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- 1 WHY A CHARACTER SET EDITOR?
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- On an IBM-PC or compatible computer using a Color Graphics Adapter (CGA),
- there are several display modes. You can have straight text in several modes,
- such as 25 by 40 or 25 by 80 in either black & white or color, or you can
- select a graphics display mode. In graphics, however, you still have the
- option of using text on the screen. Although the hardware will not print
- characters to the screen, the computer's BIOS software is capable of generating
- the standard letters, numbers, and special characters of normal ASCII.
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- All this would be mundane unless there was something you could do about
- changing the characters to suit your tastes. Fortunately, there is a way of
- doing this. While the normal ASCII characters are defined for graphics modes
- in the BIOS, the extended ASCII characters (those characters with codes
- between 128 and 255) are not defined, and are available for the programmer to
- use. Thus, while in graphics mode, you can define and display your own custom
- characters.
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- The only problem remaining is how to create and display these characters.
- Drawing 128 different shapes, each of which has 64 elements is tedious at
- best, and telling the computer how to use them is even more difficult. It is
- these tasks that the programs in the CHEDIT package address.
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- The CHEDIT package consists of a character editor and libraries of support
- routines that allow you to use the customized characters in your programs.
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- The required hardware is an IBM-PC, XT, AT or compatible with a color graphics
- card. A monochrome text adapter card is not capable of using the created
- character sets or the CHEDIT program.
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- 2 RUNNING THE CHEDIT PROGRAM
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- To run the CHEDIT program, enter the following at the DOS prompt:
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- CHEDIT <filename>
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- where <filename> is optional, and is the name of the character set you want
- to edit. If an extension is not supplied, .CHR is appended to the filename.
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- Upon entry to the program, if a character set name has not specified at the
- DOS prompt, or if that file cannot be found, you are given several options:
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- 1) Enter the name of the character set file. If an extension is no
- supplied, .CHR is appended to the filename.
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- 2) Enter a Return on a blank line to create a new character set.
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- 3) Press the F1 key to select a name from a directory listing of all
- files with a .CHR extension. The Esc key aborts the directory
- selection process, and behaves as if you had used a blank filename.
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- 4) Press Esc to abort the program.
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- Once a character set has been selected, the main menu follows:
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- 1) Save the current character set.
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- You are asked for a name, and if you were already working on a character
- set, a Return press alone defaults to the original name. Pressing Esc
- returns you to the main menu. If the filename does not have an extension,
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- 2) Read a new character set.
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- If you have done any editing, whether or not any changes have actually
- occured, you are warned if the current character set has not been saved,
- and asked if you want to continue. If you select No, you are returned to
- the main menu.
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- If you continue, you are asked for the name of the character set. The
- filename given is checked for an extension and if none is found .CHR is
- appended. A Return press by itself at the name prompt will return you to
- the main menu. Pressing F1 allows you to select a directory to be checked
- for .CHR files. When the directory is displayed, pressing Return selects
- the currently highlighted file, and Esc returns you to the main menu.
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- 3) Edit Individual characters (edit one character at a time).
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- See the description of individual character editing below.
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- 4) Edit Multiple characters (edit multiple characters at a time).
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- See the description of multiple character editing below.
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- 5) Change the cursor blink speed.
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- The default cursor in CHEDIT blinks regularly so that its location is more
- visible. However, if you do not like the blink speed, or do not want it to
- blink at all, this option will allow you to change it. You are asked
- to select from Slow, Regular, Fast, or No blinking for your cursor. Simply
- press the indicated letter, or press Return to use the default regular.
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- 6) Quit the program.
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- Although Esc will stop the program elsewhere, a Q is required to exit the
- program from the main menu. This is done because Esc is used to return from
- editing to the main menu, and a double character would stop the program before
- you have a chance to save your work. If you have done any editing, whether or
- not any changes have actually occured, you are warned if the current
- character set has not been saved, and asked if you want to continue. If you
- select No, you are returned to the main menu.
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- 3 INDIVIDUAL CHARACTER EDITING
-
- When Individual character editing is desired, only 1 character is displayed
- in large format to be modified at a time. The primary advantage of this mode
- is that it is easier to see what is being done, and character selection is
- simpler. This mode is used primarily when working on individual characters,
- such as letters in an alphabet, when you want to see the maximum detail.
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- When editing individual characters, the screen has 4 basic parts:
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- 1) a display of all programmable characters at the top of the screen,
- arranged in a 4 by 32 matrix, and set off from the rest of the screen
- by a box.
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- 2) a large box broken into an 8 by 8 grid, which is the large character
- display. Each little box represents 1 pixel in the character being
- edited.
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- 3) a character box. This is the "life-size" character being edited,
- set apart from the rest of the screen in its own box. Note that the
- character set displayed at the top of the screen is updated as
- characters are edited as well.
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- 4) a text area, where informational messages, such as currently
- available options, the code of the character being edited, etc, are
- displayed.
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- 3.1 SELECTING A CHARACTER TO EDIT:
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- Before editing begins, you must select a character to work on from the set
- displayed at the top of the screen. Pressing Esc at this time will return
- you to the main menu.
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- To select a character, you may either move the highlighted square around
- the characters via the cursor keys, or press the N (for numeric) key to
- enter the numeric code of the desired character. When moving the highlighted
- square, the current code of the character, along with a large image of the
- character, is displayed.
