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{$fc}5CS-2-A comp
^ ^^
THE FUN GRAPHICS MACHINE
-v6.0 DEMONSTRATOR-
..................
DOCS PART-2
HI-RES EDITING FUNCTIONS
{CBM-T}{CBM-T}{CBM-T}
While reading these docs:
F1 for next {CBM-A}
F3 for previous {CBM-A}
R/S back to Load Menu
S to change {CBM-A} color
^
-OVERVIEW-
The FGM holds three independent hi-res
{CBM-A}s which you can manipulate (ie:
flip, invert, reverse, expand, reduce,
scroll, stretch, etc). You can also
put {CBM-Z}s & text onto the {CBM-A}s
in an infinite variety of ways.
Screens may be LINKED so you can work
across, load, and save them "as one".
You don't need to understand {CBM-Q}
{CBM-A}s to use the program; it's a
function you can learn later.
When you first load FGM and go to the
hi-res {CBM-A} editor (Main Menu #4)
the hi-res {CBM-A}s will probably be
filled with garbage unless you opted
to load the "info {CBM-A}".
^
FGM DOES NOT CLEAR the {CBM-A} areas
when it loads. This is so you can
capture hi-res {CBM-A}s that may be
left behind by other programs. View
the three {CBM-A} areas by pressing X.
To Erase a {CBM-A} press Shift, CTRL,
and E. A window prompt will come up
and ask you to confirm (y/n?). This
will only erase the visible {CBM-A}.
You can go between the {CBM-A}s by
pressing x (for eXchange {CBM-A}s) to
see if a useful {CBM-A} has been
left behind by another program.
^
Once you have cleared the {CBM-A} one
of the pre-loaded {CBM-Z}s will become
more easily visible and you can move
it around the {CBM-A} with the cursor
keys. This is the ACTIVE GRAPHIC. To
make another {CBM-Z} buffer active
press one of the number keys 1-6.
Press f to flip the {CBM-Z}, i to
invert it. To fasten the {CBM-Z} to
the {CBM-A} press p. Other {CBM-Z}s
manipulation is available; see
GRAPHICS MANIPULATION below.
You can load other PS or PM {CBM-Z}s
into the FGM by using selection #1
from the Main Menu. You can also use
GRAB mode to grab a piece of {CBM-A}
into one of the buffers, then treat
it like any of the other {CBM-Z}s.
^
When the {CBM-A}s are un{CBM-Q} or
down-{CBM-Q} the two un-seen {CBM-A}s
are "safe" and can't be affected by
anything you do to the visible {CBM-A}.
Only the {CBM-A} you are viewing can be
affected by the things you do.
When in Text mode and {CBM-A}s are
across-{CBM-Q} the unseen {CBM-A} areas
to the right of the text cursor (up
to the right margin) WILL be affected
by Insert & Delete (Insert & Delete
will push/pull across the {CBM-Q}
{CBM-A}s). Other hi-res functions will
not affect the non-visible {CBM-A}s.
^
Following will be a short explanation
of LINKED {CBM-S}S. You don't need to
understand (or use) LINKED {CBM-S}S
to use FGM but they are referred to
further on in the docs so you should
be a tiny bit familiar with them.
^
LINKED {CBM-S}S
Space doesn't permit going into this
heavily so this will be rather brief.
Screens can be {CBM-Q} either across or
down. This is done from the LINK MENU
(/ from Main Menu). When {CBM-A}s are
{CBM-Q} you can load, edit, save, and
print ($ version) them "as one".
Linked {CBM-A}s are actually saved as
two or three independent {CBM-A}s which
can be loaded separately if you wish.
When you save {CBM-Q} {CBM-A}s the FGM
generates the additional {CBM-W}s for
the other {CBM-A}(s) based on the first
{CBM-W} you give it. It is suggested
you begin {CBM-W}s for {CBM-Q} {CBM-A}s
with something like "s.a1 {CBM-W}".
^
LINKED {CBM-S}S (cont)
When you across-link {CBM-A}s you can
work on them "as one"; when typing
across {CBM-A}s the viewing area will
move as you type past the right side
of the {CBM-A}, and Insert/Delete will
operate across both or all three
{CBM-A}s. Margins and wordwrap are
available when {CBM-A}s are {CBM-Q}
(across or down). Anything right of
the right margin is safe from insert
and delete.
Screens may not be scrolled if across-
{CBM-Q} and only up/down scrolled if
down-{CBM-Q}. The Split Screen function
is not available if across-{CBM-Q}.
