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-
- OVERVIEW
- ********
-
- `WEAVE' is written for IBM PC's and compatibles in Turbo Pascal 5.5,
- and will provide a graphical display of a pattern after you provide
- the draft.
-
- Some basic features:
-
- * up to 16 treadles, 16 shafts
-
- * up to 1023 warp or weft threads
-
- * rising or sinking sheds
-
- * 16 colors for color monitors
-
- * ability to edit colors in palette
-
- * 5 `shades': black, dark grey, grey, light grey, white for
- monochrome monitors and printing
-
- * view graphics pattern at 4 possible magnifications
-
- * print graphics pattern or draft on Epson-compatible printer
-
- * save patterns as files for later editing
-
- * editing capabilities:
-
- * insert/delete rows or columns
-
- * repeat, copy, transfer blocks, or entire region, of a pattern
-
- * color substitution and exchange
-
- * mouse support for cursor positioning
-
- The draft is made by moving the cursor around in a screen with the
- warp pattern at the top of the screen, weft pattern on the right, and
- the tieup in the upper right corner, as drafts are usually published.
- Threads, shades and tieups are selected or deselected with various
- function or numeric keypad keys. The pattern associated with the
- draft is displayed on the remainder of the screen (in text mode).
- For large patterns, the text screen represents a window for which one
- can move around and view other portions of the draft and its
- associated pattern. Auxilliary features such as printing are menu
- driven.
-
- The graphics display uses the graphics mode of the screen to display
- the pattern without the draft. There are four magnifications, the
- smallest corresponding to one pixel per thread, and the others with
- two, four and eight pixels per thread, respectively.
-
- The program supports color on EGA and VGA monitors, and dithered
- shades of grey on a Hercules compatible or CGA monitor [as well as on
- the color monitors]. (Since the CGA palette has only 4 colors, and
- the color capability of the program uses a palette of 16 colors, a
- CGA monitor has been programmed to display high-resolution
- monochrome.) The shades of grey match the graphics printout.
-
- FILES ON THE DISK
- =================
-
- * WEAVE.EXE - the executable program
-
- * WEAVE.DOC - this file
-
- * WEAVE.HDW - a default loom configuration file which you can
- change (see below)
-
- * *.PTN - sample pattern files for you to load and edit
-
- * *.WRP - sample warp files
-
- * *.TRD - sample treadling files
-
- * *.TIU - sample tieup files
-
- * *.CLR - sample color palette files
-
- INSTALLATION
- ============
-
- 2-Floppy System
- ---------------
-
- Make a working copy of your diskette using the DOS DISKCOPY command,
- or copy all the files explicitly using the DOS COPY command.
-
- Hard Disk
- ---------
-
- Create a subdirectory called `WEAVE', or any other name of your
- choice. At the DOS prompt, place the original floppy in drive A:,
- and then copy all files from the diskette using the DOS COPY command.
-
- Alternatively, by means of your AUTOEXEC.BAT file, you may place the
- actual program WEAVE.EXE somewhere on your path (such as a binary
- subdirectory containing other executable programs), and setting the
- environment variable `WEAVEDIR' to be the directory containing the
- configuration file WEAVE.HDW plus any pattern (.PTN) files, e.g., as
- follows:
-
- * `set weavedir=c:\weave\'
-
- The program may then be run from any directory on the disk.
-
- RUNNING `WEAVE'
- ***************
-
- To start `WEAVE', make sure that either your floppy is in the
- current default drive, or your default subdirectory contains all the
- files copied from the original diskette. Then, at the DOS prompt, type
-
- * `weave'
-
- If everything loads successfully, you should see the threading/tieup
- screen. It contains 3 basic regions:
-
- * warp [across top]
-
- * weft/treadle [down right side]
-
- * tieup [upper right corner]
-
- You may edit one of these regions at any one time. As you edit, the
- information in all three regions is combined to display the resulting
- pattern. You can get essentially immediate results when trying
- various combinations of warping, tieup and treadling.
