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  1.                 TSB VECTOR-DESIGNER V1.0        
  2.                 ------------------------        
  3.                                                 
  4.           THE FIRST FILLED VECTOR DESIGNER ON   
  5.                                                 
  6.                 \                               
  7.                  \  /                           
  8.                   \/  COMMODORE AMIGA           
  9.                                                 
  10.                                                 
  11.                                                 
  12.             WHAT CONTAINS THE TSB VECTOR DESIGNER ?
  13.                                                 
  14.         ----------------------------------------
  15.                                                 
  16.           - CREATING FILLED VECTOR OBJECTS      
  17.                             LINE VECTOR OBJECTS 
  18.                             BOB COORDS TABLES   
  19.             FOR THE USE IN YOUR OWN PRODUCTIONS 
  20.                                                 
  21.           - RED SECTOR DEMOMAKER SAVE OPTIONS   
  22.             FOR FILLED VECTOR, LINES VECTOR     
  23.             AND BOB COORDS                      
  24.                                                 
  25.           - PRE-VIEWING YOUR OBJECTS IN FILLED  
  26.             VECTORS                             
  27.                                                 
  28.           - TRANSFORM OBJECTS EASILY            
  29.                                                 
  30.           - EASY PERSPECTIVE OBJECT DESIGN      
  31.                                                 
  32.         ----------------------------------------
  33.                                                 
  34.                                                 
  35.                     CODING BY ALLOC             
  36.                                                 
  37.                     GRAFIX BY IVAN              
  38.                                                 
  39.                  DOCUMENTATION WRITTEN          
  40.                         BY IVAN                 
  41.                                                 
  42.              (C) TSB PRODUCTION MARCH/1991      
  43.                                                 
  44.          THE RED SECTOR DEMOMAKER IS DISTRIBUTED
  45.                      BY DATA BECKER             
  46.                                                 
  47.                                                 
  48.          THIS VERSION OF THE TSB VECTOR DESIGNER
  49.          IS SHARE WARE !!!                      
  50.          YOU CAN SPREAD IT AROUND THE WORLD.    
  51.          IF YOU THINK THAT THIS IS A GREAT TOOL,
  52.          AND YOU USE IT FOR YOUR PRODUCTIONS    
  53.          FEEL FREE TO SEND ??$ OR ??DM TO THE   
  54.          FOLLOWING ADRESS.                      
  55.                                                 
  56.                     JOERG WABBEL (ALLOC)        
  57.                                                 
  58.                     BINSFELDSTR. 37             
  59.                     W-3065 NIENSTAEDT           
  60.                                                 
  61.                     GERMANY                     
  62.                                                 
  63.                                                 
  64.         ----------------------------------------
  65.                                                 
  66.                       *************             
  67.                       DOCUMENTATION             
  68.                       *************             
  69.                                                 
  70.                                                 
  71.                                                 
  72.          CONTENTS:                              
  73.          --------                               
  74.                                                 
  75.                                                 
  76.                   I. HISTORY                    
  77.                                                 
  78.                                                 
  79.                  II. FIRST WORD                 
  80.                                                 
  81.                                                 
  82.                 III. FIRST CONTACT              
  83.                                                 
  84.                                                 
  85.                   1. THE MENU                   
  86.                                                 
  87.                   2. THE POINTER                
  88.                                                 
  89.                   3. IMPORTANT KEYS             
  90.                                                 
  91.                  IV. THE MAIN OPTIONS           
  92.                                                 
  93.                                                 
  94.                   1. [F1] P EDIT (POINT EDIT)   
  95.                                                 
  96.                   2. [F2] F EDIT (FACE EDIT)    
  97.                                                 
  98.                   3. [F3] F SORT (FACE SORT)    
  99.                                                 
  100.                                                 
  101.                   V. THE DISPLAY                
  102.                                                 
  103.                                                 
  104.                  VI. TSB DATA STRUCTURE         
  105.                                                 
  106.                   1. COORDS                     
  107.                                                 
  108.                   2. BOBS                       
  109.                                                 
  110.                   3. FILLED VECTOR              
  111.                                                 
  112.                   4. SAVE SUFFIX                
  113.                                                 
  114.                                                 
  115.                 VII. HOW TO USE THE OBJECTS IN  
  116.                      THE RED SECTOR DEMOMAKER   
  117.                                                 
  118.                                                 
  119.                VIII. SPECIAL HELP & HINTS       
  120.                                                 
  121.                                                 
  122.                                                 
  123.         ----------------------------------------
  124.                                                 
  125.          I. HISTORY                             
  126.             -------                             
  127.                                                 
  128.          AS WE BEGAN TO WRITE THE FILLED VECTOR 
  129.          ROUTINES FOR MAXIMUM OVERDRIVE WE GOT  
  130.          NERVED OF ALL THE FUCKING COORDS       
  131.          WHICH HAD TO BE WRITTEN.               
  132.                                                 
  133.          THE FIRST VERSION OF THE VECTOR        
  134.          DESIGNER WAS BORN. BUT IT WAS A LONG   
  135.          WAY TO REALIZE IT.                     
  136.          IT TOOK MORE TIME TO WRITE A FIRST     
  137.          VERSION OF THIS UTIL THAN ALL ROUTINES 
  138.          FOR MAXIMUM OVERDRIVE .....            
  139.                                                 
