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-
-
-
- By Andrew Chilton (see address below for details)
-
-
- ASG stands for AutoStereoGram
-
-
-
-
- +---------------------+
- | Contents of Archive |
- +---------------------+
-
- ASG_V1.1
- ASG_V1.1.info
- ASG.Doc
- ASG.Doc.info
- BaseBall.ASG -> You need ASG V2 to do this type.
- BaseBall.ASG.info
- Face.lbm -\ Rubbish pictures but that's
- Face.lbm.info > because I can't draw.
- BBC.lbm -/ These were my first attempts.
- BBC.lbm.info
- Football.lbm -\ I drew these three, and I think I
- Football.lbm.info \ have the hang of it. So they're not
- Cricket1.lbm - > brilliant but it just shows that even
- Cricket1.lbm.info / though I can't draw, it's easy to copy
- Cricket2.lbm -/ outlines of the players. Have a go.
- Cricket2.lbm.info
-
- (Not included in the archive is DiskFont.Library which is needed
- for ASG to run so remember to have it in your Libs: assign).
-
-
- (I added the 5 pics because when they are crunched to fit in the
- archive, they take up so little space, so I put them in for you)
-
-
- The contents in this archive must be present if spreading this
- program, either on a PD disk or to upload onto bulletin boards
- which you are welcome to do (since this is the shareware version).
- Fred Fish (and his humungous library) is also welcome (and asked)
- to place it in his collection.
-
-
-
- +--------------+
- | Introduction |
- +--------------+
-
- Welcome to the world of 3D pictures. Yes, these little blighters
- have taken the publishing world by it's throat and jammed itself
- down there! The pictures are of course 3D pictures, but they must
- be viewed correctly to see the actual image (and not just the
- pretty pattern).
-
-
- +-------------------+
- | Using the program |
- +-------------------+
-
-
- It is made of 4 sections 1. Project
- 2. Colour
- 3. Format
- 4. Messages
-
-
-
- +---------+
- | Project |
- +---------+
-
- Load : This will load your picture into the program. If the
- picture does not correspond to the limits then an error
- will be produced.
-
- Save : Obviously to save the file after it has been rendered.
-
- Go : This will start rendering the picture provided you have
- loaded in a file
-
- About?: Gives a little scrolling message about the program and my
- good self (only a little bit about me though).
-
- Quit : This will of course leave the program.
-
-
-
- +--------+
- | Colour |
- +--------+
-
- This part is made up of 3 buttons, but only 1 of them may be
- selected at any one time
-
- Custom : This will set the colours of the output picture to the
- colours of the original picture.
-
- Random : How can I explain this little mystery, errm, it picks
- random colours. There that wasn`t so bad after all.
-
- Grey : This gives the picture a range of greys from black
- through to white (obvious really).
-
-
-
- +--------+
- | Format |
- +--------+
-
- At first this part is blank, but will show the characteristics of
- the loaded picture.
-
- 1st line : This shows whether the picture is Lo-Res or Hi-Res
- 2nd line : This shows whether the picture is in Interlace or not
- 3rd line : This shows the dimensions of the picture
-
- Since this is only version V1.1 of ASG, the pictures that can be
- loaded are restricted to certain dimensions
-
- Width - The picture must be 320 or 640
- Height - The picture must be 256 or 512
- Colours - The picture must have 16 colours
-
- To make sure the picture works properly you must have it a certain
- way. To see this (in 640x256) load up any of the #?.lbm pictures
- into your paint program to see where you can and can't draw.
- All of these pictures can be rendered straight away and also
- show you the parts of the screen that can be drawn in. What
- I usually do is clear the screen and draw a coloured rectangle 64
- pixels wide on the far left, this shows me I can't draw there.
- Have a look also at the BaseBall.ASG picture for an idea of what
- ASG V2 can do. It uses a pattern instead of random (odnamr) dots.
-
-
-
- +----------+
- | Messages |
- +----------+
-
- This part of the screen will tell you what is happening.
- These could be error messages, information or a progress bar.
-
-
-
- +---------------------+
- | Making a 3D picture |
- +---------------------+
-
- The picture must be the dimensions as stated above as well as
- having 16 colours. As you may or may not know, the pictures are
- made up of patterns of colours which when viewed correctly produce
- a picture showing different apparent levels of view. These levels
- depend on how far apart the repeated patterns are. The levels
- again depend on the colour of the pixel underneath each part of
- the picture.
-
- The levels are thus : Furthest - Colour 0
- Closest - Colour 15
- with all the other levels in between.
-
- This means that the levels do not depend on the colour of the
- pixel but its number in the palette. If for example you wanted a
- perspective view with the top being the furthest away and the
- bottom the closest you would define a range of all the 16 colours
- in the palette and draw a graduated fill from the top of the
- screen to the bottom. The program would do the rest.
-
- If you're not sure of what the devil I'm on about then have a look
- at the five example pictures to see what to do. Remember if you
- do render the picture, then the last part of the screen does not
- have to be clear (you can leave the writing on if you want), since
- the program clears it anyway. The Cricket1.lbm shows the depth of
- the parts of the image since it is in greyscale (like when you see
- a picture in the paper, they always show a greyscale of what it
- should be).
