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- (C) D.Odd Oct 1993
-
- B L A C K B O A R D V 1.0 --- Users Manual
- --------------------------
-
- ABOUT THIS DOCUMENT
- -------------------
-
- This document is organised so that the further you go through it
- the less general the information becomes. Try to read through the first
- few sections at least before you rush in, get frustrated, and have to come
- back and read it anyway. These bits deal with setting up, registration and
- general use.
- The further on bits in the document are more reference-like for when
- you want to use a particular function.
-
- IDEOLOGY
- --------
-
- I have a dream. Because of the way this program is written, it's
- easy for anyone out there to write new modules and expand the system. In
- this way, if the program gets a wide enough user base - literaly hundreds
- of new functions could be written by other users. These could be produce a
- large library of functions in the public domain which would provide a
- constantly expanding and improving system.
- In short it COULD provide, by pooling the resources of everyone out
- there, a system more powerfull, more flexible, more customisable and most
- importantly far CHEAPER than the expensive commercial options on offer.
-
- INTRODUCTION
- ------------
-
- BlackBoard is an image proccessor written specifically for the AGA
- chip-set machines. The system requirements are 2 floppy drives (or a hard
- drive), and at least a meg of memory. Idealy you should also have a bit
- more memory and the AGA chip-set.
-
- * The program is freely distributable. Providing this document is *
- * distributed with it. If you don't like it please DELETE it and be done *
- * with it. If you DO like it and find it useful then please send me the *
- * registration fee and you will become a legal registered user and will *
- * get a whole load of goodies through the post (see the section entitled *
- * 'REGISTRATION') *
-
- The program is formed by a number of disk-based modules which are
- run as required. This means that almost every aspect of the program can be
- upgraded and improved without having to re-write the whole thing. It also
- means that anyone can write their own add-on modules (e.g. Loaders,
- Displayers, filters etc.) providing they stick to certain guidelines
- (see 'REGISTRATION')
-
- BlackBoard can load in pictures. It can manipulate them in a
- variety of ways, and then it can display them in a number of different
- display modes as well as saving the picture to disk.
-
- N.B I apologise for the speed at which you can load in IFF pictures. I`m
- currently working on an assembly-language written version to replace it -
- which will be supplied with REGISTRATION.
-
- SETTING UP
- ----------
-
- The first time you run BlackBoard you must select the type of chip
- set you have. If you have any machine with the AGA chip set (e.g. A1200,
- A4000 or A5000) then run the file entitled '24bit_Amigas'. Otherwise
- run the program called '12bit_Amiga'.
-
- Each time before you run the program, the program INIT must be
- executed. This can be done either through a startup-sequence or you can
- just double-click on it's icon. This sets up a number of system variables.
- When you run it it may ask you to insert 'BBoard:'. This is simply
- checking if the 'volume' already exists. Simply click on CANCEL and the
- program will assign it to the RAM disk.
- You can then run the main program - BLACKBOARD
-
- RUNNING IT
- ----------
-
- While using the program you must keep the disk 'BlackBoard:' in the
- drive at all times. This is because it contains all the functions and
- filters and stuff which you can use. If you take it out the program can't
- find what it wants (say the program which displays the picture) and so can't
- do what you want. To get round this there are two alternatives. Firstly
- if you have oodles of ram, you can move ALL the files onto the RAM: disk,
- TAKE THE ORIGINAL DISK OUT, and enter the command (e.g. use Shell) 'Assign
- BlackBoard: RAM:'.
- Secondly if you have a HARD DRIVE you can again move the files across,
- TAKE THE ORIGINAL DISK OUT, and enter the command 'Assign BlackBoard: DH0:'
-
- REGISTRATION
- ------------
-
- If you like this program and use it AT ALL, please register with me. In
- return you will receive an updated copy of the program and modules,
- but you will also get a load of goodies which I couldn`t fit on this
- disk. In brief you get...
-
- i) A disk FULL of additional stuff to help you get going.
- The extra stuff includes...
- - A new display function which allows users with ALL
- chip sets to display pictures in 128 shades. WOW!
- (Wasn't fully de-bugged and so wasn't put on this disk)
- - New Modules to perform new functions including FLIP, ARC
- PALETTE, PIXELATE, INVERSE, QUANTISE
- - New loaders/savers for new formats (including the only (as far
- as I'm aware) the only Archimedies format loader on the Amiga,
- and a new faster Load_ILBM module)
- - New textures (e.g. rock, wood and more)
- - Half a dozen more dithers.
