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- >Guide
-
- -----------------------------------------------------------------------------
- This program is SHAREWARE. It is *not* free software. You may evaluate it for
- a two-week trial period. After this, you are required to register for further
- usage, or else destroy your copy. Refer to the end of this guide for details.
- -----------------------------------------------------------------------------
-
- This application is based in part on the Independent JPEG Group's JFIF coding
- and decoding software, version 4 (Dec 1992), used for reading the JFIF format.
-
- _______________________________________________________________________________
-
- Translator 7.21 ---------------------------
- This program is SHAREWARE
- Version date : 08 Aug 1993 ---------------------------
-
- ----------------
- - Introduction -
- ----------------
-
- Translator is a powerful tool that will convert and process image files from
- other computers.
-
- Translator will give you access to the enormous amount of graphics images
- created on other computers. Powerful and fast image processing options are
- available to produce special effects and/or enhance the quality of images.
-
-
- ---------------------
- - Supported formats -
- ---------------------
-
- The image file formats that are supported are summed up below.
-
- - The 'Name' field gives the name of the format.
- - The 'Pixels' field gives the resolution of the image format in pixels. A '-'
- entry means there is no fixed resolution (the usual case).
- - The 'Colours' field gives the number of colour bits used (i.e. 4 means 16
- colours, 8 means 256 colours, etc.), and a suffix 'c' for colour images, 'm'
- for monochrome images. Images with <=8 colour bits are 'palette' images, i.e.
- have a colour lookup table. Images with >8 colour bits are pure colour images
- and contain seperate Red, Green and Blue components per pixel.
- - The 'Comments' field gives further special information.
-
- -------------------------------------------------------------------------------
- | Name | Pixels | Colours | Comments |
- -------------------------------------------------------------------------------
- Foreign formats
- -------------------------------------------------------------------------------
- GIF - 1-8c Graphics Interchange Format
- TIFF Class B(ilevel) - 1m Compression none/packbits/LZW
- TIFF Class G(reyscale) - 1/2/4/8m ''
- TIFF Class C(olour) - 1/2/4/8c ''
- TIFF Class R(GB) - 24c '' (24-bit non-planar RGB)
- Amiga ILBM IFF - 1-12c Also HAM (12-bit), halfbright
- Atari Degas PI1/PC1 320x200 4c PC1 is run length compressed
- '' '' PI2/PC2 640x200 2c PC2 ''
- '' '' PI3/PC3 640x400 1c PC3 ''
- Atari GEM IMG - 1m
- MacIntosh MacPaint 576x720 1m
- SUN Microsystems - 1/8c None/RLE compression supported
- PCX - 1/2/4/8c EGA/MCGA
- QRT - 24c Quick Ray Tracer
- MTV - 24c MTV Ray Tracer
- Windows 3 BMP - 1/2/4/8c
- Truevision TARGA - 8/15/16/24/32c
- PBMPlus - 1-8m/3-24c Formats P1 up to P6
- MSX2 - 8c
- Unix RLE - up to 24c
- FITS - 8m/16m Astronomical data format
- JFIF (JPEG) - 24c/24m Discrete cosine compression
- -------------------------------------------------------------------------------
- Native formats
- -------------------------------------------------------------------------------
- CadSoft/Millipede - 8c Millipede PRISMA digitiser
- Irlam - 24c Irlam I-scan scanner
- Archimedes sprite - 1/2/4/8c
- Arvis - 15c 2 sprite files in HIP/LOP dirs
- Clear - 1/2/4/8/24c Translator's own format
- Pro-Artisan 640x256 8c Compression types 0 and 1
- Watford digitiser 512x256 6m
- Render Bender - 8c
- AIM square 8m Archimedes Image Manager
- Pineapple digitiser 512x256 16c
- Snapshot digitiser 512x256 12c
- Zeridajh Video Digitiser - 1/2/4/8m My own video digitiser's multi-
- Animation image animation file
- RIX Softworks ColoRIX - 8c Uncompressed only
- Wild Vision Hawk V9 - 12c
- -------------------------------------------------------------------------------
-
-
- -------------------------
- - Using the application -
- -------------------------
-
- To start up Translator, either :
-
- - Double-click on the '!Translatr' icon.
- - Double-click on an image file, after !Translator has been seen by the filer
- (only for image types in the &690 range). This will auto-load the image that
- was clicked on.
-
- It will install itself on the icon bar, and clicking MENU on Translator's icon
- pops up the main menu, giving the usual 'Info' and 'Quit' options, and others,
- which will be discussed further on.
-
-
- ------------------
- - Loading images -
- ------------------
-
- Loading an image may be done in a number of ways :
-
- a) by dragging the image file to the Translator icon on the icon bar
- b) by dragging the image file to the image window (when an image is loaded)
- c) by double-clicking on an image file (not for 'native' Archimedes formats, to
- ensure that the originating programs (when loaded) 'catch' these files, not
- Translator)
- d) By clicking SELECT or ADJUST on the image window while holding down CTRL.
- This will reload the most recently loaded image file.
- e) By clicking ADJUST on Translator's iconbar icon, which also reloads the
- most recently loaded image file.
-
- NOTE : The ArVis Videographics format consists of two sprite files per image,
- of which one resides in a directory named 'HIP', the other in a directory
- called 'LOP' (both at the same directory level). To load an ArVis image, drag
- the sprite file in the 'HIP' directory to Translator (i.e. a or b).
-
- Image files should be filetyped appropiately to be recognized by Translator.
