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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.
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- 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.
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- 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.
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- 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.
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- I hope it will be fun for you and will help you create graphics
- for your programs as it did for me.
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- 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.
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- 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.
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- 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.
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- REGISTRATION FORM
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- Mail to:
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- Sid Nolte
- 13858 Peyton Dr.
- Dallas, Texas 75240
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- I liked the ICON MAKER program and want to be a registered user.
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- Registration fee ($10)_______________
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- Send source code ( $5)_______________
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- Total _______________
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- Your name _______________________________________________________________
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- Your Adress _____________________________________________________________
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- City, State, Zip ________________________________________________________
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- Comments:_________________________________________________________________
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- THE ICON MAKER
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- TABLE OF CONTENTS
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- 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
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- 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.
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- 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.
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- THE STARTING MENU
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- 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.
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- THE SIZE MENU
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- 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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- 1
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- THE GRAPHICS MODE MENU
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- 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.
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- READ FROM FILE MENU
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- 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.
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- SAVE TO FILE MENU
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- 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.
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- 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.
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- THE QUIT MENU
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- 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
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- 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.
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- THE ARROW KEYS
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- 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.
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- MOVE
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- 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.
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- ERASE
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- The erase option is selected by pressing the 'E' or 'e' key. It
- allows you to erase any area over which the cursor moves.
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- DRAW
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- 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.
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- COLOR
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- 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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- 3
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- PALETTE
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- 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.
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- INVERT
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- 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".
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- SAVE
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- 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.
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- LINE PRINTER
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- 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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- 4
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- QUIT
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- 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.
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- BACKGROUND
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- 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.
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- GRAPHICS
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- 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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