  140.          MAXIMUM OVERDRIVE WAS READY.           
  141.          WITHOUT THE HELP OF THIS GOLDEN PIECE   
  142.          IT WOULDN`T BE POSSIBLE...             
  143.                                                 
  144.          NOW WE RECOGNIZED HOW HARD IT IS TO    
  145.          MAKE A FILLED VECTOR DEMO WITHOUT A    
  146.          VECTOR DESIGNER.                       
  147.                                                 
  148.          SO WE DECIDED TO MAKE A VERSION FOR    
  149.          THE SCENE BUT ALSO OF COURSE FOR ALL   
  150.          OTHER DUDES WHO CAN NEED THIS TOOL.    
  151.          IT IS FOR ALL THE TIRED CODERS AND     
  152.          COORDSWRITING-SLAVES TO HELP THEM BY   
  153.          THEIR LOUSY WORK.                      
  154.                                                 
  155.          BY THE WAY THERE ARE NO MORE PROBLEMS  
  156.          WITH THE TWO DISK VERSION OF MAXIMUM   
  157.          OVERDRIVE BECAUSE FLAKE MANAGED IT TO  
  158.          WRITE A BETTER LOADER AND PACKED THE   
  159.          WHOLE SHIT ON ONE DISK.                
  160.                                                 
  161.          SO IF YOU HAVENT THE UPDATED ONE DISK  
  162.          VERSION OF THE MAGNIFICIENT MAXIMUM    
  163.          OVERDRIVE IN YOUR DEMO COLLECTION THEN 
  164.          SEND ONE DISK AND A PREPAID ENVELOPE   
  165.          TO THE FOLLOWING ADRESS.               
  166.                                                 
  167.                                                 
  168.                      PLK A 19267                
  169.                                                 
  170.                      W-3060 STADTHAGEN          
  171.                                                 
  172.                      GERMANY                    
  173.                                                 
  174.                                                 
  175.            FOR CONTACTING THE SPECIAL BROTHERS  
  176.                WRITE ALSO TO THIS ADRESS.       
  177.                                                 
  178.         ----------------------------------------
  179.                                                 
  180.                                                 
  181.          II. FIRST WORD                         
  182.              ----------                         
  183.                                                 
  184.                                                 
  185.          THE SOURCE(SEKA) OF THIS DESIGNER IS   
  186.          VERY CHAOTIC BECAUSE ALLOC WROTE THIS  
  187.          UNDER HEAVY TIME PRESSURE FOR MAXIMUM  
  188.          OVERDRIVE. FIRST WE DON`T WANT TO MAKE 
  189.          A RELEASE OF THIS CRAP.                
  190.          THIS IS THE REASON WHY THIS DESIGNER   
  191.          ISN`T VERY `USER FRIENDLY`.            
  192.          IT WAS IMPOSSIBLE TO GET REAL STRUCTURE
  193.          IN THIS SOURCE WITHOUT WRITING IT      
  194.          TOTALY NEW......                       
  195.          YOU HAVEN`T THE HELP OF A DIRECTORY OR 
  196.          PULL DOWN MENUES.                      
  197.          THIS IS A NAKED PROGRAM BUT WHAT       
  198.          REMAINS IS THE POWERFUL USE OF THIS    
  199.          TOOL.                                  
  200.          WE ALSO INCLUDED A SPECIAL SAVE OPTION 
  201.          FOR THE RED SECTOR DEMOMAKER AS WE     
  202.          NOTICED THAT THERE WAS NO DESIGNER IN  
  203.          THAT FUNNY TOOL.                       
  204.          SO NOW YOU CAN MAKE YOUR RED SECTOR    
  205.          DEMOS WITH INCLUDING YOUR OWN MADE     
  206.          OBJECTS EASILY.                        
  207.                                                 
  208.          BY THE WAY. THERE IS A SPECIAL BROTHERS
  209.          DEMO MADE WITH THE RED SECTOR DEMOMAKER
  210.          FLYING THROUGH THE SCENE.              
  211.          PLEASE NOTICE THAT THIS IS NOT FROM US.
  212.          `HOW LOW CAN WE GO` ???? NOT SO LOW ,  
  213.          OKAY DUDES...                          
  214.          WE THINK THAT WAS ONLY A LAME JOKE FROM
  215.          SOME FREAKS OUT OF IRAQ !!!!!!!!       
  216.                                                 
  217.                                                 
  218.         ----------------------------------------
  219.                                                 
  220.                                                 
  221.          III. FIRST CONTACT                     
  222.               -------------                     
  223.                                                 
  224.                                                 
  225.          1. THE MENU                            
  226.             --------                            
  227.                                                 
  228.          AT THE TOP OF THE DISPLAY YOU CAN SEE  
  229.          16 OPTIONS, IT BEGINS WITH P EDIT AND  
  230.          ENDS AT THE NEXT COLUMN WITH CLI.      
  231.          YOU CAN REACH THESE OPTIONS WITH THE   
  232.          KEYS F1-F10(+ SHIFT) AND <TAB>.        
  233.                                                 
  234.          F1 - P EDIT                            
  235.          -----------                            
  236.                                                 