- The following filetypes are used by Translator (the filetypes in the range
- &690-&6xx are new filetypes, mainly used for foreign formats) :
-
- -------------------------------------------------------------------------
- Filetype Name Image file type/origin
- -------------------------------------------------------------------------
- &004 AIM AIM (Archimedes Image Manager)
- &690 * Clear Translator Clear
- &691 * Degas Atari PI1,PI2,PI3,PC1,PC2,PC3
- &692 * Img Atari IMG
- &693 !* AmigaIFF Amiga IFF (ILBM)
- &694 !* MacPaint MacIntosh MacPaint
- &695 !* GIF GIF (Graphics Interchange Format)
- &696 !* Pineappl Pineapple colour video digitiser
- &697 * PCX PC PCX
- &698 * QRT QRT (Quick Ray Tracer) RAW
- &699 * MTV MTV ray tracer
- &69A !* CadSoft CadSoft/Millipede PRISMA
- &69B !* Irlam Irlam Instruments scanners
- &69C !* BMP PC Windows 3
- &69D * Targa Truevision TARGA
- &69E !* PBMPlus PBMPlus (Portable Bit Map toolkit)
- &69F !* ZVDA Zeridajh Video Digitiser Animation
- &6A0 * MSX2 MSX-2
- &6A1 !* RLE Unix RLE
- &6A2 !* ColoRIX RIX Softworks
- &6A3 !* FITS Flexible Image Transport System
- &6A4 !* HawkV9 Wild Vision Hawk V9 digitiser
- &C85 !* JPEG JPEG JFIF ***
- &CC2 ! SnapShot Snapshot colour video digitiser
- &D58 RendPic Render Bender
- &DE2 ProArt ProArtisan
- &DFA Picture Watford digitiser
- &FC9 !* SunRastr SUN Microsystems
- &FF0 !* TIFF TIFF (Tag Image File Format)
- &FF9 Sprite Standard Archimedes sprite file (or ArVis, see above)
- -------------------------------------------------------------------------
- A '*' indicates which filetypes also load by method c) (see above).
- A '!' indicates which filetypes can be recognized and loaded without them
- having the correct filetype. You can choose to give these files the correct
- filetype yourself, or leave them as they are. Every 'new' filetype (in the
- &690 range) is represented in filer windows by its own icon.
-
- *** : JFIF files are decoded by a seperate application (by the Independent JPEG
- Group), resulting in a PBMPlus file. The temporary PBMPlus file will be sent to
- <Wimp$Scrap>, and deleted afterwards. Image info will give PBMPlus information.
-
- There are two sets of icons, one set for mode 20 and one for mode 12 (default).
- The mode 20 icons are more detailed, and can be selected as the default by
- renaming !Sprites to !Sprites12, and then renaming !Sprites20 to !Sprites.
- Most icons were designed by Pieter Gosselink.
-
- When succesfully processed, the image will appear in a resizable, scrollable
- window.
-
-
- -----------------
- - The main menu -
- -----------------
-
- This menu, popped up by clicking MENU on Translator's iconbar icon, or clicking
- MENU on an image window, contains a number of icons (some of which lead to
- submenu's/windows). The functions of the icons will be discussed below.
-
- The main purpose of the main menu is to provide access to Translator's control
- window (via the 'Control' icon), which contains (in groups) most of the
- available options and controls.
-
- -------------
- | Filetypes |
- -------------
-
- Gives access to a window in which the image file formats accepted by Translator
- are summarized.
-
- Clicking on this icon will make this window permanent (but it can be closed
- again by clicking on its close icon).
-
- --------------
- | Image info |
- --------------
-
- This icon gives access to an information window, in which the resolution,
- compression technique, filename, etc. of the current image is displayed.
-
- Clicking on this icon will make this window permanent (but it can be closed
- again by clicking on its close icon).
-
- -----------
- | Control |
- -----------
-
- Gives access to Translator's control window, which contains most of
- Translator's options and controls, divided into groups.
-
- Clicking on this icon will make this window permanent (but it can be closed
- again by clicking on its close icon).
-
- Clicking MENU on the control window pops up a menu with short-hands for all
- the groups. Clicking on one 'pan's to the appropiate group.
-
- Several types of icons appear in the control window :
-
- - Toggle icons. These are square, and clicking on them switches the
- corresponding option on (red square in its middle) or off ('closed' box).
- - Writable icons. These are square icons with a border and a white background,
- in which you may click an subsequently enter a value or text.
- - Selection icons. These look like writable icons, but don't have a 'fancy'
- border. They are preceded by a light grey coloured label indicating what is
- selected. Clicking the MENU button over the selection icon enables changing
- of the current value, which may be chosen from a menu.
- - Button icons. These are round, and clicking on them executes some function.
- They do not change their appearance when clicked on.
- - 'Up/down' button icons. These are triangular, and increase or decrease some
- value in the writable icon in between them. When clicking ADJUST instead of
- SELECT or MENU, 'up' decreases and 'down' increases (i.e. reverse). These
- icons are mainly used in the scaling and zoom groups.
-
- The functions of the icons in the control window are discussed below. Icons are
- identified by giving their 'path', i.e. group name (name on the border
- surrounding the group), if appropiate followed by sub-category (medium grey
- heading), followed by the icon's own name, seperated by '|'s.
-
- \\\\\\\\\\\\\\\\\\\
- Colour processing
- ///////////////////
-
- In this group, options may be set that influence the way that input image's
- colours are processed.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\
- Colour processing | B & W ***
- ///////////////////////////
-
- Toggles the 'Black and white' flag.
-
- When ON, Translator changes all the image's colours to their closest greyvalues
- (on a scale of 0-255).
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Colour processing | Expand ***
- ////////////////////////////
-
- Toggles the 'Expand' flag.
-
- When ON, the range of the red, green and blue components of the image's colours
- will be (equally) expanded to the full range of 0-255. This will make the image
- 'lighter' (in fact, it gives the image its maximum contrast).
-
- The image info window will show the input image's intensity range, and the
- percentage that this represents of the full 0-255 range.
-
- NOTE 1 : For images that contain no palette (i.e. all 'pure' RGB images), it is
- necessary for Translator to make an extra 'pass', to determine the range of
- intensities present in the image. For 'paletted' images, the range can be
- calculated from the palette, and no extra pass is necessary.
-
- NOTE 2 : Set black correction to 0 when using this option. As the intensity
- range is already maximised by the range expansion, any extra correction will
- inevitably cause colour detail to be lost.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Colour processing | Invert ***
- ////////////////////////////
-
- Toggles the 'Invert' flag.
