home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.barnyard.co.uk
/
2015.02.ftp.barnyard.co.uk.tar
/
ftp.barnyard.co.uk
/
cpm
/
walnut-creek-CDROM
/
ENTERPRS
/
C128
/
GFX
/
GFXWHIZ5.SFX
/
gfx whiz.docs
next >
Wrap
Text File
|
1990-02-12
|
12KB
|
297 lines
╟╞╪ ╫HIZ 5 ╔NSTRUCTIONS!
BY: ─ARREK ╦AY
╟RAPHICS ╫HIZ ╒SERS ╟UIDE
╟RAPHICS ╫HIZ WAS DESIGNED WITH THE THOUGHT THAT NEW
USERS WOULD GROW ATTACHED TO IT IMMEDIATELY DUE TO THE EASE
OF ITS USE. ╔T IS USER FRIENDLY AND HAS SEVERAL MENUS TO
HELP CREATE YOUR GRAPHIC. ╘HESE INSTRUCTIONS ARE WRITTEN TO
AID THE NEW USER THROUGH THE FIRST COUPLE OF USES SINCE
PERSONAL TECHNIQUES QUICKLY DEVELOP WHEN DRAWING GRAPHICS.
╥UNNING ╟RAPHICS ╫HIZ:
1. ╔NSERT THE ╟RAPHICS ╫HIZ ─ISK CONTAINING THE FOLLOWING
FILES: ╟RAPHICS ╫HIZ, ╟RAPHICS ╫HIZ.ML, ╟RAPHICS ╫HIZ.I
2. ═AKE SURE YOU ARE IN 128 MODE. ╔F NOT, PRESS THE
RESET BUTTON ON THE RIGHT SIDE OF THE COMPUTER NEXT TO THE
POWER SWITCH.
3. ═AKE SURE YOU ARE IN 80 COLUMN MODE. ╔F YOU ARE ON
THE 40 COLUMN SCREEN, DEPRESS THE 40/80 BUTTON AND THEN
PRESS THE ┼╙├ KEY WHICH IS IN THE UPPER LEFT-HAND CORNER
OF THE KEYBOARD, THEN PRESS THE 'X' KEY. ╙WITCH YOUR
MONITOR TO 80 COLUMN MODE IF NEEDED.
4. ┘OU ARE NOW READY TO START THE ╟RAPHICS ╫HIZ PROGRAM.
╘YPE: ╥╒╬ "GRAPHICS WHIZ"
╟RAPHICS ╫HIZ WILL LOAD AND RUN. ╘HE TITLE SCREEN WILL
APPEAR AFTER A SHORT WHILE. ╘HE MAIN EDITING MENU WILL ALSO
APPEAR. ┴T THIS POINT YOU CAN ENTER THE EDITOR, CLEAR THE
SCREEN, LOAD ANOTHER GRAPHIC, SAVE YOUR CURRENT GRAPHIC,
EXECUTE A BLOCK COMMAND, SET UP THE TRAIL SEQUENCE, OR
QUIT.
┼DITING:
╞UNCTIONS:
┼DITING A GRAPHIC IS VERY SIMPLE. ┘OU CAN USE ALL OF
THE KEYBOARD CONVENTIONS THAT THE ├OMMODORE 64 CAN USE.
╘HAT IS, YOU CAN USE THE CURSOR KEYS, NUMERIC KEYPAD, AND
REGULAR KEYS. ╘HE ├┴╨╙ ╠╧├╦ KEY WORKS AS USUAL AND YOU'LL
NOTICE A LINE AT THE BOTTOM OF THE SCREEN TELLING YOU THAT
╞1 WILL TURN ON--AND ╞2 OFF--THE UNDERLINE ATTRIBUTE. ╞3/╞4
TURNS ON/OFF THE FLASH ATTRIBUTE. ╞5/╞6 TURNS ON/OFF THE
TRAIL SEQUENCE. ┴LSO, THE ┼╙├ KEY WILL ┼╙├APE TO THE MAIN
EDITING MENU.
