c017 5 7 v018 38T H E v011033D E S I G N E R v011725Copyright 1983 by Jan B. Young E c017 5 7 v012 29T H E D E S I G N E R v014 4 Welcome to The Designer. v016 4 The next screen is the main menu of The Designer. It will give you v017 4 access to all the abilities of The Designer and access to HELP v018 4 screens explaining those abilities. But first.... v01104 One of the things The Designer can do is store graphic images on v01114 your diskette. If you have a two-drive system, we recommend that v01124 drive A be used for the program diskette and that a formatted v01134 blank diskette in drive B be used for storage. On a one-drive system v01144 the images will be stored on drive A and you must copy them to your v01154 scratch diskette using COPY. v01174 Now please type the letter for the diskette drive you want The v01184 Designer to write on (use A, B, C, or D). N c017 5 7 v012 29T H E D E S I G N E R v014 4 Sorry, but The Designer requires the color/graphics card. Either v015 4 you do not have the card, or your system switches are set incorrectly. v017 4 Please press any key to end The Designer. N v012 29T H E D E S I G N E R v014 4 Your printer is not ready. v016 4 Please check that it is turned on, that it has paper, and that it v017 4 it is plugged into both the PC and the power outlet. E c015 7 5 v012 34THE DESIGNER v014 20 F1 - Begin a New Figure - NEW v015 20 F2 - Change the Scale of a Figure - SCL v016 20 F3 - Store a Sprite on Disk - SSP v017 20 F4 - Store a Screen on Disk - SSC v018 20 F5 - Retrieve a Sprite from Disk - RSP v019 20 F6 - Retrieve a Screen from Disk - RSC v011020 F7 - Add Text Characters - TXT v011120 F8 - Test Animation - ANI v011220 F9 - Return to Instructions - INS v011320F10 - Stop v011510To see command details, type in the three character identifier v011610shown on the right. To see a general description of The Designer v011710type "GEN". To initiate a function, use the function keys shown v011810on the left. Type "CRD" to print a handy reference card on your v011910printer. To index the drive used for storing images from A through v012010D and back again, type "DRV". You are now storing images on drive N c015 7 5 v012 19General Information About "The Designer" v014 4 The Designer is intended to be a tool for the programmer who is inter- v015 4 ested in experimenting with animated graphics or writing games or v016 4 other animations using the IBM BASICA language on an IBM PC. v018 4 BASIC provides several powerful animation statments permitting the v019 4 programmer to display backgrounds and movable elements and to move v01104 them around the screen. In particular, the BLOAD and PUT statements v01114 are valuable. These statements move images onto the screen and are v01124 capable of animation. You should refer to the IBM BASIC manual for v01134 more information. v01154 But, BLOAD and PUT both require images which have already been created v01164 and exist either in memory or in a disk file. BASIC provides no v01174 significant support for the creation of the images. v01194 This is The Designer's role - the creation of backgrounds and movable v01204 characters in a form usable by the BASIC BLOAD and PUT statements. P v012 19General Information About "The Designer" v014 4 The Designer deals with three graphic entities: v016 6 - The terms "figure" and "image" are used interchangably to denote v017 8 drawings on the screen which can be converted into either sprites v018 8 or screens. Figures are drawn on the display screen by the PC as you v019 8 specify, can be rescaled, and can be converted into either a sprite v01108 or a screen for storage. v01126 - "Sprites" are movable elements which are handled by BASIC with v01138 the PUT statement. The Designer creates them from drawings and can v01148 store and retrieve them. Retrieved sprites become figures again. v01166 - "Screens" are fixed backgrounds, handled by the BLOAD statement. v01178 By definition, a screen covers the full size of the display. The v01188 Designer can create screens from figures and can store and retrieve v01198 them. A retrieved screen becomes a figure, and can be modified. P v012 19General Information about "The Designer" v014 4 Assuming you are writing a game involving animated graphics, the v015 4 Designer is intended to be used as follows: v017 6 - First design your game. Divide the screen images into fixed back- v018 8 ground screens and movable sprites. Get a rough idea of the game v019 8 logic and think about shape, form and color of screens