-
- When ON, all the input image's colours will 'inverted' (in fact, the red, green
- and blue components of the colours are inverted seperately). This results in
- 'negative' images for both colour and black and white images.
-
- This may be useful to correct monochrome images which have their black and
- white colours 'reversed'. It is also useful to create colour effects.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Colour processing | Gamma correction ***
- //////////////////////////////////////
-
- Toggles the 'Gamma correction' flag. The gamma correction factor may be entered
- in the writable icon following this icon.
-
- When ON, input colours will have their 'gamma' corrected.
-
- Gamma correction is needed for most 'raw' scanner input, as this input usually
- has a linear scale of intensity values for red, green and blue. This has to be
- corrected for display, as the phosfors on the tube of display units do not have
- a linear response curve for applied voltage (i.e. intensity) versus brightness,
- but rather one of brightness=constant*voltage^gamma.
-
- A gamma factor of 1.5 to 2.5 is a suitable value for most of these situations,
- but you can experiment freely with values between (say) 1 and 4, to see which
- setting gives the best results.
-
- When OFF, or the gamma correction factor is 1 (default), no gamma correction
- will take place.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Colour processing | Black correction ***
- //////////////////////////////////////
-
- Toggles the 'Black correction' flag. The black correction factor may be entered
- in the writable icon following this icon.
-
- When ON, input colours will have their black level corrected.
-
- Black correction simply adds the correction factor (which may be a +ve or -ve
- integer between -255 and 255) to the 8-bit red, green and blue components of
- the image's colours. This effectively adds/subtracts an amount of 'white'
- to/from the image's colours (i.e. a +ve value makes the image lighter, and a
- -ve value makes the image darker). Using a negative value may, for example, be
- useful to correct some digitised or scanned images, where areas of black on the
- original turn out too light in the device's output. A positive value may be
- used to lighten up dark images.
-
- When OFF, or the black correction factor is 0 (default), no black correction
- will take place.
-
- To enhance the fidelity of 'dark' or 'light' images, it may be preferrable to
- use the 'Expand' option. See its discussion elsewhere.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Colour processing | 'Red', 'Green', 'Blue'
- ////////////////////////////////////////////
-
- These three sliders may be used to control the amount of red, green and blue
- of the input image's colours that is 'let through'.
-
- The slider values for red, green and blue represent the number of bits (0-8)
- of the corresponding primary colour that are 'let through' in the final image.
- You can drag the sliders to change the number of bits (a full bar is 8 bits).
-
- For example, red=8, green=0, blue=0 will give a red seperation of the input
- image, i.e. only the red components of the colours are let through. Depending
- on how many bits are reserved for each of the primary colours in each graphics
- format (mostly 8 bits giving 24-bit RGB, but sometimes 4 bits or less), a large
- range of colour effects and colour seperations can be achieved.
-
- Manipulating these sliders also makes it possible to filter out noise bits from
- 24-bit RGB input, by setting all the sliders to (e.g.) 6 or 7. This makes it
- easier to compress these images, and rarely degrades image quality. (This is
- especially useful when converting to 24-bit TIFF with LZW compression, using
- !Creator. See end of this guide).
-
- For normal results, leave all sliders at their maximum of 8 bits.
-
- \\\\\\\\\\\\\\\\\\\
- Sprite processing
- ///////////////////
-
- In this group, options may be set that influence the way the input image is
- processed to the output sprite.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Mode ***
- //////////////////////////
-
- The output mode for the sprite may be freely chosen. This selection icon
- enables you to choose the way in which the output mode is determined.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Mode | Auto
- /////////////////////////////////
-
- When this icon is ON, Translator will determine the best possible mode (and
- palette) for the output sprite.
-
- For example, for pure RGB and 256 colour images, a 256 colour mode (with at
- least the required resolution) will be chosen for output, whereas if the image
- has 5-16 colours, or 3-4, or 1-2, a 16, 4 or 2 colour mode respectively.
-
- For 256 colour output, the standard palette is always chosen. For 2, 4 or 16
- colour output, the image's own palette is used to determine the output palette
- (the closest available colours are used).
-
- This is the default setting.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Mode | Current
- ////////////////////////////////////
-
- When this icon is ON, the current mode will be used as the mode for the output
- sprite.
-
- This can be useful when you need to have a sprite defined in a specific mode.
- For example, if you wish to create a desktop icon based on some image, you
- would select a 16-colour mode and select this option.
-
- When this icon is ON, the 'Palette' icon also gives you control over the output
- palette that is used (see its discussion below).
-
- It is advisable to always use some form of error distribution (see 'Error
- distribution'), so you will still reach a result as close as possible to the
- original, given the possibly limited number of colours and a non-ideal palette
- that has been chosen.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Palette ***
- /////////////////////////////
-
- This selection icon enables a choice to be made for the output sprite's
- palette.
-
- NOTE : This is only effective when 'Mode' (see above) is set to 'Current', as
- when 'Auto' is selected, Translator determines the best possible output
- palette.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Palette | Current
- ///////////////////////////////////////
-
- When this icon is ON, the current palette is used for the output image.
-
- Usually this is the desktop palette (ideal for creating icons), but by loading
- a palette file or by manipulating the palette by hand (via the palette
- utility), any palette may be chosen. In 256 colour modes the palette can only
- be changed to a limited extent (consult the Programmers Reference Manuals).
-
- There are some example palette files for 16 colour modes in the 'Palette16'
- directory. These contain palettes that divide the 4 available colourbits
- between red, green and blue (i.e. 2,1,1 or 1,2,1 or 1,1,2 respectively), and
- one palette with 1 bit red, blue, green and 'tint' (amount of white).
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Palette | Default
- ///////////////////////////////////////
-
- When this icon is ON, the current mode's default palette is used in the output
- sprite (as following a VDU20).
-
- NOTE : In 16 colour modes, the upper eight 'flashing' colours are not used.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Palette | Greyscale
- /////////////////////////////////////////
-
- When this icon is ON, a greyscale from black up to full white will be used as
- the output palette.
-
- This is really only useful for greyscale input images (or when the 'B & W' flag
- is on, see elsewhere), as colours can obviously never be represented by using
- greyshades, not even with error distribution enabled.
