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-
- The Diamond Manual
-
- (c) Impulse, Inc. 1987/88
-
- Hardware Requirements
-
- - Amiga computer with minimum 512K memory (minimum).
- (1MB of RAM memory or more is reccommended)
- - Amiga Kickstart and Workbench version 1.2 or greater
- - One floppy drive (minimum).
- - Hard drive recommended but not necessary.
-
- Introduction
-
- Welcome to Diamond, a powerful multi-mode paint program with a number of
- unique capabilities. Diamond works in all currently available Amiga graphics
- modes including Lo-res, Hi-res, HAM, HAMPlus, and Extra Halfbrite. It's
- currently the only Amiga paint program that reads and writes RGBN files
- (used by Turbo Silver) directly. You can use nonstandard picture and screen
- sizes, and work with any number of bitplanes in Lo-res and Hi-res.
-
- What is HAM?
-
- Although Diamond can be used in any standard Amiga graphics mode including
- Extra Halfbrite, it is primarily a HAM digitizing and paint program. In most
- cases, the maximum number of bit planes that an Amiga screen can use is five,
- limiting the maximum number of simultaneous onscreen colors to 32. Diamond
- lets you work with 12-bit images such as the RGBN files produced by Turbo
- Silver that on most computers would require an eight-megabyte frame buffer to
- display. It does so by virtue of the special Amiga graphics mode called Hold
- And Modify, or HAM for short.
-
- In traditional register-mapped computer displays, the value of a pixel in the
- screen bitmap determines the hardware register from which the pixel's color
- value is fetched, so that the colors of an entire image are defined in a few
- bytes of RAM. In HAM displays, each pixel is represented by six bits in the
- screen bitmap. Since Hi-res displays are limited to a maximum of four
- bitplanes, HAM displays must be 320 pixels wide maximum. In HAMPlus mode, if
- the first two bits are both zero, the pixel's color value is obtained from
- one of the 16 color registers. However, if either or both of the first two
- bits is set to one, the interpretation process is quite different. First the
- pixel's value is copied over from the one immediately to its left. Then one
- of the pixel's three color components--red, green, or blue--is set to the
- value of the pixel's lower four bits, a number between 0 and 15. If the
- first two bits are 01, the blue component is modified. If they're set to 10,
- the red bits of the pixel to the left are replaced. And if they're set to
- 11, the green component is altered.
-
- Thus the term Hold and Modify. Your color selection is extended from the
- normal 32 colors by allowing you to copy (Hold) two of the three color values
- used by the preceding pixel and to change (Modify) the other value to the new
- value specified by the lower four bits of the pen number.
-
- There are a few limitations to the HAM mode that you should be aware of.
- When you're only using HAM colors on the screen, since you can change only
- one color component per pixel, it make take as many as three pixels to change
- completely from one color to another, which can sometimes causes an
- undesirable fringing effect. However, use of the HAMPlus mode with careful
- palette selection can overcome this to a great extent. Also, since each
- pixel's value is usually determined by its neighbor to the left, changing a
- pixel can alter all pixels to its right on the scan line.
-
-
- What is Extra Halfbrite?
-
- Extra Halfbrite is another special graphics mode available with Diamond for
- digitizing and painting that gives you 64 colors to work with. EHB is an
- extension of the Lo-res mode, and can only be used with Amiga 500's and
- 2000's and later models. Some late-model 1000's are also equipped for this
- mode. If you own an earlier 1000 consult your retailer for an upgrade.
-
- The first half of EHB's 64-color palette is determined the same way Lo-res's
- 32-color palette. That is, you're free to choose any and all from the
- Amiga's 4096-color palette. The second set of 32 colors is created
- automatically by the Amiga, based on your selection of the first 32, each one
- at half the brightness of its counterpart in the first set. If you change a
- palette color, its counterpart also changes. You can use the extra 32 colors
- anywhere on the screen, but you can't set them independently.
-
-
- Making Backups
-
- As Diamond is written to be compatible with the Amiga's multitasking
- operating system, it is not copy-protected. Use your standard disk copy
- procedure to back up the program disk (see your owner's manual for details),
- and store the original away in a safe place. Use the copy as your working
- disk.
-
-
- Using the Program
-
- This manual assumes that you're familiar with standard usage of the Amiga's
- Intuition interface--use of the mouse, windows, and menus. If not, please
- read the owner's manual that came with your computer.
-
- As a brief review, whenever the manual indicates that you're to select
- something from the screen, position the mouse pointer over the object and
- click the left mouse button. However, to select a menu item, press and hold
- the right mouse button down, and release it when the desired item is
- highlighted with the mouse pointer.
-
- Using the File Requester
-
- Whenever you use the Load, Save, batch processing or Merge commands Diamond
- presents you with a File requester.
-
- The topmost gadget in the requester, labelled 'Drawer:', contains a single
- line of text indicating the current path. The upper portion of the file
- requester below the path name gadget contains a list of all current volumes
- at top, followed by a list of directories and files in the current path.
- To scroll through the list, use the slider at left. To select a new volume,
- click on the volume name in the list, then on the 'List Files' gadget at the
- bottom of the requester. To list the contents of a directory, click on the
- directory name in the list window, then on the 'List Files' gadget. You can
- also return to the previous directory by clicking on the line:
-
- .. (parent dir)
-
- Immediately below the list of volumes, then on 'List Files'. Changes made in
- the current search path by any of the above methods are reflected in the
- 'Drawer:' gadget. You can also select a new path by editing the contents of
- the 'Drawer:' gadget.
-
- If you've set a new directory (before clicking on 'List Files'), but change
- your mind and want to stay in the current directory, simply
- click on the line:
-
- . (current dir)
-
- to return the 'Drawer:' gadget to its previous contents. Also, if you've
- added files to the current directory and wish to update the contents of the
- file list window, which isn't done automatically, click on '. (current dir)'
- if you've altered the 'Drawer:' line, then on 'List Files'.
-
- To select an existing file, click on the file name, then on the lower left
- hand gadget, labeled 'Load', 'Save', or 'Use' depending on the context. To
- indicate a new file name for saving, edit the 'File:' gadget below the list
- window.
-
- To exit the file requester without performing the indicated action, click on
- the 'Cancel' gadget.
-
-
-
- Reference Section
- =================
-
-
- Starting Diamond
-
- When you first run the Diamond program, the Diamond Controls
- requester appears:
-
- From here you set the working conditions for your Diamond session. Default
- conditions are set as shown above--the graphics mode is HAMPlus,
- Bitplanes/Colors is set to 12/4096 and the screen and picture sizes are set
- to 320 by 200, which is also the case for HAM. You can select HAMPlus by
- clicking on the HAMPlus gadget or on the 12/4096 gadget to the extreme right
- of Bitplanes/Colors. The difference between the two is that HAMPlus uses a
- register-mapped 16-color palette which can be used anywhere on the screen to
- minimize HAM artifacts.
-
- If you select Hi-res, the Bitplanes/Colors gadget is set to the maximum
- option, 4/16, and the Screen and Picture sizes are set to 640 by 200. If
- you select Halfbrite, the Bitplanes/Colors gadget is set to 6/64
- (and vice-versa), and Screen/Picture is set to 320 by 200. You can select
- Lo-res, the fifth graphics mode, by clicking on any selected button gadget
- (except Interlace or Overscan). The graphics mode is set to low resolution,
- 320 by 200 with 32 colors--as shown by the automatic selection of 5
- bitplanes and 32 colors in the requester. You can also select Lo-res by
- clicking on the any of gadgets 1 through 5 to the right of 'Bitplanes:' in
- the requester if Hi-res isn't selected.
-
- The Interlace gadget affects the vertical resolution, doubling it to 400
- pixels on the screen when selected. Overscan extends the picture area to
- beyond the edges of the monitor screen for video production applications.
-
- The Overscan gadget increases horizontal resolution to 352 (704 with Hi-res)
- and vertical resolution to 220 (440 with Interlace), expanding the picture
- size to the screen limits. With Lo-res or Hi-res you can select less than
- the maximum number of Bitplanes/Colors by clicking on the appropriate gadget
- to the right of 'Bitplanes:'. If you don't need all the colors, using fewer
- bitplanes saves memory.
-
- If you have more than one megabyte of memory and aren't using it for other
- programs, you can set a larger picture size by clicking on the Custom gadget
- to the extreme right of 'Picture:' so it becomes selected, then clicking on
- the horizontal and vertical resolution gadgets and editing them with the
- keyboard to the desired size. Also, if you're using a special Intution-
- compatible high-resolution display you can set Diamond to the greater screen
- size by similarly editing the 'Screen:' gadgets.
-
- The 'Dispose RAM' gadget is ghosted and inaccessible when you first start
- the program, as is the 'Cancel' button gadget. These are discussed in the
- description of the Project menu's Reset command, below.