and sprites. v01116 - Then use The Designer to draw and save, one by one, the screens and v01128 sprites your game will use. With The Designer you replace your paper- v01138 and-pencil scratchpad with an image on the screen. v01156 - Next start the programming. Use the BASIC manual for help with v01168 the BLOAD and PUT statements. You might want to use the demo v01178 program that comes with The Designer as a starting point. You can v01188 list and copy its source code. P v012 19General Information about "The Designer" v014 6 - As your program takes shape, you may find that you need to create v015 8 additional screens and sprites. If so, The Designer will help you v016 8 by eliminating the numerical work and letting you concentrate on the v017 8 artwork. v019 6 - Or you may find that you need to change the screens or sprites. v01108 Again The Designer will help you by retrieving and displaying your v01118 images, giving you an electric pencil and eraser, and saving the final I v01128 results on disk for you. P v012 19General Information about "The Designer" v014 4 The designer contains nine separate functions to help you create v015 4 screens and sprites on your disk. Each of these functions can be v016 4 accessed at any time using the associated function key. The nine are: v018 6 F1 - The creation of new drawings starting with a concept and a blank v019 6 screen. The Designer gives you a cursor similar to the LOGO turtle v01106 and several powerful commands for drawing circles and arcs and for v01116 filling in areas with color. Using F1, you can complete a drawing v01126 in preparation for turning it into a screen or sprite. v01146 F2 - Figures on the screen can be scaled. (enlarged or reduced). v01156 This feature allows you to make a drawing in a conveniently large v01166 size and reduce it for actual use, or begin with something small v01176 and expand it. v01196 F3 - A figure on the screen can be stored on disk as a sprite. The v01206 sprite can then be read by your program (or by The Designer) using v01216 the methods outlined in the manual and shown in the DEMO program. P v012 19General Information about "The Designer" v014 4 More about The Designer's nine functions: v016 6 F4 - Similar to sprites, The Designer is able to store figures on v017 6 disk as background screens. Your BASICA program can use BLOAD to v018 6 retrieve the screens and display them. Or, The Designer can retireve v019 6 them at a later date for futher work. v01116 F5 - A sprite (one written by The Designer, or in The Designer's v01126 format) can be retrieved from disk, displayed on the screen, and v01136 changed using The Designer. The resulting sprite can be resaved on v01146 the disk. v01166 F6 - Similar to sprites, background screens can be recalled from disk, v01176 modified, and rewritten to the disk. P v012 19General Information about "The Designer" v014 4 More about The Designer's nine functions: v016 6 F7 - Sometimes it is useful to include letters and numbers on a v017 6 background screen. Function 7 provides a pre-drawn set of letters v018 6 numbers, and special characters for your use. v01106 F8 - The Designer lets you test your animation by bringing both a v01116 sprite and a screen up at the same time and by giving you a way to v01126 move the sprite around on the screen as a test of your work. v01146 F9 - Finally, The Designer supports extensive online helps. The v01156 screen you are now looking at is part of these helps. v01174 In addition to the functions mentioned above, a sample BASIC program v01184 called DEMO is included with The Designer. DEMO is listable and v01194 modifiable. It is intended to help you understand how screens and v01204 sprites created by The Designer can be used in animation. E c014 7 4 v012 29F1 - New Drawings ("NEW") v014 4 Before drawing, you will be asked to choose between high and medium v015 4 resolution. v017 6 - In high res, all work is black and white. v019 6 - In medium res, color is possible. You will be asked for: v01118 - A palette of three foreground colors. v01138 - A background color. v01154 After choosing options, the screen will clear and you may begin v01164 drawing. P v012 29F1 - New Drawings ("NEW") v014 4 You may draw horizontal and vertical lines with the cursor control v015 4 keys (on the numeric keypad on the right side of your keyboard). v017 6 - Note that the cursor is a dot, rather than a line or box. v018 6 - If the cursor control keys don't work, touch numlock and try again. v019 6 - To get