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-
- CONVERTER DOCS
- - -- ---====ooOOoo====--- -- -
-
-
-
- Preface:
- ~~~~~~~~
-
- The program 'CONVERTER' is SHAREWARE. If you start using it regularly, please
- send a fee of 10 pounds (UK) to -
-
- Steve Chalmers,
- 10 Overton Park,
- Dyce,
- Aberdeen,
- AB2 OFT,
- SCOTLAND.
-
-
- Send the fee along with your name, address and version number of CONVERTER
- that you are using. This will entitle you to updates as and when they appear,
- help with any problems and news of other programs that I have written.
-
-
- Of course if you don't use CONVERTER then don't bother.....
-
-
- CONVERTER is freely distributable by any means (i.e. by post or on
- Bulletin Boards and suchlike) as long as the following points are
- adhered to:
-
- 1) All of the files must be included in their original form without
- additions, deletions, or modifications of any kind.
-
- 2) All copyright notices must remain intact.
-
- 3) CONVERTER may not be sold commercially without my consent.
-
- 4) CONVERTER must not appear on any electronic service that claims
- copyright to uploaded programs, either alone or as part of a
- collection.
-
- 5) CONVERTER must also not appear on any magazine disk or similar
- for mass distribution without prior notification to myself.
-
-
- As a final note to the above, CONVERTER may be freely used by anyone
- who requires it for the development of software (for commercial release
- or otherwise), so long as you have made a donation.
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Disclaimer:
- ~~~~~~~~~~~
- You use CONVERTER entirely at your own risk. I do not guarantee its
- fitness for any purpose. I accept no responsibility for any damage done
- to software or hardware during its use.
-
- Note for NTSC users:
- CONVERTER runs in PAL mode only. However, if anyone out there would like
- an NTSC version, get in touch with me at the above address and I will code
- a version for you for a small fee.
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- The following files should be distributed together:
-
- CONVERTER
- CONVERTER.INFO
- CONVERTER.DOC
- CONVERTER.DOC.INFO
-
-
- CONVERTER is a stand alone file, NO other files are required for its use.
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- CONFIGURATION REQUIREMENTS:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- CONVERTER requires the following system components:
-
- - Amiga 500/1000/2000 (PAL versions only)
- - Kickstart V1.2 or V1.3 (Should, fingers crossed, work on V1.4)
- - 512Kbytes RAM or greater (CONVERTER needs 80Kbytes for itself)
-
- CONVERTER supports the following storage devices:
-
- - up to 3 floppy disk drives (DF0:, DF1:, DF2:)
- - 1 or more hard disks with partitions DH0: to DH3:
- - RAM disk
- - Recoverable RAM disk (RAD: and VD0:)
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- LOADING CONVERTER:
- ~~~~~~~~~~~~~~~~~~
- From CLI
- Change your directory to the one where CONVERTER is held.
- Then type 'CONVERTER' at the prompt.
- No stack adjustment is required.
-
- From Workbench
- Double click on the 'CONVERTER' icon.
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- What is CONVERTER ???
- ~~~~~~~~~~~~~~~~~~~~~
- Well, Graphic images can be stored in a variety of formats. CONVERTER
- is a utility that allows you to transfer graphical images between different
- formats, e.g. IFF to Bitmap, ST to AMIGA or vice versa.
- If you are a programmer who is involved in graphical manipulation you should
- find this a useful utility.
- Before I start, I will assume that you know the basics of how the AMIGA
- displays graphic images etc.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- MOUSE FUNCTIONS:
- ~~~~~~~~~~~~~~~
- CONVERTER uses the mouse for virtually all program functions. To select
- a function simply click on the relevant gadget using the left mouse button.
- The right mouse button is used to scroll the display up, down, left or right
- to view an entire graphic. This is performed by moving the mouse in the
- required direction whilst holding down the right mouse button.
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- OK, I will now attempt to explain the purpose behind all the gadgets and
- menus in CONVERTER, (I assume you have already loaded it, and seen all the
- menus and gadgets).
-
-
- Firstly, I shall explain the use of the file requester that is displayed
- whenever a load or save operation is to be performed.
-
-
- FILE REQUESTER:
- ~~~~~~~~~~~~~~~
-
- Clicking on a LOAD or SAVE gadget gives you the file requester.