-
- If you're short on RAM and want to be able to use the 40K or so normally
- used by the Workbench, click on the 'Close Workbench' button gadget.
- The Workbench won't be accessible while using Diamond, but will reappear
- upon closing the program. If you don't close the Workbench, it will be
- accessible by using Diamond's front/back gadgets in the upper right corner
- of the screen.
-
- Finally, click on the 'Paint!' button gadget at the bottom of the requester
- to start working, or on the Exit! button to simply quit the program.
-
- If, when you click on the 'Paint!' gadget, the screen flashes and you're
- returned to the Diamond Options requester, you don't have enough memory for
- the requested mode. Possible solutions to this are to select
- 'Close Workbench', and quitting any other programs in memory. If these
- don't work, you'll probably need to add memory to your computer to be able
- to use the desired mode.
-
- When the program starts, a blank screen appears with the word Diamond in the
- upper left corner. We recommend you invoke the Gadgets toolbox by selecting
- Gadgets from the Screen menu or by pressing Right Amiga-O. For explanation
- of the various tools.
-
-
- Project Menu
- ============
-
-
- New
-
- This has the same effect as the Clear command on the gadgets toolbox,
- clearing the screen completely without requesting a confirmation from you.
- To restore the screen after a New command, use the Undo command.
-
-
- Open
-
- This lets you retrieve a previously saved image in IFF, RGBN, or RGB4 format.
- If the file is in one of these three formats, the program automatically loads
- the image in the correct format. For an explanation of the File requester
- used in selecting a file to load, see Using the File Requester above.
-
- You can load any picture format (e.g. interlace, Lo-res, etc.) no matter
- which mode you're in. If the picture you're loading doesn't conform to the
- current format, a 'Format Mismatch' requester appears presenting you with
- the choice 'Reset' or 'Convert'.
-
- If you select 'Reset' the Diamond Controls requester re-appears. At this
- point its settings reflect the format of the picture you're trying to load,
- so this is a good way of deterimining formats of unknown pictures. The
- button gadget in the lower left corner is labeled 'Resume' instead of
- 'Paint!'--click on it to reset Diamond to the picture's format and load the
- picture, or on 'Cancel' to return to Diamond without changing format.
-
- If, however, you click on the 'Format Mismatch' requester's 'Convert' gadget,
- Diamond converts the picture file to the current graphics format, including
- picture size and graphics mode. This process is affected by the Options
- settings Scaling and Dither--see below for further information.
-
-
- Merge
-
- This command lets you combine two or more images by loading them
- successively onto the screen. It works exactly the same as the Open command
- above.
-
- Merge only works in HAM mode--the menu choice is ghosted and unavailable in
- any other graphics mode.
-
- The current drawing color affects the merge process. To retain the two
- images' original colors as closely as possible, make sure the current brush
- color is on the grey scale; that is, it should contain equal quantities of
- red, green, and blue. The grey value determines the 'mix ratio' of the two
- pictures. If the brush color is close to white, the merged picture will be
- more apparent than the original picture. But if the brush color is close to
- black, the original picture will be more visible. For an even mix between
- the two pictures, use an intermediate brush value of (7,7,7) or (8,8,8).
- Also, experiment with other brush colors when merging for unusual and
- interesting color conversions with the two merged images.
-
- Note: Normally when you merge a second picture with the one on screen,
- Diamond replaces the first picture's palette with the second's. To load
- only the image, and retain the original picture's palette, select Freeze
- from the Screen menu's Palette submenu.
-
-
- Save As
-
- Use the Save As command to store the current image on disk in any of three
- different formats. Select from the Save As submenu:
-
- RGB4 - Saves file in unique 12-bit Diamond HAM format. This format isn't
- available in non-HAM graphics modes. See the Appendix for an explanation of
- RGB4.
-
- RGBN - Saves file in a Turbo Silver-compatible 12-bit format.
-
- IFF (ILBM) - Saves file in a standard format compatible with most other Amiga
- graphics programs.
-
-
- Batch
-
- Diamond's batch file commands let you automatically process a series of
- picture files in various ways. For example, you can combine an image with
- the background or foreground of a ray-traced animation sequence, or merge
- them. The Batch commands only work with RGBN images, such as those produced
- by Turbo Silver. An example application would be to add clouds or some other
- constant image to the background of all frames of a Silver animation. You
- must provide a source directory and list of files as well as a destionation
- directory, which must already exist-- Diamond can't create directories.
- Batch processing is always visible on the screen as it occurs, so you can
- monitor the process.
-
- The Palette Freeze command (see Screen Menu below) affects batch processing
- if turned on. This means that merged images will use the palette already in
- memory, not their own.
-
- Source
-
- This lets you select a list of files for batch processing. All files must
- be in the same directory. Use the methods outlined above in the section
- Using the File Requester to list the files in the directory, then click on
- each file to convert. As you click on filenames, they're highlighted in
- purple. When you've slected all the files to process, click on the 'Use'
- button gadget.
-
- Destination
-
- This lets you select the destination directory for processed files. Simply
- select a directory using standard file requester techniques. The directory
- must already exist--consult your Amiga owner's manual for methods of creating
- directories. Since Diamond is a multitasking program, you can always return
- temporarily to the Workbench or CLI/Shell to create a new directory without
- quitting the program. You needn't select or enter any files--processed files
- are named the same as the originals. Naturally, you shouldn't select the
- same directory as the Source (above), or the original files will be erased.
-
- Set TC
-
- When using batch processing to add a background or foreground to a series of
- images, you must select a transparent color. In the case of a background,
- this is the color in the series of images through which the background image
- will appear. And when adding a foreground, this is the color in the
- foreground image that the sequence images will 'show through'.
-
- First load an image from the series, or the foreground image in the latter
- case. Use the color palette to select the transparent color, then select
- 'Set TC' from the Batch submenu to set the transparent color. In many cases,
- this is the upper left palette color, or color 0.
-
- Bkgd
-
- When adding a background to a series of pictures, after setting the Source,
- Destination, and transparent color (above), first load the background image,
- then select this Batch submenu setting to tell Diamond's batch processor to
- use this background. Finally, select 'Do it' from the Batch submenu to start
- the processing. You'll see each image from the series as the background is
- added 'behind' the image.
-
- Examples of appropriate backgrounds are clouds or clouds and sky for an
- aerial animation, or stars for a trip into outer space.
-
- Fgnd
-
- When adding a foreground to a series of pictures, after setting the Source,
- Destination, first load the foreground image, then set the transparent color.
- Next select this Batch submenu setting to tell Diamond's batch processor to
- use this image as the foreground. Finally, select 'Do it' from the Batch
- submenu to start the processing. You'll see each image from the series as
- the background is added.
-
- Examples of appropriate foregrounds are textual titles, or plants for an
- outdoor scene.
-
- Smooth
-
- This option lets you smooth images as they're processed by any (or none) of
- the above batch commands. After setting the Source and Destination, select
- any other appropriate batch options, then select this Batch submenu setting
- to tell Diamond's batch processor to smooth the final images. See Smooth
- under Brush, below, for further information on smoothing.
-
- Blend
-
- This option lets you blend images as they're processed by any (or none) of
- the above batch commands. After setting the Source and Destination, select
- any other appropriate batch options, then select this Batch submenu setting
- to tell Diamond's batch processor to blend the final images. See Blend
- under Brush, below, for further information on blending.
-
- Do it
-
- After setting the Source, Destination, and the desired batch process or
- processes as described above, select Do it to initiate the batch processing.
- You'll see each selected image as it's processed.
-
-
- Print
-
- This command lets you print the current image using Preferences settings.
- See your owner's manual for information about using Preferences. Select from
- the Print submenu:
-
- Screen
- Full Image
-
- Printing the Screen prints the image currently on screen, without the Gadgets
- toolbox or title bar, while Full Image prints the entire image in memory.
-
- To print color separations from your image, print three copies; one with
- 'Red' selected from the Display menu, one with 'Green' selected, and one
- with 'Blue' selected.
-
-
- Digitize
-
- Before digitizing with Diamond, you should calibrate the red, green, and
- blue settings to optimize color contrast and the linearity to optimize
- aspect ratio (ratio of vertical to horizontal pixels) for your particular
- camera and lighting setup. See Calibrate and Linearity below for calibration
- information.
-
- Choose from the Digitize submenu:
-
- Red
- Green
- Blue
- B/W (black and white)
-
- Use any of the above to actually digitize an image. If digitizing in color,
- make sure the appropriate color filter is over the camera lens. If the
- Calibrate item is checked, meaning Calibrate is turned on, selecting one of
- the above performs the indicated calibration, but the image is not digitized.