a grid, type "G". Type "G" again to turn it off. v01114 You may change foreground color by typing "Fn", where n is the color v01124 you want, selected from your palette. Erasing can be done by changing v01134 the foreground color to zero (which is the background color). v01154 You may draw diagonal lines as follows: v01166 - Move the cursor to one end of the line and type "D1". v01176 - Move the cursor to the other end and type "D2". v01186 - The line will be drawn for you. v01196 - The diagonal is drawn in the foreground color. If you have used v01208 F0 to move the cursor into position without drawing, and then try to v01218 draw a diagonal, the diagonal will be drawn in the background color v01228 and will be invisible except where it erases something. P v012 29F1 - New Drawings ("NEW") v014 4 You may draw circles: v016 6 - Place the cursor in the center of the circle and type "C1". v017 6 - Place the cursor at any point on the circumference and type "C2". v019 4 You may draw circular arcs: v01116 - Place the cursor in the center of the arc and type "A1". v01126 - Place the cursor at the point on the circumference where the arc is v01138 to begin and type "A2". v01146 - Place the cursor on a radial line from the center of the arc, v01158 defining where the arc is to end, and type "A3". v01166 - Note that the arc will be drawn counterclockwise from A2 to the v01178 line defined by A1 and A3. The placement of A2 and A3 DOES matter. P v012 29F1 - New Drawings ("NEW") v014 4 You may fill enclosed areas with color (or with white in high res). v016 6 - Locate the cursor inside the area you want to fill. v017 6 - Touch "Pn" and the area will be filled with color n from your v018 8 palette. v019 6 - Note: the border of the area to be pained with color is defined by v01108 the current foreground color (Fn). v01116 - Make sure the area to be filled is totally enclosed by the v01128 foreground color or the "paint" will leak out and fill the entire v01138 screen. E c014 7 4 v012 29F2 - Scale Figures ("SCL") v014 4 The Designer permits you to change the scale of an image or figure on v015 4 the screen. v017 6 - Begin with an image you want to expand or contract. The image may v018 8 have been created from scratch using F1 (NEW), or may be a sprite v019 8 retrieved from disk using F5 (RSP), or it may be a screen retrieved v01108 using F6 (RSC). v01126 - Press F2 to move into the scaling mode. The graphic cursor will v01138 be reset to the current foreground color and you will hear three short v01148 beeps to confirm. There will be no other change to the screen. P v012 29F2 - Scale Figures ("SCL") v014 4 More about scaling figures: v016 6 - To expand a figure, type "En", where n is between 1 and 9 inclusive. v018 6 - To contract a figure, type "Cn", with n between 1 and 9 inclusive. v01106 v01106 - Roughly speaking, n is multiplied by 4 and then used as a percent v01118 change. So, if you type C7, you will get approximately a 28% v01128 reduction in the size of your figure. If you type E2, you will get v01138 about an 8% increase in the size. v01156 - The larger the value of n, the greater the effect of scaling. P v012 29F2 - Scale Figures ("SCL") v014 4 You should know: v016 6 - First, scaling takes time. Rescaling your figure involves re- v017 8 calculation of every point on the screen. In medium resolution there v018 8 are 64,000 points. In high resolution there are 128,000 points. When v019 8 you use the scaling function, you ask The Designer to do a LOT of v01108 work. v01116 - Rescaling takes about 25 minutes in medium resolution and about v01128 twice that in high resolution. I v01136 - While The Designer is at work, you can follow its progress. Look v01148 at the extreme top and bottom of the screen and you will see a pair of v01158 small white dots. The dots will move from the center out when doing v01168 contraction and from the outside to the center when doing expansion. v01178 The left side of the screen is done first, then the right side. v01186 - When The Designer has finished, it will confirm with three high, v01198 short beeps. P v012 29F2 - Scale Figures ("SCL") v014 4 You should know (continued): v016 6 - Second, the image resulting from scaling won't be identical to the v017 8 image that you started with. There will be minor distortions and, v018 8 in some cases, major ones. v01106 - The distortion occurs unavoidably because the CRT used to display v01118 the image is made up of dots in rows and columns. Ultimately The v01128 Designer