home *** CD-ROM | disk | FTP | other *** search
Text File | 1991-04-02 | 88.7 KB | 1,982 lines |
- V G A C A D
- Copyright (c) 1988-91 Lawrence Gozum & Marvin Gozum, MD.
-
- USER MANUAL
-
- 1. DISCLAIMER
-
- This product is distributed AS IS. The authors specifically disclaim
- all warranties, expressed or implied, including, but not limited to,
- implied warranties of merchantability and fitness for a particular
- purpose with respect to defects in the diskette and documentation, and
- program license granted herein, in particular, without limiting
- operation of the program license with respect to any use or purpose.
- In no event shall the authors be liable for any loss of profit or
- damage including but not limited to special, incidental, consequential
- or other damages.
-
-
- 2. LICENSING AGREEMENT
-
- Freely use and EVALUATE ITS USEFULNESS for a 10-DAY TRIAL PERIOD. If
- you find it useful, you MUST REGISTER by sending registration form and
- check payable to Marvin Gozum; see last section for details/benefits.
-
- Freely distribute UNMODIFIED copies (which include all files listed in
- README.1st) provided you do not include it with commercial software,
- and charge no more than $10, in lieu of recognized User Group
- guidelines (e.g., Association of Shareware Professional, New York
- Amateur Computer Club), for copying/distribution costs.
-
-
- 3. REQUIREMENTS
-
- IBM PS/2 or IBM PC/XT/AT with VGA compatible graphics card capable of
- displaying mode 13H (MCGA 300x200x256 color mode), 512k free memory,
- analog or multifrequency monitor. We strongly suggest you get a mouse
- since VGACAD was designed with a mouse device in mind.
-
- Users with <= 512kb RAM must AVOID the use of command line "/R" option
- to reduce the RAM requirement. Variable disk space is required
- (depending on Virtual Screen size used). A Hard Disk is highly
- recommended but not required. High density dual drive users (1.2MB AT
- drives or 720KB 3.5 inch drives) would have adequate space to run the
- program and work on regular GIF files.
-
- If you have extended or expanded memory, use a RAMDISK for the Virtual
- Screen; a cache program will help accelerate the program since this
- version uses a "chained environment". We can no longer support dual
- 360KB users; in any case, it is highly unlikely that you have VGA or a
- PS/2 and are using dual 360KB floppies !
-
- PLEASE READ 'README.2ND' REGARDING HARDWARE COMPATIBILITY.
-
-
-
-
-
- Page ... 1
-
-
-
-
-
-
-
-
- 4. INSTALLATION
-
- All required files in README.1st MUST be in the default drive and/or
- directory. To use the keyboard, run "KEYME.com" prior to running
- VGACAD; you can review the keyboard commands at start-up.
-
- If you have a lot of TSRs, some may have to be removed (eg., SHELL of
- DOS 4.01), or AVOID the "/R" command line option discussed below.
- After initialization, the total amount of free memory will be shown -
- which tells you how much resident software can be used with VGACAD.
-
-
- 5. COMMAND LINE OPTIONS
-
- TYPE "VGACAD ?" TO SEE ALL COMMAND LINE OPTIONS.
-
- Switch "/Q" ("Quiet") will silence all the audio feedback beeps except
- error or warning messages. To totally "cut" all audio; we suggest
- using a Shareware program called SILENCE.ARC (.ZIP).
-
- Switch "/P" ("Palette") will NOT use VGA BIOS read/write routines
- BUT the FAST hard-coded register-compatible routines which are MUCH
- faster.
-
- Switch "/R" ("RAM") will increase VGACAD's memory allocation by
- 64KB and use it for FAST "UNDO"ing during certain operations.
-
- Switch "/FM" ("Force Mouse") maintains your current mouse settings and
- assumes a mouse is properly initialize; this allows initializing your
- mouse with ANY program; make sure that the text cursor is set OFF !
-
- Switch "/FK" ("Force Keyboard") will disregard any mouse device and
- operate in mouse emulation mode through the keyboard. "KeyME.com"
- MUST be resident if you use this switch or the system will HANG !
-
- Switch "/SL:n" "SLow Mode" will require release of the mouse button to
- proceed. The value "n" will determine a delay factor for the Spray
- Paint function; a value of 1000 will be sufficient for Fast machines.
-
- Switch "/MX:n" adjusts the mickeys/8 pixels ratio on the X axis. The
- default is 8/8. "n" is any number from 1 and 16. "1" will make your
- mouse travel 8x faster while 16 will make your mouse travel 2x slower
- on the x axis.
-
- Switch "/MY:n" adjusts the mickeys/8 pixel ration on the Y axis. The
- default is 16 mickeys/8 pixels.
-
- Switch "/MT:n" adjusts the "motion threshold"; the default setting is
- 64 mickeys/second. If your mouse seems to be returning to its same
- position or seems restrained after zipping quickly from any direction,
- its movement was successively doubled resulting in the mouse returning
- to its former location; this is a function of your CPU speed. "n" is
- any number between -32767 to 32767. Refer to your mouse manual for
- more information.
-
-
-
- Page ... 2
-
-
-
-
-
-
-
-
- Use a batch file to keep your desired settings. The sample "*.BAT"
- entry below, uses VGA BIOS palette routines, turns the sound off,
- reduces the memory by 64K, triggers the SLow Mode with a 1000 delay
- loop, doubles the speed in both the x and y axes, and keeps the motion
- threshold at its maximum.
-
- VGACAD /P /R /Q /SL:1000 /MX:4 /MY:8 /MT:-32767
-
-
- 6. TESTING & BUG REPORTS
-
- VGACAD was tested on a 8MHz IBM XT compatible with a STB VGA Extra E/M
- (w/ Princeton Ultrasync), a PS/2 Model 50 (w/ 8513 Monitor) and 386sx
- with the ATI VGA Wonder. For comments, particularly bug reports, we
- would appreciate E-Mail at CompuServe for Lawrence Gozum [73437,2372].
-
-
- 7. MAIN MENU
-
- Click your RIGHT mouse button, the Main Menu screen will pop-up.
- There are 8 boxes: Undo, ImgP(Image Processing Menu), Edit Menu, Text
- Menu, Shps (Shapes Menu), Color Menu and File Menu.
-
- ┌──────────────────────────────────────────┐
- Main Menu │┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐ ┌───┐ ┌───<┼current
- option ──┼┼> ││ ││ ││ ││ ││ │ │ │ │ ││background
- filled with│└───┘└───┘└───┘└───┘└───┘└───┘ └───┘ └───┘│color
- current │ Undo ImgP Edit Text Brsh Shps Color File │
- foreground │{▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░░▓▓██▓} │ <─┐
- color └──────────────────────────────────────────┘ ├─ Color
- {▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░░▓▓██▓} <─┘ Bars
- ^ ^
- └───────────── Scroll Arrows ───────────┘
-
- You will, immediately, be in 'brush' mode and can begin painting. If
- you move your cursor below the Main Menu, the menu will disappear and
- will reappear when you press the RIGHT mouse button. Clicking a Main
- Menu box will operate immediately or display another menu. To exit
- without choosing any option, put your cursor below the menu. As a
- rule, the RIGHT button will EXIT or ABORT, while the LEFT will be do
- everything else or ACCEPT a change.
-
- Use the color bars to select foreground or background colors. Place
- the "arrow" cursor over a desired color and click the LEFT button for
- a new foreground color or the RIGHT for background.
-
- The color bars provide 32, 64 or 128 colors from your 256 color
- palette at any time. At default, each color bar contains 16 colors.
- Use the scroll arrows to change the colors selections. The upper and
- lower color bars play an important role in colorizing grey pictures.
- This will be explained further.
-
-
-
-
-
-
- Page ... 3
-
-
-
-
-
-
-
-
- 8. UNDO
-
- When the Main Menu screen pops-up, your current screen is saved and
- your can 'undo' all the changes from the last time the Main Menu was
- invoked. Regardless of changes made, your screen will be restored.
- If the Main Menu is invoked and no options are selected, your next
- UNDO will be based on that screen; the UNDO screen is generally the
- screen last modified BEFORE invoking the Main Menu.
-
-
- 9. BRUSH MENU
-
- ┌───────────────────────────────────────────────┐
- │┌────┐┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ────┼┼> ││ │ │███│ │ │ │ │ │ │ │ │ │ ││
- Active │└────┘└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- BRUSH ┌─>normal <> MODE Rect Circ Line Diag MASK│
- │ └───────────────────────────────────────────────┘
- current mode
-
- The Active box will show the current "brush" selected. The "<>" box
- cycles through the different brush sizes or variations. There are 6
- RECTangular sizes, 3 CIRCular, 3 Horizontal LINEs, 3 Vertical LINEs,
- and 6 DIAGonal brushes. The "MODE" box cycles through five different
- brush modes: normal, spray, air#1, air#2 and eraser.
-
- Spray paint and airbrush (Air#1 and Air#2) modes work only with the
- RECTangular or CIRCular brush; these brush modes will operate on the
- rectangular areas defined by the brushes.
-
- Air#1 is a REAL airbrush that "adds" a color mixture as you paint over
- your picture, following the principle of Additive Color Mixtures (see
- "Notes on Additive Color Mixtures" in Appendix B). Air#2 mixes colors
- in a more gradual fashion. With Air#1, if you spray yellow over a red
- area, the closest color to orange in your palette will be painted;
- with Air#2, the closest color to yellow-orange in your palette will be
- painted. Spray will paint random dots over a defined area; if used
- with the MASK flag on, you will be able to spray over a selected color
- as if you placed a stencil over the area to be painted.
-
- Eraser mode uses the color BLACK (color 0) as the foreground color;
- you cannot choose BLACK as a foreground color. Use large RECTangular
- brushes for quicker erasures.
-
- The MASK flag acts as a stencil; when this flag is set, only pixels
- with the current background color will be replaced with the current
- foreground color; this will work in all modes except Air#1 and Air#2.
-
-
-
-
-
-
-
-
-
-
- Page ... 4
-
-
-
-
-
-
-
-
- 10. COLOR MENU
-
- Selecting "COLOR" from the Main menu brings you to this sub-menu.