  237.          ONE OF THE THREE MAIN OPTIONS.         
  238.          IN THIS OPTIONS YOU SET YOUR POINTS    
  239.          AND CONNECT YOUR POINTS WITH GRAY      
  240.          LINES. THIS ONLY FOR THE USER TO HELP  
  241.          HIM IN CONTRUCTING HIS OBJECT.         
  242.          THE OPTION IS FOR CREATING BOB COORDS, 
  243.          LINE VECTORS AND TO PRE-DESIGN THE     
  244.          FILLED VECTOR OBJECTS.                 
  245.                                                 
  246.                                                 
  247.          SHIFT+F1 - COLORS                      
  248.          -----------------                      
  249.                                                 
  250.          HERE YOU CAN ENTER 16 COLORS FOR THE   
  251.          FILLED VECTOR TEST SCREEN. YOU ENTER   
  252.          THE COLORS UNDER INPUT IN THE DISPLAY. 
  253.          GIVE ONE COLOR AFTER ANOTHER WITH      
  254.          PRESSING ENTER AFTER EVERY COLOR.      
  255.                                                 
  256.                                                 
  257.                                                 
  258.          F2 - F EDIT                            
  259.          -----------                            
  260.                                                 
  261.          THE SECOND MAIN OPTION OF THE DESIGNER.
  262.          HERE YOU MAKE THE FACES OF YOUR OBJECT 
  263.          THIS IS ONLY FOR FILLED VECTOR OBJECTS.
  264.                                                 
  265.          SHIFT+F2 - CLI                         
  266.          --------------                         
  267.                                                 
  268.          WITH THIS FUNCTION YOU SWITCH YO AN    
  269.          CLI WINDOW. HERE YOU CAN ENTER CLI-    
  270.          COMMANDS PAR EXAMPLE DIR, COPY ETC...  
  271.          BY PRESSING RETURN IN YOUR START-CLI  
  272.          TO GO BACK TO THE DESIGNER.                       
  273.                                                 
  274.          F3 - F SORT                            
  275.          -----------                            
  276.                                                 
  277.          WITH THAT THIRD MAIN OPTION YOU SORT   
  278.          YOUR FACES. PAR EXAMPLE IF HAVE ONE    
  279.          PLANE UNDER ANOTHER PLANE.             
  280.          THIS OPTION IS ONLY FOR FILLED VECTOR  
  281.          OBJECTS, TOO.                          
  282.                                                 
  283.          F4 - PATH                              
  284.          ---------                              
  285.                                                 
  286.          HERE YOU ENTER THE PATH AND THE NAME   
  287.          OF THE OBJECT WHICH YOU WANT TO LOAD   
  288.          OR TO SAVE.                            
  289.                                                 
  290.          F5 - D SAVE                            
  291.          -----------                            
  292.                                                 
  293.          DATA SAVE, YOU SAVE YOUR OBJECTS AS    
  294.          DATA FILES. THIS IS THE FILE STRUCTURE 
  295.          ONLY FOR THE VECTOR DESIGNER.          
  296.                                                 
  297.          F6 - D LOAD                            
  298.          -----------                            
  299.                                                 
  300.          DATA LOAD, YOU LOAD YOUR DATA FILES YOU
  301.          SAVED WITH THE OPTION D SAVE.          
  302.                                                 
  303.          F7 - F SAVE                            
  304.          -----------                            
  305.                                                 
  306.          READY SAVE, THIS IS THE SAVE STRUCTURE 
  307.          WHICH YOU WILL USE LATER IN YOUR       
  308.          ROUTINE.                               
  309.                                                 
  310.          SHIFT+F7 - RED SECTOR SAVE             
  311.          --------------------------             
  312.                                                 
  313.          READY SAVE FOR INCLUDING FILLED        
  314.          VECTOR OBJECTS IN THE RED SECTOR DEMO  
  315.          MAKER.                                 
  316.                                                 
  317.          F8 - RANGE                             
  318.          ----------                             
  319.                                                 
  320.          HERE YOU CAN ENTER YOUR POINTER STEPS  
  321.          IN X - Y - Z DIMENSIONS.               
  322.          ATFER PRESSING A NUMBER PUSH ENTER.    
  323.          MAKE THIS THREE TIMES WITHOUT PRESSING 
  324.          F8 AGAIN.                              
  325.                                                 
  326.          F9 - L SAVE                            
  327.          -----------                            
  328.                                                 
  329.          THIS IS THE OPTION FOR LINE SAVE.      
  330.                                                 
  331.          SHIFT + F9 - RED SECTOR L SAVE         
  332.          ------------------------------         
  333.                                                 
  334.          THIS IS THE OPTION FOR LINE SAVE.      
  335.          FOR USE IN THE RED SECTOR DEMO MAKER.  
  336.                                                 
  337.          F10 - B SAVE                           
  338.          ------------                           
  339.                                                 
  340.          BOB SAVE, HERE YOU CAN SAVE ONLY       
  341.          COORDS- POSITIONS.                     
  342.                                                 
  343.          SHIFT+F10 - RED SECTOR B SAVE          
  344.          -----------------------------          
  345.                                                 
  346.          BOB SAVE, HERE YOU CAN SAVE ONLY       
  347.          COORDS- POSITIONS. FOR THE RED SECTOR  
  348.          DEMO MAKER.                            
  349.                                                 
  350.          <TAB> - TEST                           
  351.          ------------                           
  352.                                                 
  353.          WITH THIS OPTION YOU SWITCH TO ANOTHER 
  354.          SCREEN. IF YOU DESIGNED YOUR FV-OBJECT 
  355.          WELL YOU WILL SEE IT ON THE SCREEN IN  
  356.          FILLED VECTOR.                         
  357.                                                 
  358.                                                 
  359.                                                 
  360.         ----------------------------------------
  361.                                                 
  362.                                                 
  363.          2. THE POINTER                         
  364.             -----------                         
  365.                                                 
  366.          WITH THE POINTER YOU CAN SET YOUR      
  367.          COORDS. YOU MOVE IT WITH THE MOUSE.    
  368.          MOVING LEFT-RIGHT UP-DOWN YOU CHANGE   
  369.          X-Y POS. PRESSING LEFT-RIGHT MOUSE-    
  370.          BUTTON YOU CHANGE THE Z-POS.           
  371.                                                 
  372.                                                 
  373.         ----------------------------------------
  374.                                                 
  375.                                                 
  376.          3. IMPORTANT KEYS                      
  377.             --------------                      
  378.                                                 
  379.          THE FOLLOWING KEYS YOU CAN USE         
  380.          UNDER ALL 3 MAIN OPTIONS (P EDIT/F EDIT
  381.          /F SORT) AND THE OPTION TEST.          