controls only the color of these dots, not their position. v01138 If a portion of a scaled figure falls between dots, then it cannot v01148 appear when the scaling is complete. v01166 - In effect, The Designer contracts figures by removing rows and v01178 columns of dots and then squeezing the remaining dots together. If v01188 your figure has a line drawn in a column that is removed, the line v01198 will disappear in the compressed figure. P v012 29F2 - Scale Figures ("SCL") v014 4 More about distortion: v016 6 - Figure expansion is done in a similar manner. Depending on the v017 8 degree of expansion you specify, The Designer will select rows and v018 8 columns of dots to be duplicated and will push out the figure on v019 8 the outboard side to make room. Expanded figures don't loose v01108 detail like contracted ones, but they sometimes become ragged. v01126 - Expansion and contraction work best on relatively large, simple v01138 figures which don't rely too heavily on strong horizontal and vertical v01148 lines. P v012 29F2 - Scale Figures ("SCL") v014 4 You should know (continued): v016 6 - The Designer does all expansion and contraction from the center v017 8 of the screen. v019 6 - Therefore, contraction will tend to move images toward the center v01108 and expansion will tend to move them away. v01126 - Scaling will work properly if images aren't centered on the screen v01138 but expanding an image that is substantially offcenter may result v01148 in expanding part of it off the screen and loosing that part. v01166 - In general, it is best to work with images in the middle of the v01178 screen. P v012 29F2 - Scale Figures ("SCL") v014 4 When the scaling process is complete: v016 6 - The designer will signal you with three short, high beeps. v018 6 - You may wish to touch up your figure. If so, press F1 and you v019 8 will be put back in the "NEW" mode, but without clearing the screen. v01108 The cursor will reappear in the center of the screen and you can use v01118 all the F1 commands to improve the results of the scaling process v01128 as you see fit. v01146 - Whether or not you choose to touch up your figure, you can store v01158 it either as a sprite or as a screen using F3 or F4. E c011 7 1 v012 29F5 - Retrieve Sprite ("RSP") v014 4 The Designer is capable of retrieving a sprite which it has written v015 4 on a disk, or a sprite which was otherwise written on a disk in The v016 4 Designer's format. (See the User's Manual for details.) v018 4 When you press F5, The Designer will ask you for a name (up to v019 4 8 characters). v01116 - If The Designer is unable to locate your file, it will tell you v01128 and you may press F5 again for another try. If this happens, check v01138 the spelling of the file name against the disk directory and check v01148 that you have the right disk in the right drive. v01166 - In rare cases, The Designer may not be able to load a sprite v01178 due to memory limiatations. The Designer should be able to load any v01188 sprite that it created. But a sprite created on a PC with a lot v01198 of memory may not be loadable on a PC with less memory. If The I v01208 Designer is out of memory, it will tell you. P v012 29F5 - Retrieve Sprite ("RSP") v014 4 When The Designer finds your sprite: v016 6 - If the sprite was created in medium resolution, it will ask you v017 8 for a background color. Although you specified a background color v018 8 when you originally created the sprite, backgrounds are not inherent v019 8 in sprites, so they must be re-specified each time. v01116 - It will display the sprite in the center of your screen. v01136 - Then, it will give you a cursor, located in the center of the v01148 screen. v01166 - And, it will automatically move you into the F1 process, so you v01178 modify the sprite using the cursor control keys and other commands. v01188 See the HELP screens for "NEW" if you need a command description. v01206 - You can save the modified sprite using F3 just like a new sprite, v01218 either with a new name or re-using the old name. E c014 7 4 v012 29F3 - Store Sprite ("SSP") v014 4 The "SSP" mode converts whatever is currently on the screen into a v015 4 sprite and stores it on disk. v017 4 The procedure is: v019 6 - First create a figure using F1 (NEW). It need not be final since v01108 The Designer can retrieve it from disk, allow change, and resave it. v01126 - When you enter the SSP mode four lines will appear around the edges v01138 of the screen. v01156 - Use the cursor arrows