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │███│ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ OVRL SWAP FILL CBAR ZOOM AREA COLOR UNDO│
- │ - Color - Menu - Colorization - MAP mode│
- └───────────────────────────────────────────────┘
-
- "OVeRLay" replaces all pixels with background color with foreground.
- "SWAP" exchanges all pixels with background color with foreground and
- vice-versa. "UNDO" mode cancels "OVRL" and "SWAP" implementation.
-
- Clicking "ColorBAR" (CBAR) will make the Scroll Arrows cycle through
- 16, 32, or 64 COLOR RANGE colorbars. Use the 32 or 64 COLOR RANGE to
- view and select more colors at any time. COLOR RANGES are extensively
- used by the "AREA colorization" and "ZOOM" functions.
-
- │{▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒█▓▒▒░██░░▓▓▒▒░░▓▓██▓}│ <─┐
- └───────────────────────────────────────────────┘ Color
- {▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░██▓▓█▓▓▓▓██▓} <──Bars
- ^ ^
- └─────────────── Scroll Arrows ──────────────┘
-
- In "Area" (colorization), the upper and lower colorbar selections are
- significant. When selected, all colors in the lower colorbar will be
- replaced by all the colors from the upper colorbar with a one-to-one
- correspondence. Once selected, on exit, the arrow cursor will appear
- instead of your current brush.
-
- THE APPEARANCE OF THE ARROW CURSOR GENERALLY INDICATES A BLOCK FORM OF
- EDITING OR SETTING OF A STARTING POSITION WHEN PERFORMING ANY AREA
- PROCESSING FUNCTION.
-
- Pick a starting point on your screen and drag the cursor (pressing
- LEFT button). Upon releasing the LEFT button, all colors in the upper
- colorbar will replace all the colors in the lower colorbar. The
- "colorized" area will be have a blinking outline; click RIGHT to
- reject or the LEFT to accept.
-
- Grey images provide the luminance information of your picture (16, 32
- or 64 grey scales); by altering color ranges, you can select/replace
- the colors within the range with any other color range defined in the
- COLOR MAP. The minimum range you can affect is 16. Use the OVeRLay
- color function or MASKed brushes to replace individual colors.
-
-
-
-
-
-
-
-
-
- Page ... 5
-
-
-
-
-
-
-
-
- "ZOOM" (colorization) works like "Area" but on a "zoomed area". ZOOM
- has three modes - NORMAL, XCOLOR and PROCESS. XCOLOR (eXchange COLOR)
- mode replaces individual colors using the colorbars as reference; only
- selected colors on lower color bar are replaced with upper colorbar.
- ZOOM (in XCOLOR mode) lets you change those "difficult areas" where
- objects border other objects or the background.
-
- NORMAL mode is like any other ZOOM function where you paint over any
- color;other options while "ZOOM" editing. The PROCESS mode uses color
- image processing algorithms; these are discussed later.
-
- "COLOR MAP" shows all 256 colors. Colors are arranged in 8 rows of 16
- color boxes. The first 128 colors are arranged from the LEFT to RIGHT
- starting from TOP to BOTTOM (COLORS 0 to 127). The next 128 colors
- (COLORS 128 to 255) are arranged in the reverse order from RIGHT to
- LEFT starting from the BOTTOM to the TOP; this shows its inverse
- organization. See Appendix A (Palette Organization Map) for details.
- Each color box is configured to show its complimentary or inverse
- color for experimenting with creative "color inversing" techniques.
- ┌────────┐
- Main Color ─────┼>████ │
- │█████ │
- │ <┼───── Inverse color
- └────────┘
-
- You can pick any foreground color EXCEPT COLOR 0 (see Appendix A); to
- use COLOR 0 (normally BLACK), you will have to use the ERASER brush.
- Click LEFT over any color to select a foreground color or RIGHT to
- select background; these will be appear at RGB boxes (at lower left).
-
- ┌─────────────────────────┐
- │ R=63 G=20 B=10 │
- │ ┌────┐ ┌────┐ ┌────┐ │
- │ │ ^ │ │ ^ │ │ ^ │ <┼───── background color
- │ └─┼──┘ └─┼──┘ └──┼─┘ │
- └───┼───────┼────────┼────┘
- │ │ │
- └── foreground color
-
- Palette editing is accomplished by altering the RGB values of the
- foreground color. Place your cursor on any of the 3 boxes labelled
- [R]ed, [G]reen or [B]lue. Clicking the RIGHT quickly increases RGB
- values. Clicking the LEFT decreases RGB values by one. As you modify
- the mixture, you'll see the color change. You cannot select COLOR "0"
- as foreground; if you want to modify it, use editing functions below.
- See Appendix B for more information on color mixing.
-
- IF YOUR COLOR MIXTURE RESULTS IN TWO INVERSELY RELATED COLORS IN A
- COLOR BOX TO BE EXACTLY ALIKE, YOUR CHANGE WILL BE REJECTED !
-
- To the lower right corner are four boxes. Copy, Swap, Digi and Reset
- provide extensive palette editing functions.
-
-
-
-
-
- Page ... 6
-
-
-
-
-
-
-
-
- COPY is very useful in making very subtle color changes since an
- increase in the "quanta" of R(ed), G(reen) or B(lue) by 1 may not be
- noticeable. To copy a color, select the source color as BACKGROUND
- then select the destination color as FOREGROUND. Click the COPY box
- with your LEFT mouse button. SWAP works like COPY but exchanges the
- selected foreground color with the selected background color; use this
- to rearrange your entire palette.
-
- RESET restores a selected color's registers or the whole palette after
- any modification BEFORE selecting a new foreground or background color
- to edit.
-
- DIGI will "fill-in" or "spread" all colors between selected foreground
- and background colors. The colors generated between the two "anchors"
- follow the Principle of Additive Color Mixture (see Appendix C). To
- select a range, pick a foreground color as the start of the range, and
- a background color as the end of the range. Click the DIGI box and
- all the colors in the range will "spread" between the two "anchors".
- CLICK THE RESET BOX TO RESTORE YOUR PALETTE IMMEDIATELY AFTER THIS
- FUNCTION; THIS IS YOUR ONLY CHANCE TO UNDO !
-
- To exit, click EXIT box with the LEFT button; for quicker exits, click
- both buttons in succession. After selecting a new foreground color,
- BEFORE releasing the LEFT button, click the RIGHT; OR after selecting
- a new background color; click the LEFT button before releasing the
- RIGHT button.
-
- The last option in this menu is the "Fill Menu"; clicking this box
- transfers you to the border tracing, pattern/gradient fill functions.
-
-
- 11. FILL MENU
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │ │ │ │ │ │ │███│ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ CBAR UpDn DnUp LfRt RtLf PTRN TRACE EXIT│
- │ ------ Gradient Fill ------ Pick Shape Menu│
- └───────────────────────────────────────────────┘
-
- The FIRST box you MUST select is TRACE Shape. Select any object with
- a solid color or the background; place your cursor at the center of
- the shape; press the LEFT button. The shape will be filled with the
- foreground color. All pixels in that shape with the same color (i.e.,
- whatever was under the cursor) will be filled. Keep that filled
- object as is, or pick a new color and repeat the process indefinitely.
-
- TRACE Shape was designed for complex shapes NOT complex patterns
- within pictures. INTRICATE PATTERNS INSIDE PICTURES HAVE COMPLEX
- 'TRAPS' OR REQUIRE TOO MUCH MEMORY - RESULTING IN A WARNING BEEP. You
- can always retrace and fill 'unfilled' portions; be patient and wait
- for the warning beep in rare cases when TRACE gets 'trapped'.
-
-
-
-
- Page ... 7
-
-
-
-
-
-
-
-
- Gradient fills are ranges of colors spread evenly throughout your
- traced shape. The range of the gradient fill is determined by CBAR
- (ColorBAR); four types of gradient fills are available: UpDn, DnUp,
- LfRt and RtLf. The selected range is the upper Color Bar; use the
- scroll arrows to select different color gradients.
-
- Pattern fills can be selected by invoking the PTRN (PaTteRn) PICK box;
- when you slide your cursor out of the menu, an entire screen of 16x16
- patterns (256 colors maximum) will be presented. Point your arrow
- cursor over any pattern; the LEFT button will underline your selected
- pattern. Press the RIGHT button to EXIT and fill your shape with the
- selected pattern. Pressing the RIGHT button over any pattern will
- immediately select that pattern and EXIT to fill your shape.
-
- You can fill a traced shape with any gradient or pattern fill option
- indefinitely ! If EXIT is selected or another shape traced then the
- fill is set; you can UNDO fills ONLY from the Main Menu. GRADIENT OR
- PATTERN FILL FILLS REQUIRE A COMPLETELY TRACED OBJECT.
-
- Editing any pattern is similar to editing a picture. PATTERN.BLD has
- all the patterns. Each pattern is a 16x16 matrix of colors arranged
- on the screen and is located at every 20th pixel (horizontally and
- vertically). Use the ZOOM editing features to edit or create you own
- patterns. PATTERNS PROVIDED WITH VGACAD USE THE DEFAULT.PLT; THE
- APPEARANCE OF PATTERNS WILL CHANGE WITH OTHER PALETTES. THE FILENAME
- PATTERN.BLD IS RESERVED; "PTRN PICK" WILL ALWAYS LOOK FOR THIS FILE.
- To create a new pattern file with a different palette, copy/rename the
- PATTERN.BLD file; load a different palette and edit the PATTERN.BLD
- file to your heart's content.
-
-
- 12. ZOOM MENU
-
- ZOOM features are compiled in a "chained" module for easy update as a
- separate component; all UNDOing must be performed before exiting this
- module. When ZOOM is selected from the COLOR Menu, a "Viewing Window"
- will appear as your cursor; place the cursor over any section to be
- "zoomed" and click the LEFT button; the RIGHT button exits back to the
- Main Menu. While in "ZOOM" mode, other options will appear. After
- editing and exiting (i.e., clicking "*OK*") you can continuously
- select another area for "ZOOM" editing until you click the RIGHT
- button. The edited area is always displayed in the Viewing Window.