-
- Basic Operations
- ================
-
- The most common operations are performed using the numeric keypad and
- keys surrounding it, with a few other characters from the keyboard.
-
- Quit [`Q']
- ----------
-
- To get out of `WEAVE', press `Q'. You should be prompted with
-
- * `Really Quit (Y/N)?'
-
- Press `Y' if you really want to quit. The DOS prompt should then
- return. If you press any other key, you will remain in `WEAVE'.
-
- Select Region [`Home - PgUp - PgDn']
- ------------------------------------
-
- The region you wish to edit is selected by pressing
-
- * `Home' [warp]
-
- * `PgUp' [tieup]
-
- * `PgDn' [treadling]
-
- You should see the cursor jump to the region chosen. It becomes the
- *active region.* By definition, there is only one active region, and
- some actions will not be possible if the cursor is not in the
- appropriate active region.
-
- Arrow Keys
- ----------
-
- Use the Up-Down-Left-Right arrow keys to move about within a given
- region. The current row and column are displayed at the lower right
- of the screen, and the current shaft or treadle is displayed in dim
- video in the upper right corner. As you move past the end of either
- the warp or weft display, the pattern will scroll to keep the cursor
- in view until you reach the first (#1) or last (#1023) thread.
-
- Select/Deselect Thread/Treadle [`+/-']
- --------------------------------------
-
- Use the `+' key to select a shaft for a warp thread in the warp
- region, a particular connection of shaft to treadle in the tieup
- region, or a treadle in the treadle region. Your choice nullifies
- any previous choice of shaft for warp thread or treadle for weft
- thread [multiple treadling is currently not available for this
- program...]. To cancel any particular choice, press the `-' key. If
- nothing is there to cancel, the key has no effect.
-
- Select Thread with Number Keys
- ------------------------------
-
- Within the warp region, you may select threads by entering the shaft
- number: 1--10 for shafts 1--10, and ALT-1--ALT-6 for shafts 11--16.
- The cursor will automatically move one column to the left. Initial
- entries proceed more quickly this way than with the +/- key entry
- method. The same feature applies in the treadle region, with the
- cursor moving down one row after each entry.
-
- Color Selection [`F1-F10, Shift F1-Shift F6']
- ----------------------------------------------
-
- The warp and treadle regions each have their own *active colors.*
- Each thread selected for warp or weft is assigned that color. You
- can change the active color by pressing one of the 16 color function
- keys: F1--F10 and Shift F1--Shift 6. The current thread (warp or
- weft) will immediately take that color, and the chosen color becomes
- the default color for that region, that is, all future Thread Select
- (`+' key) presses will have that color until another color is chosen.
- The colors in the inactive region are not affected.
-
- On a monochrome system, and when patterns are printed, the only way
- of representing colors is through shading, or dithering. There are
- five shades, Black, Dark Grey, Grey, Light Grey and White. Note that
- `Black' means no image on the screen, and `White' means the color of
- the monochrome display (white, amber or green).
-
- Repeat Pattern
- --------------
-
- When you have entered all pattern information in the warp region to
- make it unique (as you would when you copy the complete warp pattern
- from a pattern book or magazine article), make sure that the cursor
- is positioned at the last warp thread, then press the `R' key. The
- warp pattern will then be duplicated for up to 1023 warp threads;
- this repeat length is also used by the graphics display utility. Do
- the same thing for the weft pattern. If you wish to change the
- pattern or the repeat length, simply press `R' at the end of the new
- pattern when you are ready.
-
- Clear Region [`ALT-C']
- ----------------------
-
- Press `ALT-C' to clear all information in any of the three regions.
- Note that if you clear the tieup region, the treadles are no longer
- connected to anything, so the pattern is lost. However, the
- treadling and warp information is still there: a pattern will
- re-appear when you enter a new tieup.