-
- NOTE : This option does not work in 256 colour modes, as it is impossible to
- set a 256-level greyscale palette in these modes. Instead the default 256
- colour palette will be used.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Diffusion ***
- ///////////////////////////////
-
- This selection icon determines the error distribution algorithm (if any) that
- is used to spread out colour approximation errors over the image.
-
- When error distribution is enabled, errors made by the approximation of the
- input image's colours to the closest available output colour are spread out
- (locally) over the image. This usually results in images with a much higher
- fidelity, so you will usually leave some kind of error distribution on
- (Floyd-Steinberg at best).
-
- When you switch off error distribution, only the best approximations to colours
- are used, and the errors made in this process will be completely ignored. You
- may want to do this to compare results, or to reduce the noise introduced by
- the error spreading.
-
- NOTE : Switching error distribution off is especially recommended for <=16
- colour 'drawings', which usually end up very noisy when error distribution is
- enabled.
-
- Two error distribution algorithms are available, which differ in the way they
- spread the approximation errors.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Diffusion | Simple
- ////////////////////////////////////////
-
- This spreads out the errors along the same pixel row only. In fact, it gives
- one of its neighbor pixels the full error factor, as follows :
-
- ------------------------------------------
- | | Current pixel | full error |
- ------------------------------------------
-
- This is the fastest of the two, and gives very good results.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Diffusion | FS, Normal/Precise
- ////////////////////////////////////////////////////
-
- Floyd Steinberg error distribution, first discovered by R.W. Floyd and L.
- Steinberg, spreads the errors intelligently. It divides the error factors among
- four neighbor pixels (instead of one, as in 'Simple' error distribution), as
- follows :
-
- -------------------------------------------------
- | | Current pixel | 7/16 of error | <-- current line
- -------------------------------------------------
- | 3/16 of error | 5/16 of error | 1/16 of error | <-- next line
- -------------------------------------------------
-
- The results are usually better than when using 'Simple' error distribution, but
- to which degree depends heavily on the type of input image. Digitised images
- will usually benefit much less than 'hand-drawn' images. The only penalty of
- this error distribution technique is that it is computationally more expensive
- than 'Simple' error distribution, so you'll have to wait a few seconds longer.
-
- - Normal v.s. Precise
-
- When 'FS, Normal' is chosen, then, while dithering, a 4096-entry table is used
- to do a direct mapping of 12-bit RGB values (masked down from 24-bit) to the
- closest available colour for the 24-bit value. Although, in this way, a lot of
- the 24-bit values are mapped to the same colour instead of a possibly slightly
- different closer colour, this is normally very effective, and gives 99% perfect
- results.
-
- When 'FS, Precise' is chosen, no map is used, and the closest colour for each
- 24-bit RGB value is calculated 'on the fly', out of the available colours. This
- takes a lot more time, but can give a slightly better quality image.
- It makes sense to use this option for 'final sprite saves' only, and to use
- 'FS, Normal' or 'Simple' for viewing and experimenting.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Diffusion | None
- //////////////////////////////////////
-
- Clicking on this icon switches off error distribution. Colours are only
- approximated to the closest colours available, ignoring any errors.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Zig zag ***
- /////////////////////////////
-
- Toggles the 'Zig zag' flag.
-
- When ON, and error distribution is also ON, every other image line will be
- plotted in the opposite direction, i.e. left to right, then right to left, then
- left to right again, etc..
-
- This reduces the probability of patterns appearing in the image. Sometimes,
- however, the effect is not so pleasing, which is why you may switch it off.
- When OFF, lines are always plotted from left to right.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Sprite processing | Correct colour ***
- ////////////////////////////////////
-
- Toggles the 'Correct colour' flag.
-
- This flag determines how Translator interprets Archimedes palette values,
- both for output to sprite and Archimedes sprite file input.
-
- When ON, Translator correctly interprets R, G and B components as 8-bit
- (expanding from 4-bit if neccesary), usually resulting in slightly darker
- images.
-
- When OFF, no special interpretations are made (which may be technically
- incorrect in some situations, but results in slightly lighter images).
-
- Refer to 'Sprite colours' for more details.
-
- \\\\\\
- Misc
- //////
-
- This group contains miscellaneous controls.
-
- \\\\\\\\\\\\\\\\\
- Misc | Kill DMA ***
- /////////////////
-
- Toggles the 'Kill DMA' flag.
-
- When ON, video and sound DMA is disabled while processing an image. This
- results in temporary blanking of the screen and termination of sound. This
- speeds up processing considerably, especially when working in high resolution
- modes, or when playing multi-channel music in the background.
-
- When OFF, you can still enjoy the view and/or sing along with that evergreen
- while Translator is sweating on your picture and wading through the DMA.
-
- \\\\\\\\\\\\\\\\\
- Misc | GIF scan ***
- /////////////////
-
- Toggles the 'GIF scan' flag.
-
- When ON, GIF files are pre-scanned to count the number of pictures in them.
- This number will then appear in the image information. When the GIF file
- contains more than one image (which is rare), you may select any one of them by
- using the 'Image number' option (see elsewhere).
-
- When OFF, GIF files are not pre-scanned, and are assumed to contain a single
- image (which is usually true). This has the advantage of substantially reducing
- the loading time. The image info will display a '?' instead of an image count.
-
- I.e. only switch this flag on if you suspect or know that there are more images
- in the same GIF file.
-
- \\\\\\\\\\\\\\\\
- Misc | Image #
- ////////////////
-
- Entering a number in this writable icon enables selection of one of possibly
- several images in an image file. Entering 'n' will select the 'n'th image in
- the file. The 'up'/'down' buttons above/below it may be used to increment/
- decrement the image number.
-
- Reloading the image file (with the new image number determining which image in
- it will be accessed) may be done in two ways :
- a) by clicking on the button icon left of the writable icon
- b) by switching the toggle icon right to the writable icon to ON, and using
- the up/down buttons (i.e. this performs automatic reload)
-
- Image files that may contain more than one image are GIF files, Archimedes
- sprite files and Zeridajh Video Digitiser Animation files. When this is the
- case, the image info window will indicate this (but for GIF files only when the
- 'GIF scan' flag is ON, see elsewhere).