-
- VIEWING ┌───────────────────────────────────────────────┐
- WINDOW │┌─────┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- └───────┼┼> │Mode │███│ │ │ │ │ │ │ │ │ │ ││
- CURRENT │└─────┘ │ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- MODE ────┼>NORMAL <┘ UNDO FIND MARK CBAR COLOR *OK*│
-
- │{▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒█▓▒▒░██░░▓▓▒▒░░▓▓██▓}│ <─┐
- └───────────────────────────────────────────────┘ Color
- {▓▓▒░░▒░░▓▓██▓▓▒▒██▓▓▒▒░░▒▒░░▓▓▒▒░██▓▓█▓▓▓▓██▓} <──Bars
- ^ ^
- └─────────────── Scroll Arrows ──────────────┘
-
-
-
- Page ... 8
-
-
-
-
-
-
-
-
- 13. NORMAL & XCOLOR ZOOM MODES
-
- Clicking the Viewing Window (with the LEFT button) will cycle the ZOOM
- mode between the XCOLOR (eXchange COLOR) mode, NORMAL mode and PROCESS
- mode. The NORMAL and XCOLOR modes will display the above menu. As
- explained in the AREA colorization function, XCOLOR mode replaces each
- pixel belonging to the range of colors specified in the lower color
- bar with corresponding colors in the upper color bar.
-
- NORMAL mode lets you change any pixel with the foreground color. In
- XCOLOR mode, all incidences of any color in the lower color bar will
- be replaced by the upper color bar. Only colors belonging to the
- lower colorbar will be affected. If no color exists which belong to
- the lower colorbar then nothing will be modified ! Clicking "zoomed"
- pixels with the LEFT button will be replaced by the foreground color
- in NORMAL mode or replaced with the corresponding colors in XCOLOR
- mode; all changes are reflected in the Viewing Window. Clicking the
- "RIGHT" mouse button will reset any particular pixel to its original
- color before "zoom" editing, despite the number of times you have
- changed the pixel color in ANY mode !
-
- "Mark" will place an "*" on all "zoomed" pixels that match the fore-
- ground color to identify "hard to distinguish" colors due to subtle
- differences. Select a foreground color from the color bars then click
- "FIND"; all matching pixels will be marked with an asterisk ("*").
-
- "Find" is the reverse function of "Mark"; it will find any color (by
- locating it on the appropriate LOWER colorbar). Simply click "Find"
- then click any pixel in your "zoomed image"; VGACAD will look for the
- correct LOWER colorbar and color, then highlight it.
-
- ColorBAR (CBAR) is basically the same function in the COLOR menu.
- This is an added convenience so that you can change the lower and
- upper color bar ranges while you work on the "Zoomed" image.
-
- "Color" - calls the COLOR MAP for palette editing; all functions COLOR
- MAP functions are replicated here for your convenience.
-
- "UNDO" - will restore ALL of the "zoomed image" to its original state
- despite ALL changes in ANY mode.
-
- "*OK*" - will replace your "zoomed area" in your picture and return
- you to the main screen; all changes are final. You can now select
- another area for "ZOOM" editing or exit.
-
-
- 14. COLOR PROCESS ZOOM MODE
-
- In PROCESS mode, each pixel will be altered by color image processing
- options: WASH, LITE, DARK, and BLEND. The boxes in the ZOOM Menu will
- be changed as follows.
-
- ┌─────┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐
- │ │Mode │ │ │ │ │ │ │ │ │███│ │ │
- └─────┘ │ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘
- PROCESS<┘ UNDO LITE HAZE DARK BLEND *OK*
-
- Page ... 9
-
-
-
-
-
-
-
-
- HAZE, "smooths" each pixel with 10 levels of "smoothing"; high levels
- leave more detail but apply less "smoothing". DARK and LITE will
- either add or reduce the amount of "white" in a colored pixel. BLEND
- will "blend" your current foreground color with the color of zoomed
- pixels and select the closest color that matches the "color mixture"
- based on the Principle of Additive Color Mixtures (see Appendix C);
- BLEND functions in the same way Air#1 (Airbrush #1) does. All color
- processes select the closest matching color from your limited 256
- color palette; the richer your palette, the better the match. BLEND is
- useful for "tinting" or "shading" any pixel with ANY foreground color.
-
- All functions (HAZE, LITE, DARK and BLEND) use a buffer of the image
- in the Viewing Window; as such, once a pixel is modified (i.e., HAZEd,
- or LITEened or DARkened) it cannot be modifed BUT it can be UNDOne at
- any time and for ALL your ZOOMed edits. For example, if you wanted to
- change a red pixel to pink, you would select the LITE box and the
- appropriate setting (by clicking the LITE box until you have a
- selected setting), then click that specific pixel. If you wanted it
- to become "light pink", clicking that specific pixel again will NOT
- make it lighter; either increase the LITE setting and click that pixel
- again or click OK and repeat the above process. This non-recursive
- rule applies to ALL color image processing ZOOM functions; this way,
- you have much better control over the pixels your are "zoom editing".
-
- NOTE: WHEN USING HAZE, LITE OR DARK, COLORBARS ARE DEACTIVATED.
-
-
- 15. PATTERN EDITING (ZOOM MODE)
-
- To edit a 16x16 section for use as a PATTERN FILL, select the pattern
- with the "Viewing Window" cursor; each 16x16 pattern is located at
- every 20th pixel (vertically and horizontally). Once an area is
- zoomed, check the alignment by clicking the RIGHT button over the
- Viewing Window to see how the pattern looks in a "filled" rectangle;
- misaligned patterns have unwanted borders replicated in each 16x16
- section. Press any button to return to zoom editing; you can edit it
- using ALL Zoom editing functions in ANY mode. Whenever, you want to
- "see" the edited 16x16 pattern in a "test fill", click the Viewing
- Window with the RIGHT button.
-
-
- 16. IMAGE PROCESSING MENU (LOCAL)
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │███│ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ HAZE DARK LITE CNVT CONT BLUR KERNL GO │
- │ -Color Process- -- Gray Image Processing -- │
- └───────────────────────────────────────────────┘
-
- The HAZE, LITE and DARK functions described in the ZOOM Menus work in
- a similar manner here; the main difference is that they operate as an
- area process; any defined rectangular area will be affected rather
- than individual pixels.
-
-
- Page ... 10
-
-
-
-
-
-
-
-
- TO PROCESS ANY GIVEN AREA (any method in this menu), determine your
- process and parameters by clicking the appropriate boxes successively;
- then CLICK "GO". As in "Area Colorization", define an area to be
- processed; it will be highlighted by a blinking frame for acceptance
- (LEFT) or rejection (RIGHT). If rejected, you can define another area
- or press the RIGHT button again to exit.
-
-
- 17. GREY SCALE CONVERSION
-
- CoNVerT will convert color to grey shades; screens and palettes are
- PERMANENTLY altered. Cycle through the options listed below by
- clicking the CNVT box; then click "GO". After conversion, the picture
- will be highlighted; as usual, LEFT accepts and RIGHT rejects.
-
- "Stretched 64" - the highest grey scale resolution. Your picture will
- be stretched to simulate 256 grey shades on a 64 grey continuuum.
-
- "Stretched 32" - medium grey scale resolution (256 grey scale on 32
- grey continuum). This is useful when you intend to increase contrast
- or use more colors for colorizing after image processing.
-
- "Stretched 16" - low resolution grey scale (256 grey scale on 16 grey
- continuum). This has very high contrast and gets the most number of
- colors for colorization.
-
- USE ONLY PICTURES CONVERTED WITH THE "STRETCHED" OPTIONS FOR IMAGE
- PROCESSING. THE OPTIONS BELOW ARE FOR COLORIZATION AND SAVING OF A
- PROCESSED IMAGE. The included palette "GRAY256.PLT" will view all
- pictures saved "STRETCHED nn" options.
-
- "COLORS 16-31" - After processing your image, using any of the
- "stretched" options, use this to change your image/palette to fit the
- default 16 grey palette that the VGA/MCGA card initializes to. The
- image is converted and looks like the "Stretched 16" option. When you
- save an image converted with this option, your image can be "Bloaded"
- in BASIC without any palette or loaded into VGACAD at start-up without
- any palette. You will have 16 color ranges to colorize your image.
-
- "COLORS 32-63" - This option works the same way "COLORS 16-31" option
- does, but converts you image to correspond to the colors 32 to 63.
- The image looks like "Stretched 32" option. "GRAY32.PLT" will show
- all pictures converted with this option. This option allows 8 color
- ranges for colorization.
-
- "COLORS 64-128" - This option converts your image with as you would
- view it with the "Stretched 64" option. The included palette
- "GRAY64.PLT" will view pictures saved under this option. 4 color
- ranges for colorization are possible.
-
-
-
-
-
-
-
-
- Page ... 11
-
-
-
-
-
-
-
-
- 18. CONTRAST STRETCHING & ENHANCEMENT
-
- CONTrast Stretching uses a "histogram" of your grey pixels. Each
- pixel has a grey value (0-255); for this reason, it is important to
- use only "stretched nn" options when converting for image processing.
-
- Contrast Stretching equalizes the grey distribution to evenly span the
- range of 0 to 255 values. A typically unequalized image may have the
- following distribution of pixels. The low and high bins are the edges
- of the histogram distribution. All pixels between the edges (i.e.,
- the high and low bin) are stretched to fill the entire 256 grey range.
-
- N ╔═════════════════════════════════════════════════════╗
- ║ low ▓▓ high ║
- P ║ bin ──┐ ▓ ▓▓▓▓ bin ║
- i ║ │ ▓▓ ▓▓▓▓ │ ║
- x ║ ▓ ▓ ▓▓▓▓ ▓▓▓▓ ▓ ║
- e ║ ▓ ▓ ▓▓▓▓▓▓▓▓ ▓▓▓▓▓ ▓▓ ▓▓▓ ║
- l ║ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║
- s ╚═════════════════════════════════════════════════════╝
- 0 -------------------------127----------------------255
-
- After Contrast Stretching the distribution will approximate this.
-
- N ╔═════════════════════════════════════════════════════╗
- ║ ▓ ▓ ║
- P ║ ▓ ▓ ▓ ▓ ▓ ║
- i ║ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ║
- x ║▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓║
- e ║▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓ ▓║
- l ║▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓║
- s ╚═════════════════════════════════════════════════════╝
- 0 -------------------------127----------------------255
-
-
- You will note that the pixels now span the entire range and contrast
- is improved. Bright pixels are brighter and dark pixels darker, other
- pixels in between are affected the same way. You will requested for a
- "Minimum" number. This number is the threshold for selecting the high
- and low bins. The higher the number, the more likely that the bins
- will center on the middle and increase the Contrast Stretching effect.
