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The Designer User's Manual - V1.0
THE DESIGNER
Version 1.0
A BASIC Animation Programming Tool for the IBM PC
User's Manual
Copyright 1983 by Jan B. Young
April 29, 1983
Manual Updated November 23, 1984
The Designer User's Manual - V1.0
Table of Contents
I. Introduction
A. Overview 3
B. Capabilities 4
C. Benefits and Advantages 4
D. Requirements 4
II. General Information
A. Description of Functions 5
B. Definition of Terms 6
C. Explanation of General Concepts 6
III. How to Use the Program
A. What to Do The First Time (Only) 8
B. Using The Designer 9
C. Using Files Created by The Designer 12
D. "DEMO" 14
E. What To Do If an Error Occurs 15
IV. Administration
A. Warranty and Disclaimer 16
B. Program Distribution 16
C. Questions and Problems 16
D. Maintenance and Enhancements 17
V. Reference Material
A. Command Summary 18
Page 2
The Designer User's Manual - V1.0
I. INTRODUCTION
A. OVERVIEW
The Designer is a programming tool for BASIC users working with
animated graphics on an IBM-PC. It can be of significant value to
people writing graphic games and to people interested in
experimenting with animation.
The Designer is written in IBM advanced BASIC (BASICA). The
source code is included for those who wish to study and/or modify
it. Since The Designer uses dynamic array dimensioning, it cannot
be compiled.
Included with The Designer is a demonstration program which
illustrates one way to program animation. "Demo" is also provided
in source code form so you can study and/or modify it as you
wish.
The Designer is distributed without charge. If you are using it
and find it to be of value, a contribution ($20 suggested) would
be appreciated.
Jan B. Young
767 N. Holden St.
Port Washington, Wi. 53074
Regardless of whether you make a contribution or not,
individuals, clubs, and other non-profit organizations are
granted permission to copy and distribute programs, data files,
and documentation to others, providing that no charge is made for
the software. Distribution costs may be charged to recipients
providing they do not exceed $7 per copy.
The programs, data files, and documentation may be modified as
desired by any individual or non-profit organization, and the
modified materials distributed providing the following is
retained without modification: all appearances of the copyright
notice, all warranty disclaimers, all material explaining
distribution policies, and all requests for contributions. Users
distributing modified program or documentation copies are also
required to add the words "User Modified" wherever The Designer's
version number appears and must distribute without charge (other
than the $7 maximum distribution cost).
Page 3
The Designer User's Manual - V1.0
B. CAPABILITIES
The objective of The Designer is to create data files of two
types, "screens" and "sprites". A "screen file" contains the
image of a fixed background (the scenery behind your game). A
"sprite file" contains the image of a character which your BASIC
programs can move about. The completed screen and sprite files
are input data for your animation programs.
The Designer features full use of the PC's function keys to
control program function. It has online-help capabilities and is
able to print a handy reference card on your printer. This
documentation is included on the disk.
C. BENEFITS AND ADVANTAGES
The Designer was born of the frustration involved in an early
attempt on my part to write a game. I found that I was spending
as much time creating the images as I was programming the game
logic and decided that a generalized tool would be of value.
With The Designer, your PC can be used like an artist's canvas.
You can draw on the screen in color, store your work in either
"screen" or "sprite" form, and recall it later to make changes.
All calculations required to create the files are performed
automatically and you need concern yourself only with the artwork
and the graphic appearance of your images.
The Designer, together with Demo, can also be a learning
experience for you if you aren't familiar with animation
programming. Since Demo is modifiable, it gives you a starting
place and some ideas for program architecture and design.
Whether your programs are modifications of Demo or not, they can
directly read both screen and sprite files created by The
Designer, limiting your programming effort to the game logic and
its presentation to the user.
D. REQUIREMENTS
The Designer requires an IBM-PC with at least 64K of memory,
PC-DOS with BASICA, a color/graphics adapter, an 80-character
display, and at least one disk drive (two recommended).
