOR
THICKEN
The SECTOR CONTENT is thickened. This corresponds to the program.
GET name
SUBY 1
PUT name OR
ADDY 2
PUT name OR
GET name
ADDX name
PUT name OR
SUBX 2
PUT name OR
PATTERN <pattern>
Everything inside the SECTOR is connected logically with the pattern of <pattern>. 1 is the lightest pattern and 8 is black.
TIPS AND TRICKS
THE LINK MODI
THE LINK MODI OF THE COMMAND PUT
If you look at the following chart carefully you will notice, that the modi REP, OR and XOR also have corresponding numbers which are: 3 for REP, 6 for XOR and 7 for OR. You will also notice, that the command PUT 5 has no effect. This is because the current picture content stays the same.
If you decide to link a SECTOR with itself by using the XOR mode, the SECTOR will disappear completely! An example : You try to make the shadow contours of a picture visible and make everything else disappear. The beginning is easy:
NAME Shadowy
MOUSEBOX
GET normal
ADDXY 5
PUT normal OR
Now delete the SECTOR CONTENT of the old SECTOR. The program will look like this.
NAME Shadowy
MOUSEBOX
GET normal
ADDXY 5
PUT normal OR
SUBXY 5
PUT normal XOR
AGAIN
SIGNUM - style lettering lends itself especially nicely to this effect. A peek at a very similar program called shadow.
Another trick is moving the SECTOR and then linking it with the slightly moved background by using the modi OR and XOR.
Take this OUTLINE-program as an example, which does with the (very simple) command OUTLINE. First prepare the program in the following way.
NAME outline
MOUSEBOX
GET normal
Now you can move the SECTOR up or down / right or left by one pixel in the link mode OR. In order that you may see the process, the following are the commands which enlarge the SECTOR.
NAME outline
MOUSEBOX
GET normal
ADDX 1 move to left
Put normal OR PUT in OR mode
SUBX 1 move back
ADDY 1 move below
PUT normal OR PUT in OR mode
SUBY 1 move back
SUBX 1 move right
PUT normal OR PUT in OR mode
ADDX 1 move back
SUBY 1 move above
PUT normal OR PUT in OR mode
ADDY 1 move back
PUT normal XOR delete the original
AGAIN ....and again!
The final result.
Hopefully you have understood some of the uses of the command PUT.
And finally a very simple PUT-mode chart:
COMMAND OVERVIEW
NAME effect stops program
DISPLAY message sends message
REM notice describes listing
AGAIN repeats function
END stops program process
BOX x1 y1 x2 y2 creates absolute boundaries
SCREEN BOX defines the screen as a SECTOR
MOUSEBOX lets you define the SECTOR with the mouse