-
- Linearity
-
- Linearity determines the digitized image's aspect ratio, or ratio of height
- to width. To calibrate linearity, set up the Diamond in Lo-res Interlace
- with 4 bitplanes/16 colors. Set up the palette so that the first eight
- colors are black and the last eight are white. Position the target image as
- above and turn on Calibrate. Then select B/W from the Digitize submenu.
- This does the initial calibration. Next turn off Calibrate and select B/W
- again. Adjust the light so that the white portion of the image contains no
- off-color pixels near the edges, redigitizing as necessary. Next turn
- Calibrate back on and select Linearity from the Digitize submenu. Turn
- Calibrate off, and select B/W to digitize the test image. This should
- result in a perfectly round black circle.
-
- Calibrate
-
- This is a setting. When selected a checkmark appears next to the Calibrate
- submenu item, which means Calibrate is turned on. If calibrate is turned on
- when you select one of the digitizing commands (Red, Green, Blue, or B/W),
- calibration is performed but no image is produced. To turn off Calibrate,
- select it again from the submenu.
-
- To calibrate color contrast, first position the target image that comes with
- your Impulse, Inc. digitizer so that the white area surrounding the black
- circle fills the screen to the edges. Then select Calibrate from the
- Digitize submenu. Position the red filter under the camera lens, then
- select Red from the Digitize submenu. Do the same thing with the green and
- blue filters and settings.
-
- Auto Cal.
-
- This performs an automatic calibration (see Calibrate above), then digitizes
- the image using the current color setting (red,green, blue, or black and
- white).
-
- Load Cal.
-
- To load Calibrate settings you must previously have saved the settings with
- the Save Cal. command below. The program attempts to load a file named
- '.digical' from the SYS:S directory. If it can't find the calibration file,
- Diamond prints the message 'Object Not Found' at the top of the screen.
-
- Save Cal.
-
- If you always use the same digitizing setup you can save time by saving
- calibration settings after they're generated, as described above. When you
- use this command the settings are automatically saved in the SYS:S directory
- as a file named '.digical'. In subsequent digitizing sessions reload the
- settings with the Load Cal. command above.
-
- Options
-
- The Options submenu contains a number of settings which you can turn on and
- off as desired by selecting the desired item. When an Options setting is
- turned on or in effect, a check mark appears next to it on the submenu.
- If it isn't in effect, no check mark appears. Options are as follows:
-
- Scaling
-
- With Scaling in effect, Diamond always tries to maintain a newly loaded
- image's or brush's picture content despite any format mismatches. Consider
- an example in which you're in non-interlace mode and you attempt to load an
- interlace image, and you select 'Convert' from the 'Image Mismatch'
- requester. If Scaling isn't in effect, Diamond simply loads the top half of
- the image and discards the bottom half. However, if Scaling is turned on,
- Diamond performs pixel averaging on each pair of scan lines in the original
- image with the result that the final loaded image looks as close to the
- original as possible within the contraints of the lower resolution.
- Conversely, if you load a non-interlace picture in interlace mode without
- Scaling in effect, the picture loads into the top half of the screen. But
- with Scaling turned on, Diamond doubles each scan line in the loaded image
- so that it fills the screen in its original proportions.
-
- Scaling is also useful when loading brushes in a different graphics format.
- For example, loading a Hi-res format brush while in HAM mode with Scaling
- turned on maintains the brush's original appearance as closely as possible.
-
- Dither
-
- Dither applies to images being digitized or converted while being loaded from
- disk. Dithering is the simulation of additional screeen colors by placing
- different-colored pixels next to each other. Dithering is also useful in 3D
- shaded images for smoothing out the transitions between successively lighter
- (or darker) bands of color on objects' surfaces.
-
- By using the Dither setting to convert an image from HAM to 32-color Lo-res
- (for example), you can maintain a reasonable similarity to the original image
- that may have used hundreds or thousands of colors. Here's how:
-
- - Load the HAM image, preferably from an RGBN or RGB4 format file.
-
- - Use the mouse to select the CreateN command from the Palette submenu on
- the Screen menu.
-
- - Save the image as an RGBN file.
-
- - Reset Diamond to Lo-res 32-color mode.
-
- - Make sure Dither is selected.
-
- - Load the picture. When the 'Format Mismatch' requester appears, select
- the 'Convert' button gadget.
-
- - Now use 'Save As ILBM (IFF)' to save the picture as a file compatible with
- any Amiga program that requires Lo-res 5-bitplane images.
-
- Load In Place
-
- This lets you merge a brush onto the screen in the same place from which it
- was originally copied. If Save In Place was in effect when the brush was
- saved and Load In Place is in effect when using Merge from the Brush menu
- (see below), the brush is merged onto the screen in the identical location
- from which it was originally taken. If Load In Place isn't in effect, the
- merged brush appears at the current pictures upper left corner.
-
- Save In Place
-
- If this is active when you save a brush, positional information is also
- saved so that you can subsequently merge the brush with any picture in the
- exact position from which it was originally copied or grabbed. For this to
- happen Load In Place must be active when you use the Merge Brush command.
- See the Brush menu for further information.
-
- Preserve IFF
-
- This preserves non-image information when loading IFF images from other
- sources. For example, some programs save color cycling information along
- with Lo-res and Hi-res image files. To ensure that IFF picture files you
- manipulate with Diamond don't lose such information, turn on Preserve IFF
- before loading the image and don't turn it off before saving the picture.
-
- Write Icons
-
- This, the only Options setting not turned on automatically when you start
- Diamond, causes icons to be created when you save image files with Diamond.
- Normally this isn't done in order to save disk space.
-
- Reset
-
- This command erases any current image and returns you to the Diamond
- Controls requester described at the beginning of this reference section.
- The main differences are that the 'Dispose RAM' and 'Cancel' gadgets are
- now selectable.
-
- The 'Dispose RAM' gadget frees fragmented memory. If you attempt to reset
- Diamond to a mode or picture size for which you should have enough memory,
- and the screen flashes, you may still be able to use that mode by first
- selecting 'Dispose RAM'. This may recover sufficient memory to allow you
- to use the new settings. For example, it may not be possible to use HAMPlus
- along with Interlace and Overscan in a one-megabyte Amiga, depending on how
- many disk drives are connected.
-
- The 'Cancel' gadget simply aborts the Reset command and returns you to the
- Diamond paint screen in the previous mode.
-
- Quit
-
- Closes the current window and quits the program.
-
-
-
- Region Menu
-
- This menu contains Diamond's most powerful commands for creating brushes
- from parts of the picture. Diamond is unique in that you can select
- different noncontiguous areas of your image simultaneously as a brush for
- placing on other parts of the picture, on onto another picture.
-
- About Regions--Basic Usage
-
- The Region menu offers a number of fairly complex inter-relating commands.
- Therefore we recommend that, in order to understand what you're doing, you
- read everything in this section before attempting to use any of the commands.
-
- Creating a Single-Image Brush
-
- Here's the procedure for creating a brush from one part of your picture:
-
- - First select 'Lock' from the Region menu. This allows you to recover the
- original picture in case of any mistakes or accidents.
-
- - Use one of the drawing tools, such as circle, rectangle, or freehand draw,
- to define the area you want to copy, making sure the area is totally
- enclosed. Since you want to see as much of the picture as possible, don't
- fill the areas--use the outline version for the shape tools. You're
- actually painting over the area you want to copy, but don't worry--unlike
- other paint programs, Diamond remembers what's underneath, as you'll soon
- see.
-
- - Press function key F1. This lets you combine the Add Fill and Copy
- commands (see below for explanation). The cusor becomes a cross-hair with
- the word 'FILL' connected.
-
- - Click within the enclosed area to pick it up as a brush, or outside the
- area to pick up the rest of the picture as a (large) brush.
-
- - You can now place this brush repeatedly anywhere on the picture. However,
- you can't 'paint' with it as you can with a solid-color brush.
-
- - To pick up a different brush, first press the space bar, then select New
- from the Control submenu, then repeat the above procedure.
-
-
- Creating a Multi-Image Brush
-
- Diamond also lets you copy several different noncontiguous areas from the
- picture simultaneously--in fact, as many as you like. Here's how:
-
- - First lock and define your areas as described above. Be sure to use the
- New command if Lock is already on.
-
- - Now to fill in all the areas you've enclosed in preparation for picking
- them all up together with the Copy command. Select Add Fill from the
- Modify submenu, then click in each area you want to include in your
- 'multi-area' brush. Each area becomes inverted (black becomes white, etc.)
- as you click in it.
-
- - When all areas are filled, select Fill Off from the Modify submenu.
-
- - If you decide that too many regions are selected, follow this procedure
- before proceeding to the Copy command. Select Not Region from the Modify
- submenu, whereupon the entire screen is inverted. Next select Add Fill
- and click in the areas you don't want to copy, then select Fill Off from
- the Modify submenu. Finally select Not Region again to return the screen
- to its normal appearance.