-
-
- To call up a list of the files in the current directory click on DIR or
- click on one of the 10 device names shown.
-
- After this, all the files and sub-directories of that device will be shown
- along with their length (in decimal).
- You can move to a sub-directory just by clicking on its name.
- Clicking on the up/down arrows scroll through the list of files and
- directories. Alternatively, you can use the cursor up/down keys.
-
-
- Once you have found the file you want, click on its name and it will appear
- below the box next to 'FILE:'.
-
- In the save mode, you can type in a new file name by clicking on the 'FILE:'
- strip.
-
- KEYS: Shift - left cursor : Start of line
- Shift - right cursor : end of line
- TAB : clear line
-
-
- Once you have chosen your file, or typed in a new file name, you can
- save/load that file by clicking the 'OK' gadget. (Or by double clicking
- on the filename).
-
- Clicking on EXIT or CANCEL will abort the operation.
-
-
-
- To avoid loading the directory every time the file requester is entered,
- the directory is stored in memory. This means that if you saved a file, it
- will not appear until you click on DIR for a reload of the directory.
-
- The save and load directories are stored separately, so you can have them
- pointing to different directories.
-
-
-
- NOTE:
-
- If the selected device does not exist or there is no disk in the drive,
- then the Workbench screen will appear and with it a standard AMIGA requester
- asking you to insert a disk etc. Just click on CANCEL and you will return to
- CONVERTER.
-
- If the AMIGA seems to have frozen after attempting to directory a
- disk etc, try pressing F10. This will take you to the Workbench or CLI
- screen where there may be a system requester (This slipped past my checking!).
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- I'll now describe each menu in turn......
-
-
- IFF MENU:
- ~~~~~~~~~
-
- From this menu you can load or save IFF graphic files.
-
- The graphic to be loaded can be of any width or height (memory permitting).
- The graphic modes supported are:
-
- Palettes of 2,4,8,16,32,64,4096 colours.
- Lo-res,
- Hi-res,
- Interlace,
- Med-res,
- Ham,
- Extra Half-Brite,
- Overscan,
- Brushes,
- Masks (Saving with Stencil on in DELUXE PAINT produces a mask along
- with the main graphic data),
- DELUXE PAINT stencil files (ILBM with only a mask, you may have to
- change colours to default after loading).
-
-
- In fact it will load any pictures/brushes saved by DELUXE PAINT and most other
- art packages that adhere to the IFF standards as well.
-
-
- IMPORTANT NOTE:
- ~~~~~~~~~~~~~~
- Although CONVERTER can handle INTERLACE mode graphics, when files
- of such a format are loaded, the program will display the graphic in normal
- 256 pixel non-interlaced mode. (i.e. the graphic will be double its normal
- height). Please note that this 'feature' does not affect the actual
- manipulation of interlaced graphics and all program functions will work.
- (CONVERTER still knows that the graphic is Interlaced!)
-
-
- When you load a graphic it will appear above the control panel.
-
- NOTE:
-
- In IFF files, the actual width of the graphic is always a multiple of 16.
- Therefore if you saved a brush with a width of 4 pixels then this is
- saved as a graphic of width 16 (Rounded UP to the nearest multiple of 16).
-
- This, however, does not affect your graphic when it is loaded in. The only
- difference is that when you look at the information about the loaded
- graphic it shows a width of 16 pixels and not 4. Bitmap widths are always a
- multiple of 16 (This is a hardware restriction).
-
-
-
-
- The SAVE gadget allows you to save the currently displayed graphic as an
- IFF file.
-
- When you click on the 'Selected bitmap save' another gadget will appear.
- You can type the number of the bitmap you want saved in this gadget.(0-6)
- You can see each individual bitmap by using the DISPLAY SETUP menu.
- The bitmap chosen in that menu will automatically be entered into the
- selected bitmap save gadget, ready for saving. Therefore, you can save
- out a single bitmap as an IFF file.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
- BITMAP MENU:
- ~~~~~~~~~~~~
-
- This menu allows you to Load and Save the graphics bitmaps in a
- variety of different formats.
-
- There are two main ways of saving the graphics bitmap data.