-
- ii) Information on how YOU can write your own functions and
- stuff, with ANY programing language you like.
- PLUS information about how to move the files about and use
- different ways of storing the data. e.g. Store the data on your
- harddrive or carddrive instead of in memory. (Virtual Memory)
- PLUS assistance with any problems that you may encounter with
- any aspect of the program.
- PLUS information on how to customize and optimize your system.
-
- iii) New modules and updates on any bits of the program AS THEY
- ARE WRITTEN. These will be posted to you or be released
- in the PD market (they will only work on registered versions
- of the program)
-
- This stuff is what is available AT THE MOMENT (October '93). Any
- additional stuff will be added to this list and supplied to registered
- users.
- Features not finished YET, but which should be done soon are
- JPEG file support, ARexx control, and a warping and morphing
- module.
-
- And the price?
- Well 10 pounds sterling (or rough equivalent) that's all. However if
- you happen to be a student, unemployed or an OAP the price becomes
- slashed to a measly 5 pounds sterling - no proof required I'm just
- gonna have to trust you.
- Please make any cheques payable to D.Odd, and send the dosh to..
-
- D. Odd
- 68 Gooding Ave.,
- Braunstone,
- Leicester,
- LE3 1BQ,
- England.
-
- Notes
- -----
-
- If you write any modules, have any textures, dithers, upgrades etc., and you
- think others may have any use for them, please send them to me. When I get
- enough for a disk I'll be able to supply a compilation of them to the
- registered users (along with any upgrades/new stuff I write myself). This way
- I hope to be able to keep the program going with fresh ideas and more
- powerful developments. If everyone who can helps out, there is no reason
- why we can't jointly develop a very powerful tool at a fraction of the cost
- of certain commercial packages - And a tool which is constantly changing to
- meet new fads, demands, file structures, etc.
-
-
- INSTRUCTIONS FOR USE
- --------------------
-
- BASIC STUFF
- -----------
-
- Along the top of the window you will see a number of buttons. With
- 2,4,8,16 etc. on them. These control how the pictures will be displayed.
- These select the amount of colours you want the picture to be rendered in.
- These range from 2 to 256. Three other modes are available, HAM,
- HAM8 and EHB. HAM and HAM8 allow 4096 or 256,000 colours to appear on screen
- simultaneously, whereas EHB allows 64 colours to be used - although only
- half can be defined independently.
- 'But why don't you use the 64 colour button?' I hear you cry. Well
- machines before the A1200 (the 12bit_Machines) can only use 2,4,8,16,32,HAM
- and EHB modes. So even if you've get an AGA machine you may want any output
- produced to work on these earlier machines.
-
- Next are three button, 'Dither', 'HiRes' and 'Lace'. The first
- controls whether or not the program uses dithering routines when it renders
- the picture. See the 'Chnge Dither' button for more information. The other
- two buttons simply control how the screen is displayed.
-
- N.B. On the older machines ('12_Bit') you can only have HiRes in 2,4,8 or 16
- colours.
-
- THE MAIN BUTTONS
- ----------------
-
- Beneath and to the right are the main features, which are listed below...
-
- Load - This will load in from disk a new picture, using the default loading
- module (normally IFF - the same file as 'Deluxe Paint' and 'Photon
- Paint' use). See below for changing the format.
-
- Save - This will save to disk the currant picture, using the selected
- routines for displaying and saving.
-
- Picture Info - This will tell you about the picture and the currently
- selected options.
-
- Chnge Dither - This button allows you to change the way in which (if
- requested) the program will dither a picture.
- Fundamentally there are two types supported, either mapping
- or Floyd (error distribution). If you select the 'Floyd'
- method NONE of the other options apply. If you choose mapping,
- you have to choose a mapping style (three are supplied) and
- an intensity. This intensity controls how much the mapping
- pattern is applied to the picture, the higher the function
- the more dithering. A value will be suggested for the currant
- amount of colours. This value is ignored if the picture is
- grey-scale.
-
- RGB Control - Basic at the moment. Colour images can be separated by a
- number of different methods one way (and the only way that
- the program supports at the moment) is to split it up into
- red, green and blue components.
- This function allows you choose each bit and change it
- independently.
-
- Palette - Generates the 'best' colours for the currant data. This is NOT
- run separately when you alter the picture. If you change the
- pictures colours (except using the sliders at the bottom of the
- display, or the edit mapping routine) you may need to run this.
-
- Display - Displays the picture using the currant display options.
-
- Preview - As above but uses faster (and less accurate) routines.