- Since the histogram distribution is based on your defined area, the
- expected number of pixels per grey value will be much less in smaller
- areas than a larger area. Selecting a large "Threshold Minimum" for a
- small area may result in no change since no bins may be located. Try
- different Threshold Values to attain a desired effect.
-
-
- 19. GREY BLURRING (ANTI-ALIASING)
-
- BLURring results in a "smoothed" image with reduced "jaggies". The
- "Threshold Minimum" adjusts the amount of "spikes" or details
- retained; higher values result in smoother images (including all other
- detail). You have to experiment with the right "Threshold Minimum"
- that "smooths" your image yet keeps a lot of detail.
-
-
- Page ... 12
-
-
-
-
-
-
-
-
- This function uses "3x3 Pixels Averaging" with a variable threshold;
- it adds grey levels in pictures with narrow grey scale distributions.
- If you captured an 320x200x16 grey GIF with VGACAP, using this method
- you will introduce intermediate grey values between the 16 grey scales
- which will make it more lifelike and approach photographic quality.
-
-
- 20. GREY MEDIAN THRESHOLD FILTERING
-
- There is a special mode. If you select a "Threshold Minimum" of 256,
- a "3x3 Pixels Median Filter" is used; this mode is effective in
- removing random noise while maintaining edge details. This method is
- slower but results in a smoother picture with more edge detail. On
- the "downside", it does not "add" intermediate grey pixel values.
-
-
- 21. KERNEL CONVOLUTION (EDGE DETECTION & BOOSTING)
-
- KERNeL Convolution will detect edges in your picture. You can detect
- only vertical, horizontal, diagonal or ALL edges. This Kernel detects
- all edges:
- ╔═══╦═══╦═══╗
- ║-1 ║-1 ║-1 ║
- ╠═══╬═══╬═══╣
- ║-1 ║ 8 ║-1 ║
- ╠═══╬═══╬═══╣
- ║-1 ║-1 ║-1 ║
- ╚═══╩═══╩═══╝
-
- If the value "8" is changed to "9" then this becomes a "High Frequency
- Boost" which "feeds back" the edges of your image, resulting in a very
- sharp but "noisy" image. The center value can be varied up to 12 for
- creating "overexposed" effects.
-
- All image processing option follow the same user interface. Select a
- rectangular area to be processed. After processing an area, you can
- accept it or reject (and start over) or exit altogether.
-
-
- 22. EDIT MENU
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││███│ │ │ │ │ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ AUTO USER EDIT Port 90' Horz 180' Vert│
- │ Size Size Menu -- FLIP & CONVERT SCREEN -- │
- └───────────────────────────────────────────────┘
-
- AUTO Size shrinks or expands any defined area with its aspect ratio
- intact. The image is always proportional regardless of resizing.
- Select a starting point; keep the LEFT button down and define an area.
- The captured area will be highlighted. Select a NEW starting position
- and define an area which the captured image will either shrink or
- expand into.
-
-
- Page ... 13
-
-
-
-
-
-
-
-
- After releasing the LEFT button, the image will "resize" into the new
- defined area. Resized image are highlighted; as usual, accept with
- the LEFT or reject (and repeat or exit) with the RIGHT. Once you
- accept a change the image is permanently set; you cannot "undo" the
- change after accepting it. This function uses a 5/6 aspect ratio and
- will be distorted if you use the "1:1 aspect ratio" simulated by
- [F2]-Size function key in VSCRN menu (discussed later).
-
- USER Size works the same way AUTO sizing does without maintaining the
- aspect ratio. Your new image will be stretched or distorted anyway
- you like. Use this for special effects or to manually correct the
- aspect ratio of a digitized image.
-
-
- 23. FLIPPING IMAGES
-
- "Port" (Portrait) rotates you entire screen 90 degrees with corrected
- 5/6 aspect ratio; do not use this with [F2]-Size function key in VSCRN
- menu. A frame will appear which you can set as the desired location
- for your portrait. Use this to convert images captured sideways.
-
- ┌──────────────┐ ┌─────┐
- │██████████████│ │█▓▓▒▒│
- │▓▓▓▓▓▓▓▓▓▓▓▓▓▓│ ---> │█▓▓▒▒│
- │▒▒▒▒▒▒▒▒▒▒▒▒▒▒│ │█▓▓▒▒│
- └──────────────┘ └─────┘
- BEFORE AFTER
-
- "90'" will flip any captured area 90 degrees. Like portrait, it will
- correct the image with a 5/6 aspect ratio. Almost no detail is lost;
- the maximum size for conversion is the largest perfect square on your
- screen. Do not use this with [F2]-Size function key in VSCRN menu!
-
- "Horz" (Horizontal Flip) will flip any area as you would see it in a
- mirror. No detail is lost.
-
- "180'" (180 degree Flip) will flip any area as you would see it
- "upside down". No detail is lost.
-
- "Vert" (Vertical Flip) will flip any area as you would see it in a
- mirror, but "upside down". No detail is lost.
-
-
- 24. EDIT SUB-MENU (CUTTING & PASTING)
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │███│ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │COPY CUT FILE DRAG INVS NORM OVRLY EXIT│
- │-Clipboard- Menu -----Paste Options----- │
- └───────────────────────────────────────────────┘
-
- The "EDIT Menu" transfers you to a "CUTTING and PASTING" sub-menu.
- YOU CAN ONLY EXIT THIS MENU BY CLICKING THE EXIT BOX. "FILE Menu"
- will transfer to the file routines then return you to this menu.
-
- Page ... 14
-
-
-
-
-
-
-
-
- To capture an image, choose COPY or CUT; the latter option deletes the
- image from your screen. Select area for COPY OR CUT; after releasing
- the mouse button, the defined area is highlighted for acceptance or
- rejection. If accepted, you can save it to a *.CLP file through the
- FILE Menu transfer or use any of the 4 pasting options.
-
- OVeRLaY will probably be your most often used mode. It will paste
- an image without destroying the background. Images with a BLACK
- (color 0) background will have a "lasso" effect, wherein only the
- foreground portion of the "clipped" image is placed on the screen.
-
- NORMal and INVerSe will replace any background image with the
- captured image; INVerSe uses the inverse or complimentary colors.
-
- DRAG will continuously OVeRLaY your captured image until you
- release the LEFT mouse button - good for special effects.
-
- To paste, simply select the mode then place your cursor at a starting
- location. The moment you press the LEFT mouse button, the image will
- appear (flashing); you can then move your captured image to the
- desired location. Once you release the LEFT mouse button the image
- will be set and highligted for rejection or acceptance. If rejected,
- you can simply start all over. You can only paste after capturing an
- image or retrieving one from a file. If you exit the EDIT menu, any
- clipped images will be released; be sure to save it through FILE menu.
-
-
- 25. SHAPES MENU
-
- Selecting SHPS ("Shapes") "chains" the Shapes module. Like ZOOM,
- this module will take a bit longer to activate and return to the Main
- menu; it is a separate module designed to "grow" and expand with
- extensive geometric and 'CAD' functions.
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │███│ │ │ │ 1 │ │ <─┼─┼───┼┼───┐
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│ │
- │ UNDO FILL Poly Rect Circ Line Curve EXIT │ │
- │{█▓▓█▓▓░░▓▓██▓▓▒▒▓▓██▓▓▒▒▓▓▒▒▓▓▒▒██▓▓▒▒▓▓▒▒▓▓▒}│ │
- └───────────────────────────────────────────────┘resolution
- {▓██▓▓▓▒▒▓▓██▓▓▒▒▓▓██▓▓▒▒▓▓██▓▓▒▒██▓▓▒▒▓▓▒▒▓▓▒} of splines
-
- When constructing a shape, the RIGHT button aborts placement; pressing
- the RIGHT button with the "arrow" cursor exits. The LEFT constructs
- or sets a constructed shape. The UNDO function will UNDO the last
- shape set; you can only UNDO shapes here. VGACAD supports (filled or
- hollow) circles/ellipses and rectangles. Filled shapes paint over the
- current screen up to borders with the foreground color regardless of
- the image. Click the FILL box to fill constructed shapes. Use the
- FILL Menu (sub-menu of the COLOR Menu) to fill complex shapes with
- solids, gradient or pattern fills.
-
-
-
-
-
- Page ... 15
-
-
-
-
-
-
-
-
- For circles, ellipses and rectangles, pick a starting position (e.g.,
- upper-right for rectangles or center for ellipses); drag your cursor
- keeping the LEFT mouse button down; dragging the cursor down increases
- the length of the rectangle or Y radius of ellipse; moving right
- increases the rectangle width or the X radius of ellipse. When happy
- with the shape, release the LEFT mouse button. Place new shapes
- anywhere by moving your mouse even if an ellipse/circle was partially
- clipped during construction; hit the LEFT to set or RIGHT to abort.
-
- Rectangles can have borders (1 to 16 pixels thick); clicking the RECT
- box will increase and reset the border (to 1 when it exceeds 16). The
- border thickness in indicated in the LINE box.
-
- LINEs begin when you hit the LEFT mouse button and end when released.
- Once released, the line will blink. Hitting the LEFT button sets the
- line while the RIGHT aborts.
-
- CURVE will plot up to 32 points connected by straight lines. You can
- plot less than 32 by hitting the RIGHT button. After plotting your
- 32nd point (or last point), splines are calculated and connected. The
- number in the Curve Box is the resolution; the lower the number, the
- smoother the curves (it will also take longer to calculate). During
- calculation you will hear random beeps to tell you that it is working.
-
- POLY works like the Curve plotting but has unlimited connected lines.
- The last line (when RIGHT button is pressed) is always connected to
- the first to close the polygon. Use the Fill Menu to fill your
- polygons with the TRACE function.
-
-
- 26. TEXT MENU
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │███│ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │NORM INVS NORM INVS MIX ---- COLOR ----│
- │--Overlay-- ----Replace------ BAR │
- └───────────────────────────────────────────────┘
-
- NORMal (Overlay) writes in the selected foreground color without
- destroying background (an "O" will have the image showing through its
- center). INVerSe (Overlay) places an inverse letter in the selected
- foreground color without destroying background; <spcbar> will leave a
- trail of solid blocks since a blank is a filled block when inversed.