-
- These are:
-
- SEQUENTIAL:
- Each bitmap of the graphic is stored one after the other.
-
- e.g.
- 1st line of 1st bitmap
- 2nd line of 1st bitmap
- :
- :
- nth line of 1st bitmap
-
- 1st line of 2nd bitmap
- 2nd line of 2nd bitmap
- :
- :
- nth line of 2nd bitmap
- .
- :
- :
-
- 1st line of last bitmap
- :
- :
- nth line of last bitmap
-
- where n is the height of the graphic
-
-
-
- INTERLEAVED:
- Each bitmap is interleaved with each other. Like an non-crunched
- IFF BODY chunk.
-
- e.g..
- 1st line of 1st bitmap
- 1st line of 2nd bitmap
- :
- 1st line of last bitmap
-
- 2nd line of 1st bitmap
- 2nd line of 2nd bitmap
- :
- 2nd line of last bitmap
- .
- :
-
- nth line of 1st bitmap
- nth line of 2nd bitmap
- :
- nth line of last bitmap
-
-
- where n is the height of the graphic
-
-
-
-
- The middle and right gadget columns hold the Load/Save options.
- You can select whether to use sequential or interleaved mode.
-
- The mask gadget allows you to Save/Load with a mask. When clicked on,
- another gadget appears which lets you specify if you want the mask placed
- before or after the main graphic's bitmaps within the file. In Interleaved
- mode, the mask is interleaved (before/after) with the other bitmaps.
-
- A mask is a bitmap that is made up by combining all the graphics into one.
- Each bitmap is logically OR'ed with each other into one bitmap. The mask is
- the same size as the other bitmaps.
- The mask is not used when displaying a graphic but is mainly needed
- for merging operations with the Blitter.
-
-
- The Colourmap gadget allows you to save the 32 colours of the graphic
- within the same file as the bitmaps. When clicked on, another gadget
- appears which lets you specify if you want the colourmap data placed before
- or after the main graphic's bitmaps within the file.
- The colourmap saved contains all 32 colours. Each colour is a word, hence
- 64 bytes in total are saved.
-
- The 'Save Height Specified' gadget allows you to specify the height of the
- graphic that is to be saved. Enter your height into the height gadget on the
- left of the screen. It will not save heights greater than the height of the
- current graphic being displayed.
-
- NOTE:
- There are no size details (width etc.) or mode data saved along with the
- bitmaps.
-
-
- OK, enough of saving, now on to loading....
-
- The right hand gadget column holds the Bitmap Load options.
- These let you specify the width, height, depth and the mode (Ham/Halfbrite)
- of the graphic to be loaded.
-
- The width is rounded up to the nearest multiple of 16.
- Mask and Colourmap details also apply to the file to be loaded.
-
- The Load gadget allows you to load ANY file. If it is your own, then you
- should know it's sizes and format. But if it is not, then a bit of testing
- is required. I put a quick exit to the DISPLAY SETUP menu, since it is very
- handy when trying to get the correct setup.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
- SPRITE MENU:
- ~~~~~~~~~~~~
-
- This allows you to save any loaded graphic as sprites.
-
-
- The sprite can be saved as source code (ASCII text file), ready for insertion
- into your own program source code, or as a binary file. Also, the sprite
- saved can be either 4 or 16 colours.
-
- The graphic loaded in can be of any height and width but must be 4 or 16
- colours.
- The 'Sprites To Save' gadget allows you to specify the amount of sprites to
- save. Up to 20 sprites can be saved at once. The first sprite saved is taken
- from the top-left corner of the graphic. Then it works right for the next
- sprite, and so on, until the number you specified has been reached.
-
- The height of the sprite is equal to the height of the graphic loaded, but the
- width of the sprite is 16 pixels.
-
-
-
- The format of the saved file is as follows:
-
- 2 words (both zero) for the control words
-
- sprite graphic data (2 words for each line)
-
- 2 words (both zero) marking the end of the sprite.
-
-
- A 16 colour sprite is actually 2 sprites joined together. The 16 colour
- sprite saved is 2 sprites in the above format. The first one having the
- graphic data of bitmaps 0,1 and the second of bitmaps 2,3.
-
- The 'Forced Save' gadget disables the bitmap checking.