-
- - Next select Copy from the Region menu or press Right Amiga-C to copy all
- the filled areas.
-
-
- IMPORTANT NOTE!
- ==============
-
- Remember that when Lock is on, Diamond remembers everything! Once you've
- finished a Copy or Grab operation, be sure to select the New command from
- the Control submenu to tell the program that you've finished with one region
- and are ready to proceed to another.
-
- NOTES FOR ADVANCED USERS! - Diamond and Memory
- =============================================
-
- The key to understanding the use of Region menu commands is awareness of
- how Diamond uses memory. When working in HAM noninterlace mode, Diamond
- requires a minimum of 397 kilobytes of memory, divided thusly:
-
- 96K - Picture (12 bitplanes)
- 96K - Undo Buffer (12 bitplanes)
- 48K - Screen (6 bitplanes - HAM)
- 56K - Miscellaneous (7 bitplanes)
- 97K - Program code
- 4K - Stack
- 397K total
-
- The above total doesn't include memory required for Intuition messages,
- fonts, menu/screen swap area, and I/O.
-
- Each processed Diamond picture occupies 96K in a proprietary format, computed
- according to this formula:
-
- 3 colors X 4 planes/color X 8K/plane
-
- The 96K pictures can hold more color information than the Amiga HAM screen is
- capable of displaying. Diamond shows its best approximation of the 96K
- picture on the HAM screen. Display menu options let you see the red, green,
- and blue components of the image separately with no loss in quality.
-
- When you paint on the screen, changes are registered immediately in the 96K
- image in memory, then the program calculates and displays changes for the
- HAM display version. In large part, any slowness you may notice in using
- Diamond results from this recalculation of the HAM screen, which can take as
- long as four seconds in extreme cases. The only other slow aspect of the
- program you may notice is in compressing and expanding files during disk I/O.
-
- Use of the internal 96K picture buffer means you can make numerous changes to
- the displayed image without losing the original image.
-
- You should also be aware of the undo and region masks. The undo mask holds
- the shape of the area that can be undone (usually the area covered by the
- last brush stroke, but can be different e.g. after opening a new picture or
- after clearing the screen). The region mask holds the shape of the area that
- can be affected by the various Region menu commands such as Copy, Grab,
- Flood, Restore, etc.
-
- In the simplest cases, the region mask is the same as the undo mask, but you
- can 'Lock' the region so that it can accumulate several brush strokes.
- Diamond will not let you paint over a locked region on the screen, even when
- clearing the screen or loading a new picture. When the region mask is set
- (i.e. 'Lock' is turned on), the undo buffer always contains what was on the
- screen before it became part of the region. Thus with proper use the Region
- commands can act as a 'super-Undo' system. The Region menu commands Restore,
- Swap, and Keep let you copy data between the screen and the undo buffer.
-
-
- Working With Regions
-
- When using Region menu commands you should keep in mind that there are really
- two 'pictures'; the one on the screen, and the one in the undo buffer. When
- you use the Region menu's Copy or Restore commands the undo buffer's image is
- copied to the screen. However, the screen image is the one affected by
- 'Flood Region' and the one that is copied to the undo buffer with
- 'Keep Region'. 'Swap Region' exchanges the two screens. When a region is
- set, you can move it around on the screen by holding down either Alt key and
- pressing the arrow keys.
-
- With one exception, whatever you paint over on the screen becomes part of the
- current region. If 'Lock' isn't on, each new stroke replaces the previous
- buffer contents. With 'Lock' on, however, each new stroke is added to the
- region.
-
- The exception is when you use the 'Eraser' setting from the Brush menu. The
- eraser erases region information only. Wherever you paint over the current
- region with the eraser is restored from the undo buffer, and that part of the
- screen is removed from the region. It isn't necessary to have 'Lock' on
- while erasing part of a region--with 'Eraser' on, the region mask isn't
- cleared at each new brush stroke.
-
- The Region menu offers the following commands and submenus:
-
-
- Control Submenu
-
-
- New (Right Amiga-N)
-
- When painting with 'Lock' on (see below), invoking the New command clears
- the region mask so that you can select an entirely new region. Note that
- this command does not restore the region from the undo buffer before clearing
- the region mask.
-
- Restore (Right Amiga-R)
-
- If 'Lock' isn't activated, this has the same result as Undo, restoring the
- picture to its condition before the last brush stroke. However, invoking
- Restore with 'Lock' on restores the picture to its state at the point 'Lock'
- was turned on, or since the last 'New', 'Keep', or 'Swap'.
-
- Keep (Right Amiga-N)
-
- Use this to copy all parts of the current region from the screen picture to
- the undo buffer. You can then make further changes, using Restore to return
- to this point. Normally when you paint on the screen, what you paint over
- gets added to the region. To add your actual strokes to the region,
- use Keep.
-
-
- Swap (Right Amiga-S)
-
- Exchanges the information in the current region on the screen with that in
- the undo buffer.
-
-
- Flood (Right Amiga-F)
-
- Covers the entire current region on screen with the current drawing color.
- See 'Add Color' below for information on using Flood to change one color
- globally to another throughout the picture.
-
-
-
- Modify Submenu
-
-
- Add Color
-
- Use this command in conjunction with Flood above to change one color globally
- to another throughout the picture. Here's an example:
-
- - This technique is most effective with digitized or ray-traced images.
- If you have such an image, load it now.
-
- - Select the color to change directly from the image with the Pick Color
- command (see Brush Menu below).
-
- - Choose Add Color from the Region Modify submenu.
-
- - Next choose the new color, either from the screen or from the palette
- (Set Color).
-
- - Finally select Flood from the Region Control submenu (see above).
- Every pixel in the picture of the first color is changed to the second
- color.
-
-
- Add CRange
-
- This command lets you define a color range, rather than a specific area on
- the screen as a region. This is useful with digitized and ray-traced images
- which contain irregularly-shaped areas consisting of a range of shades of a
- particular color to indicate 3D shading. With Add CRange you can define all
- areas on the screen containing a specific range of shades as a single region:
-
- - Select a color at the upper or lower end of the range from the screen with
- the Pick Color command (Brush menu).
-
- - Select Add CRange from the Modify submenu. This inverts all screen pixels
- in the current color and adds them to the region.
-
- - Use the numeric keypad at the right end of your keyboard to set the color
- at the other end of the range. Here's how it works:
-
- Lower Red <- 7 8 9 -> Raise Red
- Lower Green <- 4 5 6 -> Raise Green
- Lower Blue <- 1 2 3 -> Raise Blue
-
- When you adjust the other end of the region to a color present on screen,
- that color and all shades in between are immediately inverted and added to
- the region.
-
- - Finally press the space bar to finish setting the color range, and select
- Copy or Grab to pick up the region.
-
-
- Not Region
-
- This command inverts the region--that is, everthing that wasn't part of the
- region becomes part, and everything that was part is no longer. When
- selecting several different sections of an image to use in a single brush,
- to deselect one or more areas, use Not Region, then Add Fill on the unwanted
- sections, then Not Region again. See the section 'Creating a Multi-Image
- Brush' above for further details.
-
-
- Add Fill
-
- Use when selecting more than one area to copy or grab as a brush. See the
- section 'Creating a Multi-Image Brush' above for further details. Includes
- the outline with the fill. Use Fill Off to cancel.
-
-
- Fill Only
-
- Use when selecting one area to copy or grab--doesn't include the outline
- area. Use Fill Off to cancel.
-
- One useful application of Fill Only is to grab a precisely outlined copy of
- an image on the screen (such as a ray-traced sphere against a black
- background). If the image is surrounded by a single-color background, it's
- very easy to do:
-
- - Use 'New' from the Control submenu to clear the region mask.
-
- - Use any color with the Flood Fill tool (see Gadgets in the Screen Menu
- section below) to fill the area around the object to grab.
-
- - Next select Fill Only and click anywhere on the object to grab. Note that
- after doing this the object's appearance is inverted and the flood fill
- from the previous step is gone.
-
- - Select Fill Off to cancel Fill Only.
-
- - Select Copy or Grab from the Region menu to lift the image from the
- background.
-
-
- Fill Off
-
- Use to deactivate the Fill Only or Add Fill commands when defining regions.
-
-
- Lock (Right Amiga-L)
-
- Fixes the current screen image in memory, allowing you to restore the image
- to this state after any number of changes have been made. Some uses of the
- Lock command are:
-
- - To add more brush strokes to the current region.
-
- - To preserve the region mask contents during a Clear screen or New command
- or when loading a new picture.
-
- - To prevent part of the picture from being painted over.
-
- NOTE!
- =====
-
- When you paint with a region locked, none of the new paint is stored in the
- undo buffer unless you use the Keep or Swap commands from the Region menu.
- When you use the Copy command all painted areas since 'Lock' was turned on
- are replaced by the contents of the undo buffer. Therefore if you make many
- changes to an image with 'Lock' on, and decide that you want to keep them,
- you should use the Keep command before doing anything else.
