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1985-10-17
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ICON MAKER
I wrote this program as a result of a frustration that
I experienced in trying to put dot graphics data into a
data segment area using define byte statements. The colors
and dots just did not seem to be easy to convert into the
desired bytes. Other programs allowed the creation of
graphics which could be read from disc and displayed by a
program but I wanted to put the data directly into the
program data area. Therefore, I wrote this program to allow me
to do just that.
All three of the graphics modes are supported, the 640 X 200 two
color, the 320 X 200 four color, and the 160 X 100 sixteen color.
The first two are supported by the ROM BIOS, the later is not. I
have included a file on this disk that is a reprint of an article
that I wrote for the North Texas IBM PC News that explains how to
produce graphics for this mode.
Aditionally, as I worked with this program, it occured to me that
it could be used to produce patterns for needlework of the type
called counted cross stitch. That is why I included the print
option to allow those patterns to be created and edited on screen
and then the pattern printed.
The save option allows the data presented on screen to be saved
into an ASCII file that can be inserted into the data segment of
your MASM programs to define the graphics you have created.
I hope it will be fun for you and will help you create graphics
for your programs as it did for me.
I am releasing the program to the public domain as a user
supported program. If you like it and find that using it helps
you in your program generation or your needlework, show me that
you do by providing support. A registered user has certain
advantages. You will receive notification of all updates and a
copy of the source code. The registration fee is a ridiculously
low ten bucks. When you register, let me know if you want the
source code so that you may alter it to suit your needs. I will
send it to you for the cost of mailing which is five dollars.
The program is written in the C language and compiled with
the Lattice C compiler. There are a few assembly language
routines that are callable from C. It does not use any C
library. All of the support graphics functions are included
in the source code. This includes the three routines written
in assembly language that write the graphical data produced
by the program to the screen.
You have heard all of the good reasons that you should support
the user supported programs so I will not repeat them. All that
I ask is that you review some of those reasons in your own mind
and that if you do not wish to register, copy this disc for a
friend. Maybe that friend will support the program. In any
event, have fun with it.
REGISTRATION FORM
Mail to:
Sid Nolte
13858 Peyton Dr.
Dallas, Texas 75240
I liked the ICON MAKER program and want to be a registered user.
Registration fee ($10)_______________
Send source code ( $5)_______________
Total _______________
Your name _______________________________________________________________
Your Adress _____________________________________________________________
City, State, Zip ________________________________________________________
Comments:_________________________________________________________________
THE ICON MAKER
TABLE OF CONTENTS
Introduction................................................1
The Menus ..................................................1
Starting Menu.............................................1
The Size Menu.............................................1
The Graphics Mode Menu....................................2
Read from File Menu.......................................2
Save to File Menu.........................................2
The Quit Menu.............................................2
Graphics Creation...........................................3
The Arrow Keys.............................................3
Move.......................................................3
Erase......................................................3
Draw.......................................................3
Color......................................................3
Palette....................................................4
Invert.....................................................4
Save.......................................................4
Line Printer...............................................4
Quit.......................................................5
Background.................................................5
Graphics...................................................5
INTRODUCTION
Icon Maker is a program to allow you to create graphical icons
and cross stitch graphics interactively in any of three graphical
modes supported by the IBM PC family. These three modes include
the high resolution 640 X 200 two color, the 320 X 200 four
color, and the 160 X 100 sixteen color. The latter mode is not
supported by the ROM BIOS services. The Icon Maker will print the
graphics in a form suitable for the formation of a cross stitch
pattern. The graphics produced may be saved in such a form that
it can be directly inserted into the source of a MASM program for
use in graphical programs you may produce.
I have found that producing the dot by dot representation of data
to be included into a program is extremely tedious. I wrote the
program as an aid in that process.
Most of the features of the program may be accessed by selecting
the options displayed on the screen and by responding to the
displayed menus. However, the following short descriptions will
enable you get a quick view of the capabilities of the program.
Have fun.
THE MENUS
There are a number of options available to you in the Icon Maker
program. In order to reach any of these options such as the mode
of the graphics produced. These menus are distinguishable by the
red bordered blue boxes displayed in the 80 column color mode.
The title screen illustrates some of the graphics that might be
produced by the program. After you have seen it and it no longer
is of interest, any key will pass you on to the main selection
menu.
THE STARTING MENU
This menu provides for the selection of either creating a new
graphics shape or reading one that you have previously created
for further editing. After you have created your graphics, you
will be returned to this menu for selection of another activity
or for returning to DOS.
THE SIZE MENU
If you have chosen to create a new icon shape, you will be
requested for the height and width of the shape produced. The
graphics editing is done on screen in a 50 high by 60 wide
working area. However, you may work on one much larger, that is
100 high by 120 wide. The program will display the current 50 X
60 area in the display window.
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THE GRAPHICS MODE MENU
After selecting the size of the icon you have created, you will
be requested to select one of the three graphics modes supported
by the program. The selections presented are the high resolution
640 X 200 two color mode, the medium resolution 320 X 200 two
color mode, or the low resolution 160 X 100 sixteen color mode.