  382.                                                 
  383.          PRESS -1 AND 2- FOR CHANGING X-ANGLE.  
  384.                          THE OBJECT WILL ROTATE 
  385.                          AROUND THE X-AXIS.     
  386.                                                 
  387.                -3 AND 4- FOR CHANGING Y-ANGLE.  
  388.                          THE OBJECT WILL ROTATE 
  389.                          AROUND THE Y-AXIS.     
  390.                                                 
  391.                -5 AND 6- FOR CHANGING Z-ANGLE.  
  392.                          THE OBJECT WILL ROTATE 
  393.                          AROUND THE Z-AXIS.     
  394.                                                 
  395.                - 0 -     SET ANGLES BACK TO     
  396.                          FIRST POSITION.        
  397.                                                 
  398.                -A AND S- FOR SHIFTING THE OBJECT
  399.                          IN X-DIRECTION.        
  400.                                                 
  401.                -D AND F- FOR SHIFTING THE OBJECT
  402.                          IN Y-DIRECTION.        
  403.                                                 
  404.                -G AND H- FOR SHIFTING THE OBJECT
  405.                          IN Z-DIRECTION.        
  406.                                                 
  407.                                                 
  408.                - DEL -   PRESS THIS KEY FOR     
  409.                          KILLING/DELETING A     
  410.                          WHOLE OBJECT.          
  411.                          ATTENTION!!! YOU CAN`T 
  412.                          GET BACK THAT IS       
  413.                          DELETED.               
  414.                                                 
  415.                                                 
  416.         ----------------------------------------
  417.                                                 
  418.          IV. THE MAIN OPTIONS                   
  419.              ----------------                   
  420.                                                 
  421.                                                 
  422.          1. [F1] P EDIT (POINT EDIT)            
  423.             -----------                         
  424.                                                 
  425.          UNDER POINT EDIT YOU SET YOUR COORDS   
  426.          AND CONNECT IT WITH LINES. THE LINES   
  427.          IN THIS OPTION YOU SEE IN GREY COLOR   
  428.          ON YOUR SCREEN AND THEY ARE ONLY FOR   
  429.          YOU TO SEE YOUR OBJECT BETTER.         
  430.                                                 
  431.          THE KEYS FOR THIS FUNCTIONS ARE.       
  432.                                                 
  433.          - ENTER -     FOR SETTING A COORD.     
  434.                                                 
  435.          - LEFT/RIGHT ARROW - SWITCH THE POINTER
  436.                               BETWEEN THE COORDS
  437.                                                 
  438.          - BACKSPACE - FOR DELETING THE LAST    
  439.                        COORD WHEN YOU MOVED THE 
  440.                        POINTER ON IT            
  441.                                                 
  442.          - C -   YOU SET THE POINT FROM WHICH   
  443.                  YOU WANT DRAW THE LINE.        
  444.                                                 
  445.          - V -   YOU CONNECT THE LINE FROM THE  
  446.                  MARKED POINT TO THE POINT ON   
  447.                  WHICH YOUR POINTER IS.         
  448.                                                 
  449.          - X/Y - YOU CAN MOVE A RED LINE ABOVE  
  450.                  THE OTHERS.                    
  451.                                                 
  452.          - B -   YOU KILL THE RED MARKED LINE.  
  453.                                                 
  454.          - L -   YOU MOVE THE LAST POINT TO THE 
  455.                  POSITION WHERE YOUR POINTER IS.
  456.                                                 
  457.          - SPACE - IF YOU TAKE THE POINTS AS    
  458.                    BOB COORDS YOU CAN ENTER THE 
  459.                    THE BOB NUMBER FOR EACH POINT
  460.                                                 
  461.          - Q / W - SHIFTING THE ROTATING CENTRE 
  462.                    IN THE X-AXIS.               
  463.                                                 
  464.          - E / R - SHIFTING THE ROTATING CENTRE 
  465.                    IN THE Y-AXIS.               
  466.                                                 
  467.          - T / Z - SHIFTING THE ROTATING CENTRE 
  468.                    IN THE Z-AXIS.               
  469.                                                 
  470.                                                 
  471.         ----------------------------------------
  472.                                                 
  473.                                                 
  474.          2. [F2] F EDIT (FACE EDIT)             
  475.             -----------                         
  476.                                                 
  477.          IN THIS OPTION YOU CREATE THE FACES OF 
  478.          YOUR FILLED VECTOR OBJECT.             
  479.          VERY IMPORTANT IS THAT YOU MUST ROTATE 
  480.          THE FACE YOU WANT CREATE TO YOUR       
  481.          DIRECTION THAT IT IS PARALLEL WITH THE 
  482.          MONITOR.                               
  483.                                                 
  484.         ( THE FACE MUST LOOK AT YOU....)        