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- When using the cursor control keys on the numeric keypad, both the arrow
- keys (2,4,6, and 8) and the other keys (1,3,7, and 9) are active. The
- arrow keys move the cursor in the indicated direction, while the other
- cursor keys move the cursor in a diagonal. When the cursor passes the
- boundary of the displayed characters, it wraps back to the opposite side
- of the display.
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- The numeric code for each character is a number, either from 0 to 127, or
- from 128 to 255, representing the location of the character. The values 0
- to 127 represent the character's location in the editing set, while the
- values 128 to 255 represent the extended ASCII code used to reference the
- character from various languages or system calls. The routines used
- within the editor will recognize either code. When using the N option in
- selecting characters, a prompt of "which code?" appears, and at this point
- you enter a number. This number is taken modulo 128, and the highlighted
- square is placed in this character position.
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- When you are satisfied with your selection, press either S (for select)
- or Return to begin editing this character.
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- 3.2 EDITING A CHARACTER:
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- There are many options available while editing characters, and they will
- be discussed in functional groups below. Note that for all cursor movement,
- if the cursor is moved off the edge of the character, it returns on the
- opposite side of the character. For example, if the cursor is moved up from
- the top row, it returns on the bottom row.
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- 3.2.1 CURSOR MOVEMENT GROUP
- (Use the key indicated on the numeric keypad for the command):
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- DOWN - Also the 2 key on the numeric keypad. This moves the cursor 1 row
- down in the character being edited.
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- UP - Also the 8 key on the numeric keypad. This moves the cursor 1 row up
- in the character being edited.
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- LEFT - Also the 4 key on the numeric keypad. This moves the cursor 1 column
- left in the character being edited.
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- RIGHT - Also the 6 key on the numeric keypad. This moves the cursor 1 column
- right in the character being edited.
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- The following keys move the cursor in diagonal directions.
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- HOME - Also the 7 key on the numeric keypad. This key, between the UP and LEFT
- arrows, moves the cursor UP 1 row and LEFT 1 column.
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- PgUp - Also the 9 key on the numeric keypad. This key, between the UP and
- RIGHT arrows, moves the cursor UP 1 row and RIGHT 1 column.
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- END - Also the 1 key on the numeric keypad. This key, between the DOWN and
- LEFT arrows, moves the cursor DOWN 1 row and LEFT 1 column.
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- PgDn - Also the 3 key on the numeric keypad. This key, between the DOWN and
- RIGHT arrows, moves the cursor DOWN 1 row and RIGHT 1 column.
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- 3.2.2 "SPACEBAR" GROUP
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- This group of functions is the basic mechanism for setting and clearing
- pixels in a character. The commands in this group are
- (Use the capital letter for the command itself):
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- SPACEBAR - change the state of the pixel, according to the mode defined
- below.
- Set mode - when the spacebar is pressed, the current pixel is set
- (turned on).
- Clear mode - when the spacebar is pressed, the current pixel is cleared
- (turned off).
- Xor mode - when the spacebar is pressed, the current pixel is Xor'ed with a
- 'set'. The result is that the pixel is flipped to its opposite
- state. i.e. a set pixel is cleared, and a cleared pixel is set.
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- Notes on mode: 1) Xor is the default mode.
- 2) The Set, Clear, and Xor modes are mutually exclusive,
- that is, you can only be in one of these modes at a time.
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- Auto mode - when the cursor enters a new pixel, that pixel is automatically
- set/cleared/xor'd according to the current mode. When the space
- bar is pressed, the pixel is again set/cleared/xored. This is
- useful when you want to flip the pixel back to its original state
- (xor mode) or you have just selected auto mode, in which case the
- current pixel is not set/cleared/xored (as the cursor has not
- entered a new pixel).
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- 3.2.3 "WHOLE CHARACTER" GROUP (enter the capital letter for the command):
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- Zero - Zero out a character. This turns off all pixels in a character.
- Fill - Fill in a character. This turns on all pixels in a character.
- Inverse - Invert a character. This flips the state of all pixels in a
- character. (i.e. all on pixels are turned off, and all off pixels
- are turned on.)
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- 3.2.4 "NEXT-CHARACTER" GROUP (enter the capital letter for the command):
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- Next - Get another character to edit. The procedure is the same as when you
- first entered individual character editing.
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- Get - Copy (get) the image of another character into the current character.
- The procedure is the same as selecting a character to edit when you
- first enter individual character editing. If you decide that you do
- not want to overwrite the current image, simply place the highlighted
- square on the original character and press return.
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- Put - Copy (put) the image of the current character into another character.
- The procedure is the same as selecting a character to edit when you
- first enter individual character editing. If you decide that you do
- not want to overwrite another image, simply place the highlighted
- square on the original image and press return.
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- 3.2.5 "MIRROR IMAGE" GROUP (enter the capital letter for the command):
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- Horizontal mirror - change the current character to its image as seen in a
- mirror placed on its horizontal axis. The top row becomes the last
- row, the 2nd row becomes the next-to-last row, etc. As an example,
- the letter A, when horizontal mirrored, wpi;d be standing on its
- point. Doing another horizontal mirror will undo this, so that the
- A points upwards again.
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- Vertical mirror - Change the current character to its image as seen in a
- mirror placed on its vertical axis. The leftmost column becomes the
- the rightmost column, the next-to-leftmost column becomes the next-
- to-rightmost column, etc. As an example, the less-than symbol, <,
- would become the greater-than symbol, >, when vertical mirrored.
- Doing another vertical mirror will undo this, so that it becomes a
- less-than symbol again.