- This allows you to draw your sprite in the upper 16 colours of a 32 colour
- palette and you can save it perfectly. The sprite will be garbage if it
- uses any of the lower 16 colours.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
- COLOURMAP MENU:
- ~~~~~~~~~~~~~~~
-
- Ever found yourself requiring the colour values of a graphic so that you
- can include it in your own program, but the only way of getting them is
- to write out all the colours by hand by looking at each colour in
- an art package?. Well you're saved!.... CONVERTER can do it for you.
-
- CONVERTER allows you to save the colourmap of the current graphic as a
- source or binary file (all 32 colours are saved).
-
- On the AMIGA the hardware registers $dff180,$dff182....$dff1be hold each
- of the 32 colours. I have included the option of saving the hardware
- register values (just the offset from $dff000) along with the colour data.
-
-
- For example, A source code save with the hardware registers looks like this:
-
- dc.w $180,$000,$182,$cfb,$184,$eb6,$186,$ba4
- dc.w $188,$d92,$18a,$c80,$18c,$973,$18e,$665
- dc.w $190,$354,$192,$d62,$194,$731,$196,$333
- dc.w $198,$a53,$19a,$841,$19c,$773,$19e,$564
- dc.w $1a0,$674,$1a2,$0ef,$1a4,$09d,$1a6,$f22
- dc.w $1a8,$9d9,$1aa,$f00,$1ac,$c00,$1ae,$fff
- dc.w $1b0,$505,$1b2,$531,$1b4,$011,$1b6,$222
- dc.w $1b8,$443,$1ba,$672,$1bc,$886,$1be,$1de
-
- e.g. The $180 is the hardware register offset value and the following word
- is its colour ($000 - black).
-
- The above can be inserted straight into a copperlist! (That is the main
- reason for having the Colourmap save)
-
-
- The first 16 colours of a palette can be saved out starting with the hardware
- registers $1a0,$1a2 etc. This is to allow the lower 16 colours of any
- graphic to be stored in the appropriate place for inserting into a copperlist
- or whatever.
-
-
-
- The LOAD option in the Colourmap menu allows you to load just the colourmap
- from any IFF picture.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
- DISPLAY SETUP MENU:
- ~~~~~~~~~~~~~~~~~~~
-
- This menu displays some useful information about the current graphic.
- It also allows you to see each bitmap separately.
-
- When you initially enter this menu, the graphic display area will go black,
- but don't worry, your graphic is still OK.
- On the left there are 6 gadgets. These are the bitmap controls. By clicking
- on one of these, you will see that bitmap of the your graphic. The bitmap
- shown is automatically entered into the 'Selected Bitmap Save' gadget in the
- IFF menu, ready for saving.
-
-
-
- Here is an explanation of the information shown:
-
- WIDTH : This is the width of the graphic. It is not the screen width.
-
- HEIGHT : This the height of the graphic, not the screen height.
-
- DEPTH : This is the number of bitmaps the graphic has.
- 1 bitmap is a 2 colour graphic, 2 is 4 colour
- 3 is 8 colour , 4 is 16 , 5 is 32
- 6 is 64 or 4096 ,depending on mode (ham or half-brite)
-
- BITMAP SIZE : This is the amount of memory taken up by one bitmap.
-
- BITMAP SIZE = (WIDTH/8) * HEIGHT
-
- Width is divided by 8 so as convert from bit to byte width.
-
- GFX SIZE : This is the total amount of memory taken up by the graphic.
-
- GFX SIZE = BITMAP SIZE * DEPTH
-
-
- Both hex and decimal values are given.
-
-
-
- Along the bottom of the screen, the amount of free chip memory and the total
- free memory (Chip and Fast RAM) is shown in KBytes.
-
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
- ST DEGAS .PI1 FILES MENU:
- ~~~~~~~~~~~~~~~~~~~~~~~~
-
- If you need to transfer pics to or from the ATARI ST, then CONVERTER can do
- it for you.
-
- A standard (or so I've been told) picture file format on the ATARI ST is
- the .PI1 format used by the DEGAS ELITE art package.
- (The .PI1 is the extension added to the filename when saved in DEGAS).
-
- CONVERTER can load in these files and then save them in whatever format you
- wish (IFF/Bitmaps etc).
