home *** CD-ROM | disk | FTP | other *** search
-
- ***************** EDITING THE PICTURE FILE ******************
-
- One of the fringe benefits of ASCII-VECTOR-GRAPHICS is that
- you can edit the picture file directly with any word
- processor that has a standard ASCII mode (and most do) or
- text editor. You can use a TSR program, run from within
- Microsoft Windows, or use DOS WINDOW on the file menu to
- access a word processing program. With these techniques you
- can jump quickly from the picture, to the script file, and
- back again.
-
- As you know by now, when you create a picture, it is stored
- as little bits of text in a plain text file. When MSHOW
- reads this text picture file, the lines of text are
- translated into parts of the picture.
-
- Generally, the code goes like this: An object is represented
- by a capital letter. For instance, an R is for Rectangle, a C
- is for Circle and so on. Each object letter is the leftmost
- character on a line, and is followed by a series of integers.
- (Integers are numbers with no decimal point, for those of you
- who are not strong in math.) These integers represent the
- location of the object and it's size.
-
- The first number is the horizontal location of the object on
- the screen in pixels. Pixels are the little dots of light
- that make up everything in a computer picture. If the number
- is zero, the object is crammed up against the left edge of
- the monitor. In most video modes, 639 is the far right edge,
- because there are 640 pixels across the screen, and the first
- one is 0. In Hercules the right edge is 719 and in CGA-LO
- 4-color it is 319.
-
- The second number is the vertical location with 0 being the
- very top. In most modes 199 is the bottom of the screen, but
- in Hercules it is 347, in EGA-HIGH it is 349, and in VGA it
- is 479.
-
- Many objects will also have other numbers following them.
- After this paragraph are the specific codes used in The
- Multimedia Workshop picture files. These are all the codes
- of which all pictures are composed. There are no others.
-
- T - Followed immediately by either a digit. This is line
- thickness. If you see a T3, all lines, circles, freehand,
- rectangles or ellipses are drawn in the thick solid line
- style from this point until another T is encountered.
- T1 - thin solid line
- T3 - thick solid line
- T4 - thin dotted line
- T5 - thick dotted line
- T6 - thin dashed line
- T7 - thick dashed line
-
- S - Followed by a space and an integer representing the
- frequency in Hertz (cycles per second), then another space,
- and another integer, representing the length of time in
- milliseconds for which this sound will play. If the frequency
- following S is 0, the sound is silent, as in a musical rest.
-
- U - With nothing following. This is Wait For User, and
- freezes the system until the user presses any key. (Remember,
- Wait For User, Delay and Sound effects will not play true to
- form from within The Multimedia Workshop if FAST VIEW has
- been selected or during screen rewrites by GRID, UNDO, PIXEL
- EDIT, and some other services, but they will be effective
- when run from MSHOW.EXE.
- Normally, you wouldn't want to put a 'U' in a
- presentation which will use the MSHOW AUTO mode, since the
- presentation will stop at the U until a user presses a key.
-
- P - Followed by two integers is for Pixel, and changes the
- pixel at the designated location (by the first two integers)
- to the current color.
-
- L - Followed by four integers. This is LINE and displays a
- line starting at the location specified by the first two
- numbers and ending at the location specified by the last two
- numbers. Like all objects this line will be in the current
- thickness and color.
-
- l - On a line by itself. This marks the end of a loop. The
- loop will repeat all the lines above it back to the last line
- starting with b, or until the beginning of the file, or back
- 16384 bytes. Loops continue until the user presses any key.
-
- Of course, you wouldn't normally want to put a 'l' in a
- presentation which will be using the MSHOW AUTO mode.
-
- b - On a line by itself. This marks a TAKE BREATH. This
- forces MSHOW or TMW to read the disk at this point and refill
- the RAM memory at this location. That way, there are 16384
- bytes (if the file is large enough) of uninterrupted script
- file in RAM, so that the program won't have to stop to read
- the disk, possibly in the middle of a time-critical animation
- or sound effect.
-
- Z - Followed by six integers. This specifies a ZOOM action.
- The first four integers represent the original area to be
- changed. The last two are the new lower right corner of the
- area in it's new dimensions. The upper left corner remains
- in the same location.