-
-
- Copy (Right Amiga-C)
-
- This places the contents of the undo buffer at the mouse cursor. You can
- reposition the image by moving the mouse cursor and place a single copy on
- the screen in the current position by clicking the left mouse button. You
- can place the image as many times as you like. If you select this command
- without first defining a region, the entire screen is selected.
-
- A shortcut for grabbing a single-image brush is to outline the area to grab,
- then press function key F1 (Add Fill and Copy), then click in the outlined
- area to erase the outline and pick up the area as a brush.
-
- To exit the Copy command, press the space bar.
-
-
- Grab (Right Amiga-G)
-
- This works similarly to the copy command, except that when placing the
- brush, a 'hole' is created in the location from which it was taken, which is
- replaced by the area covered by the brush in the new location. Essentially
- it copies the destination area to the source, both of which are exactly the
- same shape.
-
-
- Flags Submenu
-
- These settings making cutting and pasting parts of an image easier.
-
- Border
-
- When active, eliminates all but the outline of the currently selected region
- during a Copy or Grab operation to allow more accurate brush placement
- (can be used with Inverse, below).
-
- Inverse
-
- Creates a 'negative' image of the currently selected region during a Copy or
- Grab operation to allow more accurate brush placement (can be used with
- Border, above).
-
- Horiz. Flip
-
- Stands for horizontal flip, flips the current brush left to right during a
- Copy or Grab operation.
-
- Vert. Flip
-
- Stands for vertical flip, flips the current brush top to bottom during a
- Copy or Grab operation.
-
-
-
-
-
-
-
- Brush Menu
-
-
- Brush Submenu
-
- Brush submenu items determine how a solid-color brush affects areas you paint
- over. Select brush sizes and shapes from the Gadgets toolbox, and colors
- from the color palette (see Set Color below).
-
-
- Paint (Right Amiga-P)
-
- When Paint is active, areas you paint over are covered with the current brush
- color. If Lock is on all covered areas are added to the current region.
- If you've previously defined a region you won't be able to paint over that
- area.
-
-
- Eraser (Right Amiga-E)
-
- When eraser is active you can erase part of the paint covering the current
- region. That is, if Lock isn't on you can erase any or all of the area
- covered by the last brush stroke or other painting action, revealing what
- was underneath. If Lock is on you can erase any part of paint applied since
- you turned on Lock or last invoked the New command from the Control submenu.
-
- In addition to removing paint from the screen, the Eraser removes that part
- of the image from the current region in memory.
-
-
- Inverter (Right Amiga-I)
-
- This lets you invert (or 'negativize') colors in the current image by
- painting over them. White becomes black, black becomes white, blue becomes
- yellow, red becomes cyan, and so forth.
-
-
- TinterA
-
- The Tinter Add brush setting adds the current brush color to painted areas of
- the picture. In some cases a second brush stroke can cause a further tinting.
-
-
- TinterS
-
- The Tinter Subtract brush setting subtracts or removes the current brush
- color from painted areas of the picture. In some cases a second brush stroke
- can cause a further tinting.
-
-
- Blender
-
- Painting over colored areas of a picture with Blender in effect causes color
- pixels to be mixed together, resulting in more gradual edge transitions.
-
-
- Smoother
-
- This effect, also called Anti-Aliasing, is useful for smoothing jagged edges
- in an image, most commonly found in diagonal lines. Pixels are added to
- object's edges where you paint in strategic places to create more even
- looking edges.
-
-
- Load
-
- This lets you load a copied or grabbed region brush saved with the Save As
- command (below). Use the file requester to select the brush file to load,
- then click on the 'Load' gadget. After loading the brush Diamond
- automatically places you in Copy mode (as if you've just picked up the brush)
- so that you can place the brush in the picture.
-
-
- Merge
-
- This loads a brush saved with the Save As command and merges (combines) the
- brush image with the current picture. If Save In Place was in effect when
- the brush was saved, the brush is merged into the picture in the same
- position from which it was originally taken. However, if Save In Place was
- turned off when the brush was saved, the brush is loaded into the upper left
- corner of the screen.
-
-
- Save As
-
- This command saves the current region image to disk, whether or not you've
- used the Copy or Grab command. Choose from the Save As submenu:
-
- RGB4
- RGBN
- ILBM (IFF)
-
- See the Project menu's Save As command for an explanation of the different
- file formats.
-
-
- Undo (Right Amiga-U)
-
- Use this command to restore the screen to its condition before the last brush
- stroke or object drawn. This is the same as clicking on the 'Undo' gadget in
- the Gadgets toolbox.
-
-
- Set Color (Right Amiga-B)
-
- Selecting this command, which is the same as clicking on the Palette gadget
- in the Gadgets toolbox, brings up a Palette requester whose appearance
- varies depending on which graphics mode you're in.
-
-
- The HAM Mode Palette Requester
-
- You can use this requester to set the current drawing color to any of the
- Amiga's 4096 colors in a variety of ways as well as to manipulate the
- palette.
-
- When the Palette requester first appears, the current drawing color is shown
- in the gadget labelled 'Use' in the upper right corner. Also, its RGB
- (red, green, blue) values are shown above the color squares and its HSV
- (hue, saturation, value) settings are shown below the color squares.
-
- You can select a new drawing color by clicking in any of the six sliders.
- The three color sliders above the color squares let you set a new color using
- a specific mix of red, green and blue, while the three sliders below let you
- adjust a color by hue, saturation, and value. Hue refers to the basic color,
- while saturation refers to the color's deepness--the less saturated the
- color, the more it approaches white. And value determines the color's
- darkness--the lower the value, the closer the color approaches black. The
- current color is always indicated in all six sliders by small black bars
- above and below its position.
-
- You can also set a new color by clicking in any of the three color squares
- between the two sets of sliders. These color squares represent three cross
- sections of a hypothetical 'color cube' containing all 4096 of the Amiga's
- colors, taken on the three Cartesian Coordinate axes X, Y, and Z,
- intersecting at the current color. The current color's location in each
- square is indicated by small black bars on the square's edges.
-
- Whenever you select a color, all of the sliders and squares except the one
- you're using adjust automatically to display ranges of colors adjacent to
- the new one on their various scales, and the color is shown in the Use
- gadget. To use this color for drawing, click on the 'Use' gadget. To exit
- the Palette requester without changing the drawing color, click on the 'Quit'
- gadget.
-
- In HAMPlus mode there is a fixed 16-color palette which is displayed in the
- left-hand vertical column of colors under the 'Set Pen' gadget. The
- background color, color 0, is found topmost in this column. You can place
- pixels from any of these colors anywhere on the screen without the
- undesirable HAM fringing effects. There's also a second set of 16 colors in
- the right-hand column in which you can store other commonly-used colors.
- To replace any of these colors, follow this procedure:
-
- - Click on the 'Set Pen' gadget, which becomes highlighted to indicate that
- you're changing palette colors, not selecting a drawing color.
-
- - Select a new palette color from the sliders and/or squares.
-
- - Select the palette position at which to place the new color.
-
- - Repeat the last two steps for as many colors as you wish to change.
-
- - When you're done altering the palette, click on 'Set Pen' to exit this
- mode, then on 'Use' to exit the Palette requester and accept the changes.
-
- - If you're unhappy with the palette changes, click on 'Quit' either before
- or after clicking on 'Set Pen' again to exit the Palette requester without
- accepting any alterations.
-
- NOTE!
- =====
-
- You can also accept any changes and exit the Palette requester by clicking on
- the Palette gadget in the Toolbox, if available.
-
- The Register-Mapped Modes Palette Requester
-
- Unlike HAM mode, all screen pixels in Lo-res, Hi-res and Halfbrite mode
- images receive their values from color registers. Each pixel's color value is
- defined by one of 16 or 32 registers, which means that if you change the
- color in a register, all pixels using that register on screen change as well.
- Thus any palette changes in these modes are reflected immediately on the
- screen.
-
- In Lo-res there are 32 palette positions, in Hi-res there are 16, and in
- Halfbrite there are 64, the second set of 32 being half-intensity versions of
- the first 32. The colors are arranged in ascending order of register
- position (starting with 0, the background color) from left to right, then top
- to bottom. You can use this requester to set the current drawing color to
- any of the Amiga's 4096 colors as well as to manipulate the palette.
-
- When the Palette requester first appears, the current drawing color is
- indicated by a colored box around its position. To select a new color from
- the current palette, click on the desired color, then on the 'Use' gadget
- to the right of the color boxes.
-
- You can use any of the sliders to set a palette color to a new choice from
- the Amiga's 4096 colors. Click on the color to change, then adjust the Red,
- Green, Blue, Hue, Saturation, and Value sliders as desired.