-
- Print Pattern [`P']
- -------------------
-
- Press `P' to obtain a print (on an Epson-compatible printer) of your
- threading and treadling information. The format will resemble
- typical published pattern matrix illustrations. If you have a large
- pattern of either warp or weft threads or both, the printout may take
- more than one page.
-
- Advanced Operations
- ===================
-
- Jump Rows/Columns
- -----------------
-
- To move around more quickly within the warp or weft regions, hold the
- `CTRL' key down and press the desired arrow key. This will shift the
- cursor slightly less than one screenful.
-
- Jump to Beginning/End
- ---------------------
-
- To move to the beginning or end of the currently defined pattern,
- hold the `ALT' key down and press the desired arrow key. The ``end''
- of the pattern is given by the number of the largest row or column
- displayed on the status line at the bottom of the screen.
-
- Insert/Delete Row/Column `[Ins/Del]'
- ------------------------------------
-
- To insert a column just to the left of the cursor in the warp region,
- press the `Ins' key. The shaft connection must be supplied for that
- new row. To delete the column containing the cursor, press the `Del'
- key. Similarly, to insert a row just below the cursor in the weft
- region, press the `Ins' key. To delete a row, press the `Del' key.
-
- Block Functions [spacebar/`B']
- ------------------------------
-
- A *block* is a subsection of a warp or treadle region. You can copy
- and repeat blocks of a pattern within the warp or treadle region, or
- copy from one region to the other. A block to be repeated or copied
- must first be defined. To begin, press the spacebar. A block in the
- region containing the cursor is now `active'. As you move the
- cursor, you will see a highlighted region which shows what `WEAVE'
- considers the block to be. When you have highlighted the desired
- region, press the spacebar a second time. The block is now
- `defined'. You may now make (multiple) copies of the block anywhere
- you like. Move the cursor to a point where you wish the first thread
- of the copy (rightmost thread in the warp region, topmost thread in
- the weft region) to be, and then press `B'. You will then be
- prompted for the number of copies of the block to be made, starting
- at that the cursor location. Enter the desired number equal to or
- greater than 1. The entire contents of the block, including color
- information, is copied that number of times. A block can be copied
- only if it is defined (an active block cannot be copied). At any
- time, if you press the spacebar a third time, the block is turned
- `off', and the highlighting disappears, and you are free to define a
- new block for that region. You can also easily define a block with a
- mouse (see below). There are separate block functions for the warp
- and weft regions. Leaving a block in the `defined' state does not
- affect any other operations.
-
- There are several other block functions available. If you wish to
- copy or repeat a block in a region, but without transfering the
- colors, press `ALT-B'. If you wish to copy a block from one region
- to another (say, from warp to treadle), make sure a block is defined
- in the `from' region, place the cursor at the desired starting point
- in the `to' region, and press `X' to copy/repeat without color
- transfer, and `ALT X' to copy/repeat with color transfer. Note that
- `B' and `X' have opposite functions regarding color: the most common
- use is expected to be transfering both pattern and color within a
- region, and pattern only between regions, but both options are
- available.
-
- To reverse the sequence within a block, press `V'. For example, a
- block in the warp region with shaft sequence 123343 will become
- 343321.
-
- Region Functions
- ----------------
-
- In addition to manipulating blocks, or subsections, of a region, you
- can copy from one entire region to the other. The square weave, or
- *trompe as writ,* function enables you to copy the warp pattern onto
- the treadling sequence. For example, if the warp sequence is
- 123443..., then the square weave function makes the treadling
- sequence also 123443... Press `S' to get square weave without color
- transfer, and `ALT-S' to have the color transfered also.
-
- You can also `flip' the pattern--interchange warp and treadling--by
- pressing `L', which also exchanges the colors, and `ALT-L', which
- does not.