-
- Sub Prog - Allows you to run a module or sub-prog which doesn't appear on
- the gadgets. Just select the name of it, and click on RUN.
-
- Quit - Quits the program. If you ask for the data to be deleted you will
- have to run INIT before re-loading BlackBoard. However if you don't
- you can simply re-load with all the data still present.
-
- Beneath these system gadgets are 5 sliders. These control the contrast,
- brightness, red, green and blue contents of the picture. They don't effect
- the picture directly; the displaying routines calculate effects as they draw
- it up - and therefore there is no need to re-calculate the palette if they
- are changed (or indeed if the number of colours selected is altered).
-
- To the left are the filters and effect which can be run from the program.
- The important ones have a button to themselves, and the rest are present in
- the box. They can be scrolled up and down with the correct buttons, and run
- by clicking on the 'RUN' button.
-
- They are all listed below, and what they do. But first... How you enter info
- to them.
-
- DATA ENTRY
- ----------
-
- Each subprog can ask for a number of different types of data. The main
- program will gather these and then pass them on to it. In this way writing
- your own modules is much easier as you don't have to worry about the front
- end.
- Anyway, any information which is requested BY the subprog will be asked for
- by a set of buttons which appear in the middle of the screen. These will
- be of a number of sorts, all of which should be easy enough to work out
- (I hope).
-
-
- THE SYSTEM ROUTINES
- -------------------
-
- If you want to change any of the system routines simply go up to the
- pull-down menu at the top of the screen and select the one you wish to
- change, and the select the one you want from the choice listed. Each
- program does the same thing (e.g. They all calculate the palette, or they
- all load an image) but they do it in a different way. (e.g. Different loaders
- may load pictures which are saved in different formats)
-
- THE SYSTEM MODULES
- ------------------
-
- Loaders
- -------
-
- Load_ILBM - This is the default. Will load in IFF (ILBM) pictures. Up to
- 256 colours, or 8/24 bit files.
-
-
- Load_Sculpt_File - Sculpt files are uncompactable, contain no structure
- (width, height etc.) information and are saved (if in
- colour) as three different files. Most filters which
- load in files will however expect them to be in sculpt
- format.. Why?
- Because it's easy to read, easy to calculate where
- specific pixels will be in the files and requires no
- computation to convert into 8 or 24 bit files. They
- therefore are easy, quick and memory (RAM not disk)
- efficient.
- Because they have no picture information you must type
- in the width of the file and if it is colour (three
- files .red, .gre and .blu) or greyscale (just the one).
- This is done so you can load in say a .red file as a
- grey-scale and manipulate it separately.
-
-
- Savers
- ------
-
- Save_ILBM - Saves out currant screen (colours, palette, width etc.) as an
- IFF file, which can be loaded into almost every Amiga art
- package.
-
- Save_Sculpt_File - This saves the picture as a sculpt file. Data about the
- picture is NOT saved, and the width is required when you
- reload. So it's best to save the picture as something
- like "MyPicture(320)" where the '320' is the width. Colour
- images will be saved as 3 files, each one with a suffix.
- i.e. Filename.red, Filename.gre and Filename.blu.
-
- Palette routines
- ----------------
-
- Palette12 - This calculates the colours, but only to a resolution of 12
- bits (4096 colours).
-
- Palette18 - As above but a bit slower. The colours chosen are also
- accurate to 18 bits (265,000 colours).
-
- Displayers
- ----------
-
- Firstly there are two types of displayers;- grey-scale ones and colour ones.
- Only one proper grey-scale one is provided, so you don't have a lot of
- choice there - but this does everything anyway so it doesn't matter. Of the
- colour ones there are 3 proper ones, and two which is only really of use as
- previewers.
- The HAM and HAM8 routines used by Display12 are different from the others
- ONLY in that they use less memory by accessing the data files while drawing
- up the picture, they are therefore slightly slower.
-
- Routine Accuracy Dither Speed Other info.
- -------------------------------------------------------
- Display12 12 bits Not Floyd Medium Low memory needs memory than Display 12 or Display 24
- Display15 15 bits YES Medium
- Display24 24 bits YES Slow
- HAM routine 24 bits Not Floyd Medium Routine in Display15 used
- HAM8 "" 24 bits Not Floyd Slow Routine in Display15 used
- Preview12 12 bits NO Fast Low memory needs
- Preview18 18 bits NO Fast Low memory needs
- GreyDisplay 24 bits YES Fast
-
- The previewer's (Preview12/Preview18) will display all pictures (ignoring
- the number of selected colours) in HAM/HAM8,16/256 grey-scale mode using a
- fast routine. Very useful throughout the development to see how the
- pictures going.