-
- To copy a color from one palette position to another, click on the color to
- copy, then on the Copy gadget to the right of the color boxes, highlighting
- it. Then click on the color box or boxes to copy it into, replacing existing
- colors. The same color is copied into all boxes you click on until you
- deactivate the Copy function by clicking again on the 'Copy' gadget. When
- copying colors between the first and second sets of 32 colors in Halfbrite
- mode, the program makes a 'best fit' approximation.
-
- Use the 'Swap' gadget to exchange places between two colors. First click on
- a color to swap, then on the Swap gadget (which becomes highlighted), then
- on the color to exchange it with. This color becomes selected, and is then
- exchanged with the next color clicked on. This process continues until you
- click on 'Use', 'Swap', or 'Cancel'. When swapping colors between the first
- and second sets of 32 colors in Halfbrite mode, the program makes a
- 'best fit' approximation.
-
- To create a spread of evenly ranged colors between any two, first set up the
- two colors in the desired positions using any combination of the above
- techniques. We don't recommend spreading colors between the first and
- second sets of 32 colors in Halfbrite mode. Remember colors are arranged in
- ascending order of register position (starting with 0, the background color)
- from left to right, then top to bottom. Then click on the Spread gadget to
- create the range. You can continue clicking on colors and creating spreads
- as long as the 'Spread' gadget remains highlighted--click on it again to
- resume normal operation.
-
- If undesirable results are obtained from any palette alterations, click on
- 'Cancel' to abandon the changes. Otherwise click on 'Use' to retain the new
- palette.
-
-
- Pick Color (Right Amiga-,)
-
- Use this command to select a new brush color from the drawing itself. The
- cursor becomes a cross hairs with the word 'PICK' attached. Whichever color
- is under the cross hairs when you click the mouse becomes the new drawing
- color. You can use this command together with Magnify mode to select a pixel
- from a small patch of color.
-
-
- Size Brush (Right Amiga-Z)
-
- This works only with solid brushes (not dotted) from the Toolbox. Click on a
- square or round brush, then use this command to make it smaller or larger.
- After selecting Size Brush, click and hold the left button anywhere on the
- screen. The brush appears as a single pixel centered in the cross hairs.
- Drag the mouse in any direction away from this position to increase the
- brush size, or toward the position to reduce it. Release the mouse button
- to accept the new size. Resizing is done in both vertical and horizontal
- directions, maintaining the brushes original shape. You can also resize the
- brush by pressing the '+' key (shifted or unshifted '=') or the '-' key.
-
- Set Font (Right Amiga-T)
-
- Using Diamond's Text tool (see Gadgets below) you can add text to your
- drawing in any of the fonts currently available in your system. Consult
- your owner's manual for system font information.
-
- Selecting the Set Font command brings up Diamond's Font requester which is
- specially designed to be able to accommodate an unlimited list of fonts.
- When first invoked, this shows the current system font and point size with
- a Zoom factor of 1 and normal style:
-
- Font Requester
-
- To select a new font, click on the List Fonts gadget. Diamond then reads
- the SYS:Fonts directory and shows the first name in the font list in the
- black line near the top of the Font requester, with that font's smallest
- point size below next to 'Size'. To scroll through the font list forward or
- backward, click on the colored bars below or above the current font name.
- To select a different font size, if available, click on the up or down arrows
- to the left of the Size box. If a different size of the current font isn't
- available, the next or previous font and size in the list appears.
-
- You can enlarge any font up to 16 times by selecting a new Zoom factor. Do
- this by clicking on the up or down arrow gadgets to the left of the Zoom
- box in the Font requester.
-
- You can also set any combination of attributes for Underline, Bold, or
- Italic for the font by clicking on them. Check marks appear to the left of
- selected attributes. Click on 'Normal' to cancel the others.
-
- After selecting a font and changing the Zoom factor or attributes, if
- desired, click on the 'OK' gadget to accept any changes, or on the 'Cancel'
- gadget to go on using the previous font settings.
-
- Note: Only the font directory list remains in memory (after loading), and
- each different font is loaded into memory as needed.
-
-
- Screen Menu
-
- Drag Bar (Right Amiga-D or F9)
-
- The drag bar is a horizontal bar crossing the top of the screen.
- It contains the name of the program (Diamond) as well as front/back gadgets
- for the Diamond program screen. Select this command to toggle it off and on.
- Since Diamond is a fully multitasking program, when the drag bar is active
- you can pull down the screen and reveal the one behind it by clicking and
- dragging on the drag bar. You can only paint on the top of the screen when
- the drag bar is inactive. A check mark appears to the left of this menu
- item when the drag bar is active.
-
-
- Gadgets (Right Amiga-O or F10)
-
- Selecting Gadgets causes the Toolbox to appear at the right edge of
- the screen
-
-
- Toolbox
-
- Following is an explanation of each Toolbox gadget, from top to
- bottom:
-
- Tools - This gadget is visible only when the drag bar is off. Click on it to
- turn off the Toolbox.
-
- Built-In Brushes - Click on any of these brushes to use it for solid-color
- drawing.
-
- Palette - Invokes Diamond's Palette requester, or removes it if present.
-
- Undo - Returns picture to condition previous to the last drawing action.
-
- Following are the drawing tools. Each one remains highlighted and in effect
- from when you click on it until you select another tool.
-
- Dotted Freehand - Use this tool to draw a dotted freehand line, following the
- mouse however you move it. The faster you move the mouse, the more widely
- spread the dots are drawn.
-
- Continuous Freehand - Draws an unbroken freehand line following the mouse.
-
- Straight Line - Click and hold the mouse button in the desired starting spot
- for the straight line, then drag the mouse in any direction to preview the
- line, and finally release the mouse button to draw it.
-
- Curved Line - Click and hold the mouse button in the desired starting spot
- for the curved line, then move the mouse to the ending position and release
- the mouse button. Then move the mouse in any position to preview the curved
- line, and finally click the mouse button to place it.
-
- Zigzag Line - Click and release the mouse in the desired starting spot, then
- move the mouse to the end of the first line segment and click once.
- Continue moving and clicking as desired. To end the line, double-click the
- mouse.
-
- Hollow/Filled Rectangle - Click in the top half of the gadget to select
- hollow or in the bottom half to select filled--the gadget's appearance
- reflects the choice. Next click and hold on the screen at one corner of the
- rectangle, drag the mouse until the rectangle is the desired size and
- position, and release the mouse button to place the rectangle.
-
- Hollow/Filled Circle - Click in the top half of the gadget to select hollow
- or in the bottom half to select filled--the gadget's appearance reflects the
- choice. Next click and hold on the screen at the circle's center and drag
- the mouse until the circle is the desired size. Finally release the mouse
- button to place the circle.
-
- Hollow/Filled Ellipse - Use this tool to draw oval shapes on the screen at
- any angle. Click in the top half of the gadget to select hollow or in the
- bottom half to select filled--the gadget's appearance reflects the choice.
- Next click and hold on the screen at the ellipse's center, whereupon a pair
- of full-screen cross hairs appears centered at the mouse position. Drag
- the mouse around this point until the cross hairs reflect the desired
- rotation for the ellipse, then release the mouse button. Next click and hold
- the mouse button to draw the ellipse, dragging the mouse around on the screen
- until the oval is of the desired size, shape, and orientation, releasing the
- mouse button at that point.
-
- Spray Gun - Use this tool to draw a field of randomly positioned brush shapes
- with an effect resembling that of a painters airbrush. Simply click and drag
- the mouse to paint, moving slowly for a dense pattern or faster for a lighter
- texture. This effect generally works best with a single-pixel-sized brush.
-
- Flood Fill - Use to fill a region containing one color with another. Select
- the fill color, then the Flood Fill tool, then click on the area to fill with
- the new color. All pixels of the same color connected to the one you click
- on are changed.
-
- Magnify - When you select this tool the mouse cursor becomes a cross hairs
- with the word 'PICK' attached. Click on the section of the picture to
- magnify, at which the right side of the screen shows the magnified section
- while the left side shows the unmagnified surrounding area. All commands
- work as normal in magnify mode, and you can paint on either side by simply
- moving the mouse to the desired position. You can scroll the magnified area
- around the picture with the arrow keys (double the left and right scrolling
- speed by holding down the Shift key), and increase or decrease magnification
- with Shift-Up Arrow and Shift-Down Arrow. Click on Magnify again to return
- to the normal working mode.
-
- Text - This tool lets you enter text onto the screen directly from the
- keyboard in any of the Amiga's wide selection of fonts. See the Set Font
- command above for information about selecting a different font. When you
- select this tool, a rectangle showing the current font size becomes attached
- to the mouse cursor along with the word 'PICK', prompting you to indicate
- where to add text. Click on the picture in the desired spot, then enter
- your text from the keyboard. To enter text in a new location, move the mouse
- cursor to the desired spot and click twice. You can change the font and/or
- size and attributes any time by pressing Right Amiga-T. The changes take
- effect at the next letter typed.
