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- 7
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- ** ÁDVENTURE×RITER WITH GRAPHICS **
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- ÔHIS VERSION OF ÁDVENTURE×RITER
- ALLOWS YOU TO CREATE MULTI-COLOR BIT
- MAPPED PICTURES AND THEN INCORPORATE
- THOSE PICTURES INTO YOUR ADVENTURE.
- ÉNCLUDED IN THIS VERSION IS AN
- EDITOR WITH WHICH YOU MAY CREATE THE
- PICTURES YOU WISH TO INCLUDE IN YOUR
- ADVENTURES. ÙOU MUST HAVE A JOYSTICK
- TO USE THIS EDITOR.
- ÉF YOU HAVE A 'ËOALA ÐAD' YOU MAY
- ALSO USE IT TO DRAW PICTURES. ÓINCE
- ÁDVENTURE×RITER STORES ITS PICTURES
- IN A COMPRESSED FORMAT A UTILITY TO
- CONVERT 'ËOALA' PICTURES INTO THAT
- FORMAT IS INCLUDED.
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- ÔO USE THE PICTURE EDITOR SELECT
- 'P' FROM THE MAIN MENU. ÐLUG YOUR
- JOYSTICK INTO PORT #1. ÍOST OF THE
- OPTIONS FROM THE EDITOR MENU ARE
- SELF-EXPLANATORY SO THEY WILL NOT
- BE COVERED IN DETAIL.
- ÔO SELECT A MENU OPTION MOVE THE
- HAND SO IT POINTS TO THE ASTERISK
- NEXT TO THE DESIRED OPTION AND PRESS
- THE FIRE BUTTON ON YOUR JOYSTICK.
- ÐRESS THE 'ÒÅÔÕÒÎ' KEY TO EXIT FROM
- THE DRAWING OPTIONS AND RETURN TO
- EDITOR MENU.
- ÂEFORE YOU START DRAWING YOU MUST
- INTIALIZE THE SCREEN. ÔHIS WILL ERASE
- ANYTHING IN THE WORKSPACE. ÙOU WILL
- BE ASKED TO SELECT A SCREEN COLOR.
- ÍOVE THE HAND TO POINT TO A COLOR ON
- THE COLOR BAR AND PRESS THE FIRE
- BUTTON. ÔHE PROMPT WILL DISAPPEAR
- AFTER YOU HAVE CHOSEN THE COLOR.
-
- ÃHOOSING A DRAWING COLOR IS DONE IN
- THE SAME WAY. ÔHE ARROW WILL POINT
- TO THE CURRENT PEN COLOR.
- ÔO DRAW SIMPLY SELECT THAT OPTION
- AND HOLD DOWN THE FIRE BUTTON.
- ÎÏÔÅ-ÉF YOU MAKE A MISTAKE PRESS THE
- DELETE ('ÄÅÌ') KEY TO UNDO WHAT YOU
- JUST DID. ÔHE 'UNDO' OPTION IS
- AVAILABLE DURING THE DRAW/DRAW LINE
- & FILL OPTIONS.
- ÔO DRAW A LINE PRESS THE FIRE BUTTON
- AT THE BEGINNING AND ENDING POINTS.
- ÔO FILL AN AREA WITH A COLOR MOVE
- THE ARROW SO IT IS INSIDE THE REGION
- AND PRESS THE FIRE BUTTON. ÉF A LEAK
- IS IN THE AREAS'S BORDERS THE ENTIRE
- SCREEN MAY BE FILLED UP. ÐRESS THE
- DELETE KEY TO RESTORE YOUR PICTURE.
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- ÃHANGING THE CURSOR SPEED ALLOWS
- YOU TO ADJUST THE SPEED TO SUIT
- VARIOUS DRAWING NEEDS. ÆINE DETAIL
- WORK IS MUCH EASIER AT A SLOW
- CURSOR SPEED.
- ×HEN SAVING YOUR PICTURE YOU WILL
- BE ASKED TO GIVE IT A NUMBER FROM 0
- TO 255. ÔHIS NUMBER CORRESPONDS TO A
- LOCATION NUMBER IN ÁDVENTURE×RITER.
- ÆOR EXAMPLE PICTURE NUMBER 10 SHOULD
- BE FOR LOCATION NUMBER 10.
- ÆOR THOSE OF YOU WHO ARE PROGRAMMERS
- YOUR PICTURES MAY EASILY BE
- INCORPORATED INTO YOUR OWN PROGRAMS.
- ÌOAD ''DISPLAY''COMMA 8 COMMA 1. ÐOKE
- THE LENGTH OF THE PICTURE NAME INTO
- 700 AND THE ÁÓÃÉÉ CODES OF THE NAME
- STARTING AT 701. ÓÙÓ 51703 TO DISPLAY
- THE PICTURE AND ÓÙÓ 51700 TO TURN IT
- OFF.
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-
- ÔO CONVERT 'ËOALA' PICTURES CHOOSE
- 'C' FROM THE MAIN MENU. ÓIMPLY
- FOLLOW THE SCREEN PROMPTS AND THE
- PICTURE WILL BE CONVERTED.
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- ÏNCE IN THE MAIN ÁDVENTURE×RITER
- PROGRAM USING THE ADDED PICTURE
- CAPABILITIES IS EASY.
- ÔHE ADDED ACTION IS 'ÐÉÃÔÕÒÅ'. ÉT
- HAS NO PARAMETERS AND IS USED LIKE
- ANY OTHER ACTION. ÉT MAY BE USED IN
- BOTH THE VOCABULARY ACTION TABLE AND
- THE STATUS TABLE. ÕNLIKE THE OTHER
- ACTIONS IT WILL NOT ADVANCE THE TURN
- COUNTER. ÔHE SELF DECREMENTING FLAGS
- WILL PROCEED AS NORMAL THOUGH.
- ×HILE PLAYING THE ADVENTURE TYPING
- 'ÐÉÃÔÕÒÅ' WILL DISPLAY THE PICTURE
- CORRESPONDING TO THE PRESENT LOCATION
- NUMBER (IF THAT PICTURE EXITS). ÄUE
- TO MEMORY LIMITATIONS YOU MAY NOT
- VIEW A PICTURE WHILE TESTING THE
- ADVENTURE FROM THE ÁDVENTURE×RITER
- MENU.
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- ÔHE ÁDVENTURE×RITER 'ÇRAPHICS ÐAC'
- WAS IMPLEMENTED IN SUCH A WAY SO AS
- NOT TO REDUCE THE AVAILABLE MEMORY
- OF YOUR DATABASE. ÔHEREFORE ANY
- PREVIOUSLY CREATED ADVENTURE MAY BE
- ADAPTED TO A GRAPHICS ADVENTURE.
-
- ÎÏÔÅ- Á PREVIOUS ADVENTURE WILL NOT
- HAVE 'ÐÉÃÔÕÒÅ' IN ITS DATABASE
- SO YOU MUST ADD IT TO THE
- VOCABULARY TABLE AND THE
- VOCABULARY ACTION TABLE.
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- *** ÅÎÄàÏÆàÕÓÅÒàÎÏÔÅÓ ***
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