-
- NORMal (Replace) places text on the screen, destructively - background
- is not preserved. INVerSe (Replace) will, destructively, place the
- inverse text image.
-
- MIX (Replace) will place text with both the selected foreground color
- and background (e.g., yellow text on a blue background). COLOR BAR
- will activate the colorbars for color selection.
-
-
-
-
- Page ... 16
-
-
-
-
-
-
-
-
- To place text on your screen, first select the mode. An inverse box
- appears as the cursor. Place cursor at the starting point of your
- text and hit the LEFT button. A rectangular box will appear and you
- can begin typing your text. Text "wraps around"; pressing <return>
- moves to the next line. <Backspace> will undo your typos and restore
- the original image. Press <Esc> to keep your text, move to a new
- location, and repeat the process. You can always "undo" everything
- from the Main menu.
-
- To be able to go back and change your text to different colors at the
- their current positions, use the "Normal Overlay" mode and always
- start your text cursor at the "HOME" position (extreme upper-left);
- move around using <return> and <spcbar> to ensure text alignment.
-
-
- 27. FILE MENU
-
- Changes to .CLP when in EDIT sub-menu.
- ┌─────────────────┼─────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐│┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │███<┘│OK │ │OK │ │OK │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │.BLD .PLT .GIF Meld Load Save VSCRN EXIT│
- │ ---FileType---- │
- └───────────────────────────────────────────────┘
-
- Over "FileType" are three types of extensions. You must select a
- filetype before LISTing, SAVing or LOADing. ALL BOXES MARKED 'OK'
- REQUIRE CLICKING THE 'OK' BOX, AT BOTTOM-RIGHT, TO PROCEED (to avoid
- the inadvertent loss of your current screen and palette).
-
- ".BLD" are screens with "BLoaDable" format used in BASIC programs.
- You can import CGA pictures with CGA2VGA, "readmacs" with MAC2GIF
- or EGA/VGA 16-color pictures with EGA2VGA.
-
- ".PLT" are "PaLeTte" files, also in a "bloadable" format which can
- be used to save and restore ranges of palette information by using
- one BIOS call to reactivate the whole palette.
-
- ".GIF" are pictures saved in CompuServe's Graphic Interchange
- Format. In this release, any image up to 2048x2048x256 can be
- loaded, but interpolated to 320x200x256; use SQZGIF for large 256
- color pictures or user the VSCRN options discussed below.
-
- ".CLP" are "CLiP" art files that were captured with the BASIC "GET"
- command and can be reloaded with the "PUT" command in another BASIC
- program. ".CLP" art files will can only be activated when in the
- EDIT sub-menu and called using the File Sub-Menu transfer option.
-
- To list files, click "BLD", "PLT", "GIF" (or "CLP") box; click again
- to cycle through remaining files (if any) until you reach the end.
-
- To change your drive or sub-directory click the word PATHNAME and
- key-in your new drive and/or sub-directory.
-
-
-
- Page ... 17
-
-
-
-
-
-
-
-
- SAVE and LOAD will operate on files with .BLD, .PLT, .CLP and .GIF
- extensions. Once you select this box, an inverse "text bar" will
- appear; use that cursor to highlight a filename that you want to save
- or load. If you want to create a new file, move the "text bar" to
- FILENAME and click LEFT button; enter any name up to eight letters
- long. Incorrect filename lengths result in an error beep and are
- rejeced. Once a filename is selected by highlighting or keying-in a
- new name, click the "OK" box and your filename will be saved or
- loaded. The OK box is inversed while saving or loading.
-
- BLD files are automatically loaded with their matching PLT file. If
- no matching PLT is found then none is loaded; this is a convenience
- that applies ONLY to the "LOAD" file function.
-
- MELD lets you to load a different PLT file which the current screen
- and palette will be modified to closely approximate the new colors in
- the new palette. Both the PLT and MELD boxes will be "set" when MELD
- is selected. As usual, after transformation, you can accept with the
- LEFT or reject with the RIGHT. Meld is critical to mixing various
- colored screens into a large screen using VSCRN (explained below).
- Very divergent palettes will NOT MELD well; you have 262,144 color
- combinations and ONLY 256 colors at any time.
-
- The MELD function will perform at its best when you want to compose a
- large GIF from several screens or "clips" that have moderate to minor
- palette differences. If you are using a capture board, then try to
- keep the same palette (i.e., rescan or capture without changing the
- 256 color palette); if you don't have that option then avoid melding
- significantly different scans (e.g, "night scenes" and "day scenes").
-
- "Exit" returns to the Main Menu or Edit Menu (if you used the File
- menu transfer option). "End" will terminate the program and verifies
- if you want to return to DOS; "Y"es ends the program. VSCRN options
- create TEMP files; you will be prompted to delete them or not.
-
- "Wipe" is basically a "clear screen" function. Clicking this box will
- clear your screen and return; this step is irrevocable - no UNDO.
-
-
- 28. VSCRN MODULE & THE VIRTUAL SCREEN
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │OK │ │ │ │ │ │OK │ │OK │ │███│ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ ImgP iSCR View List NCod DCod BLANK EXIT│
- │ Edit vDSK ---------GIF---------- │
- └───────────────────────────────────────────────┘
-
- VSCRN is a separate module. It is virtually a separate program linked
- to whatever screen you are working on; it is passed from one module to
- another, along with your interface settings.
-
- ALL BOXES MARKED WITH 'OK' REQUIRE CLICKING THE 'OK', AT BOTTOM RIGHT,
- TO PROCEED; this is a verification step to avoid losing the
- screen/palette currently loaded.
-
- Page ... 18
-
-
-
-
-
-
-
-
- iSCR vDSK (Image Screen Virtual Disk) is your link to VERY LARGE GIFs.
- Pressing [F1] shows all the keyboard commands while the "iSCR vDSK"
- functions are activated.
-
- A Virtual Screen can be created by using the BLANK function or by
- decoding a LARGE GIF file with any number of colors (preferably 256
- colors since disk space is wasted with less than 256 colors). With
- the BLANK function, only a specified selection of Virtual Screens are
- available. With LARGE GIF files, you can edit virtually ANY GIF file
- - up to 32KBx32KBx256 !!! Basically, a Virtual Screen is an image
- that is MUCH larger than your screen; what you see is a "viewing
- window" that scrolls all over the Virtual Screen.
-
- ┌──────────┐██████████████
- │ Viewing │ ██
- │ Window │ ██
- └──────────┘ ██
- ██ Virtual Screen ██
- ██ ██
- ██████████████████████████
-
- A 640x400 virtual screen, has four 320x200 screens in it. Think of
- the "viewing window" as a "zoomed" portion of the total image; in the
- case of 640x400, you are seeing 1/4 of the whole picture at any time.
-
- Let us review what is an "aspect ratio"; it is the ratio of horizontal
- pixels to vertical pixels that make a perfect square. The 320x200x256
- mode has a 5/6 aspect ratio; for every 6 pixels, horizontally, you
- need 5 pixels to make the vertical line appear as the same lenght on
- the screen. 640x480 screens hav an aspect ratio of "1"; the horizontal
- pixels match the number of vertical pixels for a perfect square. All
- multiples of 640x480 have a "1:1" aspect ratio; this is why it is
- suited for DTP (DeskTop Publishing) - "What You See Is What You Get"
- (WYSIWYG) ! Divide 640x480 by 2; you get 320x240; sound familiar ?
- Yes, 320x240 is the size of Jovian VIA scans which have a perfect
- aspect ratio of 1. 800x600 ? 1024x768 ? Any picture that is a
- multiple of 640x480 has a 1:1 aspect ratio.
-
- On the other "camp" are the 5/6 aspect ratios. 640x400 is a multiple
- of 320x200; so is 1280x800 and so forth. VGACAD uses 320x200 screens
- to edit pictures; as such, if you edit a picture with a 1:1 aspect
- ratio, it will look a little elongated. Pressing [F2] for 'size' will
- alter your screen aspect ratio so that editing in 320x200x256 will
- still give WYSISYG when editing a picture with a 1:1 aspect ratio.
- Although you are editing in 320x200x256, any 320x200x256 section of
- your Virtual Screen will be treated and look like it was created with
- an aspect ratio of 1 !
-
- "[F2]-size" toggles between the 5/6 aspect ratio and 1:1 aspect ratio;
- you can edit both types of pictures accurately. The 5/6 and 1:1
- aspect ratios cover the universe of IBM/MSDOS, Amiga, Atari and MacII
- pictures. Occasionally, you will get GIFs with weird aspect ratios
- (e.g. 360x480 and 320x400), which will look a bit distorted; despite
- distortion, if you are merely touching-up or "smoothing" a "hot spot",
- writing it back to the Virtual Screen will maintain its aspect ratio
- as long as it is not resized or flipped.
-
- Page ... 19
-
-
-
-
-
-
-
-
- ┌─────────────────────────────────────────────────────────────────────┐
- │ *** WARNING *** │
- │ The [F2]-size option requires a 100% VGA compatible card! │
- │ This option has not been tested for MCGA or PS/2 Model 25/30. │
- └─────────────────────────────────────────────────────────────────────┘
-
- To create a BLANK Virtual SCreen, simply click "BLANK" and select from
- the choices (eg., [A] 640x400, [B] 640x480 and [C] 800x600). Using
- the 640x400 Virtual Screen maximizes VGACAD's editing capabilities
- since it was optimized for the 320x200x256 mode. You can paste any
- image created from scratch WITHOUT the [F2]-size option OFF or any
- image originating from a picture with a 5/6 aspect ratio (e.g.,
- 320x200, 640x400, 1280x800).
-
- If you opt for the 640x480 or 800x600 Virtual Screen, then toggle the
- [F2]-size option ON. Images created with [F2]-size option ON will
- have a WYSIWYG capability. Images "clipped" from pictures with 1:1
- aspect ratios will retain its aspect ratio even if the [F2]-size is
- OFF (it will look a bit elongated in VGACAD but will look correct when
- viewed as a total picture). Thus, you can use any clip from a picture
- with a 1:1 aspect ratio or create it from scratch with [F2]-size ON.