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- Exchange - exchange rows and columns in a character. This has the effect of
- mirroring the character around a diagonal from the upper left to the
- lower right corner of the character box. It means that the top row
- becomes the leftmost column, the 2nd row becomes the next-to-leftmost
- column, etc. For example, an exclamation point, !, when exchanged,
- would be laying on its side, with the bottom dot on the right. Doing
- another exchange would undo this, so that it is normal again.
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- 3.2.6 "ROTATE" GROUP (enter the function keys indicated for the command):
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- All rotate functions move the character within the box. Any row or column of
- pixels that is rotated "off" an edge wraps back to the opposite edge, to fill
- the row or column that is left vacant by moving the character.
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- F1 - Rotate the character 1 row down.
- F2 - Rotate the character 1 row up.
- F3 - Rotate the character 1 column left.
- F4 - Rotate the character 1 column right.
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- 3.2.7 "SHIFT" GROUP (enter the function keys indicated for the command):
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- All shift functions move the character within the box. Any row or column of
- pixels that is shifted "off" an edge is lost. The row or column on the
- opposite edge that is left vacant is filled with blanks.
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- F5 - Shift the character 1 row down.
- F6 - Shift the character 1 row up.
- F7 - Shift the character 1 column left.
- F8 - Shift the character 1 column right.
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- 3.3 "UNDO" FUNCTIONS (enter the capital letter for the command):
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- The undo functions allow you to erase a mistake you just made, or let you
- experiment with changes and quickly bring back an older version of the
- character if you don't like what you see.
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- Undo - undo the last change ONLY. For example, if you hit the Z (for Zero)
- key, the character will be erased, and U will restore the image. If
- you hit the Z key and then press the spacebar (thus setting/clearning/
- xoring a pixel), using U will only undo the change in the individual
- pixel, not the erased character.
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- Undo works by swapping images with the current screen image, so
- that Undo will Undo itself.
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- When a character is first called up for editing, the Undo image is set
- to the original image, so that Undo will do nothing until you have made
- a change.
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- The Restore command (see below) has no effect on the saved Undo image.
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- Restore - Like Undo, this command swaps the current image with a saved image.
- Unlike the Undo command, however, the saved image is not updated with
- every change of the character. The saved image is only changed when
- you use Restore or the Keep command (see below). Thus, you can start
- editing a character, Restore the original for comparison, Restore
- back the edited copy and continue editing. Or, after editing, Restore
- back the original, edit the original into another version of the
- character, and use Restore compare it to the 1st version of the
- character.
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- Since both Undo and Restore swap saved images with the currently
- displayed image, the two functions may interact with each other. For
- example, an Undo will move the previous image to the screen, and put
- the current image in the Undo buffer. A Restore will then move the
- screen image (from the Undo) to the Restore buffer, and place the
- image from the Restore buffer onto the screen. A final Undo will then
- move the current screen image, which was in the Restore buffer, into
- the Undo buffer, and move the image in the Undo buffer, which was the
- original screen image, back to the screen. In this way, the Undo
- saved image and the Restore saved image have been swapped, and the
- screen image is untouched.
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- Keep - Keep the current screen image in the Restore buffer. This allows you
- to save a copy of the current character for possible later restoration,
- without swapping screen images.
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- Original - Replace the current character image with the image that the
- character had when it was first selected for editing. This is the
- ultimate undo.
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- 3.4 "TRYOUT" MODE (enter "T" for this function):
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- This mode allows you to "try out" the current character set by allowing
- you to type characters onto a blank screen. Pressing the Esc key from
- this mode allows you to return to editing.
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- When in Tryit mode, the following keys on the numeric keypad
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- Home Up PgUp
- Right Left
- End Down PgDn
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- move the cursor, with Home, PgUp, End, and PgDn moving the cursor in a
- diagonal direction. The cursor wraps to the opposite side of the screen
- when it passes the screen boundary.
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- Please note that keys such as Return and Backspace do not have their
- expected function. They will instead display the symbol associated with
- with the ASCII value of that key.
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- When Tryit mode is first entered, the screen will be filled with spaces
- (or whatever symbol is associated with the ASCII value 32). After you
- leave Tryit, coming back later will present the screen as you left it.
- Thus, you can try a block of text, leave and edit the character set, then
- return and see how the text looks with the new characters without having
- to retype them.
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- Both the character set being edited and the machine's resident character
- set are available in Tryit mode. See the functions listed below for
- details on using both.
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- The following functions are availble via the indicated function keys in
- Tryit mode:
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- F1 - Clear the screen and display both the character set being edited and
- the machine's resident character set.
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- F3 - Clear the screen to spaces and DO NOT replot the display. The
- screen does not re-plot, to give you relief in the event that the
- space character is not blank.
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- F2 - Toggle 40/80 column mode. The screen starts out with 40 columns, and
- pressing the F2 key will switch the screen to 80 columns and back.
- Note that characters entered in the right half of the screen in 80
- column mode will not be displayed when you switch back to 40 column
- mode, but will still be there if you switch back to 80 columns.
- Clearing the screen via either F1 or F3 (see above) will clear the
- entire 80 columns, even if you are in 40 column mode.
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- F4 - Toggle resident/editing character set on the displayed characters.
- For example, You can type a sentence in the editing character set,
- press F4 to see it in the machine's resident character set, then
- press F4 again to return it to the editing character set. Another
- example is to use F1 to display both character sets, then F4 to
- switch them.