-
- Clear - This bottommost tool clears the screen completely if clicked on.
- To retrieve an erased picture use the Undo command before using any other
- commands--otherwise it's gone forever if you didn't save it to disk.
-
-
- Palette Submenu
-
- The commands available from the Palette submenu permit various useful
- palette-related functions. Since HAM (not HAMPlus) mode pictures don't use
- a palette at all, most of these commands don't work on or affect HAM-only
- mode pictures.
-
- Load
-
- This command lets you load a palette from a picture on disk. The picture
- file can be in any of the formats supported by Diamond and need not be in
- the same graphics mode as the current picture. As long as the picture file
- isn't in HAM-only mode (which means there's no palette), Diamond can load the
- palette information from the file into the current palette. Use the File
- requester to select the picture whose palette you wish to load. With
- register mapped modes, any altered palette colors after the Load process are
- immediately reflected in the picture on screen. However, in HAMPlus mode,
- after loading the new palette Diamond adjusts the image so that all original
- colors are retained.
-
- CreateH
- CreateN
- CreateX
-
- These next three Screen menu commands are available only in HAM and HAMPlus
- mode. They're useful for optimizing the current picture's palette for
- various purposes. To observe how these work, carefully note palette contents
- before and after using them.
-
- CreateH stands for Create HAM. With HAMPlus, as described above, a 16-color
- palette is employed any of whose colors can be placed on the screen without
- regard to surrounding colors. These colors are best used for abrupt
- horizontal color area changes to avoid the undesirable 'fringing' effect
- often associated with HAM-mode images. When you select CreateH, Diamond
- optimizes the palette to minimize fringing in color borders.
-
- CreateN stands for Create Normal, and is most useful in converting HAM
- images to Lo-res format. Follow this procedure to convert a HAM RGBN
- picture to Lo-res IFF:
-
- - Load the HAM picture to convert in HAMPlus mode.
-
- - Invoke the CreateN command. After a brief pause, the cursor returns to
- its previous state.
-
- - Save the picture in RGBN format.
-
- - Reset Diamond to Lo-res.
-
- - Load the picture. When the 'Format Mismatch' requester appears, select
- 'Convert'. If Dither (Options submenu) is turned on, the conversion
- process includes dithering to simulate more colors.
-
- - After the picture loads, use the Save As ILBM command.
-
- CreateX uses Halfbrite's extra 32 palette positions, within their
- limitations, to further optimize a HAM-mode picture's palette for conversion
- to the Halfbrite mode. (The X stands for eXtra Halfbrite.) Use the above
- technique, substituting CreateX for for CreateN and Halfbrite for Lo-res.
-
-
- Freeze
-
- Normally when you merge two pictures (see Merge under Project Menu above),
- the merged picture's palette information is loaded along with the image and
- replaces the first picture's palette. If you select Freeze before merging an
- image--a check mark appears alongside the menu item when Freeze is active--
- the former palette is retained, loading only the image from disk.
-
-
- Color 0
-
- This item is normally checked, which means that when you use CreateH,
- CreateN, or CreateX (see above) to recalculate a palette, that the first
- color in the palette, Color 0, which is used for the border and is also the
- background color used to clear the screen, is changed. If you don't want
- this color to change from using one of the Palette Create commands, make
- sure it is not selected--click on it until the check mark doesn't appear.
-
-
- Genlock
-
- When preparing images for genlock video applications, you should be aware
- that the genlocked video picture 'shows through' all pixels of a certain
- color, usually the background color (Color 0). In recalculating a HAM image,
- which Diamond does when you change the palette, the program may use a Color 0
- pixel for an approximate fit for certain pixels. If Genlock is selected,
- Diamond will only use a Color 0 pixel if it's an exact fit.
-
-
- Display
-
- This Screen menu item, available only in HAM and HAMPlus modes, performs
- color separations on the current picture quickly and automatically. The
- submenu selections are:
-
- Normal
- Red Only
- Green Only
- Blue Only
-
- Normal displays all colors in the image. Selecting Red Only, Green Only, or
- Blue Only displays only screen pixels containing a component of the indicated
- color. If you then select the Print command, the output takes the form of a
- color separation.
-
-
- Show Page
-
- Since Diamond lets you work on pictures larger than the screen can display,
- this command lets you display a reduced version the entire picture on the
- screen. If the picture is indeed larger than the screen, selecting this
- command causes a brief delay, after which the reduced full image is shown in
- the upper left corner of the screen. Press the space bar to return to the
- previous display. When working on large pictures, you can use the arrow keys
- to move to different areas of the image.
-
- -----------------------------------------------------------------------------
-
- APPENDIX A
-
- Diamond Tools, Gadget Bar, and Keyboard Equivelants
-
-
- FREEHAND CONNECTED DRAWING TOOL
-
- Keyboard = "d" or "D"
-
- The Connected Freehand drawing tool will draw a continuous line, without any
- breaks, while holding the left mouse button down regardless of how fast you
- draw. The size of the line will be the same size as the currently selected
- brush.
-
- FREEHAND DOTTED DRAWING TOOL
-
- Keyboard = "s"
-
- The Dotted Freehand drawing tool will draw a continuous line composed of
- dots, while holding the left mouse button down regardless of how fast you
- draw. The size of the dots will be the same size as the currently selected
- brush. The spacing of the dots from each other is dependent on the speed at
- which you draw your line. The faster you draw your line, the farther apart
- the dots will be spaced.
-
- CONTINUOUS LINE TOOL
-
- Keyboard = "v" or "V"
-
- The Continuous Line tool will draw a continuous straight line with no breaks.
- Move the mouse to the point you want the line to start. Hold down the left
- right mouse button, and move the mouse to the position you want the line to
- end. Releasing the mouse button will draw the straight line.
-
- CURVED LINE (ARC) TOOL
-
- Keyboard = "q" or "Q"
-
- The Curved Line tool will draw a calculated arc between any two desired
- points on the screen. Move the mouse to the point you want the arc to start,
- hold down the left mouse button and move the mouse to the position on the
- screen you want for your end point, and release the mouse button. A straight
- line from point to point will first be drawn like using the Continuous line
- tool. After releasing the mouse button, any movement of the mouse will bend
- the previously drawn line into an arc connecting your two points. Move the
- mouse around the screen until you achieve the desired curve line, and depress
- the left mouse button.
-
- CONNECTED LINE TOOL
-
- Keyboard = "l" or "L"
-
- The Connected Line Tool will draw a number of straight lines all connected to
- each other, with the end point of one line becoming the start point of the
- next line in the series. This tool allows you to make polygons and other
- shapes which can be formed from connected line very easily. Move the mouse
- to the start point of the first line and click the left mouse button. As
- with the Straight Line tool, move the mouse to the point you want the first
- line to end, and click the left mouse button again. The first line will end,
- and the second line will begin at the end point of the first. You can again
- move the mouse to create another line, ending each line and starting another
- by clicking the left mouse button until all of the desired lines are created.
- "Double" clicking the left mouse button on an end point of your last line,
- will end the line creations.
-
- BOX TOOL
-
- Keyboard = "r"- unfilled / "R"- filled
-
- The Box Tool creates square or rectangular shapes either filled shaped or
- unfilled frames. Move the mouse to the point you would like a shape to begin
- and hold down the left mouse button. While holding the left mouse button
- down, and moving the mouse, you will see a rectangular shape drawn on the
- screen in the current pen color. Releasing the mouse button will end the
- creation of the box shape. Selecting the filled section of the gadget will
- create a filled box or rectangle with the current pen color.
-
- CIRCLE TOOL
-
- Keyboard = "c" - unfilled / "C" - filled
-
- The Circle Tool operates just like the Box Tool, except that it creates
- circles. Move the mouse to the area of the screen where you want the center
- of your circle to be. Moving the mouse with the left mouse button held down,
- will draw a circle on the screen using the current pen color. Selecting the
- filled section of the gadget will create a filled circle using the current
- pen color.
-
- OVAL TOOL
-
- Keyboard = "e" - unfilled / "E" filled
-
- The Oval Tool operates like the Circle Tool, except that it creates ovals or
- elipses. The main difference in using the Oval Tool from the other tools is
- that the Oval Tool will let you determine the axis of the oval or ellipse.
- Move the mouse to the area that you want the center of your oval to begin
- and depress and hold down the left mouse button. A cross-hair will be drawn
- on the screen. By moving the mouse around the screen, you can then select
- the exact axis on which you want your oval to be drawn. When the wanted axis
- is achieved, release the mouse button. Depress the left mouse mutton a
- second time to begin drawing your oval or ellipse. This portion of the
- operation is identical to the Circle tool. Selecting the filled portion of
- the gadget, will create a filled oval or ellipse in the current pen color.