- Also CONVERTER allows you to save the current graphic as an .PI1 file.
-
-
- Transferring the files to and from AMIGA/ST should be done using a file
- transfer utility (such as 'DOS-2-DOS' or similar).
- In the future, I may upgrade CONVERTER so that it can read/write directly to
- a formatted ST disk to cut out the need for file transfer.
- If anyone reading this has such a routine for the AMIGA and is willing to
- share it, then I would be grateful if you could get in touch.
-
-
-
- Ok then, on the menu you can see the standard SAVE/LOAD options and there are
- also three other gadgets...
-
- LOAD OPTION :
-
- Allows you to double the value of the colours that are loaded
- from the .PI1 file.
-
- Why double the colours?
-
- The AMIGA has a palette of 4096 colours. Each colour is made up of
- red,green and blue (RGB) components. Each of the components can range from 0
- to 15 (As in the DELUXE PAINT palette window). But the ST has only got a
- palette of 256 colours and, more importantly, its RGB components can only
- range from 0 to 7.
-
- Therefore, the brightest white on the ST is 7,7,7 (RGB) while on the AMIGA it
- is $FFF (15,15,15 RGB).
-
- So for the best colour match, the ST colour values should be doubled.
-
-
-
- SAVE OPTION :
-
- When you are saving the file you can halve the value of the colours to get
- a closer colour match when the file is loaded back on the ST.
-
- N.B. During testing I found that, if the colours were not halved, the ST
- art packages freaked out!!
-
-
-
- FORCED SAVE:
-
- The .PI1 files have a strict format (described below).The picture
- to be saved must be 16 colours (4 bitmaps). With forced save on you can
- override the bitmap check, so you can save graphics with more or less
- bitmaps.
-
- 4 bitmaps are always saved. If you have more they will be truncated
- and the picture will be affected. If you have less then blank bitmaps are
- added to make it up to the 4 required.
-
- NOTE:
- The picture size must be : width = 320
- height = 200
- depth = 4 (16 colours)
-
- Pictures with heights greater than 200 pixels are truncated to 200.
-
-
- It took me ages to get my hands on the format so here is the actual file
- structure for anyone who needs it.
-
-
- ST DEGAS .PI1 FILE FORMAT:
-
- File is made up of four parts :
- HEADER
- COLOURMAP
- BODY
- TRAILER
-
-
- These are as follows:-
-
- HEADER 1 word Holds display mode.
- 0-lo, 1-med, 2-hi
-
- COLOURMAP 16 words
- 16 colours, RGB word 0-7 for each colour component
-
-
- BODY 32000 bytes
- 1st word of 1 bm, 1st word of 2 bm
- 1st word of 3 bm, 1st word of 4 bm
- 2nd word of 1 bm, 2nd word of 2 bm
- 2nd word of 3 bm, 2nd word of 4 bm
- etc..
- Screen size always 320_ x 200| x 4/
-
- TRAILER 32 bytes (4 colour cycling variables)
- 4 words left colour cycles
- 4 words right colour cycles
- 4 words cycle directions
- 4 words cycle speeds
-
-
- A final sentence on the ST file format....
-
- NEOCHROME IS DEAD!? or so I have been led to believe. If not and you
- think I should include a Load/Save for it then drop me a line.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
-
- BLOCK CUTOUT MENU:
- ~~~~~~~~~~~~~~~~~~
-
- The main reason that I wrote CONVERTER was to make make life easier
- when inserting graphics into a game I am currently writing. The block
- cutout feature is more for my use but maybe some of you will find a use
- for it.
-
- Basically, it takes the current graphic and splits it into 16x16 blocks.Each
- block is saved one after the other.
- Each block can be saved out with either sequential or interleaved bitmaps as
- with the bitmap save. Block cutout just saves you from having to do multiple
- IFF loads and Bitmap saves with each separate block.
-
-
- Restrictions:
- The graphic width must be a multiple of 16 pixels.
- The graphic height must be a multiple of 16 pixels.
- The graphic can be of any depth.
- The blocks that are cut out are 16 x 16 pixels.
-
-
- Saved format:
- The blocks are cut starting with the block in the top-left
- corner and working across the way. Upon reaching the end, it drops down
- a block and starts from the left again. This repeats until the bottom
- of the graphic is reached.