-
- When the nth image is not present, Translator will complain (except when
- dealing with GIF files and the 'GIF scan' flag is OFF).
-
- \\\\\\\\\\\\\\\\\\
- Misc | Auto mode ***
- //////////////////
-
- Toggles the 'Auto mode' flag.
-
- When ON, then, after an image has been processed, Translator will select the
- most suitable mode for display of the image.
-
- When OFF, you must choose a mode yourself.
-
- \\\\\\\\\\\\\\\\\\\\\
- Misc | Auto palette ***
- /////////////////////
-
- Toggles the 'Auto palette' flag.
-
- When ON, Translator will select the image's palette (see 'Image palette'
- elsewhere) automatically when the image first appears in its window, and after
- every mode change.
-
- When OFF, the palette remains unchanged in these situations.
-
- \\\\\\\\\\\\\\\\\\
- Misc | Auto zoom ***
- //////////////////
-
- Toggles the 'Auto zoom' flag.
-
- When ON, Translator will zoom in or out on the image so that it fits exactly on
- the display mode's screen.
-
- \\\\\\\\\\\\\\\\\\
- Misc | View mode ***
- //////////////////
-
- Toggles the 'View mode' flag.
-
- When ON, then when the image window is closed, the 'original' mode is
- automatically re-selected. This 'original mode' is set to the current mode when
- loading a new image without one already loaded.
-
- \\\\\\\\\\\\\\\\\
- Misc | Mode set ***
- /////////////////
-
- This selection icon selects a specific 'mode set', or switches it off.
-
- When one of the mode sets is made active (i.e. any other than 'None'), and the
- 'Auto mode' flag (see elsewhere) is ON, the mode for display of the image will
- be restricted to the corresponding set of modes.
-
- Each mode set consists of four mode numbers, which are the modes to be selected
- when a 2,4,16 or 256 colour mode is required.
-
- There are two standard sets :
-
- - 'Normal' (modes 0,8,12 and 15, i.e. all 640x256 pixels) can be used on all
- monitors.
- - 'Multisync' (modes 18,19,20 and 21, i.e. all 640x512 pixels) is for users of
- multisync monitors only.
-
- The third set is user-definable : you may enter the required mode numbers in
- the writable icons to the right of the 'User mode set' icon (2,4,16 and 256
- colour modes respectively, from left to right).
-
- Selecting 'None' will switch off the mode set option, so that, when the 'Auto
- mode' flag is ON, the 'closest' mode will be selected out of the total set that
- is available.
-
- \\\\\\\\\\\\\\\\\\\\\\
- Misc | User mode set ***
- //////////////////////
-
- Enables selection of mode set members. See 'Misc | Mode set'.
-
- \\\\\\\\\\\\\\\\\\\\\\
- Misc | Auto filetype ***
- //////////////////////
-
- Toggles the 'Auto filetype' flag.
-
- When ON, files that do not have the correct filetype, but are recognized by
- contents, are set to the correct filetype automatically.
-
- \\\\\\\\\\\\\\\\\\\\\\\\
- Misc | Desktop colours ***
- ////////////////////////
-
- Toggles the 'Desktop colours' flag.
-
- When ON, Translator attempts to arrange the colours with which the image is
- displayed on-screen in such a way that menu's, windows, etc. remain visible.
-
- When OFF, colours are not re-arranged, which *may* make things badly visible,
- but usually gives a somewhat faster image redraw because no translation
- table is needed.
-
- \\\\\\\\\\\\\\\\\\\\\\
- Misc | Image palette
- //////////////////////
-
- Clicking on this button icon (re-)selects the palette of the output sprite.
-
- The output sprite's palette is selected by default when the 'Auto palette' flag
- is ON, both after the image has been processed, and after changing screen mode.
-
- NOTE : selecting the output sprite's palette may make things badly (or not at
- all) visible (e.g. menu's, etc.). Re-selecting the image's palette may be
- necessary after using the desktop's palette utility (e.g. 'Default') or when
- some other application has changed the palette.
-
- See also 'Desktop colours'.
-
- \\\\\\\\\
- Scaling
- /////////
-
- The controls in this group allow you to define the scaling to be performed on
- the input image.
-
- Scaling in x (horizontal) and y (vertical) directions may be performed
- independently. The scaling factors consist of a multiplier/divisor pair, the
- values of which may be entered in the corresponding writable icons in this
- group (the multiplier is in the left icon, the divisor in the right).
-
- There are two different types of scaling, one of which may be selected by
- using one of the selection icons on the far right :
-
- - The 'Absolute' form ('Abs')
-
- When this is selected, the scaling ratio is always indicated as
- 'multiplier:divisor'.
-
- Any subsequently loaded image will be scaled by the ratio defined by
- multiplier/divisor. For example, when subsequently loading two images with
- resolutions of 640x512 and 100x200 pixels, then a scaling of '1:2' for both x
- and y will result in images that are 320x256 and 50x100 pixels respectively.
-
- - The relative form ('Rel')
-
- When this is selected, the scaling ratio used depends on the resolution of the
- subsequently loaded image, and is indicated as 'multiplier:x' or 'multiplier:y'
- for x and y respectively.
-
- Any subsequently loaded image will be scaled by multiplier/ires, where ires is
- the (x or y) resolution of the image (which is why the 'x' or 'y' appears
- instead of the divisor value : the divisor value depends on the resolution of
- the image). This will always result in images which are exactly 'multiplier'
- pixels high and/or wide.
-
- For example, the aforementioned images of 640x512 and 100x200 pixels, when
- setting the x multiplier to '80' and the y multiplier to '40', will both come
- out at 80x40 pixels.
-
- - Fixed scaling ratio's
-
- Fixed ratio's may be chosen from a menu which pops up when clicking MENU over
- the 'X' or 'Y' icons. Any choice forces the 'Absolute' form.
-
- - Miscellaneous remarks
-
- It is perfectly possible to use the relative form for one of x and y, and the
- absolute form for the other.