-
- KA - Followed by six integers. The first four specify the
- area of the original block to be animated. The next is the
- amount of time in milliseconds between moves, and the last is
- the copystyle (3 for transparent, 2 for opaque). Following
- the line with KA are one or more lines containing nothing but
- two integers. These are the upper left corner coordinates
- for each block move comprising the animation. There must be
- a blank line at the end of this series.
-
- KC - Followed by seven integers. Borrowed from Wordstar and
- Borland conventions, this is for COPY. The first four
- integers specify the area to be copied, and the last two mark
- the location of the upper left corner of the new object. The
- last integer determines whether the block will be copied in
- TRANSPARENT style or OPAQUE. If 3, it will be transparent,
- otherwise it is opaque.
-
- KV - Followed by seven integers. Again from Wordstar and
- BORLAND, this is for MOVE. Again six integers are used in the
- same manner as KC. The last integer determines whether the
- block will be copied in TRANSPARENT style or OPAQUE. If 3,
- it will be transparent, otherwise it is opaque.
-
- KY - Followed by four integers. An ERASE in "Wordstarese"
- These four numbers mark the rectangular region to be deleted.
-
- R - Followed by four integers. This creates a rectangle.
- The first two numbers mark the upper left corner and the
- last two mark the lower right corner.
-
- O - Followed immediately by a digit (no space between them).
- This changes the current color. Any object drawn will be in
- this color until the color is changed again. In monochrome
- graphics modes, 0 is black or the background color, and any
- other number between 1 and 15 results in foreground or white.
- In the 16-color modes:
-
- 0 = BLACK
- 1 = MIDNIGHT BLUE
- 2 = TREE GREEN
- 3 = DARK CYAN
- 4 = CRIMSON
- 5 = PURPLE
- 6 = BROWN
- 7 = LIGHT GRAY
- 8 = DARK GRAY
- 9 = AVERAGE BLUE
- 10 = BRIGHT GREEN
- 11 = SKY BLUE
- 12 = BRIGHT RED
- 13 = MAGENTA
- 14 = YELLOW
- 15 = WHITE
- (assuming there have been no 'n's in the file)
-
- In 256-color mode, the above list shows the first 16 colors,
- beyond this, you are on your own with colors!
-
- n - Followed immediately by 2 or 4 integers. This indicates
- a color palette change and only works in UNIVERSAL, EGA-HI or
- the VGA video modes. The first number is the color number to
- change. For instance, if the first number is 3, then the
- color affected will be the third one on the color menu. In
- 16-color modes, the next number indicates then new value
- (range 0-63) for the color. In the 256-color modes the
- second number (0-63) indicates the amount of red, the next
- number is for green and the last is for blue. These are
- negative colors, oddly enough: Green + red = yellow. Notice
- that the n is not capitalized.
-
- B - Followed immediately by a digit (no space between them).
- This has no effect unless the graphics mode is CGA-HIGH or
- CGA-LOW, in which case it immediately changes the background
- color. You can choose any of the first 8 (0-7) colors from
- the above listing for background color.
-
- H - Followed by a space then a filename. This displays a
- .PCX file.
-
- b - On a line by itself. This is "Breathe In", which resets
- the RAM area holding the file to begin at this place in the
- script. This is useful before a series of sounds or an
- animation, where you don't want the presentation to stop
- while the next portion of the script file is read from the
- disk. After 'b', as many as 16,384 bytes will be played
- continuously before another disk read. 'b' is also used to
- mark the beginning of a loop.
-
- l - on a line by itself. This marks the end of a loop.
- Whatever lines in the script file from here UP to the last
- line containing only a 'b' (or the beginning of the file)
- will be played over and over again until the user presses any
- key. Use this with caution. Block moves must always have
- the same picture data, or the picture will not loop, but
- change continuously instead. Experiment to see what I mean.
-
- h - Followed by a space then an executable file name or a
- batch file name. This causes the named program or batch file
- to execute within your script.
-
- C - Followed by four integers. A circle. The first two
- integers mark the centerpoint location, and the last is the
- radius of the circle. As with most objects, the circle will
- be drawn in the current color and line thickness. The fourth
- number, if 2, indicates that the center of the circle is to
- be shown with a + mark.