  485.          -------------------------------        
  486.                                                 
  487.          ATFER THAT CONNECT ALL POINTS OF YOUR  
  488.          FACE IN CLOCKWISE-DIRECTION!!!!!       
  489.                  -------------------            
  490.                                                 
  491.          DON`T FORGET THAT YOUR LAST POINT MUST 
  492.          BE YOUR START POINT. THEN YOU LOCK THE 
  493.          FACE AND MAKE THE NEXT.                
  494.                                                 
  495.          BUT HERE ARE THE SPECIAL KEYS FOR THE  
  496.          F EDIT OPTION.                         
  497.                                                 
  498.                                                 
  499.          - ENTER - LOCKS A POINT IN YOUR FACE.  
  500.                    MOVE THE POINTER ON THE START
  501.                    POINT AND PRESS ENTER. THEN  
  502.                    MOVE IT IN CLOCKWISE         
  503.                    DIRECTION TO YOUR NEXT POINT 
  504.                    AND PRESS ENTER. SO YOU GO ON
  505.                    WITH ALL POINTS OF YOUR      
  506.                    FACE. WHEN YOU REACHED THE   
  507.                    LAST POINT OF YOUR FACE      
  508.                    (START POINT) THEN PRESS     
  509.                    ENTER AGAIN. THE BORDER LINES
  510.                    OF THE FACE WILL BE SHOWN IN 
  511.                    RED COLOR.                   
  512.                                                 
  513.          - V -     AFTER LOCKING THE LAST POINT 
  514.                    WITH ENTER PRESS -V- FOR     
  515.                    LOCKING THE WHOLE FACE.      
  516.                    WHEN YOU PRESS -V- THE COLOR 
  517.                    OF THE BORDER WILL CHANGE    
  518.                    FROM RED TO GREEN.           
  519.                                                 
  520.          - X/Y -   WITH THIS KEYS YOU CHANGE THE
  521.                    FACE WHICH IS MARKED AND     
  522.                    WHICH YOU CAN EDIT, KILL OR  
  523.                    SET THE COLOR. THE MARKED    
  524.                    FACE IS SHOWN IN RED COLOR.  
  525.                                                 
  526.          - C -     THIS KEY KILLS THE MARKED    
  527.                    FACE.                        
  528.                                                 
  529.          - BACKSPACE - YOU CAN KILL THE CONNEC- 
  530.                        TIONS OF THE MARKED FACE.
  531.                        THIS HAPPENS IN ANTI-    
  532.                        CLOCKWISE ORDER.         
  533.                                                 
  534.          - SPACE - WITH THIS KEY YOU ENTER THE  
  535.                    COLOR OF YOUR FACE. YOU ENTER
  536.                    IT UNDER `INPUT` IN THE      
  537.                    DISPLAY. YOU ENTER THIS IN   
  538.                    HEX.                         
  539.                                                 
  540.         ----------------------------------------
  541.                                                 
  542.                                                 
  543.          3. F SORT (FACE SORT)                  
  544.             ------                              
  545.                                                 
  546.          WITH THIS FUNCTION YOU SORT YOUR FACES 
  547.          IN TABLES. PAR EXAMPLE IF MANY FACES   
  548.          POINT AT THE SAME DIRECTION YOU NEED   
  549.          NOT TEST THEM ALL. PUT THEM IN THE SAME
  550.          TABLE AND YOU WILL SAVE TIME.          
  551.          THE FIRST ENTERED FACE IS THE FIRST IN 
  552.          THE TABLE.                             
  553.          BY THE WAY THIS FUNCTION DOES NOT WORK 
  554.          WITH THE RED SECTOR DEMOMAKER.         
  555.                                                 
  556.                                                 
  557.          NOW THE KEYS:                          
  558.                                                 
  559.                                                 
  560.           - X/Y - YOU MOVE THE RED MARKED FACE  
  561.                   WHICH YOU WANT TO EDIT.       
  562.                                                 
  563.           - SPACE - YOU TAKE THE RED FACE INTO  
  564.                     THE TABLE.                  
  565.                                                 
  566.           -SPACEBACK - YOU KILL THE LAST FACE IN
  567.                        THE TABLE.               
  568.                                                 
  569.           - ENTER - YOU CREATE A NEW FACEBASE-  
  570.                     TABLE.                      
  571.                                                 
  572.           - LEFT/RIGHT- YOU MOVE  BETWEEN THE   
  573.              CURSOR     DIFFERENT TABLES.       
  574.                                                 
  575.                                                 
  576.           - M - BY PRESS THIS KEY YOU WILL KILL 
  577.                 A WHOLE FACEBASETABLE!!         
  578.                                                 
  579.                                                 
  580.                                                 
  581.                                                 
  582.         ----------------------------------------
  583.                                                 
  584.                                                 
  585.          V. THE DISPLAY                         
  586.          --------------                         
  587.                                                 
  588.          NOW SOME WORDS FOR THE UNDERSTANDING   
  589.          OF THE DISPLAY.                        
  590.                                                 
  591.                                                 
  592.                                                 
  593.                                                 
  594.          X:     HERE STANDS THE POSITIONS WHERE 
  595.          Y:  >  YOUR CURSOR IS.                 
  596.          Z:                                     
  597.                                                 
  598.                                                 
  599.                                                 
  600.          X-ANGLE:    THIS IS THE ROTATING ANGLE 
  601.          Y-ANGLE: >  OF THE POINT WHERE YOUR    
  602.          Z-ANGLE:    CURSOR IS TO THE CENTRE.   
  603.                                                 
  604.                                                 
  605.                                                 