-
- When scaling without error distribution being active, pixels are simply
- discarded (when scaling down) or duplicated (when scaling up). It is usually
- wise to enable error distribution to preserve image fidelity.
-
- \\\\\\\\\\\\\
- Zoom sprite
- /////////////
-
- With the controls in this group the output sprite may be zoomed (note there
- is also an easier way to examine the sprite : see 'Manipulate sprite').
-
- The zoom controls are similar in style to the ones in the 'Scaling' group. The
- X and Y zoom ratios may be entered seperately, the up/down buttons
- increment/decrement the multiplier/divisor.
-
- To let directly entered zoom factors take effect, click on the button at the
- far left of the group.
-
- The image window's title will indicate how much the original image is enlarged
- or reduced, by showing a percentage after the image's pathname.
-
- - Fixed zoom ratio's
-
- Fixed ratio's may be chosen from a menu which pops up when clicking MENU over
- the 'X' or 'Y' icons.
-
-
- \\\\\\\\\\\\\\\\\\\
- Manipulate sprite
- ///////////////////
-
- This is a group of controls with which the output sprite's orientation may be
- manipulated.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Manipulate sprite | 90°/180°/270°
- ///////////////////////////////////
-
- Clicking on one of these buttons will rotate the output sprite clockwise by 90,
- 180 or 270 degrees respectively.
-
- This may be used to correct images that are on one of their sides, or may be
- convenient with high-and-narrow images (especially on normal monitors), so more
- of the image can be on-screen without you having to use the scroll bars.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\
- Manipulate sprite | ~X/~Y
- ///////////////////////////
-
- Clicking on one of these buttons will mirror the output sprite horizontally or
- vertically respectively.
-
- \\\\\\\\\\\\\
- File output
- /////////////
-
- This group contains controls with which the image may be saved as a Sprite
- file, or captured in a Clear file.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- File output | (Clear filetype icon)
- /////////////////////////////////////
-
- A Clear file may be opened by dragging the filetype icon to a directory viewer.
-
- The leafname for the Clear file may be entered in the writable icon below the
- filetype icon, but see also 'Same name' below.
-
- The image *subsequently* loaded will be translated to (and saved in) this Clear
- file (because a Clear file has to be built 'on the fly' to avoid losing image
- detail). Refer to 'Clear files' for more information.
-
- Clear files preserve all image detail (in contrast to sprite files), and can be
- used as the basis for further editing and conversions to other formats with
- !Creator (refer to the end of this guide).
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- File output | Same name (Clear) ***
- /////////////////////////////////
-
- Toggles the 'Same name' flag for Clear files.
-
- When ON, then *after* the image has been fully translated to a Clear file, the
- leafname of the Clear file will be renamed to the leafname of the image file
- that was loaded.
-
- When OFF, the leafname of the file will be the one entered in the writable icon
- below the Clear filetype icon.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- File output | (Sprite filetype icon)
- //////////////////////////////////////
-
- The currently loaded image may be saved in a sprite file by dragging the
- filetype icon to a directory viewer.
-
- The leafname for the sprite file may be entered in the writable icon below the
- filetype icon, but see also 'Same name' below.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\
- File output | Add palette ***
- ///////////////////////////
-
- Toggles the 'Add palette' flag.
-
- When ON, the output sprite's palette will also be saved in the sprite file,
- else no palette will be saved.
-
- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- File output | Same name (Sprite) ***
- //////////////////////////////////
-
- Toggles the 'Same name' flag for sprite files.
-
- When ON, the input file's leafname will automatically appear as the default
- leafname for the sprite file to be saved.
-
- This may be convenient when converting a large number of images.
-
- -------------
- | Magnifier |
- -------------
-
- Clicking on this icon pops up the magnifier window. The magnifier window shows
- a (magnified) part of the output sprite. It enables you to examine areas of the
- output sprite with ease.
-
- By clicking either SELECT or ADJUST within the image window, the area around
- the point clicked on will appear in the magnifier window, with this point
- itself in the middle. You can shift through the image simply by holding the
- button down and moving the pointer.
-
- The magnifier window starts up at 1:1 magnification. The magnification may be
- increased/decreased by holding SHIFT and clicking SELECT (increase) or ADJUST
- (decrease) on the image window. Holding Shift and clicking the MENU button
- will select 1:1 magnification.
-
- ----------
- | Status |
- ----------
-
- This icon gives access to a submenu of status handling functions.
-
- Translator's 'status' consists of all the items marked ***.
-
- - Save
-
- Clicking on this icon will save the current status in Translator's status file.
-
- This file (when present) is always loaded on startup, or may be explicitly
- loaded by using the 'Load' option (to override the current status).
-
- - Load
-
- Clicking on this icon explicitly (re-)loads the status file, overriding the
- current status.
-
- - Default
-
- Clicking on this icon selects the default status settings.
-
- - Kill
-
- Clicking on this icon will remove the status file. 'Standard' defaults will
- be used when Translator is next started up.
-
-
- -----------------
- - The hourglass -
- -----------------
-
- The hourglass is normally displayed when any processing is done.
-
- A number from 0-99 will be displayed in the hourglass to indicate the
- percentage of image lines that has been processed so far.
-
- In addition, during image processing, the top 'LED' will be 'on' when data is
- being loaded from the input image file, or the bottom 'LED' will be 'on' when
- data is being saved to a Clear file. They will both be 'off' when processing is
- taking place.
-
-
- ---------------
- - Clear files -
- ---------------
-
- Translator can output its own graphics file format, called 'Clear' (filetype
- &690). I devised this (simple to use) new filetype because of several
- shortcomings of the Archimedes and sprite files :
-
- - Too few colours : pure RGB input (Amiga IFF HAM, QRT, ArVis) at best ends up
- in a 256 colour sprite on which error spreading has been applied. A lot of
- the image's colour resolution is lost.
-
- - Too few R/G/B bits : the resolution of the Archimedes red, green and blue
- colour DAC's is only 4 bits, so it can't display more, and sprites can't
- *effectively* store more. This means that any extra bits (>4) of red, green
- and blue colour definition in input images is lost.