╔F YOU WANT TO CHANGE FROM ╒╨╨┼╥├┴╙┼/╟╥┴╨╚╔├╙ MODE TO
LOWERCASE/UPPERCASE MODE OR VICE VERSA, HOLD DOWN THE
├OMMODORE KEY (╔T'S THE KEY THAT LOOKS LIKE ├=) AND PRESS
THE ╙╚╔╞╘ KEY ONCE. ╘HE STATUS LINE WILL CHANGE CASE TO
SHOW WHICH CHARACTER SET THE NEXT CHARACTER WILL COME FROM
╙EVERAL OTHER KEYS HAVE SPECIAL FUNCTIONS. ╘HE ╘┴┬ KEY
WILL MOVE 5 CHARACTERS TO THE RIGHT, AND ╙╚╔╞╘ED ╘┴┬ WILL
MOVE 5 CHARACTERS TO THE LEFT. ├╠╥/╚╧═┼ WILL MOVE YOU TO
THE UPPER LEFT-HAND CORNER OF THE SCREEN AND ╙╚╔╞╘ED ╥┼╘╒╥╬
WILL PUT THE CURSOR AT THE START OF THE NEXT LINE. ╘HE
╔╬╙╘/─┼╠ KEY WILL DELETE ONE CHARACTER TO THE LEFT OF THE
CURSOR AND MOVE THE CURRENT LINE LEFT ONE SPACE AND ╙╚╔╞╘ED
╔╬╙╘/─┼╠ WILL MOVE THE CURRENT LINE ONE SPACE TO THE RIGHT
UNTIL IT REACHES THE RIGHT EDGE OF THE WINDOW.
┼NTERING ╟RAPHIC ├HARACTERS:
╟RAPHIC CHARACTERS CAN BE ENTERED FROM THE KEYBOARD BY
USING LETTERED KEYS IN COMBINATION WITH THE ├= (├OMMODORE)
KEY OR THE ╙╚╔╞╘ KEY. ╘HE LITTLE BOXES ON THE FRONT OF THE
KEYS ARE THE GRAPHIC CHARACTERS THAT THE ├OMMODORE COMPUTERS
SUPPORT. ╘HE LEFT BOX CAN ALWAYS BE ACCESSED BY HOLDING
DOWN THE ├= KEY AND PRESSING THE CORRESPONDING LETTER KEY.
╔F YOU WANT THE GRAPHIC CHARACTER FROM THE RIGHT BOX,
HOWEVER, YOU NEED TO BE IN THE ╒╨╨┼╥├┴╙┼/╟╥┴╨╚╔├╙ MODE AND
USE THE ╙╚╔╞╘ KEY.
├HANGING ├OLORS:
╔F YOU WANT TO CHANGE THE COLOR OF THE TEXT YOU ARE
PRINTING, LOOK AT THE LABELS ON THE FRONT OF THE FIRST EIGHT
NUMBER KEYS AND PICK YOUR COLOR. ╔F THE COLOR YOU WANT IS ON
THE TOP OF THE KEY, HOLD DOWN THE ├╧╬╘╥╧╠ KEY AND PRESS THE
CORRESPONDING NUMBER KEY. ╔F THE COLOR YOU WANT IS ON THE
BOTTOM, HOLD DOWN THE ├= KEY AND PRESS THE CORRESPONDING
NUMBER KEY. ╘HE SELECTED COLOR WILL ALWAYS BE SHOWN TO YOU
BY THE COLOR OF THE STATUS BAR AT THE BOTTOM OF THE SCREEN.