The Designer, and this manual, assume that you have a beginning
understanding of programming concepts and a beginning knowledge
of BASIC.
Page 4
The Designer User's Manual - V1.0
II. GENERAL INFORMATION
A. DESCRIPTION OF FUNCTIONS
The Designer supports ten different functions, each accessed by
pressing a function key on the IBM PC. All functions are
available at any time, simply by pressing the appropriate
function key.
The Designer's ten functions are:
Fctn Key Function
-------- ------------------------------------------------------------
1 NEW - Begin a new image on the screen. Both high and
medium resolution are supported. Colors are supported to
the extent that the color/graphics adapter supports them.
The cursor control keys are used to draw lines. Special
commands draw diagonals, circles, arcs and paint-in areas
with color.
2 SCL - Scale. The Designer can expand and contract images on
the screen. This allows you to create an original image
in a convenient size and then enlarge or reduce it for
actual use.
3 SSP - Store Sprite. Function key 3 causes the image now on
the display to be stored as a sprite.
4 SSC - Store Screen. Function key 4 causes the image now on
the display to be stored as a background screen.
5 RSP - Retrieve Sprite. The Designer can, of course, read
the sprite files it creates and permits sprites to be
modified. Modified sprites can be saved either as a new
sprite or as a screen.
6 RSC - Retrieve Screen. Similar to sprites, saved screens can
be retrieved from disk, modified and saved. Segments of
screens can be saved as sprites, giving flexibility
in the application of your artwork.
7 TXT - Add Text. Sometimes background screens (or even
sprites) involve text characters. The Designer includes
a library of characters, and is able to locate them on
your artwork as you direct.
8 ANI - Test Animation. Since the overall effectiveness of
animated graphics is dependent on the integration of
screens and sprites, The Designer includes the ability
to simultaneously retrieve a screen and a sprite, to
display both, and to permit movement of the sprite.
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The Designer User's Manual - V1.0
9 INS - Instructions. Function key 9 returns you to the
master menu from any place in The Designer. From the
master menu, helps covering all functions and general
system use can be requested. In addition, the master
menu permits changes to the default disk drive and the
printing of a handy reference card.
10 Stop. Function key 10 stops execution of The Designer.
These functions are explained in further detail in section III.C.
B. DEFINITION OF TERMS
The Designer uses the following terms which may be new to you:
Pixel - The color/graphics adapter's display is made up of a
large number of dots, called pixels. The pixels can be
colored in medium resolution and black or white in high
resolution. Medium resolution graphics gives you 200 pixels
vertically by 320 horizontally. High resolution gives you 200
by 640.
Screen - "Screens" are commonly used as backgrounds in animation
programming. By definition, a screen is the full size of your
display (200x320 pixels in medium resolution and 200x640 in
high resolution). Screens are retrieved using the BASIC BLOAD
statement.
Sprite - "Sprites" are smaller figures which can be superimposed
on screens and moved about as dictated by game logic.
Sprites require more memory per unit area than screens, but
are movable in single pixel increments. The smaller the
sprite, the faster it moves and the less memory it uses.
Image & Figure - The Designer uses the terms Image and Figure
interchangably to denote artwork on the display. Since
artwork can become either a "screen" or a "sprite" at your
command, The Designer refrains from using terms which imply
one orientation or the other.
C. EXPLANATION OF GENERAL CONCEPTS
BASICA supports two key statements of value to the programmer
working with animation BLOAD and PUT. You should read about
these statements in the BASIC manual, as well as reviewing the
short explanations given here.
Page 6
The Designer User's Manual - V1.0
BLOAD
The BASIC BLOAD statement moves data from a file to a location in
memory specified by the programmer. One of the major uses for
BLOAD is the transfer of an image from a file into the screen
buffer.
The color/graphics screen buffer is 16K long, so the operation
of BLOAD takes a few seconds. BLOAD fills the buffer linearly.