  606.          ZEN-X:    THIS SHOWS YOU THE POSITION  
  607.          ZEN-Y: >  OF YOUR ROTATING CENTRE.     
  608.          ZEN-Z:                                 
  609.                                                 
  610.                                                 
  611.                                                 
  612.          COORDSPOS:(VIOLET)                     
  613.          ------------------                     
  614.                                                 
  615.          THIS IS THE COORDSNUMBER WHERE YOUR    
  616.          POINTER IS. (FOR [F1] P-EDIT)          
  617.                                                 
  618.                                                 
  619.          NO. OF COORDS:                         
  620.          --------------                         
  621.                                                 
  622.          THE NUMBER OF POINTS YOUR OBJECT HAVE. 
  623.                                                 
  624.                                                 
  625.          NO. OF LINES:                          
  626.          -------------                          
  627.                                                 
  628.          THE NUMBER OF LINES YOUR OBJECT HAVE.  
  629.          PS. NOT THE FACEBORDERS YOU CREATE WITH
  630.              [F2] F-EDIT.                       
  631.                                                 
  632.                                                 
  633.          LINESPOS:                              
  634.          ---------                              
  635.                                                 
  636.          THIS SHOWS YOU THE NUMBER OF THE LINE  
  637.          WHICH IS RED MARKED.(UNDER [F1] P-EDIT)
  638.                                                 
  639.                                                 
  640.          LINE START:                            
  641.          -----------                            
  642.                                                 
  643.          HERE YOU SEE THE NUMBER OF THE POINT   
  644.          WHICH YOU HAVE MARKED AS STARTPOINT    
  645.          FOR DRAWING A LINE.                    
  646.                                                 
  647.                                                 
  648.          BOBNUMBER:                             
  649.          ----------                             
  650.                                                 
  651.          THE BOBNUMBER OF THE COORDS ON WHICH   
  652.          YOUR CURSOR STANDS. ([F1] P-EDIT).     
  653.                                                 
  654.                                                 
  655.          RANGE X/Y/Z:                           
  656.          ------------                           
  657.                                                 
  658.          THIS SHOWS YOU THE CURSOR-STEP-RANGE   
  659.          YOU HAVE ENTERED UNDER [F8] RANGE.     
  660.                                                 
  661.                                                 
  662.          INPUT:                                 
  663.          ------                                 
  664.                                                 
  665.          HERE YOU ENTER THE BOBNUMBERS, COLORS  
  666.          AND THE CURSOR-STEP RANGE. ( IN HEX )  
  667.                                                 
  668.                                                 
  669.          PATH:                                  
  670.          -----                                  
  671.                                                 
  672.          THIS IS FOR ENTERING THE PATH AND NAME 
  673.          OF THE OBJECT YOU WANT LOAD OR SAVE.   
  674.          BUT ALSO FOR ENTERING THE DIRECTORY-   
  675.          PATH YOU WANT LOOK AT.                 
  676.                                                 
  677.                                                 
  678.          COORDSPOS:(GREEN)                      
  679.          -----------------                      
  680.                                                 
  681.          THIS IS ALSO THE NUMBER OF THE COORD   
  682.          ON WHICH YOUR CURSOR STANDS, BUT THIS  
  683.          WORKS IN [F2] F-EDIT.                  
  684.                                                 
  685.                                                 
  686.          FACESPOS:                              
  687.          ---------                              
  688.                                                 
  689.          THE NUMBER OF THE FACE WHICH IS MARKED 
  690.          IN RED COLOR. ([F2] F-EDIT).           
  691.                                                 
  692.                                                 
  693.          FACES:                                 
  694.          ------                                 
  695.                                                 
  696.          THE NUMBER OF FACES YOU HAVE CREATED IN
  697.          [F2] F-EDIT.                           
  698.                                                 
  699.                                                 
  700.          POINTS:                                
  701.          -------                                
  702.                                                 
  703.          THIS SHOWS YOU THE NUMBER OF POINTS OF 
  704.          THE FACE WHICH IS SELECTED AND MARKED  
  705.          IN RED COLOR.                          
  706.                                                 
  707.                                                 
  708.          COLOR:                                 
  709.          ------                                 
  710.                                                 
  711.          THE NUMBER OF THE COLOR OF THE RED     
  712.          MARKED FACE.                           
  713.                                                 
  714.                                                 
  715.          NO. OF FBASES:                         
  716.          --------------                         
  717.                                                 
  718.          THE NUMBER OF FBASETABLES YOU HAVE     
  719.          CREATED. ([F3] F-SORT)                 
  720.                                                 
  721.                                                 
  722.          F-BASEPOS:                             
  723.          ----------                             
  724.                                                 
  725.          THE NUMBER OF THE FBASETABLE YOU HAVE  
  726.          SELECTED AND IN WHICH YOU ARE WORKING. 
  727.          ([F3] F-SORT)                          
  728.                                                 
  729.                                                 
  730.          FACES IN F-BASES:                      
  731.          -----------------                      
  732.                                                 
  733.          THIS SHOWS YOU HOW MANY FACES YOU HAVE 
  734.          IN THE FBASETABLE YOU HAVE SELECTED.   
  735.          ([F3] F-SORT)                          
  736.                                                 
  737.                                                 
  738.                                                 
  739.         ----------------------------------------
  740.                                                 
  741.          VI. THE OBJECT STRUCTURE               
  742.          ------------------------               
  743.                                                 
  744.                                                 
  745.          ZEN/X/Y/Z IS SUBTRACTED  FROM ALL      
  746.          OBJECTCOORDS.LOOK IN THE EXAMPLE-      
  747.          SOURCES !!!!!!!!                       
  748.                                                 
  749.          1. BOB STRUCTURE                       
  750.          ----------------                       
  751.                                                 
  752.          START:                                 
  753.               DC.W   X , Y , Z ,BOBNUMBER       
  754.               DC.W   X , Y , Z ,BOBNUMBER       
  755.               ........                          