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- F6 - Toggle resident/editing character set on characters being typed.
- When you enter Tryit mode, the characters you type are in the
- editing character set. Pressing F6 will change the characters
- being typed to the machine's resident character set. Pressing F6
- again will change back to the editing character set.
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- F8 - Change the color of characters being typed (40 column mode only).
- When you start in Tryit mode, characters are white. Pressing F8
- change the color of characters being typed from white to cyan to
- magenta, and back to white. Characters in 80 column mode are
- available only in white.
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- F10 - Help! Print a brief description of the available function keys.
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- 3.5 MISCELLANEOUS FUNCTIONS (enter the indicated keys for the command):
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- F10 - The help key. It displays a list of the available commands, and a
- brief explanation of each. The list is several pages long, and you
- can return to editing without looking through the entire help list by
- pressing the Esc key.
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- Esc - When you are editing a character, you can return to the main menu by
- pressing the Esc key.
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- 4 MULTIPLE CHARACTER EDITING
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- When editing multiple characters, up to 35 characters in a 5 by 7 matrix
- are displayed in large format to be edited at once. The primary advantages of
- this is the ability to edit pictures larger than 1 character, and the ease
- in which mult-character pictures or border outline characters may be aligned.
- There is a small disadvantage in that each picture is somewhat smaller and
- harder to see, and the selection process is somewhat more involved.
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- When editing multiple characters, the screen has 5 basic parts:
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- 1) a display of all programmable characters at the top of the screen,
- arranged in a 4x32 matrix, and set off from the rest of the screen by a
- box.
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- 2) the editing matrix, a 5 by 7 array of boxes, each of which is broken
- into an 8 by 8 grid, which is the large character display. Each little
- box represents 1 pixel in a character being edited.
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- 3) a character box. This is the "life-size" picture of the
- characters being edited, set apart from the rest of the screen in
- its own box. Note that the character set displayed at the top
- of the screen is updated as characters are edited as well.
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- 4) a text area, where informational messages, such as currently
- available options are displayed.
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- 5) a status area, where the current mode of the space bar (set/clear/xor)
- and the auto status are displayed. This is in the upper right hand
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- 4.1 SELECTING MULTIPLE CHARACTERS TO EDIT
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- Before editing begins, you must select the locations in the editing matrix
- to work on, and the characters they contain. Pressing Esc at this time will
- return you to the main menu.
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- The first step is to select a location in the editing grid. One of the
- large editing boxes will be highlighed, and this highlight may be moved with
- the cursor keys. The arrow keys (2,4,6, and 8) move the highlighted box
- vertically and horizontally, while the other keys (1,3,7, and 9) move the
- cursor in a diagonal. When the highlighted box goes past a boundary, it wraps
- to the opposite side. When it is in the desired location, you may select the
- character to edit at this point by pressing either S (for Select) or Return.
- (Note: Although it may seem more "natural" to select which character to edit
- and then its location, the program has you select the location first, so that
- it knows where to display the character being selected.)
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- The next step is to select the character to edit in this location, either
- via the cursor keys or the N (numeric) option. A highlighted square appears
- in the characters at the top of the screen, which is moved via the cursor keys.
- The arrow keys (2,4,6, and 8) move that direction, while the other keys
- (1,3,7, and 9) move the box in a diagonal. When the cursor passes the
- boundary of the displayed characters, it wraps back to the opposite side of
- the display.
- The numeric code for each character is a number, either from 0 to 127 or
- from 128 to 255, representing the location of the character. The values from
- 0 to 127 represent the character's location in the editing set, while the
- values 128 to 255 represent the extended ASCII code used to reference the
- the character from various languages or system calls. The routines used
- within the editor will recognize either code. When using the N option in
- selecting characters, a prompt of "?" will appear, and at this point you
- enter a number. This number is taken modulo 128, and the highlighted square
- is placed in this character position.
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- When you are satisfied with your selection, press either S (for Select) or
- Return to return to selecting editing locations. At this time, a new
- option becomes available, that of pressing E to Edit the currently selected
- characters. If you wish to keep selecting characters, proceed with selecting
- character locations, else press E to edit or Esc to return to the main menu.
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- There are three things to note at this point:
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- 1) A character may be edited at only 1 location in the editing matrix. If
- you attempt to edit the same character in 2 locations, you are warned
- "No Duplicates". Press any key to continue selecting characters.
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- 2) Only 1 character may be edited at 1 location in the editing grid. If you
- try to select a second character for that location, it overwrites the
- original selection.
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- 3) When you move the highlighted box in the editing matrix, you will find
- that the highlighted square in the character set has moved along with
- it. This makes selection of blocks of characters easy.
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- 4.2 EDITING MULTIPLE CHARACTERS
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- All of the options available while editing individual characters are also
- available while editing multiple characters, plus many others.
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- For all cursor movements, if the cursor is moved off an edge of the editing
- matrix, it return on the opposite side of the matrix. For example, if the
- cursor is moved off the top row of the top of the editing matrix, it returns
- on the bottom row of the bottom of the matrix. The cursor does not wrap
- when it crosses a boundary within the matrix.
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- The cursor is not limited to traveling within boxes defined in the editing
- matrix (i.e., the cursor can be in a box without a character in it). This
- is most useful when Getting additional characters to edit. See the
- description of the Get command below.
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- 4.2.1 CURSOR MOVEMENT GROUP (enter the key indicated on the numeric
- keypad for the command):
-
- DOWN - Also the 2 key on the numeric keypad. This moves the cursor 1 row
- down in the character being edited.