- Each blocks' data is separate.
-
- e.g. for sequential save, the file format is:
-
- (For a 2 bitmap graphic)
-
- Top-left block : 1st line of 1st bitmap (line is 16 bits)
- 2nd line of 1st bitmap
- :
- 16th line of 1st bitmap
-
- 1st line of 2nd bitmap
- :
- 16th line of 2nd bitmap
-
- Top-2nd from left :
- 1st line of 1st bitmap
- :
- 16th line of 1st bitmap
-
- 1st line of 2nd bitmap
- :
- 16th line of 2nd bitmap
-
- etc.
-
- E.G. For interleaved save, the file format is:
-
- (For a 2 bitmap graphic)
-
- Top-left block : 1st line of 1st bitmap (line is 16 bits)
- 1st line of 2nd bitmap
- 2nd line of 1st bitmap
- 2nd line of 2nd bitmap
- :
- 16th line of 1st bitmap
- 16th line of 2nd bitmap
-
-
- Top-2nd from left : 1st line of 1st bitmap
- 1st line of 2nd bitmap
- 2nd line of 1st bitmap
- 2nd line of 2nd bitmap
- :
- 16th line of 1st bitmap
- 16th line of 2nd bitmap
-
- etc.
-
-
-
- If you like this function but require a different block size then contact
- me and I will change it for you.
-
- If you use this feature, then you may be interested in another one of my
- utilities 'MAPPER' which allows you to create level maps visually, using
- IFF pictures containing the blocks. Interested? If so then contact me for
- a demo version. (so ends free plug!)
-
-
-
-
- OK, That's it for the functions of the program. Now for a few extra bits
- plus the credits...
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- MAIN MENU:
- ~~~~~~~~~
- Apart from the menus described above, the main menu also has the following
- gadgets :
-
- Wipe Memory:
-
- This gadget fills all non-allocated memory (memory not being used
- by any program) with zeros, both chip and fast memory. It does no harm the
- CONVERTER or any other task currently running. There will be a slight delay
- and everything will freeze while it carries out the wipe, so no need to put
- the peril sensitive sunglasses on just yet!.
-
- N.B. There is no advantage by using this other than tidying things up for
- using other programs afterwards. It does nothing to affect CONVERTER or
- enhance its performance.
-
- Exit:
- Exits CONVERTER! You will be given a prompt, reply Y to exit the
- program. On all other menus exit will bring you back to the previous
- screen.
-
- Help:
- HELP is available on each of the CONVERTERS menu screens and gives
- a summary of the functions of that menu.
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- KEYBOARD SHORTCUTS:
- ~~~~~~~~~~~~~~~~~~
- D : View Full Screen (Click left mouse button
- to exit)
- Cursor Keys : Scroll screen Up/Down/Left/Right
- B : Bitmap menu
- V : Display setup menu
- C : IFF menu
- Space Bar : Main menu
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- THE FUTURE:
- ~~~~~~~~~~
- I can't think of anything else to add to CONVERTER just now. But if you
- can, then I will appreciate any new ideas. If there are any standard formats
- out there that I have missed then let me know. (e.g. PC formats?) Contact me
- at the address at the start of this file.
- Also, any constructive comments will be welcome.
-
-
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- CREDITS:
- ~~~~~~~
-
-
- Thanks to:
- ~~~~~~~~~~
-
- Andy Smith For comments, icons and grammar checking!.
- Kevin Holland For all his constructive comments.
- Hisoft Ltd. For DEVPAC 2 (The best!)
-
-
- Copyrights:
- ~~~~~~~~~~
- Degas Elite is copyright of Electonic Arts.
- Neochrome is copyright of Atari Corp.
- Dos-2-Dos is copyright of Central Coast Software
- Deluxe Paint is copyright of Electronic Arts.
- Mapper is copyright of Steve Chalmers
- Commodore and Amiga are trademarks of Commodore Business Machines Inc.
- Atari and ST are trademarks of Atari Corp.
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- And finally....
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- CONVERTER V1.00
- Written between November 1989 and May 1990
- Copyright 1990 Steve Chalmers.
- All Rights Reserved.
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- THE END
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