^
LINKED {CBM-S}S (cont)
You can change link status at any time
by going to the Main Menu & selecting
/ for the Link Menu. When {CBM-A}s are
{CBM-Q} a {CBM-X}/number will appear
on the Main Menu to let you know the
link status, ie: D2 is 2 down-{CBM-Q},
A3 is 3 across-{CBM-Q}, and nothing
means that the {CBM-A}s aren't {CBM-Q}.
^
SETTING THE HOME {CBM-S}/{CBM-S} ORDER
When you link the {CBM-A}s you may need
to "set" the order of them. The HOME
{CBM-A} is the left-most {CBM-A} if
across-{CBM-Q}, and the "top" {CBM-A} if
down-{CBM-Q}. When {CBM-A}s are {CBM-Q}
you can go to the HOME {CBM-A} by
pressing the HOME key twice. If it
isn't the {CBM-A} you want as the HOME
{CBM-A}, or the {CBM-A} order (ie: left-
center-right) is wrong then you'll
need to SET it. This is done by using
CTRL [left arrow] while in GP mode.
Use of TRANSFER MODE while {CBM-A}s are
{CBM-Q} will sometimes mix-up the HOME/
{CBM-S} ORDER and they may need to be
re-"set" (as follows).
^
SETTING THE HOME {CBM-S}/{CBM-S} ORDER
1. Use X or F3/F4 to get the {CBM-A}
you want as the HOME {CBM-A}.
2. Press CTRL [left arrow]. This sets
it as the HOME {CBM-A}.
3. Check the order of the {CBM-A}s by
pressing X once. If the {CBM-A} you
expected to appear doesn't then
press the HOME key twice to get
back to the HOME {CBM-A} and then
press CTRL [left arrow] again.
4. If you accidently go past the
second {CBM-A} before homing you
may have to repeat this several
times to get things in order.
^
HI-RES {CBM-S} FUNCTIONS
The cursor keys/joystick are used in
all hi-res modes to move the cursor or
{CBM-Z} around the {CBM-A}. The below
keys are also active for moving the
cursors and {CBM-Z}s in all modes
except when on the Pixel Edit Screen:
CTRL A: Move ACROSS in larger steps
CTRL D: Move DOWN on larger steps
CTRL M: Move to MIDDLE of {CBM-A}
CTRL S: Move to UPPER LEFT CORNER
HOME: Move to UPPER LEFT CORNER
R/S: Move to LEFT SIDE
In all modes except TEXT MODE the X
key can be used to go between {CBM-A}s.
In TEXT MODE use CTRL X.
^
SCROLLING THE {CBM-S}S
The F1-F6 keys are used in all modes
for scrolling the {CBM-A}s around when
the {CBM-A}s are un{CBM-Q} or when in
ADJUST MODE. No harm can come to a
{CBM-A} by scrolling it.
UNLINKED {CBM-S}S:
F1/F2: SCROLL UP/DOWN
F3/F4: SCROLL RIGHT/LEFT
F5: PIXEL SCROLL LEFT
F6: PIXEL SCROLL UP
DOWN-LINKED {CBM-S}S:
F1/F2: SCROLL UP/DOWN
F3/F4: MOVE BETWEEN {CBM-S}S (LIKE X)
F5: INACTIVE (unless ADJUST MODE)
F6: PIXEL SCROLL {CBM-S} UP
^
F1-F6 {CBM-S} SCROLLING (continued)
ACROSS-LINKED {CBM-S}S:
F1/F2: INACTIVE (unless ADJUST MODE)
F3/F4: MOVE VIEWING AREA RIGHT/LEFT
F5/F6: INACTIVE (unless ADJUST MODE)
When {CBM-A}s are {CBM-Q} pressing the
HOME key twice will take you to the
"HOME" (#1, left or top) {CBM-A}.
^
THE HI-RES MODES
When on the hi-res {CBM-A}s there are
MODES you go into in order to do
different things, ie: enter TEXT MODE
to type text to the {CBM-A}. Below are
the modes available:
GP: Graphics & {CBM-A} manipulation.
This is the mode you enter when
you press #4 or RETURN from the
Main Menu.
GRAB: Capture {CBM-A} areas, Rotate
TRANSFER: Move (copy) {CBM-A} areas
TEXT: Add Text to {CBM-A}s, Borders
ADJUST: Ranged Scrolling, Slant
PIXEL EDIT: Editing pixels:)
^
You can generally go between the modes
by using the below MODE ENTRY keys. In
TEXT MODE use CTRL J to enter ADJUST
mode. GRAB MODE can only be entered
from GP MODE.