- UP - Also the 8 key on the numeric keypad. This moves the cursor 1 row up
- in the character being edited.
- LEFT - Also the 4 key on the numeric keypad. This moves the cursor 1 column
- left in the character being edited.
- RIGHT - Also the 6 key on the numeric keypad. This moves the cursor 1 column
- right in the character being edited.
-
-
- The following keys move the cursor in diagonal directions.
-
- HOME - Also the 7 key on the numeric keypad. This key, between the UP and LEFT
- arrows, moves the cursor UP 1 row and LEFT 1 column.
- PgUp - Also the 9 key on the numeric keypad. This key, between the UP and
- RIGHT arrows, moves the cursor UP 1 row and RIGHT 1 column.
- END - Also the 1 key on the numeric keypad. This key, between the DOWN and
- LEFT arrows, moves the cursor DOWN 1 row and LEFT 1 column.
- PgDn - Also the 3 key on the numeric keypad. This key, between the DOWN and
- RIGHT arrows, moves the cursor DOWN 1 row and RIGHT 1 column.
-
-
- The cursor may also be moved one box in the editing matrix at a time, through
- the use of the Alt key and the numeric keypad, as follows.
-
- Alt-DOWN - (Alt-2). This moves the cursor 1 box down in the editing matrix.
- Alt-UP - (Alt-8). This moves the cursor 1 bow up in the editing matrix.
- Alt-LEFT - (Alt-4). This moves the cursor 1 box left in the editing matrix.
- Alt-RIGHT - (Alt-6). This moves the cursor 1 box right in the editing matrix.
-
-
- The following keys move the cursor a box at a time in diagonal directions.
-
- Alt-HOME - (Alt-7). This moves the cursor 1 box up and 1 box left in the
- editing matrix.
- Alt-PgUp - (Alt-9). This moves the cursor 1 box up and 1 box right in the
- editing matrix.
- Alt-END - (Alt-1). This moves the cursor 1 box down and 1 box left in the
- editing matrix.
- Alt-PgDn - (Alt-3). This moves the cursor 1 box down and 1 box right in the
- editing matrix.
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- 4.2.2 "SPACEBAR" GROUP
-
- This group of functions is the basic mechanism for setting and clearing
- pixels in the characters. The commands in this group are (use the capital
- letter for the command itself):
-
- SPACEBAR - change the state of the pixel, according to the mode defined below.
-
- Set mode - when the spacebar is pressed, the current pixel is set (turned on).
-
- Clear mode - when the spacebar is pressed, the current pixel is cleared
- (turned off).
-
- Xor mode - when the spacebar is pressed, the current pixel is Xor'd with a
- 'set'. The result is that the pixel is flipped to its opposite
- state, i.e., a set pixel is cleared, and a cleared pixel is set.
- Xor mode is the default mode.
-
- For all modes in multiple character editing, the state of the pixel is changed
- ONLY if the cursor is in a location in the editing matrix that has a character
- in it. If it is an empty location, the space bar has no effect.
-
- Notes on mode: 1) Xor is the default mode.
- 2) The Set, Clear, and Xor modes are mutually exclusive,
- that is, you can only be in one of these modes at a time.
- 3) You may not change modes when the cursor is in an empty box.
-
- Auto mode - When the cursor enters a new pixel, that pixel is automatically
- set/cleared/xored according to the current mode, if the cursor
- is in a box that has an editing character in it. If this
- location in the editing matrix is empty, auto mode has no effect.
- When the space bar is pressed, the pixel is again set/cleared/
- xored. This is useful when you want to flip the pixel back to
- its original state (xor mode) or if you have just selected auto
- mode, in which case the current pixel is not set/cleared/xored
- (as the cursor has not entered a new pixel).
- Auto mode may be changed when the cursor is in an empty box.
-
-
- 4.2.3 "WHOLE CHARACTER" GROUP (enter the capital letter for the command):
-
- Zero - Zero out a character. This turns off all pixels in the current
- character. If the cursor is in an empty box, this command has no
- effect.
-
- Fill - Fill in a character. This turns on all pixels in the current
- character. If the cursor is in an empty box, this command has
- no effect.
-
- Inverse - Invert a character. This flips the state of all pixels in the
- current character. If the cursor is in an empty box, this command
- has no effect.
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- 4.2.4 "ALL CHARACTERS" GROUP (enter the indicated keys for the command):
-
- Alt-Z - Zero out all characters in the current editing matrix. This turns
- off all pixels in all characters. The cursor does NOT have to be
- in a used location in the editing matrix.
-
- Alt-F - Fill in all characters in the current editing matrix. This turns
- on all pixels in all characters. The cursor does NOT have to be
- in a used location in the editing matrix.
-
- Alt-I - Invert all characters in the current editing matrix. This flips the
- state of all pixels in all characters. The cursor does NOT have to
- be in a used location in the editing matrix.
-
-
- 4.2.5 "NEXT CHARACTER" GROUP (enter the capital letter for the command):
-
- Next - Get another set of characters to edit. The procedure is the same as
- when you first entered multiple character editing.
-
- Get - Copy (get) the image of another character into the current character.
- The proceudre is the same as selecting a character to edit after you
- have selected its location in the editing matrix. If you decide that
- you do not want to overwrite the current image, simply place the
- highlighted square on the original character and press return.