-
- Color Functions
- ===============
-
- If you have a VGA or EGA monitor, you can make use of a palette of 16
- colors in your pattern. You can reassign colors by number to the
- warp and weft threads in your pattern. In addition, you can edit the
- actual colors in the palette, as well as reassign the shades of grey
- associated with each color in the palette for purposes of printing or
- for viewing on a monochrome monitor.
-
- Color/monochrome toggle
- -----------------------
-
- When editing your pattern, the `M' key allows you to toggle between
- color and monochrome modes (only on color or monochrome VGA monitors;
- on a monochrome monitor, the mode is always monochrome). This allows
- you to inspect the graphics display to see how it will print, since
- the dithering in monochrome mode is the same as that used to print
- the graphics display.
-
- To access the remaining color functions, press `C' to get the color
- menu.
-
- Color reassignment
- ------------------
-
- The `S' key allows you to substitute all occurrences of one color in
- a region with another. Pressing `X' lets you interchange all
- occurrences of any two colors within a region. The `B' key allows
- you to set all colors in a defined block to a new color. The `R'
- does the same thing in an entire region.
-
- Palette editing and shade mapping
- ---------------------------------
-
- To alter the actual color or shade of grey assigned to a palette
- number, press `M' to get the color Map menu, then press the key
- (F1--F10, Shift F1--Shift 6) for the color number you wish to modify.
-
- To edit the color (VGA or EGA monitors only), press `P' to get the
- Palette menu. The color is determined by it numerical content of
- Red, Green and Blue, each with a strength from 0 to 63. You can
- change the strength of each of these primary colors (note that these
- are primary light colors, corresponding to the phosphors on a color
- monitor, as opposed to primary pigment colors) by pressing `R', `G'
- or `B', and then pressing the Up or Down arrow key. If you press
- CTRL-Up or CTRL-Down, the number changes by 4 units, and ALT-Up or
- ALT-Down changes the number by 16 units if you want to move around
- quickly.
-
- While the RGB content fully defines the palette color, there are
- three auxilliary quantities supplied for your convenience which you
- can also edit in place of the primary quantities, namely, Hue,
- Saturation and Luminosity, which range from 0 to 255. The Hue
- measures the location of the color on the spectrum from violet to
- red. The Saturation gives the color's purity, where 255 is the
- purest, and 0 represents grey (washed out). The Luminosity gives the
- brightness of the color. You may wish to edit these instead of the
- RGB numbers directly, because they may better represent the way you
- think about how to relate one color to another. To do this, press
- `H', `S' or `L' and use the Up/Down arrow keys. As you go up or
- down, you will see the RGB numbers change to accomodate a change in
- Hue, Saturation or Luminosity, with the other auxilliary quantities
- held fixed.
-
- You can edit any of the six numbers associate with the color content
- as much as you like. If you like your final result, press `A' to
- accept the redefined palette entry. When you return to your pattern,
- all threads with that color palette number will be displayed with the
- new color. If you don't wish to preserve your palette change, press
- `C' to cancel your changes and leave the entry the way it was.
-
- To change the shade of grey associated with a color number, press `S'
- in the Palette/Shade menu. Then press `B', `D', `G', `L' or `W' to
- associate Black, Dark Grey, Grey, Light Grey or White, respectively,
- with that particular palette entry.
-
- Mouse Functions
- ===============
-
- If you have a mouse with a Microsoft-compatible driver that has been
- loaded before running `WEAVE', you can use it for cursor positioning
- and block commands. Clicking the "left" mouse button in any of the
- three regions will cause that region to become active, and the cursor
- will be positioned at that location. Clicking the "right" mouse
- button in the warp or treadle regions will cause that region to
- become active, and a `copy block' will be defined as the region
- containing the point where the mouse was clicked and the cursor
- location for that region. If a block region is active or defined,
- clicking the left button will also deactivate that region. The
- result is that you can position the cursor and outline copy blocks
- quickly with the mouse.