├URSOR KEYS:
╘HE CURSOR KEYS ARE SELF-EXPLANATORY, BUT THERE ARE
TIMES WHEN THE OLD-STYLE CURSOR MOVEMENT KEYS ARE EASIER TO
USE. ╘HEY ARE LOCATED UNDERNEATH THE ╥┼╘╒╥╬ KEY. ╘HE LEFT
ONE CONTROLS UPWARD/DOWNWARD MOTION AND THE OTHER CONTROLS
LEFTWARD/RIGHTWARD MOTION. ╫ITHOUT A ╙╚╔╞╘ KEY THE CURSOR
KEYS WILL MOVE THE CURSOR EITHER DOWN OR RIGHT. ╫ITH THE
╙╚╔╞╘ OR ├= KEY, THEY WILL MOVE THE CURSOR UP OR LEFT.
╥EVERSE ╓IDEO:
╫HEN YOU WERE CHANGING COLORS EARLIER, YOU PROBABLY
NOTICED THE 9 AND 0 KEYS. ├╧╬╘╥╧╠-9 (╚OLD DOWN ├╧╬╘╥╧╠ AND
PRESS 9) TURNS ON THE REVERSE VIDEO ATTRIBUTE AND ├╧╬╘╥╧╠-0
TURNS IT OFF. ╥EVERSE VIDEO COMES IN HANDY FOR SEVERAL
THINGS. ╔T ALLOWS YOU TO FILL EMPTY SPACE WITH A COLOR
OTHER THAN BLACK. ╘URN ON THE REVERSE ATTRIBUTE AND PRESS
THE SPACE BAR SEVERAL TIMES. ╘HE REVERSE ATTRBUTE MAKES THE
SPACES APPEAR AS COLORED BLOCKS INSTEAD OF BLANK SPACES.
╘RY THE REVERSE ATTRIBUTE ON SEVERAL OTHER KEYS. ╔T IS
ESPECIALLY USEFUL WHEN USING THE SLANTED TRIANGLE SHAPES
WHICH ARE LOCATED ON ├= ┴STERISK AND ╙╚╔╞╘-┼NGLISH ╨OUND.
╫INDOWS:
┴NOTHER FEATURE OF ╟RAPHICS ╫HIZ IS THAT IT HAS TWO
EDITING WINDOWS. ╘HAT MEANS YOU CAN LOAD ONE GRAPHICS FILE,
GO TO A COMPLETELY DIFFERENT EDITING WINDOW AND COME BACK
LATER TO FINISH THE FIRST GRAPHIC. ╘HE ┴╠╘ KEY CAN BE
PRESSED AT THE MAIN MENU, BLOCK MENU, OR IN EDITING MODE TO
SWITCH FROM ONE WINDOW TO THE OTHER. ╘HE NUMBER AT THE
BOTTOM LEFT OF THE SCREEN INDICATES WHICH WINDOW YOU ARE
CURRENTLY EDITING.
╠OADING A PREVIOUSLY SAVED GRAPHIC:
╟RAPHIC FILES COME WITH THE ╟RAPHICS ╫HIZ PROGRAM TO
DEMOSTRATE SOME OF ITS FEATURES. ╘O LOAD IN A PREVIOUSLY
SAVED FILE, PRESS ┼╙├ TO GO TO THE MAIN EDITING MENU.
╨RESSING ╠, WHICH STANDS FOR ╠OAD, WILL PROMPT YOU FOR A
FILENAME. ╔F THE ╟RAPHICS ╫HIZ DISK IS STILL IN THE DISK
DRIVE, ENTER: (GRAPHICS WHIZ.I). ┘OU ARE NOW PROMPTED FOR A
DRIVE NUMBER. ─RIVE NUMBERS ARE RANGED FROM 8 TO 15. ┼NTER
8 SINCE THE GRAPHIC FILE IS ON THE ╟RAPHICS ╫HIZ DISK IN THE
FIRST DISK DRIVE. ╘HE GRAPHIC SHOULD LOAD AFTER YOU PRESS
╥┼╘╒╥╬. ╔F IT DOESN'T LOAD, MAKE SURE YOU HAVE THE CORRECT
DISK IN THE FIRST DISK DRIVE AND REPEAT THE PROCEDURE.