- When editing multiple characters, you also have the option to extend
- the list of characters being edited. If the cursor is in an unused
- location in the editing matrix, pressing G will first prompt you with
- "into?", and allow you to select a character to edit, in the same
- fashion as before. Then, you are prompted with "from?", at which time
- you may also initalize the editing character with the image from
- character. Pressing S or Return a 2nd time without moving the
- highlighted square will use the current image of the character.
- As before, you may only edit a character in 1 location in the editing
- matrix. If you attempt to edit a character a 2nd time, you will be
- warned "No Duplicates".
-
- Put - Copy (put) the image of the current character into another character.
- The procedure is the same as selecting a character to edit after you
- have selected its location in the editing matrix. If you decide that
- you do not want to overwrite another image, simply place the
- highlighted square on the original image and press return.
-
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- 4.2.6 "MIRROR-IMAGE" GROUP (enter the capital letter for the command):
-
- Horizontal mirror - change the character currently being edited to its image
- as seen in a mirror placed on its horizontal axis. The top row becomes
- the last row, the 2nd row becomes the next-to-last row, etc. As an
- example, the letter A, when horizontally mirrored, would be standing on
- its point. Doing another horizontal mirror will undo this, so that the
- A points upwards again. If the cursor is in an empty box, this command
- has no effect.
-
- Vertical mirror - change the character currently being edited to its image
- as seen in a mirror placed on its vertical axis. The leftmost column
- becomes the rightmost column, the next-to-leftmost column becomes the
- next-to-rightmost column, etc. As an example, the less-than symbol, <,
- would become the greater-than symbol, >, when vertical mirrored. Doing
- another vertical mirror will undo this, so that it becomes a less-than
- symbol again. If the cursor is in an empty box, this command has no
- effect.
-
- Exchange - exchange rows and columns in the character currently being edited.
- This has the effect of mirroring the character around a diagonal from the
- upper left to the lower right corner of the charcter box. It means that
- the top row becomes the leftmost column, the 2nd row becomes the
- next-to-leftmost column, etc. For example, an exclamation point, !, when
- exchanged, would be laying on its side, with the bottom dot on the right.
- Doing another exchange would undo this, so that it is normal again.
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- 4.2.7 "ALTER-EVERYTHING" GROUP (enter the indicated keys for the command):
-
- Alt-H - horizontal mirror all characters being edited. The effect on each
- character is as described above, and the relative positions of all
- characters are changed so that the image as a whole is mirrored.
- The cursor does not have to be in an occupied location in the editing
- matrix for this command.
-
- Alt-V - vertical mirror all characters being edited. The effect on each
- character is as described above, and the relative positions of all
- characters are changed so that the image as a whole is mirrored.
- The cursor does not have to be in an occupied location in the editing
- matrix for this command.
-
- Alt-E - exchange rows and columns for all characters being edited. The effect
- on each character is as described above, and the relative positions of
- all characters are changed so that the image as a whole is mirrored.
- As the editing matrix is not square, this command will report "too
- many columns" if there is any character in the 6th or 7th column and
- wait for a keypress before continuing. The cursor does not have to be
- in an occupied location in the editing matrix for this command.
-
- CAVEAT: All of the above commands change the location of the characters in the
- editing matrix, which can have unwanted effects in some circumstances.
- If you use one of the above commands, then use the Get command to add
- a character to the editing matrix IN THE ORIGINAL POSITION OF ONE OF
- THE CHARACTERS THAT WAS MOVED, and then use Alt-Restore or
- Alt-Original, the program will attempt to move the characters back to
- their original position. The result is that the character that was
- added overlays the original character in that position. Nothing has
- been hurt inside your character set, the original character is simply
- unavailable for single character commands (multi-character commands
- work fairly normally).
-
- There are several possible solutions to this problem, none of which
- we find satisfactory. 1) You could be prohibited from Getting
- characters into boxes that would be overlaid by Alt-R or Alt-O, but
- that is too arbitrary a restriction. 2) Getting a character into
- such a box could mean that the corresponding character will not be
- moved in an Alt-R or Alt-O, but that defeats the purpose of the
- "undo" commands. 3) the new character could be moved, but as the
- program does not know what the transformation is between the current
- and the restored locations (as there can be many Alt-H, Alt-V, and
- Alt-E commands between the stored locations and the current locations),
- the placement of the new character would have to be arbitrary. This
- messes up your neat arrangement. If you have a good suggestion for
- this "problem", we would like to hear about it.
-
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- 4.2.8 "ROTATE" GROUP (enter the function keys indicated for the command):
-
- All rotate functions move the character within its box. Any row or column
- of pixels that is rotated "off" an edge wraps back to the opposite edge,
- to fill the row or column that is left vacant by moving the character.
- If the cursor is in an empty box, the command has no effect.
-
- F1 - Rotate the character 1 row down.
- F2 - Rotate the character 1 row up.
- F3 - Rotate the character 1 column left.
- F4 - Rotate the character 1 column right.
-
-
- 4.2.9 "SHIFT" GROUP (enter the function keys indicated for the command):
-
- All shift functions move the character within its box. Any row or column
- of pixels that is shifted "off" an edge is lost. The row or column on the
- opposite edge that is left vacant is filled with blanks. If the cursor is
- in an empty box, the command has no effect.
-
- F5 - Shift the character 1 row down.
- F6 - Shift the character 1 row up.
- F7 - Shift the character 1 column left.
- F8 - Shift the character 1 column right.