Since the display unit scans the display (and uses the buffer) in
an odd-even pattern, you will be able to watch BLOAD work first
in horizontal stripes, and then filling in between the stripes.
When programming with BLOAD, remember that the statement assumes
that files to be loaded will be qualified with ".BAS". If you
rename a screen file that was created by The Designer, be sure to
retain the .BAS suffix.
PUT
PUT differs from BLOAD in several respects. First, it moves data
only into the screen buffer and only from a basic subscripted
variable. Second, it is able to load a portion of the buffer as
directed by the programmer, while BLOAD is really effective only
for loading the entire buffer. And third, it is able to restore
the screen to its prior appearance, simply by executing another
PUT (using the XOR mode).
PUT works under four modes: AND, OR, XOR, and PSET. The use of
these modes is explained in the BASIC manual, but may be best
understood by experimenting with them. Try creating a screen and
sprite using The Designer, and then use The Designer's animation
test facility to experiment with the different modes.
Remember that PUT runs much faster on small sprites than on large
ones. Animation of small characters, therefore, will be much
faster and smoother than large ones.
Page 7
The Designer User's Manual - V1.0
III. HOW TO USE THE PROGRAM
A. WHAT TO DO THE FIRST TIME (ONLY)
When you first receive The Designer, it will have the following
files on the diskette:
DESIGNER.BAS The Designer program
VERBIAGE Helps, menus, and the like. This file is
input data. The Designer won't run
without it.
TEXTCHAR Text character images. If this file is
deleted, The Designer will work, but use
of Function Key 7 will cause an abend.
DESIGNER.DOC This document, which can be printed by
typing "COPY A:DESIGNER.DOC LPT1:"
DEMO.BAS Animation Demo Program
MOUSE.SPR Input to Demo (See IV.C)
MAZE.RES Input to Demo (See IV.C)
MAZE.BAS Input to Demo (See IV.C)
Starting The Designer the first time is done like this:
Step 1: If you're anxious to play with your new toy (as I always
am when I get new software) do step 2. If you want to do it
"right" the first time, then skip step 2 and proceed to step
3.
Step 2: Insert your DOS disk in drive A and boot the system.
Type BASICA to invoke advanced basic. Remove the DOS disk and
insert The Designer. Type RUN "DESIGNER" (including the
quotation marks).
Step 3. To do it "right":
a. Insert your DOS diskette in drive A and boot the system.
b. Insert a blank diskette in drive B and type:
FORMAT B:/S <Enter>
COPY COMMAND.COM B: <Enter>
COPY BASICA.COM B: <Enter>
c. Now type the following commands:
COPY CON: AUTOEXEC.BAT <Enter>
BASICA DESIGNER/S:512 <Enter>
<Function key 6> <Enter>
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The Designer User's Manual - V1.0
d. Now remove the DOS diskette from drive A and replace it
with The Designer's diskette. Type:
COPY *.* B: <Enter>
e. If you have only one disk drive, you may want to create a
"production" version of The Designer. To do this, go
through steps 3.a, 3.b, and 3.c. In place of 3.d, type the
following:
COPY DESIGNER.BAS B: <Enter>
COPY VERBIAGE B: <Enter>
COPY TEXTCHAR B: <Enter>
The other files delivered on The Designer's diskette are
not required for operation of the system.
Once you have completed step 3, The Designer can be started by
booting your PC with The Designer's diskette in drive A.
4. Regardless of whether you use step 2 or step 3, the first time
you operate The Designer, it will ask you which drive should
be used for storage. Respond with A, B, C, or D. This data
will be stored in a new file called DESIGNER.DRV and you will
not be asked the question again (unless the new file is
destroyed). If you want to change the designation at any time,
you can do so. See section B.3 below for details.
5. If you want to use The Designer from a hard disk (or from any
disk other than drive A), modify line 15530 to reflect the
drive that the "VERBIAGE" file will be residing on. The
Designer assumes that it will be on drive A.