to reduce the box made by the lines to the v01168 size you want the sprite to be. v011712 moves the left vertical line to the right v011812 moves the right vertical line to the left. v011912 moves the bottom line up v012012 moves the top line down. v01218 The lines themselves will not be part of the sprite. P v012 29F3 - Store Sprite ("SSP") v014 4 Continuing the procedure: v016 6 - The motion of the lines may be slow, particularly in high res. v017 8 You can speed things up by touching any number key. The number v018 8 pressed is used as a multiplier for the speed of the lines. However v019 8 be careful since there is no way to move the lines back out. Go fast v01108 at first and slow down as you approach the actual size of your sprite. v01126 - When all is to your satisfaction, touch "G" for go. v01146 - The sprite will be created, the screen will clear, and you will be v01158 asked to type in a file name (up to 8 characters). Do not enter I v01168 a file name extension. E c011 7 1 v012 29F6 - Retrieve Screen ("RSC") v014 4 The Designer is capable of retrieving screens which have been written v015 4 either by itself or by another BASICA program using the BSAVE v016 4 statement. v018 4 When The Designer creates either a screen or a sprite and stores it v019 4 on disk, it also creates a subsidiary file using the same file name v01104 but with a .RES extension on the name. Recorded in this file is v01114 information about the resolution and color used. This is information v01124 needed to use a screen, but not stored with the screen itself by v01134 BASIC. P v012 29F6 - Retrieve Screen ("RSC") v014 4 If the screen you want to retrieve was created by The Designer, the v015 4 .RES file will be on the disk and The Designer will use it. If not, v016 4 The Designer will have to ask you to specify the resolution (hight or v017 4 medium). v019 4 In either case, of course, The Designer will ask you for a file name. v01104 If The Designer can't find your file, you will be notified and will v01114 have a chance to correct misspellings or to change diskettes. v01144 When The Designer has found your file, it will put it on the screen, v01154 supply a cursor in the center of the screen, and allow you to make v01164 changes using the commands available for new drawings. See the v01174 "NEW" help screens for further information. v01194 Modified screens may be saved just like newly-created ones. E c014 7 4 v012 29F4 - Store Screen ("SSC") v014 4 The "SSC" mode converts whatever you have drawn into a "screen" and v015 4 stores it on disk. v017 4 BASIC does not provide an efficient way to hold the screen in memory v018 4 while asking you for a name for the screen, so the screen is written v019 4 on the disk as "SCREEN.BAS". Then, after the file has been created, v01104 you are given the opportunity to rename it and the ".RES" extension v01114 file which stores resolution data for the screen. v01134 Note: IF YOU DO NOT RENAME THE FILE, YOUR NEXT USE OF THE DESIGNER v01144 TO STORE A SCREEN WILL IRRETRIVABLY ERASE YOUR WORK. E c011 7 1 v012 29F8 - Test Animation ("ANI") v014 4 Animated graphics involves the coordinated use of both screens and v015 4 sprites to create an effect or represent a situation on the user's v016 4 CRT. The Designer not only lets you create the screens and sprites, v017 4 it allows you to bring them together on the CRT for a test of their v018 4 compatability. v01104 When you press F8 to run a test animation: v01126 - You will first be asked for the name of the sprite and the name of v01138 the screen you want to use. v01156 - The screen will be retrieved and displayed and the sprite will v01168 placed in the middle of it. v01186 - You may use the cursor arrows to control motion of the sprite v01198 to assure that everything fits and looks good as a single unit. P v012 29F8 - Test Animation ("ANI") v014 4 The Designer uses the BASIC graphics "PUT" statement to place sprites v015 4 on the screen. You shoud refer to your BASIC manual to refresh your v016 4 mind about the four basic types of "PUT". v018 6 - The Designer starts off test animation using the "PSET" mode. v01106 - You can change modes at any time as follows: v011220Press "X" for the XOR mode. v011320Press "O" for the OR mode. v011420Press "A" for the AND mode. v011520Press "P" for the PSET mode. v01176 - You can leave test animation by pressing any function key. When v01188 you leave, the screen will be cleared. E c011 7 1 v012 29F7 - Add Text Characters ("TXT") I v014 4 In some