- Remember, you CANNOT mix aspect ratios unless you resize it manually
- (which can be a bit daunting) or create them from scratch with the
- correct aspect ratio setting (with [F2]-size ON).
-
- Use "DCOD" (DeCODe) to create a Virtual Screen from a large GIF or PCX
- (256-color) file. PRESS [F3] TO TOGGLE BETWEEN PCX OR GIF. Click
- "LIST" to see what GIFs are available (change the path if necessary).
- Click DCOD and click "OK"; that's it!
-
- A 640x480x256 GIF will need 307,200 bytes of disk space; 800x600x256
- needs 480,000; 1024x768x256 needs 786,432 ! With a Virtual Screen you
- can edit virtually ANY GIF (up to 32KB x 32KB x 256). There is a
- special path called "VDSKpath" which tells VGACAD were to write/read
- pixels to/from the Virtual Screen.
-
- The speed of the "viewing window" is directly related to your disk
- drive; RAMDISKs are fastest ! If you have extended or expanded memory,
- use a RAMDISK for the Virtual Screen; a cache capability will help.
-
- Once you have created a Virtual Screen, the next thing to learn is
- moving the "viewing window". "iSCR SCRN" lets you view, get or put
- screens from/to the Virtual Screen. <Return> "puts" your current
- screen in any given location on the Virtual Screen; <Esc> "gets" a
- screen from the Virtual Screen for editing and image processing and
- replaces the current screen loaded in the "viewing window". Moving
- around the Virtual Screen is done through numeric keypad keys. Press
- [F1] for HELP; it provides a summary of these functions.
-
- <Shift-Home> or <Shift-7> jumps to the upper-left section.
- <Shift-End> or <Shift-1> jumps to the lower-left section.
- <Shift-PgUp> or <Shift-9> jumps to the upper-right section.
- <Shift-PgDn> or <Shift-3> jumps to the lower-right section.
- <Shift-5> centers the "viewing window" on the Virtual Screen.
-
-
-
- Page ... 20
-
-
-
-
-
-
-
-
- *** ALWAYS KEEP THE NUMLOCK KEY UP ***
- ┌─────────┐ - - - -┌─────────┐
- "viewing │ Shift- │ │ Shift- │
- window"->│ Home │ │ PgUp │
- ├─────────┘ └─────────│
- | ┌─────────┐ |
- | │ Shift-5 │ |
- | │ │ <---- Virtual Screen
- | └─────────┘ |
- ├─────────┐ ┌─────────┤
- │ Shift- │ │ Shift- │
- │ End │ │ PgDn │
- └─────────┘- - - - └─────────┘
-
- By the same logic, all the arrow keys, Home, PgUp, End, and PgDn will
- move the "viewing window" in variable increments of 4 to 64 pixels,
- horizontally, vertically and diagonally. On default, the range of
- pixel movement is 16. Pressing [+] increments the range, while [-]
- decrements; [*] resets the variable "scroll" to 16. When you press
- the [+],[-] or [*] keys, a rising tone indicates the increment level
- (highest tone = 64); lower tones indicate decrements. For precise
- movements, the shifted-arrow keys will "scroll" in the vertical or
- horizontal axes by one pixel.
-
- After editing, you can NCOD (eNCODe) your Virtual Screen into a LARGE
- GIF - viewable with VIEW which "chains" MVGAVU (see MVGAVU.doc for
- complete discussion of features and options).
-
-
- 29. VDISK: THE GIFPUB, GIFHEX & SQZGIF CONNECTION
-
- VSCRN is the external utility integrator. Pressing the corresponding
- function key transfers control to these utilities.
-
- [F3]-SQZGIF(+EGA2VGA)
- [F4]-GIFHEX
- [F5]-GIFPUB(+GIFDOT)
-
- GIFPUB/GIFDOT can be called to created a dithered B&W output for
- desktop publishing (or direct printing on Epson/IBM dot matrix
- printers) of your current 320x200x256 image or the entire Virtual
- Screens; TEMP files are printed by simply selecting a new picture and
- selecting GIF or PCX (which in turn detects TEMP files and prompts you
- to use or not to use them). If you load a new picture (GIF, or PCX)
- and opt not to use the TEMP files, then TEMP files are DELETED. If
- you load a new Bload picture, the old image (directly transferred) is
- retained when you return to VGACAD.
-
- GIFHEX, the 256-color to 16-color dithering utility has similar image
- passing characteristics.
-
- SQZGIF/EGA2VGA creates resized 256-color USERSCRN files from 256-color
- images or 256-color images generated using EGA2VGA functionality.
- USERSCRN images are whole screens or 'clips' which can be 'pasted' on
- LARGER SVGA or MVGA images with the IMGPRO 'iPut' function discussed
- in another section.
-
- Page ... 21
-
-
-
-
-
-
-
-
- 30. IMGPRO MODULE - FULL SCREEN MVGA/SVGA EDITING
-
- ┌───────────────────────────────────────────────┐
- │┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐│
- ││ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ││
- │└───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘ └───┘│
- │ xVGA iGet iPut Vars HAZE WASH Cnvrt EXIT│
- │ Mode -Img Edit- ImgP Blur Lite Greys │
- └───────────────────────────────────────────────┘
-
- So far you have learned how to use virtual screen 320x200 editing
- techniques. For full screen image processing and editing in MVGA and
- SVGA modes, click the "ImgP Edit" box from the VSCRN menu; the IMGPRO
- menu shown appears. It can only be accessed from the VSCRN menu IF
- ONLY IF an image has been decoded to TEMP files or a BLANK virtual
- screen has been created. IN THE IMGPRO MODULE, IF THE CURSOR
- DISAPPEARS AFTER PRESSING A FUNCTION KEY, THEN PRESS A MOUSE BUTTON.
-
- The "xVGA Mode" box triggers a menu to change the current SVGA or MVGA
- video mode. PLEASE MAKE SURE YOU SELECT A VIDEO MODE AND CHIPSET THAT
- YOUR CARD SUPPORTS OR UNPREDICATBLE RESULTS WILL HAPPEN.
-
- "iGet" and "iPut" boxes copy or paste MVGA/SVGA screen "clips" or
- USERSCRN images generated with SQZGIF/EGA2VGA. All screen images are
- interpolated to fit the entire screen of the selected video mode; this
- way having to experiment with aspect ratios is minimized.
-
- SVGA/MVGA editing is "cutting & pasting". When VSCRN is invoked, the
- user is prompted to save a 320x200 USERSCRN; if the 320x200 image is
- saved then that section is used when the 'iPut' function is invoked;
- conversely, when 'iGet' is selected, any image portion of the large
- SVGA/MVGA screen can be "copied" and saved to USERSCRN files for
- pasting. All "cut & paste" screens are color-matched to the fit the
- decompressed GIF/PCX file or palette when you create a BLANK screen.
-
- A BEEP AFTER SELECTING AN IMAGE WITH "iGet" MEANS INSUFFICIENT DISK
- SPACE TO SAVE YOUR USERSCRN 'CLIP'. VGACAD WILL DELETE ANY USERSCRN
- FILE TO FREE DISK SPACE. IF A SECOND TRY STILL RESULTS IN AN ERROR
- BEEP, THEN TRY CHANGING YOUR USERSCRN PATH TO ANOTHER DRIVE (YOUR
- RAMDISK, IF USED, MAY BE FULL).
-
- SVGA/MVGA Editing is based on the video mode selected. If 360x480
- mode is selected, then the virtual screen will "fit the screen".
- Images that are copied or pasted must match this aspect ratio (ie.,
- one should only copy and paste images with similar aspect ratios
- (e.g., 320x200 with 640x400 or 320x240 with 640x480 or 800x600).
-
- SVGA/MVGA 'iGet' mode first shows a 'cross hair'. The RIGHT button
- exits the mode while the LEFT defines an area to be copied. After
- defining an area, the area is XORed (highlighted) for verification;
- pressing the RIGHT rejects the defined area for reselection (or exit)
- while the LEFT saves the defined area to USERSCRN files for pasting.
-
-
-
-
-
- Page ... 22
-
-
-
-
-
-
-
-
- SVGA/MVGA 'iPut' mode first shows a rectangular area representing the
- USERSCRN image. You can move the box anywhere for placement; pressing
- the LEFT button copies the image; pressing the RIGHT button aborts the
- pasting processes. After pasting, a flashing border indicates
- verification; press the LEFT button to accept the 'paste' then another
- copy can be pasted anywhere; press the RIGHT button to abort pasting.
-
- PRESSING BOTH MOUSE BUTTONS UPDATES THE VIRTUAL SCREEN WITH
- THE NEW SCREEN SIZE DETERMINED BY THE SELECTED VIDEO MODE.
-
- If you saved a 320x200 USERSCRN when prompted, you can use SVGA/MVGA
- paste function instead of the iSCR SCRN functions for more creative
- but less precise positioning.
-
- If you 'chain' SQZGIF, you can make variable-sized USERSCRN files from
- LARGE 256-color GIF or PCX files via interpolation or color averaging,
- and create a montage of smaller images. 2,4,8,16,32,64 and 128 color
- images are processed with the EGA2VGA algorithm to generate 256 new
- colors. USERSCRN files save their own palette and are MELDED TO FIT
- THE VIRTUAL SCREEN'S COLORS WHEN USING THE SVGA/MVGA PASTE FUNCTION.
-
-
- 31. IMGPRO MODULE - FULL SCREEN MVGA/SVGA IMAGE PROCESSING
-
- Please refer to previous section for menu diagram.
-
- You can HAZE/BLUR or WASH/LITEn (Lite & Dark function) any portion or
- the whole image (up to the video mode resolution you have chosen).
-
- As with SVGA/MVGA pasting, you select an area then it is processed.
- After processing, you are prompted to verify the change with the left
- mouse button (or right to reject). If you press BOTH mouse buttons
- then the change is updated to the virtual screen. If the left button
- is pressed, you can 're-process' (iteratively) the same image again.
-
- "CNVRT Greys" converts the whole image to selected grey scale options
- so that you can use local (old functions) and global SVGA/MVGA (new
- funtions) for grey image processing and colorization.