  756.               ........                          
  757.               DC.W    $7FFF(ENDMARK)            
  758.                                                 
  759.                                                 
  760.                                                 
  761.            THE DESIGNER SAVES THE BOB-OBJECTS   
  762.            AS RAW-DATA-FILES WITH  -NAME.B-.    
  763.                                                 
  764.                                                 
  765.                                                 
  766.          2.LINES STRUCTURE                      
  767.          -----------------                      
  768.                                                 
  769.          START:                                 
  770.               DC.W   X , Y , Z ,BOBNUMBER       
  771.               DC.W   X , Y , Z ,BOBNUMBER       
  772.               ........                          
  773.               ........                          
  774.               DC.W     $7FFF(ENDMARK)           
  775.                                                 
  776.          START+1024                             
  777.                                                 
  778.               DC.W STARTCOORD OF 1.LINE,ENDCOORD
  779.               DC.W STARTCOORD OF 2.LINE,ENDCOORD
  780.               .....                             
  781.                                                 
  782.               $7FFF(ENDMARK)                    
  783.                                                 
  784.            THE DESIGNER SAVES THE L-OBJECTS     
  785.            AS RAW-DATA-FILES WITH  -NAME.L-.    
  786.                                                 
  787.                                                 
  788.          3.FILLED STRUCTURE                     
  789.          ------------------                     
  790.                                                 
  791.                                                 
  792.          START:                                 
  793.               DC.W   X , Y , Z ,EMPTY           
  794.               DC.W   X , Y , Z ,EMPTY           
  795.               ........                          
  796.               ........                          
  797.               DC.W     $7FFF(ENDMARK)           
  798.                                                 
  799.          START+1024                             
  800.                                                 
  801.               DC.L  ADRESS OF 1. F-BASETABLE    
  802.               DC.L  ADRESS OF 2. F-BASETABLE    
  803.               .......                           
  804.               DC.L $FFFFFFFF (ENDMARK)          
  805.                                                 
  806.           1. F-BASETABLE                        
  807.               DC.L ADRESS OF 1.SURFACE          
  808.               DC.L ADRESS OF 2.SURFACE          
  809.               ......                            
  810.               DC.L $FFFFFFFF                    
  811.                                                 
  812.           2. F-BASETABLE                        
  813.               DC.L ADRESS OF 3.SURFACE          
  814.               DC.L ADRESS OF 4.SURFACE          
  815.               ......                            
  816.               DC.L $FFFFFFFF                    
  817.                                                 
  818.                                                 
  819.           1.SURFACE                             
  820.                                                 
  821.               DC.W EMPTY,NUMBER OF POINTS       
  822.               DC.W COLOR-NUMBER                 
  823.               DC.W NUMBER OF 1.POINT            
  824.               DC.W NUMBER OF 2.POINT            
  825.               ......                            
  826.                                                 
  827.           2.SURFACE                             
  828.                                                 
  829.             ......                              
  830.             ......                              
  831.                                                 
  832.                                                 
  833.            THE DESIGNER SAVES THE F-OBJECTS     
  834.            AS RAW-DATA-FILES WITH  -NAME.F-.    
  835.            THE ADRESS-BASE IS THE BEGINNING     
  836.            OF THE FILE.                         
  837.            IF YOU HAVENT MARKED A SURFACE WITH  
  838.            THE F3-FUNCTION,IT WILL GET AN OWN   
  839.            F-BASETABLE.                         
  840.                                                 
  841.                                                 
  842.                                                 
  843.                                                 
  844.                                                 
  845.                                                 
  846.          4. SAVE SUFFIX                         
  847.          --------------                         
  848.                                                 
  849.          WHEN YOU SAVE AN OBJECT THE VECTOR-    
  850.          DESIGNER WILL WRITE A SUFFIX BEHIND    
  851.          THE FILE LIKE THE .S THE SEKA USES.    
  852.                                                 
  853.          THE SUFFIX ARE:                        
  854.                                                 
  855.                                                 
  856.          - FILENAME.D  FOR (ALL DATA) SAVE[F5]  
  857.                                                 
  858.          - FILENAME.L  FOR LINE SAVE            
  859.                                                 
  860.          - FILENAME.B  FOR BOB SAVE             
  861.                                                 
  862.          - FILENAME.F  FOR FV SAVE              
  863.                                                 
  864.          - FILENAME.R  FOR RSI LINE SAVE        
  865.                                                 
  866.          - FILENAME.S  FOR RSI BOB SAVE         
  867.                                                 
  868.          - FILENAME.I  FOR RSI FV SAVE          
  869.                                                 
  870.                                                 
  871.                                                 
  872.                                                 
  873.                                                 
  874.         ----------------------------------------
  875.                                                 
  876.                                                 
  877.          VII. HOW TO USE OBJECTS IN THE RSI     
  878.               DEMOMAKER.                        
  879.                                                 
  880.                                                 
  881.           JUST READ THE RAW-DATA-FILES IN YOUR  
  882.           OBJECT-SOURCES.                       
  883.                                                 
  884.              LABEL:  COORDS                     
  885.                                                 
  886.              LABEL+1024:  BOBS/LINES/SURFACES   
  887.                                                 
  888.                                                 
  889.          EXAMPLE FILLED VECTOR OBJECT           
  890.          ----------------------------           
  891.                                                 