-
- E - Followed by seven integers. An ellipse. The first two
- integers mark the centerpoint, the next two are the starting
- and ending angles of the ellipse. A full ellipse starts at 0
- degrees and ends at 360. 0 degrees is the 3 o'clock position,
- High Noon is 90 degrees, 9 o'clock is 180, and 6 o'clock is
- 270. Therefore a partial ellipse, drawn from 45 to 90 degrees
- would range from approximately 1:30 to noon of a clock dial.
- The last two digits in an ELLIPSE are the horizontal followed
- by the vertical axes in pixels. The seventh number, if 2,
- indicates that the center of the ellipse is to be shown with
- a + mark.
-
- F - Followed by three integers. This fills a bordered area
- with the currently selected color in the pattern specified by
- the third number. The color must be the same as the border.
- If there is even a one-pixel gap in the border, the color
- will leak out and fill the whole picture.
-
- text/ - Followed immediately by five integers. The first two
- integers mark the position of the upper left corner of the
- text block. The third number selects the typeface or font.
- The last two integers represent the magnification of the
- typeface. Of these last two, the first is for the width and
- the second is for height of the font. The 'default' size of
- most fonts is 4 wide and 4 high. A number smaller than 4
- renders a narrower font and a larger number is wider. And, of
- course, if the last number is larger, the font will be
- taller, but if it is a number smaller than 4, the font will
- be small.
-
- The possible sizes range from 1 to 9. If you try to use
- a width or height outside of this range, any number of
- horrible things may happen to your presentation!
-
- The first two typefaces, BITMAP and TRIP, are built into
- the program, but the others are kept on the disk in external
- files. These files end with .CHR. So, if you want to use
- the SCRIPT font, for instance, you must supply the SCRI.CHR
- file along with your picture files on every disk copy you
- make.
-
- The first typeface, BITMAP, is handled differently by the
- program. Vertical and horizontal dimensioning is handled
- together, you control overall size of this font, but not the
- width or height independently.
-
- Text is drawn in the currently selected color. The text
- begins on the line following "text/" and the five numbers
- and continues until a line is encountered which starts with
- ~. This ~ must be in the first column of the first line
- following a block of text, otherwise MSHOW will assume the
- following lines are to be displayed as text and will most
- likely crash. So, as soon as MSHOW encounters a line that
- starts with "text/" the lines following are considered text
- and displayed verbatim until a line starting with ~ is found.
- TEXT BLOCKS MUST BE FOLLOWED BY A LINE THAT STARTS WITH ~.
- You can edit the text just as you would any ASCII text
- document. Keep in mind that the size of the block cannot
- exceed the room available in the picture.
-
- title/ - Followed by five integers. The first two integers
- mark the center around which the title will be displayed.
- The third number selects the typeface. And, as with text/,
- the last two numbers control the size of the font. The line
- following "title/" and the five numbers is the title which
- will be displayed verbatim.
-
- D - Followed immediately by one integer. DELAY, causes the
- program to freeze for the amount of time in milliseconds
- indicated by the integer. The largest value allowed is
- approximately 65000 milliseconds. If a longer delay is
- required, several delays can be used together. For example, a
- two-and-a-half minute delay would look like this:
-
- D60000
- D60000
- D30000
-
- And that's all the codes required to make multimedia
- presentations!
-
- These are fully at your disposal for editing with your text
- editor or word processor. For instance, if you have made a
- picture with a rectangle in it:
-
- R113 24 196 68
-
- but you wish the rectangle were a little more to the left,
- you could simply change it:
-
- R103 24 186 68
-
- Then rerun The Multimedia Workshop or MSHOW and check your
- change. In this illustration, your rectangle would have moved
- 10 pixels to the left.
-
- Lets say your rectangle was yellow, and you wish it were
- white. You could precede the line like this:
-
- 015
- R103 24 186 68
-
- No doubt you can see the incredible power in ASCII editing of
- pictures! You can fine tune your graphics, sound effects,
- animation timings, even correct typographical errors in text
- within pictures!
-
- There are some conventions that must be observed. Make sure
- to use a single space between integers. Make sure to use the
- exact same spellings and capitalizations. Make sure to
- preserve blank lines where they exist in the picture file.
- For instance, after a series of sounds, there must be at
- least one blank line. Make sure to test your pictures after
- you have made changes. And most of all, feel free to
- experiment considerably. With practice, you'll understand
- this well and be able to generate very fine work, very
- quickly!