-
-
- 4.2.10 "ROTATE ROW" GROUP (enter the keys indicated for the function):
-
- All row rotate functions rotate an entire row of characters in the editing
- matrix as if they were one extended character. Occupied boxes do not have to
- be contiguous. Any row or column that is rotated "off" an edge wraps back to
- the opposite edge, to fill the row or column that was left vacant.
- The cursor does not have to be in an occupied location to use these commands.
-
- Ctrl-F1 - rotate all characters in the current matrix row down one row.
- Ctrl-F2 - rotate all characters in the current matrix row up one row.
- Ctrl-F3 - rotate all characters in the current matrix row left one column.
- Ctrl-F4 - rotate all characters in the current matrix row right one column.
-
-
- 4.2.11 "SHIFT ROW" GROUP (enter the keys indicated for the function):
-
- All row shift functions shift an entire row of characters in the editing
- matrix as if they were one extended character. Occupied boxes do not have to
- be contiguous. Any row or column that is shifted "off" an edge is lost. The
- row or column on the opposite edge that was left vacant is filled with
- blanks. The cursor does not have to be in an occupied location to use
- these commands.
-
- Ctrl-F5 - shift all characters in the current matrix row down one row.
- Ctrl-F6 - shift all characters in the current matrix row up on row.
- Ctrl-F7 - shift all characters in the current matrix row left one column.
- Ctrl-F8 - shift all characters in the current matrix row right one column.
-
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- 4.2.12 "ROTATE COLUMN" GROUP (enter the keys indicated for the function):
-
- All column rotate functions rotate an entire column of characters in the
- editing matrix as if they were one extended character. Occupied boxes do not
- have to be contiguous. Any row or column that is rotated "off" an edge wraps
- back to the opposite edge, to fill the row or column that was left vacant.
- The cursor does not have to be in an occupied location to use these commands.
-
- Shift-F1 - rotate all characters in the current matrix column down one row.
- Shift-F2 - rotate all characters in the current matrix column up one row.
- Shift-F3 - rotate all characters in the current matrix column left one column.
- Shift-F4 - rotate all characters in the current matrix column right one column.
-
-
- 4.2.13 "SHIFT COLUMN" GROUP (enter the keys indicated for the function):
-
- All column shift functions shift an entire column of characters in the editing
- matrix as if they were one extended character. Occupied boxes do not have to
- be contiguous. Any row or column that is shifted "off" an edge is lost. The
- row or column on the opposite edge that was left vacant is filled with blanks.
- The cursor does not have to be in an occupied location to use these commands.
-
- Shift-F5 - shift all characters in the current matrix column down one row.
- Shift-F6 - shift all characters in the current matrix column up one row.
- Shift-F7 - shift all characters in the current matrix column left one column.
- Shift-F8 - shift all characters in the current matrix column right one column.
-
-
- 4.2.14 "ROTATE MATRIX" GROUP (enter the keys indicated for the function):
-
- All matrix rotate functions rotate all characters in the editing matrix as if
- they were one extended character. Occupied boxes do not have to be contiguous.
- Any row or column that is rotated "off" an edge wraps back to the opposite
- edge, filling the row or column that was left vacant. The cursor does not
- have to be in an occupied location to use the commands.
-
- Alt-F1 - rotate the entire matrix down one row.
- Alt-F2 - rotate the entire matrix up one row.
- Alt-F3 - rotate the entire matrix left one column.
- Alt-F4 - rotate the entire matrix right one column.
-
-
- 4.2.15 "SHIFT MATRIX" GROUP (enter the keys indicated for the function):
-
- All matrix shift function shift all characters in the editing matrix as if
- they were one extended character. Occupied boxes do not have to be contiguous.
- Any or or column that is shifted "off" an edge is lost. The row or column
- on the opposite edge that was left vacant is filled with blanks.
- The cursor does not have to be in an occupied location to use the commands.
-
- Alt-F5 - shift the entire matrix down one row.
- Alt-F6 - shift the entire matrix up one row.
- Alt-F7 - shift the entire matrix left one column.
- Alt-F8 - shift the entire matrix right one column.
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-
- 4.3 UNDO FUNCTIONS
-
- The undo functions allow you to erase a mistake you just made, or let you
- experiment with changes and quickly bring back an older version of the
- characters if you don't like what you see.
-
- 4.3.1 "UNDO" GROUP (enter the capital letter for the command):
-
- Undo - undo the last change ONLY. For example, you hit the Z (for Zero) key,
- the character will be erased, and U will restore the image. If you
- hit the Z key and then press the spacebar (thus setting/clearing/xoring
- a pixel), using U will only undo the change in the individual pixel,
- not the erased character. The cursor does not have to be in an
- occupied location to use the Undo command.
-
- Undo works by swapping images with the current screen image, so that
- Undo will Undo itself. When a character is first called up for editing,
- the Undo image is set to the original image, so that Undo will do nothing
- until you have made a change.
-
- The Restore command (see below) has no effect on the saved Undo image.
- Undo, when doing multiple character editing, will Undo ALL characters
- at once. Thus, if you use Alt-f (and fill all characters being edited),
- Undo will restore all of them, not just the current character. Although
- it might be nice if each character had it's own Undo (along with a
- global Undo), for various technical reasons it is not practical.
-
- Restore - Like Undo, this command swaps the current screen image with a saved
- image. Unlike the Undo command, however, restore affects only one
- character at a time, and the cursor must be in a occupied location.