-
- The "VARS ImgP" box changes the image processing parameters. In HAZE
- MODE (color processing), variable ranges from 0 to 9; LITE variables
- are positive numbers while DARK variables are negative - the effect is
- equivalent to WASHing grey shades over existing colors. Position your
- cursor beside the parameter; press the right button to increment or
- the left button to decrement the parameter.
-
- IF THE HAZE FUNCTION IS INCREMENTED TO 10 OR ABOVE, THEN IT SWITCHES
- TO GREY IMAGE PROCESSING - USE OF THIS FUNCTION ASSUMES THE VIRTUAL
- SCREEN IMAGE HAS BEEN CONVERTED TO ONE OF THE STRETCHED GREY SCALES.
- Click OK to exit parameter setting. A value of "0" triggers "Median
- Filtering" instead of anti-aliasing; this is similar to the "local"
- function for noise removal (ie., salt & pepper pattern/spike removal).
- IN BLUR MODE (GREY IMAGE PROCESSING), LITE & DARK FUNCTIONS SWITCH TO
- FASTER GREY SCALE ROUTINES.
-
-
-
- Page ... 23
-
-
-
-
-
-
-
-
- If Median Filtering is selected, a "boost" factor ranging from -20% to
- +20% (in 10% increments) can be sleected by adjusting the "BOOST"
- level. Boost levels can be modified from the ImgP Vars option when
- Median Filtering is invoked; this new function is available ONLY at
- the IMGPRO module.
-
-
- 32. VGACAD & MVGAVU INTERACTIONS
-
- This section describes the interacting features between MVGAVU and
- VGACAD. For a full description of MVGAVU's capabilities, refer to
- MVGAVU.DOC (MVGAVU user manual).
-
- Some GIFs have the same screen and image descriptors (e.g.CARMEN2);
- resulting in distorted aspect ratio. You can correct the aspect ratio
- by viewing it with one of MVGAVU's aspect ratio correction options.
- Since VGACAD will load SVGA images based on the image and screen
- information given in the file, GIF images are not adjusted the way
- MVGAVU corrects it. In those cases, view the image with MVGAVU and
- save/encode the adjusted image using the [tab] function. Simply view
- your GIF in any SVGA 256-color mode with the corrected aspect ratio
- and press the [tab] key. MVGASCRN.RAW and MVGASCRN.PLT files will be
- created for GIF conversion with VGAFIL (discussed in another section
- of this manual). Subsequent saves overwrite these files; encode with
- VGAFIL and rename immediately.
-
- MIGs (Multiple Image Graphics) are usually several 'overlayed' images
- (e.g, Jim Burton's Mermaid series of GIFs or FAIRY.GIF) which simulate
- animation. Since MIGs tend to change what you initially see from what
- you see at the end of the GIF, you may want to save the final rendered
- image rather than the first one for editing with VGACAD. Simply save
- the final rendered image as you would an aspect ratio corrected image
- (ie., using the [tab] key) and convert it with VGAFIL.
-
- A quicker way to import MVGAVU adjusted images, saved as MVGASCRN.RAW
- and MVGASCRN.PLT would be to follow these steps. Assuming you resized
- a 'weird' image to 640x480x256 with corrected aspect ratio.
-
- 1) From VSCRN menu, create a BLANK 640x480.
-
- 2) Replace TEMP files; type "copy MVGASCRN.* TEMP.*" <ret>
-
- MAKE SURE YOU COPY THE MVGSCRN FILES TO THE VDISK YOU
- SPECIFIED WHEN THE BLANK VIRTUAL SCREEN WAS CREATED.
-
- MVGAVU emulates "color" and "picture" adjustments "knobs" typically
- found on your TV. View a non-posterized GIF or BLD/PLT and adjust
- contrast and brightness through these "knobs". "Picture" will affect
- the "brightness". "Color" saturation adjusts chrominance levels (ie.,
- color) vis-a-vis luminance (ie., grey level). Virtually all contrast
- and brightness adjustment can be emulated through these "knobs".
-
- KEEP NUMLOCK KEY UP! [Esc], [ret] or [spc] will exit vewing.
-
-
-
-
- Page ... 24
-
-
-
-
-
-
-
-
- [->] increase "picture"
- [<-] decrease "picture"
- [dn] increase color saturation [*] reset palette
- [up] decrease color saturation [A] Adjust Monitor
-
- With VGACAD you can import the adjusted palette in your edited picture
- by pressing [backspace] key. When editing SVGA GIFs via VSCRN (i.e.,
- "virtual screen"); eNCODe that GIF and view it with MVGAVU; adjust the
- palette, press [backspace] then exit to import that palette. ALL
- ADJUSTMENTS ARE PERMANENT !
-
-
- 33. VGACAD, VGACAP & VGAFIL INTERACTIONS
-
- This section describes the interacting features between VGACAP, VGAFIL
- and VGACAD. For a full description of VGACAP's and VGAFIL's features
- and capabilities, refer to VGACAP.DOC (VGACAP user manual).
-
- If you capture a 640x480x256 or 800x600x256 screen (eg., SCREEN00.RAW
- & SCREEN00.PLT) with VGACAP for direct editing in VGACAD then:
-
- 1) From VSCRN menu, create a BLANK 640x480 or 800x600.
-
- 2) Replace TEMP files; type "copy SCREEN00.* TEMP.*" <ret>
-
- MAKE SURE YOU 'COPY' THE SCREEN00 FILES TO THE VDISK YOU
- SPECIFIED WHEN THE BLANK VIRTUAL SCREEN WAS CREATED.
-
- VGAFIl is not only a chained utility of VGACAD; it configures VGACAP
- for fast SVGA grabs and encodes TEMP, MVGASCRN, NYBLSCRN AND USERSCRN
- files in GIF or PCX format as a stand-alone utility.
-
- TEMPorary files are used by VGACAD, SQZGIF/EGA2VGA, GIFPUB, ... (and
- other utilities we may release). When TEMP files are detected by
- VGAFIL, you will be prompted to convert it. If you forget to encode
- your masterpiece and did not delete the TEMP files, you can use VGAFIL
- to encode it in GIF or PCX format by calling VGAFIL from DOS.
-
- MVGASCRN files are essentially similar to *.RAW files; notably the
- outputs from MVGAVU are saved with this filename. USERSCRN files are
- created with VGACAD and SQZGIF/EGA2VGA; these files have unusual
- screen sizes and have additional support files like TEMP files.
-
- NYBLSCRN (a "nybble" is half a byte or 4 bits or 16 colors) files have
- special meaning for VGAFIL; these files are normally outputs from
- GIFHEX (formerly VGA2EGA) and GIFBIT(B&W scanner utility). If VGAFIL
- detects this filename, it immediately converts the file in TRUE
- 16-color format; this applies only to GIF files.
-
-
- 34. CGA2VGA UTILITY
-
- CGA2VGA will capture/convert ANY VIEWABLE CGA picture for VGACAD use;
- 64kb RAM is required. CGA2VGA "bsaves" 4-color CGA screens. "Hotkey"
- is <Alt-F2>. CGA2VGA DOES NOT SAVE A PALETTE; captured screens will
- have 4 colors (Color 0-3); you can modify or add colors with VGACAD.
-
- Page ... 25
-
-
-
-
-
-
-
-
- 35. REGISTRATION
-
- REGISTRATION OF VGACAD IS BASED ON 'PERSONAL USAGE'. CORPORATE OR
- ORGANIZATIONAL USERS *MUST* REGISTER ALL COPIES USED ON AN INDIVIDUAL
- BASIS; A SPECIFIC PERSON (NAME) MUST BE EXPLICITLY ASSIGNED TO EACH
- REGISTRANT WHO WILL BE PROVIDED WITH A CORRESPONDING REGISTER.OVL FILE
- TO INDICATE REGISTERED USAGE. REGISTRATION GRANTS A SPECIFIC PERSON
- (NOT A JURIDICAL PERSON OR CORPORATE ENTITY) THE RIGHT TO 'USE'
- VGACAD.
-
- ┌───────────────────────────────────────────────────────────────────┐
- │ ALTHOUGH WE WILL TRY TO RESPOND TO YOUR REGISTRATION IN 2-3 WEEKS,│
- │ PLEASE ALLOW UP TO 4-6 WEEKS DELAY TO PROCESS YOUR REGISTRATION. │
- └───────────────────────────────────────────────────────────────────┘
-
- As token of our appreciation (i.e., to registered users), we will send
- you the the latest version of the VGACAD system with the latest
- updated components; many of the programs listed below do not require a
- graphics card.
-
- GIFPUB/GIFDOT - converts 256 color GIF/PCX files to B&W images desktop
- publishing (DTP) as .PCX (Ventura, First Publisher, Publisher's
- Paintbrush, WP, Pagemaker). Variable sizing/contrast/brightness.
- Includes printing on IBM/Epson printers. Several sizes. 8 pics/page.
- Single/Double Pass printing. Preview in CGA/HGC/EGA/VGA/EEGA/SVGA.
- Histogram-equalization. No graphics card required.
-
- GIFBIT - converts B&W PCX files (e.g., scanner output to 32KBx32KB !)
- to grey shades for VGACAD image processing, GIFPUB redithering or
- printing, or GIFHEX conversion - it edits those "scan line jitters".
- Viewing modes in MCGA/VGA/SVGA. No graphics card required.
-
- SQZGIF/EGA2VGA - converts LARGE GIF/PCX pics (to 2KBx2KBx256) to
- several sizes and video modes using "color averaging" to blend/smooth
- "jaggies" or fast interpolation. Converts GIFs (2-128 colors) to any
- sized image with 256 new colors. Variable sizing. No graphics card
- required.
-
- MVGAVU - EGA/MCGA/EEGA/VGA/SVGA viewer for GIF and BLD/PLT files.
- Smart slideshows - picks best mode. 320x400x256, 360x480x256 and
- 640x400x16 modes on regular VGA. EGA posterization. EEGA/SVGA
- support. Auto-sizing. Contrast/Brightness. EGA/MCGA/VGA required.
-
- VGACAP - resident utility to capture 256-color MCGA/VGA or SVGA
- images. FAST SVGA 640x480x256 or 800x600x256 screen grabs.
-
- VGAFIL - GIF/PCX encoding utility. Accepts ALL RAW file formats used
- by our utilites as well as BLD/PLT files. This utility replaces
- RAW2GIF, RAW2PCX and BLD2GIF.