applications it may be useful to include writing on the v015 4 background screens or even on the sprites. Drawing good-looking v016 4 characters with the cursor is difficult, to say the least. The v017 4 Designer, therefore, is equipped with a database of ready-formed v018 4 characters that can be called up and added to your image. v01104 The steps required are: v01126 - First create or retrieve an image. You can use a blank screen v01138 created using F1 if you like, or you can use a partially complete v01148 image at any stage in its development. v01166 - Press F7. The cursor will disappear and you will hear three short, v01178 high-pitched beeps which confirm that The Designer is ready to add v01188 text characters to your image. P v012 29F7 - Add Text Characters ("TXT") v014 4 Procedure for adding text characters (continued): v016 6 - Now press the key for the first character you want. It will appear v017 8 in the center of the screen. v019 8 - Both upper and lower case characters are available plus all of the v011010symbols appearing on the keyboard. More specifically, refer to v011110Appendix G in your BASIC manual. ASCII codes 33 through 125 are v011210permitted. v01146 - If you find that you have typed the wrong key, press the space v01158 bar and the character will go away. Then press the key for the v01168 character you do want and it will appear. P v012 29F7 - Add Text Characters ("TXT") v014 4 Procedure for adding text characters (continued): v016 6 - Now move the newly-created character into position using the v017 8 cursor arrows. v019 6 - Note that characters can be moved over other characters and over v01108 lines and colored areas without disturbing them. v01126 - When the character is in the correct place, press the key for v01138 the next character you want and repeat the process. v01156 - Only the most recently requested character is movable. If you put v01168 a charcter in the wrong place and want to move it after requesting v01178 additional characters, place the character that is currently movable v01188 on top of the incorrectly placed character and press the space bar v01198 erasing both of them. Then request the new characters you need to v01208 complete your work. P v012 29F7 - Add Text Characters ("TXT") v014 4 Procedure for adding text characters (continued): v016 6 - Use of the space bar to delete characters destroys not only the v017 8 character, but also blanks out the background under the character. v019 6 - After completing your text, you may wish to press F1 and get the v01108 cursor back to do minor repairs. The use of F1 will not cause the I v01118 screen to be cleared. E p011 THE DESIGNER THE DESIGNER p01 Handy Reference Card Handy Reference Card p011 F1 - Start a new image F4 - Store a Screen p01 - Specify resolution, background, - Requires image on screen. p01 and palette. - Cursor set to foreground color p01 - Move cursor with cursor control on entry. p01 keys. - Saves entire screen p01 - Fn sets foreground color to n. - Specify rename if desired p01 - D1, D2 defines diagonal line. F5 - Retrieve sprite. p01 - C1, C2 for circle (C1=center, - Specify name and background p01 C2=periphery). color. p01 - A1, A2, A3 define arc (A1 = - Automatic return to F1. p01 center, A2 = start of periphery,F6 - Retrieve screen. p01 A3 = end of periphery. Arc is - Specify name p01 drawn counterclockwise from A2 - Automatic return to F1. p01 to A3). F7 - Add text characters p01 - Pn paints area defined by - Requires image on screen. p010 cursor with color n. (Boundary - Cursor set to foreground color p01 defined by foregound color Fn). on entry. p01 F2 - Change Scale - Use keyboard to call one char- p01 - Requires image on screen. acter at a time. p01 - Cursor set to foreground color - ASCII 33 to 125 available. p01 on entry. - Use cursor arrows to position. p01 - En to expand. - Space bar erases. p010 - Cn to contract. F8 - Test Animation p01 - Percent change = 4*n. - Specify screen and sprite names. p01 F3 - Store a sprite. - Cursor keys move sprite. p01 - Requires image on screen. - "A" sets ADD mode. p01 - Cursor set to foreground color - "O" sets OR mode. p01 on entry. - "X" sets XOR mode. p01 - Use cursor arrows to reduce size - "P" sets PSET mode. p01 of box to size of sprite. - Reference graphics PUT in BASIC p01 - Use n to multiply speed of box. manual. p01 - Use "G" for GO to store. F9 - Return to Instructions p010 - Beep means inadequate memory. - Can be used to clear screen. p01 (box too big). F10 - Stop N c017 