-
- SPRAY GUN TOOL
-
- Keyboard = "S"
-
- The Spray Gun tool operates just like a can of spray paint. The Spray Gun
- tool will spray a random pattern of dots in the selected pen color
- continuously as long as the left mouse button is held down. The size of the
- dots is determined by the chosen brush. There are also three special spray
- gun brushed at the bottom of the brush menu, with degrees of pattern spread.
-
- FLOOD FILL TOOL
-
- Keyboard = "f"
-
- The Fill Tool will fill and enclosed area or region with the currently
- selected pen color. Place the cursor inside the area or region you want
- filled with your color and click the Mouse button.
-
- ZOOM TOOL
-
- Keyboard = "m" or "z"
-
- The Magnify Tool allows you to zoom in on any area of your picture and do
- fine or detailed work. In the zoom mode the screen will split vertically with
- the normal view on the left and the Magnified view on the right side of the
- screen. While in the zoom mode, you can scroll around the picture using the
- arrow keys. You can also increase and decrease the level of magnification up
- to 15 times.
-
- TEXT TOOL
-
- Keyboard = "t" and "T"
-
- The Text Tool allows you to add text to any part of the picture you are
- working on. Diamond uses any standard Amiga font, or Extended Color font
- created by the Calligrapher. Clicking the Text Tool or using the "t" key from
- the keyboard displays an open box the size of the currently selected font.
- To enter text to you picture simply place the box in the area you want your
- line of text to begin, and click the mouse. All other keyboard strokes from
- this point on will enter text on the screen. While in Text entry mode, you
- can select a different font or change the style or size of your currently
- selected font, by hitting control <CTRL> t. This will bring up the Diamond
- font requester. The unique Diamond font requester will allow you to have as
- many as 100 different fonts in your system. When the requester is first
- invoked you should click on the "LIST FONTS" button to load the fonts into
- Diamond. Clicking either of the violet boxes will scroll through the fonts
- in your list. The arrows beside the "SIZE" gadget allow you to scroll
- through the various sizes of a particular font in your fonts directory. The
- arrows beside the "ZOOM" gadget will magnify the size of the currently
- selected font. Remember though that increasing the size of the font using
- the zoom function only increases pixel size.
-
- CLEAR TOOL
-
- Keyboard = "K"
-
- The CLEAR tool will clear the screen to the currently selected Background
- color. (color 0).
-
-
- APPENDIX B
-
- Diamond Function Key Equivelants
-
-
- F1 - Add Fill and Copy
-
- F2 - Add Fill and Grab
-
- F3 - Select Paint Brush
-
- F4 - Select Eraser Brush
-
- F5 - Select Inverse Brush
-
- F6 - Region Lock On/Off
-
- F7 - Cycle Crosshairs: type 1, type 2, none..
-
- F8 - Brush On/Off
-
- F9 - Title/Drag Bar On/Off
-
- F10 - Tools/Gadgets On/Off
-
-
-
-
- APPENDIX C
-
- Technical Information
-
- RGB4 IFF 4-Bit RGB Image Data
-
- Introduction
-
- FORM RGB4 is used to store compressed 4-bit RGB image data. It incorporates
- a compression technique (a variation of 'Huffman coding') that is well
- suited for slowly varying 4-bit data. It was developed for use in the
- program Diamond, an RGB4 editor/paint program incorporating the Amiga's HAM
- (Hold And Modify) screen display mode.
-
-
- IFF Specifications
-
- The standard IFF layout for storing an image is to put three FORM RGB4's in
- a LIST RGB4, with components arranged in the order red, then green, then
- blue. Each FORM RGB4 must have a BMHD (bitmap header) chunk, a COMP
- (compression) chunk, and a BODY chunk associated with it.
-
- Since the FORMs are stored in a list, the BMHD and COMP chunks can be stored
- in a PROP chunk. The BMHD chunk should be the same for all three components,
- so its natural place would be in a PROP chunk. The COMP chunk(s) contain the
- data that the decompression algorithm will use, so it/they should go in the
- PROP/FORM chunk(s) depending on whether the same decompression algorithm will
- be used to decode all three FORMs. In any case, the BODY chunks must be
- preceded by the corresponding BMHD and COMP chunk(s). The BMHD chunk is
- identical to the BMHD chunk in FORM ILBMs.
-
- The compression component (of the 'struct BitMapHeader') should be set to 2.
- The COMP chunk, and the form of the BODY chunk is specific to FORM RGB4.
-
- Notes:
-
- 1. If more than one image is to be stored in a file, they should be put in a
- CAT of LIST RGB4's.
-
- 2. Every LIST RGB4 should contain three FORM RGB4's.
-
- 3. The name 'RGB4' should not be used as a LIST type for anything but a
- true 3-component RGB4 image.
-
- Background
-
- The compression technique transforms each byte into zero or more bits in a
- way that guarantees that no (transformed) byte will match the high order bits
- of any other (transformed) byte. For example, if an 'A' is represented as
- the binary number '101', then no other byte will have the form '101xxx'--so
- when the sequence '101' is obtained, there's no question as to wheter or not
- it is a full character. The RGB4 BODY chunk is bit-packed transformed data.
- The bit data is packed with the first bit in the high order position of the
- first byte. The compression technique works best on 'low entropy' data that
- is, data with a very non-uniform statistical distribution--for instance,
- containing many zeroes. The values appearing most often are represented with
- the fewest bits. For that reason, there are two more steps in
- encoding/decoding an image. In encoding, each horizontal scan line is first
- transformed into a sequence of differences.
-
- So the sequence (X1,X2,X3,...) is first changed to (X1,X2-X1,X3- X2,...).
- In decoding, one starts with a zero (at the left edge of the line) and adds
- the succeeding values. Thus first one obtains 0 + X1 = X1, then 0 + X1 +
- (X2-X1) = X2 and so on. The values X1, X2, etc. are 4-bit numbers, and in
- all additions and subtractions, only the least 4-bits are retained
- (e.g. 12 + 13 -> 9, 9 - 13 -> 12, etc.).
-
- This usually results in many 0's, 1's, and 15's--the latter a result of
- negative 1 being represented as 15. Then the other step is: in encoding,
- pair the 4-bit values into 8-bit bytes with the first value in the high
- order part of the first byte (after calculating the differences); and in
- decoding, split the decoded bytes into 4-bit numbers before
- 'un-differencing'. One might wonder why this last step is necessary--after
- all, if there are many 0's, 1's, and 15's, it produces a lot of 00's, 01's,
- 10's, 0F's, F0's, 11's, 1F's, F1's, and FF's. And 0's, 1's, and 15's
- comprise 18.75 per cent of the 4-bit numbers, but the other collection is
- only about 3.5 per cent of all possible byte values. But it also produces a
- lot of 0x's, 1x's, Fx's, x0's, x1's, and xF's, where x is not 0, 1, or F.
- These account for another 30.5 per cent of byte values. Detailed statistical
- calculations show that for un-correlated data, there is no difference in the
- amount of compression that is theoretically possible in the two cases.
-
- Un-correlated data is data in which there may be an uneven statistical
- distribution, but that knowing the value of one particular 'character'
- doesn't make it any easier to predeict the value of some other character.
- The original images are highly correlated, for example. If a particular
- pixel is, say, red, then adjacent pixels are likely to be red or close to
- red. After diffenceing the data, that staement becomes the statement that
- there are a lot of 0's, 1's, and F's in the data. But one can also make the
- statement that in the original image, pixels that are two pixels away from a
- red pixel are likely to be red as well. After the differencing, this
- statement takes the form of '1's are likely to be followed by -1's (F's),
- and that 2's are likely to be followed by -2's or -1's, etc.'. Since
- adjacent 4- bit numbers are combined to make bytes, this means that there
- are also a lot of 1F's, 1E's, 2F's, 2E's, etc. Testing showed that for
- normal images, indeed, better compression was obtained with the 8-bit data.
- Typical compression obtained varies, but generally falls in the range 50 to
- 80 per cent, with 60 per cent being a common figure.
-
- References and Trademarks
-
- Any good book on computer data compression will cover Huffman coding in one
- form or another. It is a form of 'entropy reduction' coding that reproduces
- the original data exactly. Compression/decompression algorithms are outlined
- in this manual.
-
- Amiga is trademark of Commodore-Amiga, Inc.
- Diamond, Silver, Turbo Silver, Prism, PrismPlus, and Terrain are all
- registered trademarks of Impulse, Inc.
-
- Technical support for Diamond and other Impulse products is available
- by calling: 1-800-328-0184 Technical support hours are: Monday-Friday
- 9:00am - 4:30pm (CST).
-
- Impulse, Inc.
- 6870 Shingle Creek Parkway, #112
- Minneapolis, MN 55430
- (612) 566-0221
-