-
- - Palette restrictions : because it is not possible to freely define all 256
- colours in 256 colour modes, input images with more than 16 colours (which
- end up in 256-colour sprites) will practically always need error spreading.
- This again loses colour definition.
-
- Without being able to output a 'fully accurate' filetype, it would thus be
- impossible, in most cases, to retain the full colour resolution of input
- images. This may be essential if the images that Translator can read are to be
- put to more serious use, for example image manipulation, or conversion to other
- formats (refer to my other application !Creator).
-
- Also, I envisaged that it should be very easy to extract the image data from
- this 'fully accurate' format, so people can quickly and easily write simple
- programs to process it (i.e. no compression, no 'pixel value packing', etc.).
-
- The 'Clear' graphics format was devised because of all this, and holds either
- pure 24-bit RGB data or byte-wide pixel values with a 24-bit RGB palette (one
- entry per pixel value).
-
- The full format is as follows (the descriptions are necessarily 'formal' to
- avoid misinterpretation, the format is actually extremely simple) :
-
- Offset Bytes Description
- -------------------------------------------------------------------------------
- 0 m String (e.g. 'Translator') to indicate the maker, or some other
- comment (e.g. date, image contents, whatever)
- m 1 0 (string terminator)
- m+1 4 Version number *100 (or any other informational value)
- m+5 4 Width of image in pixels (w)
- m+9 4 Height of image in pixels (h)
- m+13 4 Bits per pixel (bpp)
- - If 1<=bpp<=8, then 24-bit palette entries for all colours
- follow (i.e. n=3*2^bpp, and l (bytes per pixel) is 1).
- - If bpp>8, then pure 24-bit RGB is stored, which needs no
- palette (i.e. n=0, and l (bytes per pixel) is 3)
- m+17 n Palette entries for all colours (only if 1<=bpp<=8), which
- are triples of byte values (0=off, up to 255=full intensity),
- one byte per primary colour, red first, then green, then blue.
- For example, when 'Rx','Gx' and 'Bx' represent the intensities
- of red, green and blue respectively for colour x, the palette
- for 4 colours (bpp=2) would be stored : R0,G0,B0, R1,G1,B1,
- R2,G2,B2, R3,G3,B3.
- m+17+n w*h*l Pixel values, representing the image rows from top to bottom
- and within every row the pixels from left to right.
- - If l=1, every pixel value is a byte representing the colour
- number/index.
- - If l=3 (pure 24-bit RGB), data is stored like the palette
- entries, i.e. red first, then green, finally blue, all byte
- values (0-255) representing the intensity of the corresponding
- primary colour for that pixel.
- ----------------------------------------------------------------------------
-
- In the case of pure 24-bit RGB storage (i.e. bpp>8), bpp represents the bits of
- RGB resolution of the original image (i.e. 12 for Amiga IFF HAM mode, 15 for
- ArVis and 24 for QRT currently). If there are less than 8 bits per primary
- colour, lower bits are set to 0 (but do not try to deduce how many per primary
- colour if you don't know what the original image was).
- For example, in the case of ArVis' 15 bits RGB (5 bits each for red, green and
- blue), the lower three bits of red, green and blue for each pixel are set to 0
- when Translator creates the Clear file.
-
- When 1<=bpp<=8, only the lower 2^bpp pixel values of the 256 available are
- used.
-
- Clear files are always 'pure' representations of the input images, i.e. they
- represent the image exactly 'as it is'. They are thus independent of Archimedes
- mode and palette, error spreading, etc.. Their palettes (if any) are full scale
- 24-bit RGB, as calculated *after* applying all colour manipulating options
- (which are all in the 'Colour' submenu) to the input image's colours. To have
- an exact reflection of the input image in the Clear file, you would switch off
- all these options.
-
- IMPORTANT NOTE : When the 'Black and white' option is ON, then where an RGB
- (i.e. non-paletted) Clear file would normally result (with R=G=B), instead a
- grey-paletted 8-bit Clear file is output. This is to save space, and to enable
- easier conversion to formats that do not support non-paletted images (i.e.
- GIF).
-
- The image inside the Clear file will also have been scaled as appropiate, so
- that you may easily create Clear files of, for example, a specified number of
- pixels (e.g. 256x256, which is required for further conversion to the AIM
- format, using !Creator. Refer to the end of this guide).
-
-
- -----------------------
- - Memory requirements -
- -----------------------
-
- Translator starts up taking a minimum amount of RAM. As and when images are
- loaded/discarded, extra memory is claimed/released, as follows :
-
- - When an image is loaded, all available memory is grabbed (to ensure maximum
- file buffer sizes), and an attempt is made to load the image. When there is
- too little memory available, Translator will complain, and possibly say how
- much more free memory is needed.
-
- - After loading (which may or may not be succesful), all memory that is not
- needed anymore (i.e. all but the internal image sprite) is returned to the
- system.
-
- - When an image is discarded, i.e. by closing the image window, the memory
- taken up by the internal image sprite is also released.
-
- This memory allocation strategy ensures that
-
- a) All available memory is used to speed up processing
- b) Translator runs in the minimum amount of memory needed
- c) You do not need to worry about how much memory to allocate to Translator
- when you start it up
-
- NOTE : In general, depending on image sizes, more free memory means faster file
- loading and saving and thus processing. Do not 'choke' Translator by leaving
- just a few K's free.
-
-
- ---------------------
- - Mode independence -
- ---------------------
-
- When the 'ideal' mode for display of the output sprite cannot be selected
- (usually because of screen memory shortage), a beep will sound and Translator
- will try succesively lower resolution modes with the right number of colours
- (as, within the WIMP environment, there is at present no secure way of finding
- out how much memory can and will be allocated to the screen).
-
- Once an image has been created, it can, in principle, be displayed in any mode.
- In modes with the 'wrong' number of colours, Translator attempts to display the
- image as well as possible, as follows :
-
- - If the number of available colours is larger than the required number of
- colours for the output sprite, the 'lower' part of the palette is set (<=16
- colour modes) or (256 colour modes) the standard palette is set and the
- closest available standard colours are selected.