-
-
-
- +----------------------+
- | Registration Version |
- +----------------------+
-
- This version is V1.1, and if you register you will be sent an
- upgraded much improved version V2. This has loads more features
- and improved versatility :-
-
- 1. Load any dimension picture (width and height) as long as you
- have the memory
-
- 2. Load 16, 32 or 64 colour pictures for more levels and greater
- depth
-
- 3. Choose between random or pattern for output (so you can draw
- your own patterns, which look nicer and slightly improve the
- viewing of the pictures). An example of the new patterns
- feature is the BaseBall.asg picture (which you can`t do with
- the unregistered spreadable version)
-
- 4. Choose colours from Random, Custom or Pattern
-
- 5. Improved user interface showing more information
-
- 6. You also get a game of my very own as well (AMOS and Blitz 2)
-
- 7. Source code for ASG in Blitz 2
-
- 8. Your very own virtual £1,376,180.56½ courtesy of me
-
- 9. A load more pictures to render, patterns to use (for the
- updated version) and some more 3D pictures
-
- 10. I can't give you any more otherwise I'd have nothing left
- myself (apart from the clothes I'm wearing)
-
-
-
- +----------------+
- | Hints and Tips |
- +----------------+
-
- Tip 1. When doing your pictures, base your levels around colour 8
- in the palette. If you were going to have 5 levels, this
- could be how it works out (see the given pictures) -
-
- +-----------+----------------+-------------+-------------+
- | No. level | Level | Colour eg 1 | Colour eg 2 |
- +-----------+----------------+-------------+-------------+
- | 1 | Background | 6 | 5 |
- | 2 | Bckgrnd object | 7 | 7 |
- | 3 | Other 1 level | 8 | 9 |
- | 4 | Other 2 level | 9 | 10 |
- | 5 | Front level | 10 | 11 |
- +-----------+----------------+-------------+-------------+
-
-
- This helps keep the picture look better and the levels are
- easier to focus on rather than having a background of
- colour 0 and just one foreground of colour 15 (it would be
- hard to see the other level when focusing on one of them).
-
- Tip 2. Register and get version 2 (oh, go on, splash out)!
-
- Tip 3. Always get 9 hrs sleep every night
-
- Tip 4. If not, 6¼ hrs will do
-
- Tip 5. Look left AND right before crossing roads
-
- Tip 6. Never go into a jewellers with a large baguette under your
- coat (it looks like a shot gun)
-
- Tip 7. Before writing the number of another tip down, make sure
- you know what you're going to write
-
- Tip 8. Don`t read these tips the're all rather stupid
-
- Tip 9. Go and make yourself a nice cup of coffee, sit in front of
- the tele and put a good old vintage episode of Blackadder
- or Fawlty Towers on. Anything's better than reading this
- trash
-
- Tip 10. Are you still reading, if you are you better see a
- psychiatrist because there must be something wrong if you
- can't pull yourself away from this. That was my last and
- most important tip, never again will I write another tip
-
- Tip 11. Never trust someone who writes stuff like this, they could
- be lying
-
- Tip 12. Oh, by the way, the program can be opened on any intuition
- screen. Just doulbe (not doulbe, I mean double) click the
- icon and place your screen to the front and it will open
- on that (I have now got ASG open on the TranWrite screen,
- but it doesn`t work on the DPaint & PPaint screen. Use
- screens that themselves use windows eg Final Copy,
- PageStream etc because these programs refresh their
- windows unlike most paint programs). I still like it open
- on the good old WorkBench (it looks nice there).
-
- Tip 13.
-
- Tip 14. Don't be like me and be superstitious
-
- Tip 15. Please switch this thing off
-
- Tip 16. No don't, I`ve got my address and other details below
-
- Tip 17. While waiting the minute or so for a picture to render,
- it could be a good idea to read these tips again
-
- Tip 18. I think the best dimensions for your picture are 640
- x 256, since the quality depends on the horizontal
- resolution. This gives the best picture quality for a
- smaller file size (than 640 x 512). I usually draw
- my pics in 320 x 256 then change them to 640 x 256.
-
- Tip 19. What I do before drawing my pictures is to draw the out
- of bounds area on the right so I know where I can draw
- up to.
-
- Tip 20. Another tip is not to draw within about 20-30 pixels on
- either side (apart from a gradient like in the
- Cricket1.lbm picture, where you have to draw to the ends
- so that the gradient works).
-
- Tip 21. I always name my picture #?.lbm, #?.bsh or #?.iff but
- when I save from ASG I name them #?.ASG so that I know
- which pictures are which. It also shows which pictures
- have been rendered so that they aren't done again (then
- they don't look right).
-
-
-
- +---------------------------------+
- | Where do I get the full version |
- +---------------------------------+
-
- When registering, if possible send me a cheque, otherwise I'll
- work out how to do Postal Orders. If this program gets abroad
- somewhere, send me an international money order (they are the best
- aren't they), or whatever I can cash.
-
-
- Just send the vast sum of £3 to
-
-
- +--------------------+
- | Andrew Chilton |
- | 90a Claremont Ave |
- | Maghull |
- | Merseyside |
- | L31 8AL | <- Cut out and keep
- +--------------------+
-
-
- Just a little (serious?) note. If you are sending AFTER SEPTEMBER
- '94, then I should be at university (depending on exam results),
- so I won't be able to send back to you straightaway, it would
- probably be at Christmas or Easter (so send for it then). This is
- because I am not taking the Amiga to university and I couldn't
- trust my family to do such complex things as copying disks and
- sending them back.
-
-
-
- That is all I have to say, but I bet you're glad you've got to the
- end of this doc file (at last). Hope you like the program and
- think it worthy of an upgrade.
-
- Thanks to Acid Software for their mighty fine Blitz Basic 2, the
- best 50 quid I've ever spent (well, maybe not, but it is better
- than one other basic programming language I could mention which
- doesn't fully support the Amiga's lovely front end, Ooeerrr)!
-
- Thanks also to Gerard Cornu for the icons. I got them off a Fred
- Fish disk (and changed them slightly).
-
- Another thanks to Gary Stimson for his PowerText 2 word processor
- from CLR Licenceware (disk CLU 32).
-
-
-
- ________
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-
-
-
- <=-- Bye Bye Bye Bye --=>
-
-