╙AVING YOUR GRAPHIC FOR LATER USE:
╫HEN YOU FINISH DRAWING YOUR PICTURE OR WRITING YOUR
MESSAGE, YOU WILL PROBABLY WANT TO SAVE THE SCREEN TO LOAD
IN LATER OR GIVE TO SOMEONE ELSE. ╘HE SAVE OPTION ON THE
MAIN EDITING MENU PROVIDES THAT CAPABILITY.
╞IRST, FIND THE BOTTOM OF YOUR GRAPHIC. ╘HAT IS, PLACE
YOUR CURSOR ON THE LAST LINE OF THE SCREEN THAT YOU WANT
SAVED FOR LATER. ╬OW LOOK AT THE ROW INDICATOR AT THE
BOTTOM OF THE SCREEN. ╫RITE DOWN OR REMEMBER THIS NUMBER
FOR LATER. ╬EXT, PRESS THE ┼╙├ KEY AND ENTER ╙ FOR ╙AVE.
┘OU ARE PROMPTED FOR A FILENAME. ╘HIS FILENAME CAN BE ONE
TO SIXTEEN CHARACTERS LONG USING ANY LETTER, NUMBER, OR
SYMBOL EXCEPT FOR THE " : ; * OR ? KEYS. ╘HESE KEYS HAVE
SPECIAL MEANING TO THE OPERATING SYSTEM OR THE DISK DRIVE
AND MAY CAUSE THE LOSS OF YOUR GRAPHIC SCREEN.
┴FTER ENTERING THE FILENAME YOU WANT TO USE, ENTER THE
DRIVE NUMBER, USUALLY DRIVE 8, AND PRESS ╥┼╘╒╥╬ AGAIN. ┘OU
ARE NOW PROMPTED FOR THE LAST LINE THAT YOU WANT TO SAVE.
┼NTER THE NUMBER THAT YOU WROTE DOWN A LITTLE BIT AGO AND
PRESS ╥┼╘╒╥╬. ╘HE DISK DRIVE SHOULD START UP AND SAVE YOUR
GRAPHIC. ┘OU CAN VERIFY THIS BY RETURNING TO THE EDITOR,
PRESSING THE ┴╠╘ KEY AND LOADING YOUR GRAPHIC INTO THE
SECOND WINDOW.
┬LOCK ├OMMANDS:
┬LOCK COMMANDS ALLOW YOU TO MARK RECTANGULAR AREAS IN
THE WINDOW FOR EXTENDED EDITING. ┴FTER MARKING A BLOCK, THE
AREA INSIDE CAN BE MANIPULATED IN SEVERAL WAYS. ╔T CAN BE
COPIED, MOVED, OR HAVE ANY OF THE ATTRIBUTES CHANGED.
┬EFORE ANYTHING CAN BE DONE, YOU NEED TO MARK A BLOCK, SO IF
YOU ARE IN THE EDITOR, PRESS ┼╙├ ┬ ═. ╘HAT TAKES YOU TO THE
MAIN EDITING MENU, SELECTS BLOCK COMMAND, AND FINALLY
SELECTS ═ARK A BLOCK.