Pressing the RETURN key will always
exit you back to GP Mode, and from
GP Mode the RETURN key will take you
to the Main Menu (back and forth).
G: GRAB (Capture) MODE
SH T: TRANSFER MODE
T or DEL: TEXT MODE
J: ADJUST MODE
F7: PIXEL EDIT MODE
RETURN: EXIT TO GP MODE
^
GP MODE
Think of this as the General Purpose
or Graphics Placement Mode. GP Mode
is used for manipulating {CBM-Z}s and
{CBM-A}s (ie: flipping, inverting),
and for fastening {CBM-Z}s to the
hi-res {CBM-A}s. GP MODE IS THE ONLY
MODE WHERE THE MOVABLE GRAPHIC IS
VISIBLE ON THE {CBM-S}.
Pressing RETURN from any other mode
will bring you back to GP Mode.
Pressing RETURN in GP Mode will go to
the Main Menu. The RETURN key is a
"safe" key and pressing it enough will
always RETURN you to the Main Menu.
^
GP MODE
The below keystrokes will call up a
window that will prompt you to confirm
(y/n) the action you requested.Press
any key but "y" to cancel.
SH CTRL E: ERASE VISIBLE {CBM-S}
SH CTRL G: STRIP GRAYS
SH CTRL H: HORIZ EXPAND {CBM-S} X2
C= SH CTRL H: HORIZ EXPAND {CBM-S} X3
C= CTRL H: HORIZ REDUCE {CBM-S} X2
SH CTRL V: VERT EXPAND {CBM-S} X2
C= SH CTRL V: VERT EXPAND {CBM-S} X3
C= CTRL V: VERT REDUCE {CBM-S} X2
SH +: DRAW LINE BORDER
SH -: ERASE LINE BORDER
^
OTHER ACTIVE KEYS IN GP MODE:
X: EXCHANGE {CBM-S}S
and exit split {CBM-A}s
SH X: SPLIT {CBM-S}S LEFT/RIGHT
C= X: SPLIT {CBM-S}S UP/DOWN
C= SH CTRL X: EXIT SPLIT {CBM-S}S
without unsplitting
SH F: FLIP {CBM-S}
SH I: INVERT {CBM-S}
SH R: REVERSE {CBM-S}
C: COPY {CBM-S} to a cleared
{CBM-A}. Useful for
making an OOPS {CBM-A}.
SH CTRL [left arrow]: Set HOME {CBM-S}
and {CBM-A} order ({CBM-Q} {CBM-A}s).
^
GRAPHICS MANIPULATION (GP MODE):
1-6: SELECT ACTIVE GRAPHIC
F: FLIP GRAPHIC
I: INVERT GRAPHIC
R: REVERSE GRAPHIC
SH CLR: ROTATE GRAPHIC (7x7)
NOTE: Graphics buffer #6 is a
TEMPORARY {CBM-Z}s buffer and may
be corrupted (turned to garbage) by
other functions (loading {CBM-Z}s,
ROTATE, and ADJUST'S Capture in
particular). Use it for grabbing
{CBM-A} areas, manipulating, and
moving them elsewhere.
^
GRAPHICS MANIPULATION (GP MODE):
CROPPING GRAPHICS:
[left arrow]: NARROWER
W: WIDER
[up arrow]: CROP UP BY ROW
SH[up arrow]: CROP UP BY PIXELS
*: UNCROP DOWN BY ROW
SH *: UNCROP DOWN BY PIXEL
Selecting another {CBM-Z}s buffer
(or the same one) by pressing 1-6
will uncrop the {CBM-Z}.
^
GRAPHICS MANIPULATION (GP MODE):
FASTENING GRAPHICS (GP MODE)
O: OVERLAY: Fastens the {CBM-Z} to
the {CBM-A} as if you had just
left the moveable {CBM-Z} where
it was on the {CBM-A}.
p: PUT/PICK-UP (EOR): Exclusive ORs
the {CBM-Z} to the {CBM-A}. If
you press unshifted p again the
{CBM-Z} will be "sponged" back
up from the {CBM-A}. Very handy.
SH P: PASTE: Pastes the ENTIRE {CBM-Z}
area to the {CBM-A}. To see the
ENTIRE area that will be pasted
press r to reverse the {CBM-Z}.
^
GRAB (capture) MODE
PRESS G from GP Mode TO ENTER. This
mode is used for capturing a {CBM-A}
area into one of the {CBM-Z}s buffers.