-
- USER MODULES
- ------------
-
- Double_Or_Half - These double or half the picture. They don't just
- double the pixels, but work on the image to prevent
- a 'blocky' look. If you WANT a 'blocky' look use SCALE.
-
- Edge_Enhancer - Will either outline of enhance a picture. If you choose
- to enhance the picture then the value entered affects how
- pronounced this enhancement is. 0 will produce the most
- amount of edge enhancement, the bigger the number the
- less noticeable the effect.
-
- Smooth_Filter - Smooths the image. Asks for a threshold value. This will
- only smooth two pixels together if they are closer than this
- value in intensity. Therefore, in the case of a picture of
- a person; it cam be used to smooth the skin, and it will
- smooth the lips, but will not smooth the lips into the
- skin. It therefore retains sharp lines, but smooths out
- gradients. Very useful for converting old 12 bit images
- into 24 bits. (Value is between 0 (smooth nothing - a bit
- pointless) and 255 (smooth every thing - also pointless
- as `Reduce_Noise` does this faster and better))
-
- Reduce_Noise - Provides two routines to 'smooth' and reduce noise in the
- picture.
-
- Emboss_Image - Creates the impression that the image is three dimensional.
-
- Composite_Load - This will load in another picture (Sculpt format) and
- merge it into the picture presently in memory. To do this
- it needs three pieces of information. Firstly the
- filename and it's size. Secondly it needs the percent of
- which to merge (0-100%). If this is 100% the new picture
- will totally replace the old one; if it's 50% they will
- mix 50-50.
- Thirdly it needs a threshold value. This value tells the
- computer what bits of the image to merge, and what to
- make 'see-through'. If the pixels' value is beneath the
- threshold then the new image is deemed to be 'see-through'
- e.g. The value can be between 0 and 255. If you enter
- 1 - Everything on the new image will used, except when
- it's colour is black, then it will be transparent.
-
- Finally position the new image on the old one and click on
- 'Load & Mix'.
-
- N.B. Colour images can't be mixed with grey-scale pictures and vice-versa.
-
- Shade - This also requires a sculpt picture (this time it must be
- grey-scale); but instead of mixing the file into the present one,
- its used to control the intensity of the present image.
- If the file loaded contains a pixel of 128 (middle grey), then the
- pixel this maps onto remains the same, if it gets lower, it darkens
- the pixel, and higher it brightens it.
- You don't need to place the image on the page because it will be
- used in a mosaic-like way to effect the entire picture.
- This function can be used for two reasons. Firstly it can be used
- to highlight an area (e.g. Fade the picture to darkness as it
- reaches the edge of the screen) - or it can be used to 'texture'
- pictures.
- See the example pictures to see how this works.
-
- Colour<-->Grey - Converts a 24 bit (colour) image into and 8 bit
- (grey-scale) image. And vice-versa
-
- Crop_Image - This allows you to cut out a segment of a picture and work
- with that.
-
- Scale_Image - Simply change either the actual length or the factors, and
- then click on 'Scale' to change the size of the image.
-
- Mapping - Here you can either set the map, or alter it.
- Setting the map involves permanently altering the picture
- data in so that it's actually stored in the similar way
- to how its displayed (i.e. Brightness, contrast, mapping
- red, green, blue etc.)
- altering the mapping...
- The images are stored as values from 0-255. Where 0=black,
- and 255=max red/green/blue/white.
- You can change this relationship. The graph displayed
- shows the distribution of colours. Fashion the graph
- anyway you want, and then click at the bottom. 'Default'
- will return your mapping to the simply linear relationship.
- You can also 'bend' the graph up and down by using the
- appropriate buttons.
-
- Edit_Palette - The palette created by the palette selector can here be
- modified.
-
- Rectangle - Allows you to colour in rectangular areas of the picture.
-
- Change_Range - The pictures are stored as a block of data, with each red,
- green, blue or grey point being stored as a number between
- 0 and 255. This program will show you the min and the max
- values found in all the data and allow you to scale it
- accordingly.
-
- -----------------------------------
- Byeeeeee
-
- P.S. If you have any comments, request, advice etc. please feel free to
- get in touch with me (see above for my address)
- P.P.S. If anyone out their knows anything about the JPEG file format, has
- source code for it utilization or ANYTHING, PLEASE, PLEASE, PLEASE get in
- touch.
-
-
-