-
- - If there are too few colours (i.e. only in <=16 colour modes), the number of
- colours is reduced by using an algorithm called Heckbert quantization. This
- intelligently determines a set of colours (and a mapping from the image
- colours to this set) so that the total error made over the whole image is
- close to minimal. This usually gives acceptable results.
-
-
- ------------------
- - Sprite colours -
- ------------------
-
- The DACs in Archimedes' VIDC have only 4-bit resolution. Yet Acorn decided to
- record R, G and B components of sprite colours as 8-bit values, but only uses
- the top 4 bits because of the VIDC limitations.
-
- Also, internally, Translator calculates in 8-bit accuracy for R, G and B
- intensity values. This poses two interpretation problems :
-
- a) How to interpret a value of, say, &F0 (only top 4 bits used) for R, G and B,
- when used as a colour in the output sprite. On screen, this is 'full white',
- but internally, it is a light shade of grey, not full white (which is
- represented by R=G=B=&FF).
-
- b) A similar problem occurs when reading, say, the same palette value in an
- Archimedes sprite file which is used for input. Is it 'full white' or a
- light shade of grey ?
-
- A solution to this problem is, when faced with a 'only top 4 bits significant'
- intensity value, i.e. &x0, to copy the higher nibble into the lower, making
- &xx. Continuing the above example, this correctly interprets &F0 as &FF, i.e.
- full white. In fact, this method ensures a correct interpretation of all 4-bit
- significant colours. I refer to this process as 'correction' of the palette
- values.
-
- The 'Correct colour' flag determines if this correction takes place (ON), or
- not (OFF).
-
- When no correction takes place, images will turn out to be slightly lighter
- than when correction does take place. This is because the output sprite colours
- are interpreted slightly 'darker' (&x0 instead of &xx), making the error
- factors in the error spreading process slightly higher. This again causes
- lighter colours to be chosen to compensate.
-
- When an Archimedes sprite file is used as input, and the R, G and B components
- of the palette entries do *not* have all their lower nibbles set to zero,
- Translator assumes that they are 8-bit values, and does not correct them.
-
-
- ---------------------
- - Sprite file input -
- ---------------------
-
- Archimedes sprites may not have a palette. If they don't, the standard palette
- setting in the sprite's mode is assumed.
-
- Also, if the mode contained in the sprite is a valid one (i.e. it is a valid
- WIMP mode and it is available on your monitor), then this is used by default.
- If the mode is not valid, then the 'closest' mode is determined and used as
- usual.
-
- There's also a problem in interpreting sprite file's palette entries. Refer to
- the discussion of the 'Correct colour' flag for more details.
-
-
- ----------------------
- - Creator & GreyEdit -
- ----------------------
-
- These applications, which were also written by me, are essential companions to
- Translator.
-
- Creator creates a number of (mainly foreign) graphics formats, accepting Clear
- files and sprite files as input. It can create GIF, TIFF, AIM and PBMPlus
- formats at present. This enables you to port images to a large number of other
- computer platforms.
-
- GreyEdit can process and edit 256-level greyscale (digitized) images. In
- addition it can grab video images from the Zeridajh Video Digitiser podule,
- when this is present. Several extremely fast filter algorithms, histogram
- equalization, range expansion and inversion may be applied to whole images.
- In addition, noise pixels may be edited by hand, and sides of images may be cut
- off, optionally aided by zoom functions for precise editing.
-
- Creator and GreyEdit are available from the address mentioned below and are
- part of my shareware image processing package.
-
-
- -----------
- - The end -
- -----------
-
- This application is Shareware, and part of the image processing package
- consisting of !Translator, !Creator and !GreyEdit.
-
- I have put a lot of effort and time into these programs. Therefore, if you find
- any of them useful, I kindly ask you to register yourself as a user of these
- programs. The registration fee is just 35 dutch guilders. You will receive a
- free disc with the latest versions of Translator, Creator, GreyEdit, and most
- of my other applications.
-
- You may not use or have this software in your posession beyond a two-week trial
- period without registering.
-
- Services that offer software for download (BBSses, mail servers, ftp sites,
- etc.), and PD/Shareware libraries and the like, may *not* store this software
- without my approval.
-
- If you want to register, or if you have praise, complaints, comments, bugs(!),
- or anything else to offer me, do not hesitate to write to
-
- John Kortink
- Nutterbrink 31
- 7544 WJ Enschede
- The Netherlands
-
- or try email to john@dialis.hacktic.nl.
-
- Payment NOTE
- ------------
- Payment in CASH ONLY PLEASE, in any currency, for the equivalent of 35 dutch
- guilders (England £10). The only exceptions may be (in order of preference) :
-
- a) A Eurocheque, for 35 dutch guilders, *with* pass-number on the back
- b) Postal exchange for 35 dutch guilders
- c) Any other form of payment, which gets charged by the bank, but which I'm
- happy to accept if I end up with 35 dutch guilders after bank charges.
- Typical bank charges are £8 on any non-a) payment.
-
- Updates NOTE
- ------------
- If you want Translator or Creator to handle a new format, always send me full
- information, and several example files.
-
- For registered users, new versions of the applications are available from the
- same address : just send £1 to cover postage and a self-addressed envelope
- containing a formatted 3.5" disc. You will receive the latest versions. Discs
- will always be returned immediately, and will not be put 'on hold' awaiting
- new versions.
-
- NOTE : I will *not* send new versions to unregistered users. Ask yourself if
- you wouldn't be better off registering, if only to get new versions easily.
-
- Happy imaging !!!
-
- _______________________________________________________________________________
-
- !!! NOTE !!!
-
- You may NOT change this application or use ANY part of it in other products
- without my approval. You may spread it freely (with *ALL* files included), but
- not for any profit. This software is provided 'as is'. Using it is entirely at
- your own risk.
-
- This application may NOT be distributed as an 'extra' in commercial products.
- You are kindly invited to contact me to discuss financial details, should you
- want to do so.
-
- _______________________________________________________________________________
-
-