B. USING THE DESIGNER
Detailed instructions for operating The Designer appear in the
helps which are available online during any session. For reasons
of space economy, most of this information is not duplicated
here. Instead, this section of the manual contains additional
information and hints which may be of value.
The helps can be printed and appended to this manual if you wish
to do so. Printing can be done by running The Designer, calling
the helps from the main menu, and using PrtSc to print them.
1. Overall Scheme
The Designer is intended to be a tool for the programmer who is
interested in experimenting with animated graphics or writing
games or other animations using the IBM BASICA lanugage on an IBM
PC.
Page 9
The Designer User's Manual - V1.0
BASIC provides several powerful animation statements permitting
the programmer to display backgrounds and movable elements and to
move them around the screen. In particular, the BLOAD and PUT
statements are valuable. These statements move images onto the
screen and are capable of animation. You should refer to the IBM
BASIC manual for more information.
But, BLOAD and PUT both require images which have already been
created and exist either in memory or in a disk file. BASIC
provides no significant support for the creation of the images.
This is The Designer's role - the creation of backgrounds and
movable characters in a form usable by the BASIC BLOAD and PUT
statements.
Assuming you are writing a game involving animated graphics, The
Designer is intended to be used as follows:
- Design your game. Divide the display images into fixed
backgrounds and movable characters. Get a rough idea of the
game logic and think about the shape, form and color of screens
and sprites.
- Use The Designer to draw and save, one by one, the screens and
sprites your game will use.
- Use The Designer's animation test facilities to inspect the
screens and sprites in combination to assure that things fit
and look good together.
- Start the programming. Use the BASIC manual for help with the
BLOAD and PUT statements. Look over the Demo program that comes
with The Designer for ideas and for help in applying the screen
and sprite files created by The Designer.
- If you find that additional screens and sprites are required,
use The Designer to make them.
- If you find that changes are needed to screens and sprites, The
Designer will help you make them.
2. Starting
If you have been through the steps in section III.A of this
manual, starting The Designer is a matter only of inserting the
diskette in drive A and booting your PC. If you have not done
III.A, refer to it for instructions on starting The Designer.
Page 10
The Designer User's Manual - V1.0
3. Using the Function Keys
With only a very few exceptions, any function key can be used at
any time throughout The Designer. However, be careful when you
have artwork in progress. If, for instance, you use function key
9 (which calls up the main menu) with artwork in progress, The
Designer will assume that you are done with the artwork and will
clear the screen to fill your request for the menu.
4. Changing the Default Disk Drive
To change the default diskette drive used by The Designer for
storage of screen and sprite files, move to the master menu (F9)
and type DRV. The menu will be refreshed and the notation (last
line) showing the default drive will change. Moving from A to B
requires one entry of DRV. Moving from B to A requires cycling
through C and D. All changes to the default drive are permanent
and will remain in effect through future uses of The Designer
until explicity changed by you.
5. Cursor Management
The use of function keys 2, 5, or 6 immediately results in
changing the cursor to the current foreground color. Therefore,
the cursor can be made to disappear by setting the foreground
color as appropriate to your situation before using these
function keys. If the foreground color is not correctly set, the
cursor will become a permanent part of the image and it will be
necessary to retrieve the saved image to erase it. Therefore,
always check foreground color before using function keys 2, 5, or
6.
6. Using the Enter Key
The Designer is largely controlled with fixed-length commands and
function keys. To make it easier to use, it is designed to
respond to commands without waiting for you to press the enter
key. In most cases the enter key has been rendered inoperative.
The exception to this rule lies in the entry of file names which
can be anywhere from one to eight characters long. Since The
Designer does not know how long a file name will be, it waits for
you to press enter before responding.
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The Designer User's Manual - V1.0
7. File Names.
When storing or retreiving either screens or sprites, The
Designer requests a file name. The Designer will append file
qualifiers, relieving you of the need to type them.