- Also unlike the undo command, the saved image is not updated with
- every change of the character. The saved image is only changed
- when you use the Restore, Alt-R (see below), the Keep command (see
- below), or Alt-K (see below). Thus, you can start editing a character,
- Restore the original for comparison, Restore back the edited copy and
- continue editing. Or, after editing, Restore back the original, edit
- the original into another version of the character, and use Restore
- to compare it to the 1st version of the character.
-
- Since both Undo and Restore swap saved images with the currently
- displayed image, the two functions may interact with each other. For
- example, an Undo will move the previous image to the screen, and put
- the current image into the undo buffer. A Restore will then move the
- screen image (from the Undo) to the Restore buffer, and place the
- image from the Restore buffer onto the screen. A final Undo will then
- move the current screen image, which was in the Restore buffer, into
- the Undo buffer, and move the image in the Undo buffer, which was the
- original screen image, back to the screen. In this way, the Undo
- saved image and the Restore saved image have been swapped, and the
- screen image is untouched.
-
- Keep - keep the current screen image in the Restore buffer. This allows you
- to save a copy of the current character for possible later restoration,
- without swapping screen images. Keep will affect only one character,
- and the cursor must be in an occupied editing matrix location.
-
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- Original - replace the current character image with the image that the
- character had when it was for selected for editing. This is the
- ultimate undo. Original will only affect one character, and the cursor
- must be in an occupied editing matrix location.
-
-
-
- 4.3.2 "UNDO EVERYTHING" GROUP (enter the indicated keys for the function):
-
- Undo - Undo affects all characters being edited. See the above description
- for details.
-
- Alt-R - Restore all characters being edited. This command is like the Restore
- discussed above, except that all current images are swapped with the
- saved images. The same comments as above apply, except that the
- cursor does not have to be in an occupied location in the editing
- matrix.
-
- Alt-K - Keep the current image of all characters being edited in the Restore
- buffer. The same comments as for Keep above, except that the cursor
- does not have to be in an occupied location in the editing matrix.
-
- Alt-O - replace all current screen images with the images that the characters
- had when they were first selected for editing. This is the
- ultimate undo. The cursor does not have to be in an occupied location
- in the editing matrix for this command.
-
- Please refer to the caveat concerning these functions in section 4.2.7.
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- 4.4 "TRYOUT" MODE (enter "T" for the function):
-
- This mode allows you to "try out" the current character set by letting
- you type characters onto a blank screen. Pressing the Esc key while in
- Tryout mode returns you to editing.
-
- When in Tryit mode, the keys on the numeric keypad
-
- Home Up PgUp
- Right Left
- End Down PgDn
-
- move the cursor, with Home, PgUp, End, and PgDn moving the cursor in a
- diagonal direction. The cursor wraps to the opposite side of the screen
- when it passes the screen boundary. Please note that keys such as Return
- and Backspace do not have their expected function. They will instead
- display the symbol associated with with the ASCII value of that key.
-
- When Tryit mode is first entered, the screen will be filled with spaces
- (or whatever symbol is associated with the ASCII value 32). After you
- leave Tryit, coming back later will present the screen as you left it.
- Thus, you can try a block of text, leave and edit the character set, then
- return and see how the text looks with the new characters without having to
- retype them.
-
- Both the character set being edited and the machine's resident character
- set are available in Tryit mode. See the functions listed below for
- details on using both.
-
- The following functions are available via the indicated function keys in
- Tryit mode:
-
- F1 - Clear the screen and display both the character set being edited and
- the machine's resident character set.
-
- F3 - Clear the screen to spaces and DO NOT replot the display. The
- screen does not replot, to give you relief in the event that the
- space character is not blank.
-
- F2 - Toggle 40/80 column mode. The screen starts out with 40 columns, and
- pressing the F2 key will switch the screen to 80 columns and back.
- Note that characters entered in the right half of the screen in 80
- column mode will not be displayed when you switch back to 40 column
- mode, but will still be there if you switch back to 80 columns.
- Clearing the screen via either F1 or F3 (see above) will clear the
- entire 80 columns, even if you are in 40 column mode.
-
- F4 - Toggle resident/editing character set on the displayed characters.
- For example, You can type a sentence in the editing character set,
- press F4 to see it in the machine's resident character set, then
- press F4 again to return it to the editing character set. Another
- example is to use F1 to display both character sets, then F4 to
- switch them.
-
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- F6 - Toggle resident/editing character set on characters being typed.
- When you enter Tryit mode, the characters you type are in the
- editing character set. Pressing F6 will change the characters
- being typed to the machine's resident character set. Pressing F6
- again will change back to the editing character set.
-
- F8 - Change the color of characters being typed (40 column mode only).
- When you start in Tryit mode, characters are white. Pressing F8
- change the color of characters being typed from white to cyan to
- magenta, and back to white. Characters in 80 column mode are
- available only in white.
-
- F10 - Help! Print a brief description of the available function keys.
-
-
-
-
- 4.5 MISCELLANEOUS FUNCTIONS (enter the indicated keys for the command):
-
- F10 - The help key. It displays a list of the available commands, and a
- brief explanation of each. The list is several pages long, and you
- can return to editing without looking through the entire help list
- by pressing the Esc key.
-
- F9 - This will display the character codes (described above) superimposed
- on the characters in the editing matrix. This lets you know the
- codes to use later in displaying the images you have created. Pressing
- any key will return you to editing.
-
- Esc - When you are editing charcters, you can return to the main menu by
- pressing the Esc key.
-
-
-
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- END OF DOCUMENT
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