  892.          READ THE FILE SOURCES/VEKTOROBJEKT1    
  893.          FOR THE DEMOMAKER DISK IN YOUR SEKA.   
  894.                                                 
  895.          NOW YOU MUST CUT THE TABLE OF THE      
  896.          LABELS TESTPOINTS: AND TESTFLAECHEN:   
  897.                                                 
  898.          AFTER THIS YOU MAKE THEIR A BLK.B      
  899.          IN YOUR SOURCE MUST STAND.             
  900.                                                 
  901.          TESTPOINTS:                            
  902.                                                 
  903.                      BLK.B 1024.0               
  904.                                                 
  905.          TESTFLAECHEN:                          
  906.                                                 
  907.                      BLK.B 2048,0               
  908.                                                 
  909.          THEN ASSEMBLE !!!!                     
  910.                                                 
  911.          NOW WRITE :                            
  912.                                                 
  913.          RI (RETURN)                            
  914.          THE NAME OF YOUR RSIOBJECT.I (RETURN)  
  915.          BEGIN> TESTPOINTS (RETURN)             
  916.          END> (RETURN)                          
  917.                                                 
  918.          NOW WRITE :                            
  919.                                                 
  920.          WI (RETURN)                            
  921.                                                 
  922.          THE NAME OF THE (REAL) RSIOBJECT       
  923.          (RETURN)                               
  924.                                                 
  925.          BEGIN> START (RETURN)                  
  926.          END> END (RETURN)                      
  927.                                                 
  928.          NOW YOU CAN LOAD YOUR OBJECT IN THE    
  929.          DEMOMAKER AND USE IT.                  
  930.                                                 
  931.                                                 
  932.          - FOR FURTHER DETAILS OF THE VEKTOR-   
  933.            SOURCES LOOK IN THE RSI-MANUAL.      
  934.                                                 
  935.                                                 
  936.           LOOK EXAMPLES!!!!!!!                  
  937.                                                 
  938.                                                 
  939.         ----------------------------------------
  940.                                                 
  941.                                                 
  942.          VIII. SPECIAL HELP & HINTS             
  943.          --------------------------             
  944.                                                 
  945.                                                 
  946.          - WHEN YOU CREATE THE FACES OF YOUR    
  947.            OBJECT IN [F2] F-EDIT REMEMBER TO    
  948.            BORDER THEM IN CLOCKWISE-DIRECTION!! 
  949.                                                 
  950.          - FOR DESIGNING YOUR OBJECT USE ALWAYS 
  951.            A POINTERSTEP RANGE !!!!             
  952.            THIS WILL HELP YOU VERY MUCH.        
  953.                                                 
  954.          - WHEN YOU ARE READY WITH DESIGNING    
  955.            YOUR OBJECT MAKE SURE THAT THE LAST  
  956.            POSITION OF POINTS, FACES, TABLES    
  957.            AND ETC. MUST BE EMPTY. THE DESIGNER 
  958.            WILL KILL THE POSITION BY SAVING IT  
  959.            AS A READY FILE.                     
  960.            THIS IS VERY IMPORTANT !!!!!!!!      
  961.                                                 
  962.          - BEFORE TESTING A OBJECT WITH [TAB]   
  963.            SAVE IT AS A DATA FILE ([F5]) !!!    
  964.            IF YOU MADE SHIT IN CREATING YOUR    
  965.            FACES OR FORGOT THE LAST FREE        
  966.            POSITION IN  ANY TABLE THIS WONDERFUL
  967.            MACHINE WILL FUCK UP.                
  968.                                                 
  969.          - WHEN YOU USE THE OBJECTS IN THE RSI  
  970.            DEMOMAKER MAKE SURE THAT YOUR OBJECT 
  971.            COORDS ARE NOT TOO BIG.              
  972.                                                 
  973.            - WHEN YOU ENTERED IN THE RSI OBJECT 
  974.              SOURCE A ZOOM FROM 300 THE RANGE   
  975.              OF THE OBJECT COORDS SHOULD NOT BE 
  976.              BIGGER THAN FROM -100 TO 100 IN    
  977.              ALL AXIS.                          
  978.                                                 
  979.          - WE NOT REALLY TESTED ALL OPTIONS OF  
  980.            RSI DEMOMAKER BUT SO WE DID ALL WENT 
  981.            WELL.                                
  982.                                                 
  983.                                                 
  984.                                                 
  985.                                                 
  986.                                                 
  987.                                                 
  988.                                                 
  989.         ----------------------------------------
  990.                                                 
  991.                                                 
  992.          OKAY THAT WAS IT .......               
  993.                                                 
  994.          HOPE YOU LIKE THE TSB VECTOR DESIGNER  
  995.                                                 
  996.          AND LOOK OUT FOR FURTHER RELEASES OF   
  997.                                                 
  998.                                                 
  999.          -------------------------------------  
  1000.                                                 
  1001.          T H E  S P E C I A L  B R O T H E R S  
  1002.                                                 
  1003.          -------------------------------------  
  1004.                                                 
  1005.                                                 
  1006.                                                 
  1007.                                                 
  1008.                                                 
  1009.                                                 
  1010.                                                 
  1011.                       -----------               
  1012.                       END OF TEXT               
  1013.                       -----------               
  1014.                                                 
  1015.                                                 
  1016.                                                 
  1017.                                                 
  1018.                                                 
  1019.                                                 
  1020.                                                 
  1021.                                                 
  1022.                                                 
  1023.  
  1024.