-
- Auxilliary Functions
- ====================
-
- Title [`T']
- -----------
-
- You can give your pattern a title of up to 60 characters by pressing
- `T'. You will then be prompted for the title. It will be displayed
- on the screen, and appears on all printouts of pattern matrix or
- graphics displays.
-
- Graphics [`G']
- --------------
-
- When the pattern matrix is displayed on the screen in text mode, you
- can generally see only a portion of a complete pattern in the
- remainder of the screen. The graphics mode of `WEAVE' allows you to
- see a much larger portion of the pattern. Press `G' to move to
- graphics mode. The screen will clear, and a menu will appear with
- options for the size of the pattern to be displayed, a print option,
- along with `Q' to return to the pattern matrix screen. The four
- pattern sizes are selected by the function keys
-
- * `F1' : Smallest
-
- * `F2' : Smaller
-
- * `F3' : Larger
-
- * `F4' : Largest
-
- The `Largest' size is comparable to that displayed on the pattern
- matrix screen (text mode). Each successively smaller size has half
- as many pixels for each thread, ending with `Smallest', which has one
- pixel per thread. Since a pixel can only be on or off on the
- monochrome display, shading is achieved by making subpatterns with
- greater or smaller numbers of pixels either on or off. Thus the
- shading will look best in the `Largest' display, while for the
- `Smallest', there will be a shading effect only in an average sense.
- For many applications, `Smaller' and `Larger' (`F2' and `F3')
- represent attractive compromises.
-
- When the graphics display is complete, it waits for a keypress before
- displaying the graphics menu. This allows you to use a `hot key'
- screen capture utility, if you have one, to capture the graphical
- pattern without the appearance of the menu.
-
- You can sometimes speed up the graphical display by pressing
- `ALT-F1'--`ALT-F4'. Under this option, a complete repeat length of
- the pattern is displayed, then rapidly copied to the rest of the
- screen. Only full copies of the repeat pattern are made, so the
- final image may be smaller than when you choose the first method,
- where the computer recomputes the image at every point, but the
- display time is much shorter, especially for `Smallest' size option.
-
- To get a graphics print of the display, press `P'. The image printed
- is 720 x 348 pixels (the size of a Hercules screen) regardless of the
- size of your particular monitor. Black dots correspond to blank
- portions of the screen, and white dots correspond to an illuminated
- pixel (the color of the phosphor).
-
- Press `Q' when you are done with the graphics utility to return to
- the print matrix screen.
-
- Hardware and Defaults [`H']
- ---------------------------
-
- `Hardware' in this case refers to the physical properties of your
- loom. These include the number of shafts, number of treadles, and
- whether the shed is rising or sinking. When you first start `WEAVE',
- the default is four shafts, six treadles and a sinking shed, for
- which X's appear in the tieup region. To change any of these, press
- `H'. You may then select the menu items to change shaft number [S]
- or treadle number [T]. You will be prompted for the number you wish
- (maximum 16 in either case). Pressing `X' or 'O' will toggle the
- shed between rising, for which O's appear in the tieup region, and
- sinking, for which X's appear.
-
- If you wish your modified choices to be the default configuration
- when `WEAVE' starts up again, press `D'. These choices will then be
- saved in a file (WEAVE.HDW). If this file is present at startup,
- `WEAVE' will read it and use those settings instead as the default.
- If you have set the environment variable `WEAVEDIR' to a directory
- path of your choice, `WEAVE' will read and write the hardware
- configuration file using that path. You may always change them at
- any time within `WEAVE', though all pattern information is cleared if
- you change shaft or treadle number.
-
- Size Compatibility Issues
- -------------------------
-
- When copying sequences between regions, it may happen that the two
- regions don't have the same width, say, there are four shafts and six
- treadles. When working with entire regions, the basic rule of thumb
- is that `WEAVE' will always enlarge a region to fit the incoming
- information, if necessary. For example, if you load a treadle file
- with six treadles into a pattern that has only four, then the new
- pattern will have six treadles. No information is lost, but of
- course the tieup region at that point only has four out of six
- treadles connected, so you must supply additional information to make
- this action meaningful. The same idea applies to the square weave
- and pattern flip options described above. For block copying between
- regions, however, no such accomodation is made. For example, if a
- six-treadle block is copied into a four-shaft warp region, sequences
- which refer to numbers 5 and 6 will be blank, and you must supply the
- missing information. If you really want six shafts, then you can
- make that change using the Hardware menu before you copy the block.