The $ version of FGM will let you save
the {CBM-Z} captured {CBM-Z} to use in
PS or to re-use in FGM.
1-6: CAPTURE AREA TO GRAPHIC
BUFFER 1-6
SH CLR: ROTATE 11X11 {CBM-S} AREA
UNDER CURSOR
CTRL E: ERASE AREA UNDER CURSOR
RETURN: EXIT TO GP MODE
^
TRANSFER MODE
PRESS SHIFTED T. TRANSFER Mode is used
for transfering (copying) a {CBM-A}
area to another location.
C= CTRL V: REDUCE VERT CURSOR SIZE
CTRL V: EXPAND VERT CURSOR SIZE
C= CTRL H: REDUCE HORIZ CURSOR SIZE
CTRL H: EXPAND HORIZ CURSOR SIZE
F8: SET CAPTURE RANGE
O: OVERLAY RANGED AREA
P: EOR AREA TO {CBM-S}
SH P: PASTE AREA TO {CBM-S}
RETURN: EXIT TO GP MODE
^
TRANSFER (cont)
Once you press F8 to set the CAPTURE
RANGE the border will begin rippling
with color. Move the cursor elsewhere
and use o, p, or shifted P to copy the
range to the cursor position. You can
go to another {CBM-A} if the link
configuration allows. Once you leave
the source {CBM-A} you can't return to
it until you cancel this mode.
If the cursor is overlapping the area
where you set the range and you try
to fasten something there strange
effects may be realized. Pressing p to
EOR the ranged area over itself
(offset) is probably the most useful.
Keep pressing p and the {CBM-A} will
return to as it was before.
^
TEXT MODE
PRESS T OR DEL TO ENTER. TEXT Mode is
used for writing text on the hi-res
{CBM-A}s. Can also be used for moving
text and {CBM-Z}s with the insert and
delete keys, and for erasing areas
using the space key. C= CTRL I (Pixel
Insert) can be used for stretching.
To type text to the {CBM-A} simply hit
the {CBM-X} key. Using the C= key
with a {CBM-X} key will give you the
{CBM-X} {CBM-Z} on the left side of
the key (results may vary depending on
which {CBM-X} buffer you are using).
^
TEXT MODE (cont.)
To access ALL of the Commodore
{CBM-X} {CBM-Z}s select {CBM-X}
set #5 (CTRL 5). When #5 is active
you will get UPPER-CASE when just
typing keys.
Using C= with a key will give you the
{CBM-Z} on the left side of the key.
Using SHIFT with a key will give you
the {CBM-Z} on the right side.
The CTRL key is used a LOT with the
{CBM-X} keys while in Text Mode to
turn on the different functions. This
is because using most other key combos
will write a {CBM-X} to the {CBM-A}.
^
TEXT MODE (cont.)
CTRL 1-5: SELECT ACTIVE CHAR SET
CTRL O: OVERLAY TEXT
CTRL P: PASTE TEXT (default)
SH CTRL 8: EOR TEXT (PUT/PICK-UP)
CTRL :: SET ROTATION
CTRL R: REVERSE TEXT
SH CTRL 1: BOLD ON
SH CTRL 2: ITALICS ON
CTRL [up arrow]: TOGGLE DIRECTION
(turns WRAP off)
When you exit/re-enter Text Mode most
of the above will be reset: Bold,
Italics, Reverse, Direction, and
Rotation will all be reset and
Paste will be active.
^
TEXT MODE (cont.)
SETTING CURSOR (TEXT) SIZE:
CTRL H: LARGER HORIZONTAL CURSOR
C= CTRL H: SMALLER HORIZONTAL CURSOR
CTRL V: LARGER VERTICAL CURSOR
C= CTRL V: SMALLER VERTICAL CURSOR
CTRL N: NORMALIZE; Cursor to 1:1,
Bold, Italics, Rotation,
Reverse off. Paste on,
direction to across.
CTRL L: LAST CURSOR SIZE
^
TEXT MODE (cont.)
CTRL F: FLIP 1:1 AREA UNDER CURSOR
SH CLR: ROTATE 1:1 AREA UNDER CURSOR
CTRL X: GO BETWEEN {CBM-S}S **
**If {CBM-A}s are {CBM-Q} then F3/F4
can be used to go between {CBM-A}s.
Sh CTRL R: REVERSE {CBM-S}
SPLIT {CBM-S}S: Available if {CBM-A}s
are not across-{CBM-Q}:
C= CTRL X: SPLIT UP/DOWN
Sh CTRL X: SPLIT LEFT/RIGHT
CTRL X: UNSPLIT SPLIT {CBM-S}S
^
TEXT MODE (cont.)