READ FROM FILE MENU
In the event that you have determined that you wish to perform
editing on a previously defined graphics shape by selecting that
option from the starting menu, this menu will appear. You are
directed to enter the name of the file. This must be a DOS file
name of the file that contains your graphics shape. In the event
that the named file can not be found or if you have not entered a
proper file name, you will be directed to either re-enter a
proper file name or return to the starting menu by pressing the
escape key.
SAVE TO FILE MENU
At any time in the creation of your graphics forms, you may elect
to save the completed or partially completed graphics. This menu
is selected by simply pressing the 'S' or 's' key. Again, this
menu requests you to name a DOS file. If a proper file name is
selected, the return key will cause the graphics data to be saved
to the disk file named. When the file has been written, you will
be returned to the starting menu.
The file that you have saved is an ASCII file that represents the
graphics data. It represents the dimensions of the shape and the
data that will be written to the screen to display the shape. It
is in a form that is acceptable by the macro assembler (in the
form of dw and db statements) and can be used in the data segment
of your program to define your shape. It is preceded by a
comment statement which should not be disturbed if you plan to
perform further graphics editing on this file. The program uses
this comment to determine the mode of the graphics data. Each of
the three graphics modes are written to the screen in a different
manner so that those produced in one mode can not be displayed in
another.
THE QUIT MENU
The quit menu can be selected at any time in the icon creation by
simply pressing the 'Q' or the 'q' key. You will be warned that
the graphics will not be saved if you quit at that time. This
menu is provided to allow you to quit the process at any time.
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GRAPHICS CREATION
After you have selected the graphics mode either by reading an
old file or by selecting the size and mode for a new icon, you
will have a number of options available to you at any time to
allow you to perform the creation of the graphics. Those options
are displayed to you along the right edge of the screen. Any one
of them is selected by pressing the single key as displayed.
THE ARROW KEYS
The arrow keys are the only active keys during icon generation
that are not on the display option. They direct the motion of
the cursor of course and include the four direction arrows as
well as the "corner" direction. For instance the "page up" arrow
will move the cursor up and to the right.
MOVE
The move option is selected by pressing the 'M' or 'm' key. It
with the Erase and Draw option allows you to select what will
happen when you move the cursor. The move option allows you to
move the cursor from the current location to any other screen
location without changing any of the state of any of the graphics
over which you are moving.
ERASE
The erase option is selected by pressing the 'E' or 'e' key. It
allows you to erase any area over which the cursor moves.
DRAW
The draw option is selected by pressing the 'D' or 'd' key. It
allows you to place the current active color at any area over
which the cursor moves.
COLOR
The color option is selected by pressing the 'C' or 'c' key. It
allows you to select the color of the graphics to be produced.
Pressing the key several times allows you to see that the colors
are selected in sequence. The current color is displayed so that
you might see what color is active. If the draw option is
active, that color will be left behind at each of the cursor
motions.
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PALETTE
The palette option is selected by pressing the 'P' or 'p' key.
It is valid only for 320 X 200 four color mode since that is the
only graphics mode for which a palette selection is utilized.
This key causes a switch between the two available palettes.
When the data is saved to disc, the state of the palette switch
is not preserved with the data so that you will be required to
restore the palette after recovering your data.
INVERT
The invert option is selected by pressing the 'I' or 'i' key. It
will reveal to you three options as to how you wish to invert the
icon you have thus far produced. The 'H' key will invert the
image about the horizontal axis, that is the top row becomes the
bottom and the bottom row becomes the top. The 'V' key inverts
the image about the vertical axis. The 'C' key inverts the
color. In the two color mode, black becomes white and white
becomes black. In the four color mode, all colors represented by
the two bit value "X" becomes the two bit value "3 - X". In the
four color mode, the four bit nibble representing one of the
sixteen colors "X" becomes "15 - X".
SAVE
The save option is selected by pressing the 'S' or 's' key. It
will cause the save menu to be displayed and it will request the
file name for the file on which the icon graphics is to be saved.
The file is an ASCII file suitable to be included in a MASM
program and is of the form of the dw and db statements defining
the data represented. This not only allows you to recall your
image for further editing but also allows for the inclusion of
your graphics into your program data segment.
LINE PRINTER
The line printer option is selected by pressing the 'L' or 'l'
key. Unfortunately, it would be preferable to select the
printing by pressing the 'P' key but it is devoted to palette
selection. Selecting the printer option will produce the
graphics in two formats. One format is in the form that may be
used as a "counted cross stitch" pattern with the color legend.
The other form is simply a very small dot for dot black on white
image of the drawing.
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QUIT
The quit option is selected by pressing the 'Q' or 'q' key. It
allows exit from the graphics production without saving the
image. It allows you to start over in the event that you have
decided not to proceed with the current activity without saving
it to disc.
BACKGROUND
The background option is selected by pressing the 'B' or 'b' key.
It has meaning only for the color graphics modes and then really
only for the 320 X 200 graphics mode.
GRAPHICS
The graphics mode is selected by pressing the 'G' or 'g' key. It
allows you to see how the image will look when displayed in the
actual mode selected. Actually the images are produced in a
dimension larger than that being produced. This option allows
you to see how it will look if placed into the data segment of
your program and displayed in the mode selected.
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