╧NCE YOUR BLOCK IS MARKED, YOU CAN "TAKE A PICTURE" OF
IT BY PRESSING ╥ FOR ╥EAD. ┘OUR BLOCK WILL BE READ INTO
MEMORY IN CASE YOU WANT TO BRING IT BACK LATER. ┘OU CAN
VERIFY THIS BY GOING TO THE SECOND EDITING WINDOW, PRESSING
┼╙├ ┬ ╙, SELECTING A NEW UPPER LEFT-HAND CORNER FOR THE
BLOCK, AND PRESSING ╥┼╘╒╥╬ TO ╙TAMP IT THERE. ╘HIS FEATURE
ALLOWS YOU TO COPY OR MOVE AN AREA OF YOUR GRAPHIC TO ANY
PART OF EITHER WINDOW
╔F YOU'VE DRAWN A PICTURE BUT DON'T LIKE THE COLORS YOU
USED, YOU DON'T HAVE TO RE-DRAW THE ENTIRE PICTURE WITH THE
NEW COLOR. ╔NSTEAD, YOU CAN MARK OFF THE AREA THAT HAS THE
WRONG COLOR, SELECT ┴TTRIBUTE (┴) FROM THE BLOCK MENU, ├OLOR
(├) FROM THE ┴TTRIBUTE MENU AND PRESS THE CORRESPONDING
COLOR KEYS FOR THE COLOR YOU WANT TO REPLACE. ╔F YOU WANT
EVERY COLOR IN THE BLOCK CHANGED, PRESS 'A'. ╬EXT, ENTER
THE CORRESPONDING COLOR KEYS FOR THE NEW COLOR. ┘OUR BLOCK
WILL IMMEDIATELY TAKE ON THE NEW COLORS. ╘HIS PROCESS CAN
BE REPEATED AS MANY TIMES AS WANTED ON A MARKED BLOCK.
╧NE OF THE MOST DISTRACTING FEATURES OF GRAPHICS EDITING
IS HAVING A SECTION OF YOUR SCREEN FLASH WHILE TRY TO FINISH
A GRAPHIC. ╔T CAN RUIN YOUR CONCENTRATION. ╔NSTEAD OF
DRAWING THE GRAPHIC WITH THE FLASH ATTRIBUTE ON, TRY DRAWING
THE ENTIRE GRAPHIC FIRST AND MARKING THE AREA AS A BLOCK TO
EDIT. ╘HEN SELECT ┴TTRIBUTE FROM THE BLOCK MENU, AND THEN
╞LASH FROM THE ATTRIBUTE MENU. ┘OU ARE NOW PROMPTED TO ╙ET
(TURN ON), ├LEAR (TURN OFF), OR ╘OGGLE THE FLASH ATTRIBUTE.
╘OGGLE WILL MAKE THE FLASH ATTRIBUTE OPPOSITE OF WHAT IT IS
FOR EACH CHARACTER IN THE BLOCK, ╙ET WILL TURN ON THE
ATTRIBUTE FOR EVERY CHARACTER, AND ├LEAR WILL TURN OFF THE
ATTRIBUTE FOR EACH CHARACTER. ╘HIS MENU WORKS THE SAME FOR
THE UNDERLINE, AND REVERSE ATTRIBUTES AS WELL.
╘HE ├LEAR BLOCK COMMAND WORKS THE SAME AS THE MAIN
EDITING MENU'S ├LEAR COMMAND BUT ONLY CLEARS THE INSIDE OF
THE BLOCK, WHILE THE MAIN ├LEAR WIPES OUT THE ENTIRE
WINDOW.
╘HE ╙TAMP COMMAND ALLOW YOU TO PUT THE SNAPSHOT BLOCK
THAT YOU READ IN EARLIER ONTO ANOTHER PART OF THE CURRENT
WINDOW OR EVEN INTO THE OTHER WINDOW. ╔T WILL MAKE SURE YOU
DON'T STAMP IT OUT OF THE SAVE AREA, SO PUT IT ANYWHERE YOU
WANT. ┘OU CAN EVEN HIT ┴╠╘ AT THIS POINT.
─╧╙:
╘HIS COMMAND IS ADDED SO YOU CAN DO SOME GENERAL
HOUSEKEEPING OF YOUR DISKS WHILE RUNNING ╟RAPHICS ╫HIZ. ╔F
YOU DO NOT HAVE A 40 COLUMN MONITOR, JUST PRESS [╥╒╬/╙╘╧╨]
TO BRING BACK THE MAIN EDITING MENU. ╘HIS WORKS VERY
SIMILAR TO THE REGULAR ─╧╙, SO ╔'M NOT GOING INTO ANY
DETAIL. ┬UT, WHENEVER YOU ENTER A DRIVE COMMAND, BE SURE TO
PUT AT LEAST A LEFT QUOTE MARK.