It is best to refrain from using "DESIGNER" as a file name. You
might overwrite the program itself, permanently loosing it.
Unless Demo has been moved to another diskette, "DEMO", "MOUSE",
and "MAZE" should also be considered reserved names.
8. Upper and Lower Case
In all cases but one, if you type lower case characters into The
Designer, they will be converted into upper case before being
displayed or used. Therefore, you need not be concerned about
cases.
The exception is function 7, which allows inclusion of text on
your images. Since both upper and lower case characters are
supported, the status of the shift and capslock keys will be
recognized and used.
9. Sound
The Designer involves a great deal of full-screen work which
cannot be disturbed by printing messages on the display. Yet in
some cases, The Designer needs to confirm that it has completed a
requested task, and in some cases it has to report problems.
The display-in-use problem is circumvented using the PC's
speaker. When The Designer wants to confirm that it has done what
you asked it to (and particularly when its actions do not make
any visible change to the screen), it will confirm with three
high-pitched beeps. When The Designer encounters an error, it
reports with a low-pitched warble.
C. Using Files Created by The Designer
The Designer is intended to be a tool to create data files which
will be read by your programs. Discussion of the contents of
these files and of their use in your programs is, therefore,
important.
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The Designer User's Manual - V1.0
Screen Files
When you save a screen using The Designer, two files are created.
The file names default to SCREEN.RES and SCREEN.BAS, but can be
changed by The Designer if you tell it to do so, or can be
changed using RENAME later.
The RES file will consist of a single record containing the
following information:
The resolution (2= high, 1=medium)
The background color (0 through 15)
The palette (0 or 1)
The RES file is necessary because this information is not stored
by BSAVE in creating the BAS file. Since BASIC does not provide a
simple way of appending the screen to the RES file, two files are
used.
The RES file should be read with the following BASIC statements
(obviously you should use the correct file and variable names for
your program) taken from DEMO.
OPEN "A:MAZE.RES" FOR INPUT AS #1
INPUT #1,RES,BAK,PAL
CLOSE #1
Use of the RES file is not required in your program. If you know
the correct values for the resolution, background color, and
palette, you can write them into the program and avoid using
the RES file. You can even erase the RES file. If, however, you
aren't sure what the values might be in the future, data in the
RES file can be checked to prevent errors.
The BAS file is used directly by BLOAD. Its format and contents
are controlled entirely by BASIC. The required statements are:
SCREEN RES
COLOR BAK,PAL
CLS
DEF SEG=&HB800
BLOAD "A.MAZE",0
DEF SEG
Sprite Files
Saving a sprite results in the creation of a single data file
bearing a name you specified (there is no default in this case)
with a .SPR extension.
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The Designer User's Manual - V1.0
The first record in a sprite file contains the following:
The resolution (2= high, 1=medium)
The palette (0 or 1)
The size of the array required to hold the sprite
The width of the sprite (in pixels)
The height of the sprite (in pixels).
Subsequent records contain the ASCII values of the characters
that need to be loaded into the array to represent the sprite.
The statements required to load a sprite from a file created by
The Designer are:
OPEN "A:MOUSE.SPR" FOR INPUT AS #1
INPUT #1,RES,PAL,ARR,WID,HGHT
DIM MOUSE(ARR)
FOR I=0 to ARR
INPUT #1, J(0),J(1),J(2),J(3)
P=VARPTR(MOUSE(I))
FOR N = 0 to 3
POKE P+N,J(N)
NEXT N
NEXT I
CLOSE #1
Similar to Screen files, if you know the resolution and palette
information and the array size, you can avoid a small amount of
computing by writing the values directly into your program. In
this case, you will have to delete the first line from the sprite
file using either EDLIN or some other editor.
The sprite width and height are supplied only as a convenience to
you. They need not be used at all in your program.