4 7 v012 29F1 - New Figure ("NEW") v014 4 Type "H" for High Res, "M" for Medium Res. N v016 4 In Medium Resolution: v018 6 Palette 0 allows Green, Red and Brown foregrounds: v019 6 Palette 1 allows Cyan, Magenta and White foreground" v01106 Please choose 0 or 1: N v01106 Palette is number 1. v01124 Background colors available are: v011316A = Black I = Gray v011416B = Blue J = Light Blue v011516C = Green K = Light Green v011616D = Cyan L = Light Cyan v011716E = Red M = Light Red v011816F = Magenta N = Light Magenta v011916G = Brown O = Yellow v012016H = White P = Intense White v01216 Which one do you want? N v01106 Palette is number 0. v01124 Background colors available are: v011316A = Black I = Gray v011416B = Blue J = Light Blue v011516C = Green K = Light Green v011616D = Cyan L = Light Cyan v011716E = Red M = Light Red v011816F = Magenta N = Light Magenta v011916G = Brown O = Yellow v012016H = White P = Intense White v01216 Which one do you want? N c017 1 7 v012 29F7 - Add Text Characters ("TXT") v014 4 You must have something to start with (use F1, F5, or F6) E c017 1 7 - Add Text Characters ("TXT") v012 29F7 - Add Text Characters ("TXT") v014 4 The system file containing the text characters is not on the disk. v016 4 Sorry to clear your screen, but this is a catastrophic failure. I v018 4 Do you have the right disk in the drive? Do you have The v019 4 Designer backed up? v01114 Press F10 to stop. N c017 4 7 v012 29F2 - Scale a Figure ("SCL") v014 4 There is nothing to scale. E c017 4 7 v012 29F3 -Store a Sprite ("SSP") v014 4 There is nothing to save. E c017 4 7 v012 29F3 - Store a Sprite ("SSP") v014 4 Your drawing is now a sprite. v016 4 Type in an 8-character maximum file name and hit enter. N v01104 Your sprite has been saved. E c017 1 7 v012 29F8 - Test Animation ("ANI") v014 4 Type in the name of the background screen and press enter. N v016 4 Type in the name of the sprite and press enter. N v018 4 Your screen was not found. I v01146 - Press any key to respecify drive and/or name, v01166 - Or, use any function key to escape. N v01104 Your sprite was not found. v01146 - Press any key to respecify drive and/or name, v01166 - Or, use any function key to escape. N v01124 Not enough memory for the sprite. v01146 - Press any key to respecify drive and/or name, v01166 - Or, use any function key to escape. N c017 1 7 v012 29F5 - Retrieve a Sprite ("RSP") v014 4 Type in the file name and hit enter. N v018 4 Your file has been found. v01104 The resolution is medium, so you must choose a background color. v011316A = Black I = Gray v011416B = Blue J = Light Blue v011516C = Green K = Light Green v011616D = Cyan L = Light Cyan v011716E = Red M = Light Red v011816F = Magenta N = Light Magenta v011916G = Brown O = Yellow v012016H = White P = Intense White v01216 Which one do you want? N v018 4 File not found. Do you have the right disk in the drive? v01106 - Press any key to respecify drive and/or name, I v01126 - Or, use any function key to escape. N c017 1 7 v012 29F6 - Retrieve a Screen ("RSC") v014 4 Type in the file name and hit enter. N v018 4 File not found. Do you have the right disk in the drive? v01106 - Press any key to respecify name, v01126 - Or, use any function key to escape. N c017 4 7 v012 29F4 - Save Screen ("SSC") v014 4 There is nothing to save. E c017 4 7 v012 29F4 - Store a Screen ("SSC") v014 4 Your screen has been stored under the directory name "SCREEN.BAS". v016 4 If you wish, you may rename it without stopping The Designer by v017 4 typing in a file name now (maximum 8 characters). v019 4 If you prefer to leave the file untouched for now, simply touch the v01104 enter key. v01124 WARNING: IF YOU DO NOT RENAME OR MOVE YOUR SCREEN, YOUR NEXT USE OF v01134 THE SCREEN SAVE ROUTINE (F4) WILL ERASE THIS SCREEN IRRETRIEVABLY. N v012 29F8 - Store Screen ("SSC") v014 4 Screen has been stored. E v012 29F8 - Store Screen ("SSC") v018 4 Your name is in use, v01106 - Type in a new file name, v01126 - Press enter to avoid renaming, I v01146 - Or press any function key to escape. N c017 4 7 v012 29F4 - Store a Screen ("SSC") v014 4 Your disk is full and, unfortunately, your screen is lost. v016 4 Substitute a fresh, formatted disk, or erase or transfer some files v017 4 from the disk you are using, and try again. E c017 4 7 v012 29F4 - Store a Screen ("SSC") v014 4 Your disk is full. There was adequate room to save your screen, but v015 4 is not adequate room to rename it. v017 4 Provide a new diskette before saving any other figures. E