INSERT/DELETE ARE AT CURSOR SIZE:
DEL: PULL COLUMNS TO LEFT. If
direction is up/down then
this pulls up.
SH INST: PUSH COLUMNS TO RIGHT.
If Direction is up/down
then this pushes down
and leaves a shadow.
C= INST: PIXEL INSERT
C= CTRL I: PIXEL INSERT WITH SHADOW
(use for stretching)
^
TEXT MODE (cont.)
C= CTRL Y: WRITE ACTIVE CHARACTER
BUFFER TO THE {CBM-S}
C= CTRL Z: WRITE {CBM-S} AREA TO
ACTIVE CHARACTER BUFFER.
You cannot write the {CBM-A} area to
{CBM-X} buffers 4 & 5 because they
are taken from the computer's rom.
CTRL W: TURNS WORDWRAP ON if {CBM-A}s
are {CBM-Q}. Is turned off by either
changing direction (CTRL [up-arrow]
or by exiting to Main Menu.
^
TEXT MODE (cont.)
CTRL I: INSERT COLS (wrap to bottom)
CTRL U: DELETE COLS (pull from bot.)
(above operate on 1 {CBM-A} & active
only w/un{CBM-Q} or down{CBM-Q} scrns)
RUN/STOP: CURSOR TO LEFT SIDE
SH RUN/STOP: CURSOR TO NEXT WORD
MARGINS (if {CBM-A}s are {CBM-Q}):
CTRL M: SET MARGINS; Cursor must be
1:1 in size and over one of the
margins. Press CTRL M and when the
margin changes color use the cursor
keys to move it. Press RETURN to
exit once the margin is in position.
^
TEXT MODE: DEFINABLE CHARACTER
The Definable Character is a miniature
capture box. Pressing F8 will capture
anything under the upper left 1:1 area
of the Text cursor. Once capured you
can use the Definable Character just
like any other text {CBM-X} (use
expanded sizes, bold, italics, EOR,
etc,). This function is very handy for
repairing areas of the {CBM-A}s;
capture a similar area and print
it to the new area.
F8: CAPTURE DEFINABLE CHARACTER
CTRL =: PRINT DEFINABLE CHARACTER
C= CTRL =: PRINT SMILEY FACE
^
CHARACTER BORDERS (TEXT MODE)
You can write anything under the 1:1
(smallest) text cursor as a border
around the {CBM-A}. The {CBM-X} tiles
in {CBM-Z}s buffer #4 are provided for
making borders (and fill patterns).
To write a border around the {CBM-A}
place the smallest size text cursor
over something on the {CBM-A}, hold the
Shift C= CTRL keys down (all three),
then press B.
To erase the border place the text
cursor over a blank area and press the
above keys.
^
ADJUST ROWS MODE
PRESS J (CTRL J FROM TEXT MODE). Use
ADJUST Mode for increasing/decreasing
spacing between rows, stretching or
shrinking text & {CBM-Z}s, outlining,
and for ranged left/right scrolling.
In ADJUST MODE the F1/F2/F6 keys will
scroll the {CBM-A} up/down regardless
of the link configuration. F3/F4/F5
will scroll the area inside the ADJUST
bar right/left.
F1/F2: SCROLL RANGED AREA RIGHT/LEFT
F3/F4: SCROLL {CBM-S} UP/DOWN
F5: PIXEL SCROLL RANGED AREA LEFT
F6: PIXEL SCROLL {CBM-S} UP
^
ADJUST ROWS MODE (continued)
+: INCREASE ADJUST BAR SIZE
-: DECREASE ADJUST BAR SIZE
CTRL I: INSERT A ROW (shadow)
C= I: INSERT A LINE (shadow)
CTRL U: DELETE (PULL UP) A ROW
C= U: DELETE A LINE (PIXEL)
CTRL E: ERASE AREA UNDER bar
C= E: ERASE PIXEL LINE
=: CAPTURE 1-4 ROWS
o: OVERLAY CAPTURED ROW(S)
p: EOR CAPTURED ROW(S)
Sh P: PASTE CAPTURED ROWS
C= >: AUTO-ROW SPACER (NOT
recordable as a demo!)