-
- VGA2CGA - converts 256 color GIFs to CGA! See "405" colors in an
- unsupported 160x100x16 CGA mode. CGA/EGA/MCGA/VGA required.
-
- MAC2GIF - converts .MAC ("readmac") pictures to 5-16 grey shades or
- color and saves to .GIF or BLD/PLT file. EGA/MCGA/VGA required.
-
-
- Page ... 26
-
-
-
-
-
-
-
-
- 36. WHAT'S NEXT ?
-
- As you have seen in this release, VGACAD has undergone radical
- transformation; notably we have consolidated the utilities to have
- more interaction with each other. With our "chained environment"
- updated components HAVE and WILL continue to be released on a modular
- basis. Notably, the IMGPRO module will be updated in a new series
- called VGAPIX; it will be the front-end of the IMGPRO module to
- continuously upgrade MVGA/SVGA image processing capabilities yet
- retain downward compatibility with MCGA 320x200x256 functions of
- VGACAD. Planned enhancements to IMGPRO through VGAPIX will include:
-
- (1) extensive grey MVGA/SVGA grey image processing algorithms such
- as user-definable histogram equalization and related contrast
- enhancement algorithms, local histogram equalization, image
- sharpening and oversampling techniques, user-definable Kernel
- convolutions and related filters, etc.;
-
- (2) extensive MVGA/SVGA color image processing algorithms such as
- local/global/variable TINT, WASH, SHADE, BLEND, GLASS, EMBOSS,
- and SHARPEN functions with related HSV (Hue, Saturation,
- Value) and/or HLS (Hue, Light and Saturation) controls, etc.;
-
- (3) new MVGA/SVGA editing functions such as SCRAPE THROUGH, GRID,
- RGB/HLS/HSV/CMY palette control, variable color ranges for
- colorization, natural "Hue Mixture"-based airbrushes, etc.;
-
- (4) conversion of old VGACAD functions to MVGA/SVGA algorithms
- such as colorize, pattern and gradient fills, variable zoom,
- text and font editing, etc.
-
- VGACAD itself will expand to include, among others, a full-blown
- SHAPES module to incorporate more CAD functions, a separate 3D module,
- and support for other file formats such as TGA and TIF.
-
- In the short term, we are developing RGBLAB. This is a color
- reduction utility to 'downsize' 24-bit or 16 Million-color pictures to
- 256-colors. RAW red, green and blue files or TIFF (*.TIF) files or
- TARGA (.TGA) files will be the main input source. IDTVGA dithering
- (Improved Definition Television for VGA) will play a key role in
- previewing or rendering 24-bit images in SVGA 256-color modes. It
- will include OCUTIL, a video grabbing utility for the OCULUS video
- grabber (if you want us to develop for your particular image grabber,
- we would need a developer's working copy and complete information for
- manipulating control I/O registers).
-
- We are also, developing VGASHW (a 256-color presentation system),
- VGACBT (the PROGRAMMABLE Computer-Based Training counterpart of
- VGASHW) AND MANNEQUIN (what "Weird Science" tried to do in the movie
- it will do on the computer screen with potential applications for
- Advertising and Fashion Design, aside from creating your own artistic
- nudes).
-
-
-
-
-
- Page ... 27
-
-
-
-
-
-
-
-
- All these planned enhancements and projects take a LOT of time and
- effort. This entire endevour is just a 'hobby'; with your help we can
- do it full-time. Support maverick authors like us, and we will
- continue to develop innovative products like nothing seen commercially
- - otherwise, they will, as many (sigh!) good Shareware programs,
- simply "DIE" from lack of support ! Compare the cost/benefit ratio of
- any of our products with commercial products; we want to continue
- supporting, developing and creating new products. Please support the
- User-Supported (Shareware) concept; you, and you alone, determine
- whether it will be worthwhile to continue developing.
-
- To register, send in the registration form and check payable to
-
- Dr. Marvin Gozum
- 2 Independence Place Apt. 1105
- 6th & Locust Street
- Philadelphia, PA 19106
-
-
-
- 37. ACKNOWLEDGEMENTS
-
- We would like to thank John Bridges for releasing VGAKIT.ARC which
- included source code for 'bank switching' the Tseng, Paradise, Cirrus,
- Trident, Everex, C&T and VGA Wonder, Oak and Tseng 4000 chips and
- source for the now, popular 360x480x256 mode. Also, we would like to
- thank Mike Abrash for publishing source code (in Programmer's Journal)
- for the 320x400x256 mode. Seminal variants have been developed based
- on their evolving work into MVGAVU. We are grateful to Don Babcock,
- for QBASM's GIF adaptations of Tom Pfau's Public Domain LZW source (in
- LZW.ARC) for QB4 linking, which provided invaluable guidance in
- resolving QB4 memory allocation problems. Thanks a meg - John, Mike,
- Don and Tom !
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page ... 28
-
-
-
-
-
-
-
-
-
- Palette Organization Map
- Appendix A
-
-
- The following diagram shows where each of the 256 color registers of the
- color palette are located. Please note the inverse color relationships
- for each color box. For example, if you are modifying color 13, you must
- ensure that color 242 is significantly different that color 13 to maintain
- cursor visibility when placed over either color 13 or 242.
-
- A 16 color set is a line of 16 colors as illustrated below. Colors 0 to
- 16 is considered a color set, as well as colors 255 to 240 or 48 to 63.
-
-
-
- ───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───┬┬───
- 0││ 1││ 2││ 3││ 4││ 5││ 6││ 7││ 8││ 9││ 10││ 11││ 12││ 13││ 14││ 15
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 255 │254 │253 │252 │251 │250 │249 │248 │247 │246 │245 │244 │243 │242 │241 │240
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 16││ 17││ 18││ 19││ 20││ 21││ 22││ 23││ 24││ 25││ 26││ 27││ 28││ 29││ 30││ 31
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 239 │238 │237 │236 │235 │234 │233 │232 │231 │230 │229 │228 │227 │226 │225 │224
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 32││ 33││ 34││ 35││ 36││ 37││ 38││ 39││ 40││ 41││ 42││ 43││ 44││ 45││ 46││ 47
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 223 │222 │221 │220 │219 │218 │217 │216 │215 │214 │213 │212 │211 │210 │209 │208
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 48││ 49││ 50││ 51││ 52││ 53││ 54││ 55││ 56││ 57││ 58││ 59││ 60││ 61││ 62││ 63
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 207 │206 │205 │204 │203 │202 │201 │200 │199 │198 │197 │196 │195 │194 │193 │192
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 64││ 65││ 66││ 67││ 68││ 69││ 70││ 71││ 72││ 73││ 74││ 75││ 76││ 77││ 78││ 79
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 191 │190 │189 │188 │187 │186 │185 │184 │183 │182 │181 │180 │179 │178 │177 │176
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 80││ 81││ 82││ 83││ 84││ 85││ 86││ 87││ 88││ 89││ 90││ 91││ 92││ 93││ 94││ 95
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 175 │174 │173 │172 │171 │170 │169 │168 │167 │166 │165 │164 │163 │162 │161 │160
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 96││ 97││ 98││ 99││100││101││102││103││104││105││106││107││108││109││110││111
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 159 │158 │157 │156 │155 │154 │153 │152 │151 │150 │149 │148 │147 │146 │145 │144
- ───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───┬┼───
- 112││113││114││115││116││117││118││119││120││121││122││123││124││125││126││127
- ───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───┘├───
- 143 │142 │141 │140 │139 │138 │137 │136 │135 │134 │133 │132 │131 │130 │129 │128
- ────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴────┴───
-
-
-
-
-
-
-
-
- Page ... 29
-
-
-
-
-
-
-
-
- Notes on Additive Color Mixtures
- Appendix B
-
-
- The Principle of Additive Color Mixture is the same principle used by
- the television and monitors to generate images. The principle entails
- the ADDITION of three primary quanta: Red, Green and Blue when mixing
- any two colors.
-
- To understand how it works, let us assume you have three flashlights:
- one red, one green, and one blue. Since white is the maximum mixture
- of all three quanta or components, shining all three beams at the same
- spot will produce white. Since white results with maximum quanta of
- red, green and blue, then if we have half of each red, green and blue
- quanta, grey results !
-
- Most of the rules for mixing colors with this principle follow our
- commonly held view of color mixing. If you shine the red and blue
- beams on the same spot you will get purple - so far everything seems
- logical. If you shine the blue and green beams you get blue-green.
- So where is yellow ? Now for the weird part; if you mix red and
- green, yellow results ! Yes, yellow is red and green together.
- Depending on the amounts of red and green, different shades of brown
- will result. If you have more red than green, you will get orange. If
- you have more green than red you will get yellow-orange.
-
- Alas, the Principle of Additive Color Mixture is quite different from
- the way we normally think colors mix. If you mix a pure yellow color
- with pure blue, pure green should result, right ? Wrong !!! Remember
- what white is made of ? Since we added pure blue to pure yellow,
- which is made of pure red and pure green, we now have - WHITE.
-
- The portions of red, green and blue that are common to all of the
- three will result in white - which will show as shades of grey if we
- have fractions of red, green and blue. If you mix, 50 quanta of red,
- 25 quanta of green and 33 quanta of blue, the common level of quanta
- is 25 - thus you will have 25 quanta of white. The primary quanta
- with the most portions will dominate; thus, in this example we will
- have a light red shade with a touch of blue -> light magenta.
-
- If you increased the portion of green to 50, such that R=50 G=50 B=33,
- you will now have 33 quanta of white since that is the common level of
- all three quanta. Since Red and Green = Yellow, and you have so much
- White in it, the color you will get is Light Yellow. Now if you have
- R=63 G=63 B=0 (pure yellow) "added" to R=0 G=0 B=63 (pure blue), the
- resulting color is R=63 G=63 B=63 (pure white).
-
- In VGACAD, you will notice that when using a blue airbrush on yellow
- areas, the color will either become light yellow or light blue
- depending on the RGB quanta - it will NOT turn green. Keep in mind
- that [1] common portions of red, green and blue add white to your hue,
- and [2] common portions of red and green add yellow to your hue.
- Experiment with different RGB settings in the Color Map menu and see
- what happens with different mixtures.
-
-
-
- Page ... 30
-
-
-
-
-
-
-
-
-