-
- Since all the picture command lines start in the very
- left-most column, you can temporarily remove an element from
- a picture by simply typing a space or an * in front of the
- line. This causes it to move to the second column. If The
- Multimedia Workshop or MSHOW.EXE finds a ' ' or an '*' in the
- first column of a line, they ignore the whole rest of the
- line, except within text blocks.
-
- This is good for troubleshooting a picture. For instance,
- let's say you have created a complicated picture, and in your
- picture is an annoying line which runs diagonally through the
- wrong place as annoyingly as a pipe wrench in a typewriter.
- Try to find the line. When you think you have it, put a * in
- front of it, and check the picture. One line in your picture
- will not be displayed. If you put the * in the right place,
- the diagonal line will be gone, otherwise some other line
- will be missing. Once you have found the right line to
- delete, you can simply leave the * there or you can actually
- delete the line.
-
- If you use a text editor which runs TSR (Terminate Stay
- Resident) such as Borland's Sidekick, you can do your editing
- while The Multimedia Workshop remains loaded and see your
- changes almost instantly. The best way to do this seems to
- be to select SEE from the control panel first, then do your
- editing, then return to SEE, press [Enter] and then [Enter]
- again to redraw the picture. This is best because some TSR's
- do funny things to the picture, especially if in VGA mode, or
- they steal the mouse cursor and won't give it back! Note: If
- your RAM space is limited, you'll sometimes have just enough
- space for a small TSR and The Multimedia Workshop. Kick the
- others out of your AUTOEXEC.BAT file. If still a problem, you
- can almost always switch between MSHOW.EXE and a TSR without
- RAM problems.
-
-
- VIDEO MODES
-
- You'll notice that the first line in picture files is always
- "mode" followed by a digit. This is how MSHOW.EXE or The
- Multimedia Workshop know which mode to use. The modes are:
-
- 1 CGA-HIGH 2-color
- 2 CGA-LO 4-color
- 3 640 x 200 EGA-LO 16-color (UNIVERSAL MODE)
- 4 EGA-HIGH
- 5 HERCULES MONOCHROME
- 6 VGA-HIGH
-
- GUESS WHAT? You can fudge these modes. For instance, Let's
- pretend you have a HERCULES graphics system, but you want to
- create a presentation in UNIVERSAL mode so that the widest
- possible audience can see your stuff. The Multimedia
- Workshop knows that all you have is HERCULES, and so
- automatically puts a "mode5" at the start of every picture,
- so it will run at the best possible resolution in your
- system, and not confuse you with 16-color menus you can't
- use.
-
- But if you use a mode5 (Hercules) presentation in most other
- systems, MSHOW.EXE will first display a warning that it is
- the wrong graphics mode, then translate the pictures.
- Furthermore, Hercules allows 720 pixel-wide pictures, but the
- other graphics modes don't, so the right-hand side of your
- presentations will be cut off for CGA and VGA users.
-
- So here's what you do: You start by changing the first line
- in each picture from "mode5" to "mode3." Mode 3 is UNIVERSAL
- MODE. It will still play on your HERCULES system, but will
- now also work without the warning on all other standard
- graphic systems. Then you make your pictures to fit within
- 640 horizontal pixels and 200 vertical pixels. In other words
- draw your pictures in the upper left portion of your screen
- not exceeding coordinates 639 by 199.
-
- This is important. When you play a picture in a mode for
- which it was not designed, if the picture is larger than the
- graphics mode attempting to display it, the program may
- crash. So, UNIVERSAL MODE pictures cannot exceed 639 x 199.
-
- NOTE: Do not fudge graphics modes if you have included .PCX
- files, because they are usually not transportable from one
- type of graphics card to another (or one emulation to
- another). In other words, you cannot end up with a Hercules
- .PCX file working on a .CGA system.
-
- And last, to add colors, for those who can display them, you
- can use the picture file COLORS to see a chart and then
- sprinkle your picture files with "O"'s followed by numbers
- for color changes. Getting the colors right is tricky, so
- you might want to at least view your presentation on a
- borrowed computer which has color, to make sure it looks ok.
-
- A little inside tip for professional-looking colorizing:
- Stick to two or three colors, perhaps text in sky blue,
- graphics in white, and arrows in red.
-
- _____________________________________________________________
- end of chapter
-
-
-
-