C= F8: ONE F5/F6 COMBINATION
SH F8: EIGHT F5/F6 COMBINATIONS
C= [left arrow]: ROLL A ROW
^
ADJUST ROWS MODE (continued)
To create an outline of a few (1-4)
rows of text enter ADJUST mode, make
the ADJUST BAR 1-4 rows high, press =
to capture the area, press F5 to pixel
scroll the area one pixel left, press
F6 to pixel scroll the {CBM-A} one line
up, then press p to EOR the captured
area over what's on the {CBM-A}. This
makes outlining a snap, and many other
interesting effects are also possible.
NOTE: Whenever you EOR something to
the {CBM-A} you can "undo" it by doing
the EOR again. This applies to EORing
{CBM-Z}s in GP Mode, text while in
Text Mode, and captured areas in
Transfer and Adjust modes.
^
PIXEL EDIT MODE
PRESS F7. This will give you the 3
column by 2 row Pixel Edit Cursor.
Pressing F7 again will take you to
the Pixel Edit Screen. Note that when
RECORDING a demo the 2x3 window
showing the {CBM-Z} area being edited
will not be visible.
While on the Pixel Edit {CBM-S} the
F1-F4 keys will move the unseen Pixel
Edit cursor so you can view/edit other
areas of the {CBM-A}.
If the {CBM-A}s are UN-{CBM-Q} the F5/F6
keys will SCROLL the {CBM-A}.
^
RECORDING A DEMO
When you RECORD A DEMO the program is
simply recording the keystrokes to
disk that you use while working on the
hi-res {CBM-A}s. Demos can be used as
a very compact way of "storing" hi-res
{CBM-A}s. You could type a letter or
create a template for a form & record
your actions, then play the demo back
when you wanted to re-create the
{CBM-A}. A demo will usually take up
MUCH less space than saving a {CBM-A}.
^
ADDITIONAL ACTIVE KEYS WHEN RECORDING
C= CTRL E: Done from GP Mode. Puts a
code in the recording so the {CBM-A}
will be erased during playback but
doesn't erase the {CBM-A} while
recording (use for tracing).
C= CTRL P: All modes. Puts a DELAY
CODE in the recording which will
delay for the specified time during
playback.
From GP Mode pressing RETURN will take
you to a menu where you can either end
the recording or change link status.
^
-RECORDING A DEMO - REMINDERS-
BE SURE YOU HAVE ENOUGH BLOCKS FREE
ON THE DATA DISK BEFORE BEGINNING A
RECORDING; IF SPACE RUNS OUT ON THE
DISK YOU WILL PROBABLY LOSE THE
ENTIRE DEMO.
ERASE THE {CBM-S} (SH CTRL E) WHEN
STARTING A DEMO. IF YOU DON'T ERASE
THE {CBM-S} THEN THE DEMO WILL WRITE
OVER WHATEVER {CBM-S} IT FINDS.
DO NOT USE ADJUST MODE'S AUTO-ROW
SPACER WHEN RECORDING A DEMO!
RETURN GRAPHICS TO STARTING POSITIONS
WHEN ENDING DEMO (unflip/invert).
^
-A HINT FOR LEARNING FGM-
Most modes use the C= (Commodore key),
CTRL, and SHIFT keys in conjunction
with one of the letter keys. The size
of the key is usually related to the
function. A full column insert uses
the SHIFT key & a pixel (small) insert
uses the C= key. When in Adjust mode
CTRL I will push a whole row down but
used with the C= key it will push a
single line (pixel) down. In GP mode
you just press f to flip the {CBM-Z}
but SHIFTED F to flip the {CBM-S}.
These conventions aren't absolute but
they are pretty closely adhered to.
After using the FGM for a while you
will begin to see the relationships.
^
-ENDING NOTE-
I have been told that the FGM does
"too much" & this makes it confusing.
FGM was written to allow doing things
that can't be done by other {CBM-Z}s
programs. Please don't be intimidated
by the large variety of functions
available in the FGM. You can create
useful hi-res {CBM-A}s using just a few
of the functions; you don't need to
learn "everything". PLAY AROUND WITH
THE PROGRAM AND TRY THINGS. Erase the
{CBM-A}, fasten one of the {CBM-Z}s to
it, and start experimenting. You can't
hurt the program or your computer! If
you wish, close your eyes and just
start pressing keys. Pressing RETURN
a few times will ALWAYS return you
back to the Main Menu.
^
THIS IS THE LAST PAGE OF DOCS-2
Press F1 for LOAD MENU
Press F3 for PREVIOUS PAGES
* * * *
I HOPE YOU ENJOY THIS DEMO FGM
and
HAPPY COMPUTING,
Ron C. Hackley
^ 6