When your program has finished loading the array, and has moved
the screen into the screen buffer, the BASIC PUT statement is
used to apply and remove the sprite from the screen according to
your program's logic.
D. DEMO
The program "Demo" is intended only as a demonstration of the
abilities of The Designer and of BASICA animation. It is not a
game, nor is it the ultimate in animation technique. In fact,
Demo is purposefully less than optimum to enhance program
legibility.
Page 14
The Designer User's Manual - V1.0
Demo, when run, displays a maze and a mouse that wanders randomly
(and slowly) through the maze. Compiling this program will make
the mouse move much faster and will make watching it more fun,
but will eliminate the real benefit of the program, reading the
code.
To run Demo, stop The Designer with function key 10 and type RUN
"DEMO" (including the quotation marks). Demo requires no user
input - you can just sit and watch it go. When you are tired of
it, stop it with Cntl-Break and type "LIST" (excluding the
quotation marks) to see the program. Print the program using
LLIST and study, especially, the use of the MOUSE.SPR, MAZE.RES,
and MAZE.BAS files in lines 10180 through 10410.
E. IF AN ERROR OCCURS
The Designer should catch all possible user errors and provide
complete error diagnostics and opportunities to correct errors
online. Since the online diagnostics are very complete, they are
not documented here, with one exception.
The Designer uses dynamic array definition to build arrays for
transferring sprites from your display to diskette. It is
possible for you to attempt to store a sprite which is so large
that the required array would exceed the available memory.
Should you exceed the available memory, The Designer will detect
the problem before crashing. Since your sprite is still on the
screen, and is stored nowhere except the screen buffer, The
Designer refrains from clearing the screen and provides only an
error tone (a low warble - see above). When this happens, you
have a choice: you can reduce the size of the sprite by closing
down the box further, or you can abort the whole thing by
pressing a function key.
The Designer is affected by one significant BASICA bug.
Occasionally when saving a screen, you may get a syntax error on
either a non-existent line number or on line number 15530. When
this happens The Designer will probably lock up and you will
have to re-boot your PC. However, the DIR command will reveal
that all is not lost - your screen has been saved as SCREEN.BAS.
If you rename it and restart The Designer, you can continue from
where you were when you were interrupted.
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The Designer User's Manual - V1.0
In addition to these errors and messages, you may run across an
error message in the form:
Error Number nnn on Line Number nnn
followed by a BASIC OK. This message means that The Designer has
crashed. I would like very much to know about crashes. Please
write to Jan Young, 767 N. Holden St., Port Washington, Wi.
53074, and include as much detail as possible about what you were
doing when the problem arose, and what suspicions you have, if
any, about the causes.
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The Designer User's Manual - V1.0
IV. ADMINISTRATION
A. WARRANTY AND DISCLAIMER
In view of the fact that The Designer is distributed entirely
without charge and contributions are wholly voluntary, all
warranties are disclaimed. I cannot be responsible in any way
for direct, indirect, or consequential damages. Any and all risk
associated with using The Designer, Demo, their data files and/or
the documentation is the user's.
B. PROGRAM DISTRIBUTION
The Designer is distributed without charge. If you are using it
and find it to be of value, a contribution ($20 suggested) would
be appreciated.
Jan B. Young
767 N. Holden St.
Port Washington, Wi. 53074
Regardless of whether you make a contribution or not,
individuals, clubs, and other non-profit organizations are
granted permission to copy and distribute programs, data files,
and documentation to others, providing that no charge is made for
the software. Distribution costs may be charged to recipients
providing they do not exceed $7 per copy.
The programs, data files, and documentation may be modified as
desired by any individual or non-profit organization, and the
modified materials distributed providing the following is
retained without modification: all appearances of the copyright
notice, all warranty disclaimers, all material explaining this
distribution policy, and all requests for contributions. Users
distributing modified program or documentation copies are
also required to add the words "User Modified" wherever The
Designer's version number appears and must distribute without
charge (other than the $7 maximum distribution cost).