-
- If you enlarge the number of treadles or shafts from the Hardware
- menu, no information is lost, but you will have to fill in the empty
- tieup sections to make such a change meaningful. If you reduce the
- number of treadles or shafts, then `WEAVE' will keep what it can, but
- sequences which refer to the now-missing numbers will become blank.
-
- Files [`F']
- -----------
-
- Any pattern or region which you create can be saved as a file, which
- can be retrieved later for further editing or printing. Press `F' to
- get the Files menu. A submenu will appear with the keywords
- `Pattern', `Warp', `Treadle', `TieUp' and `ColorMap'.
-
- To work with a pattern, press `P'. A second submenu will then appear
- with the options `Save', `Load' and `Delete'. To save a pattern,
- press `S'. You will be prompted for a name of up to 8 characters
- (the extension .PTN is added by the program if you do not supply
- one). All pattern size, threading, treadling, shed and shade
- information is saved in the file. To load a file, press `L'. A box
- will appear displaying all files with the extension .PTN. Simply
- enter the desired file name (i.e., without the .PTN extension) to
- retrieve the pattern. A few sample patterns are included on the
- original diskette. To delete a file, press `D'. Follow the same
- procedure as for loading a file, only this time the file will be
- erased.
-
- Warp files contain all information about a warp region. Their file
- names carry the extension .WRP, and they can be saved, loaded and
- deleted in the same fashion as complete pattern files. Treadle files
- carry the extension .TRD and TieUp files the extension TIU. If you
- stay with these extensions, you do not need to enter them when typing
- a file name--the extension is added automatically.
-
- You can also save the palette and shade assignment to the 16 palette
- entries in a file which can be loaded at a later time. For example,
- you may have a single pattern using a particular set of color
- numbers; with several color files, you can reassign the palette
- entries to try various color schemes which together may span more
- than 16 colors. ColorMap (.CLR) files can be saved, loaded or
- deleted in the same fashion as the other types of files discussed
- above, using the Files main menu.
-
- `HELP!'
- -------
-
- To save screen space for the pattern, the only visible options
- displayed are those with submenus, along with the `Quit' option and a
- keypad map, which contains all functions available within `WEAVE'.
- Press `K' to get the first page of the map, and use the spacebar to
- cycle through the map pages, and return to the program.
-
- PROGRAM NOTES
- *************
-
- Program History
- ===============
-
- * 5/89: version 1.0
-
- * 5/90: version 1.1 -- added environment support and file delete
- options
-
- * 5/90: version 1.5 -- added color support and warp/treadle entry
- by number [from Phil Scadden (New Zealand)]
-
- * 11/90: version 1.6 -- fixed file naming bug, added CTRL/ALT
- keypad functions, added mouse support
-
- * 12/90: version 1.8 -- added various block manipulation and color
- substitution features; added separate file options for each region
-
- * 1/91: version 2.0 -- added palette/shade editing functions;
- added fast graphical display option
-
- Some of the patterns in the distribution are taken from The
- Handweaver's Pattern Book, by Marguerite Davidson.
-
- For any other questions or comments, I can be reached at the e-mail
- address below.
-
- `WEAVE' may be freely distributed, or distributed for a nominal
- copying/mailing fee, but may not be sold for profit. `WEAVE' carries
- no warranty, and the author assumes no liability in its use.
-
- Brad Keister
- keister@poincare.phys.cmu.edu (internet)
- keister%poincare.phys.cmu.edu@CARNEGIE (BITNET)
-