C. QUESTIONS AND PROBLEMS
If you have questions about The Designer, or have experienced
problems with it, I will try to help. Write to me (please don't
phone) and enclose a stamped self-addressed envelope for my
reply. Please don't expect return-mail responses since I travel
quite a bit and may not even read your letter for a week or two.
Page 17
The Designer User's Manual - V1.0
If The Designer crashes while you are using it, please let me
know so I can fix the problem. The more details you provide, the
easier it will be for me to make the fix.
D. MAINTENANCE AND ENHANCEMENTS
If there is a reasonable level of interest in The Designer
(measured by the number of contributions I receive), I will
create and make available new releases. Some possibilities for
future enhancements include: 1) Variable line widths in the "NEW"
mode, 2) Separation of scaling into a compilable module so it
will run faster, 3) use of color in high resolution (it is
possible, but limited), 4) the ability to rotate images, and 5)
extension into text-mode graphics. If you have other ideas,
please write and let me know what they are.
If you contribute once, the suggested contribution is reduced to
$2 for a new release. Just send me a diskette, a postpaid,
self-addressed mailer, and a brief note requesting a copy of the
latest version. The same policy holds if you accidentally destroy
the program and want a fresh copy of the current version. I will
be unable to supply replacement copies of obsolete versions.
Page 18
The Designer User's Manual - V1.0
V. REFERENCE MATERIAL
A. COMMAND SUMMARY
Function Command Explanation
-------- ------- ----------------------------------------------------
1 NEW Cursor Arrows move the cursor.
Fn Set foreground color to n, where n is 0 or 1 in
high resolution; 0, 1, 2, or 3 in medium resolution.
Color received depends on palette selelction.
D1 Defines the first end of a diagonal line at the
current cursor location.
D2 Defines the second end of a diagonal line at the
current cursor location and causes the line to be
drawn in the current foreground color.
C1 Defines the center of a circle at the current cursor
location.
C2 Defines the periphery of a circle at the current
cursor location and causes the circle to be drawn
in the current foreground color.
A1 Defines the center of a circular arc at the current
cursor location.
A2 Defines the radius of a circular arc and the start-
ing position at the current cursor location. (The
arc will be drawn counterclockwise from this
position.
A3 Defines the ending position of a circular arc as a
line from the A1 location to the current cursor
position and causes the arc to be drawn in the
current foreground color.
2 SCL En Expand the image by 4*n percent.
Cn Contract the image by 4*n percent.
3 SSP Cursor Arrows reduce the box size. The up arrow,
for instance, raises the bottom of the box.
n Used as a multiplier for the speed of the cursor
arrows.
G Signals that the box now represents the size of the
sprite and initiates creation of the sprite files.
4 SSC No commands
5 RSP No commands (but return to NEW is automatic and the
NEW commands can be used).
6 RSC No commands (but return to NEW is automatic and the
NEW commands can be used).
7 TXT Any key (ASCII 33 to 125) can be used to create
the corresponding character.
Cursor arrows move the most recently created char-
acter.
Space bar deletes the most recently created char-
acter and blanks anything under it.
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The Designer User's Manual - V1.0
A. COMMAND SUMMARY (Continued)
F u n c t i o n C o m m a n d E x p l a n a t i o n
-------- ------ ---------------------------------------------------
8 ANI Cursor arrows move the sprite.
A Begins use of ADD mode PUTs.
O Begins use of OR mode PUTs (alpha Oh).
X Begins use of XOR mode PUTs.
P Begins use of PSET mode PUTs (the default).
9 INS Typing any of the three-letter abbreviations will
display a series of helps explaining the use of
the corresponding function.
GEN Initiates display of helps explaining general
topics about The Designer.
CRD Causes printing of the reference card.
DRV Alters the default disk drive.
10 Stop No commands.
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0 Stop No commands.
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