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-
- 'Personal Paint 6.4 - 0. Manual Supplement'
-
- 0. User Guide Supplement
-
- 1.2 System Configuration
- 1.3.5 Virtual Memory
- 1.9.4 Gadgets
- 1.10.4 The <Shift> Keys
- 1.12 Configuring and Loading Personal Paint
- 1.13.1 Automatic Installation: The InstallPPaint Program
- 1.14 External User Interface Files
-
- 2.7 Personal Paint for Authors
-
- 3.1.2 The Painting Tools
- 3.1.3.2 The Font Requester
- 3.1.4.3 Transparency Effects
- 3.1.4.4 Alpha Channel
- 3.1.4.5 Stereograms
- 3.1.4.5.1 How to Create a Stereogram
- 3.1.4.5.2 Viewing Stereograms
- 3.1.9 Clear
- 3.1.10 Undo
- 3.2 Moving Around
- 3.4 The File Requester
-
- 4.1 Load Image
- 4.3 Print Image
- 4.3.2.1 Dithering
- 4.3.2.4 Shade
- 4.3.2.8 Color Correction
- 4.5 Image and Screen Format
- 4.8.<3 Copy Animation
- 4.10 Information
- 4.10.1 Project Information
- 4.11 Memory Information
-
- <6. The Animation Menu
- <6.1 Load Animation
- <6.2 Save Animation
- <6.3 Play File
- <6.4 The Storyboard
- <6.5 Free Animation
- <6.6 Animation Frames
- <6.6.1 Move to Frame
- <6.6.2 Add Frame
- <6.6.3 Optimize Frames
- <6.7 Play Animation
- <6.8 Animation and the Other Program Functions
-
- 7.1 Palette
- 7.2.3 Edit Stencil
-
-
- <8. The Macros Menu
- 8.<3 Memory Management
- 8.<3.1 Virtual Memory
- 8.<3.2 Undo History
- 8.<3.3 Emergency Closing of Workbench Screen
- 8.7.2 Pattern Dithering
- 8.7.4 Best Quality
- 8.8.6 System (ASL)
- 8.9.4 Original
- 8.<13 Graphics
- 8.<13.3 Smooth Move
- 8.<13.4 Be Square
- 8.14 Backfill
-
- 9.3 HP DeskJet Drivers
- 9.4 JPEG DataType
- 9.5 Fonts
-
- A. Program Messages
-
- B. Command Shortcuts
-
- C.1 Program Settings
- C.2 Environment Settings
- C.3 Read-Only Settings
-
- 0. User Guide Supplement
-
- Since the publication of the original User Guide, Personal Paint has gone
- through major improvements. We thank all users of Cloanto products for
- their support and feedback.
-
- This supplement describes new program features. Sections are ordered as
- they appear in the original manual and in the software menus (a '<' sign
- is used to mark section numbers which have been inserted between existing
- sections).
-
-
- New features of Personal Paint include:
-
- Animation (featuring a storyboard, superior compression, multiple
- palettes, frame-by-frame timing, ANIM-5/7/8 and hybrid formats, etc.)
-
- Sophisticated "behind the scenes" memory management, including virtual
- memory (swaps inactive image data to Fast RAM and disk storage) and
- multiple levels of undo and redo
-
- New, faster image processing effects, including transparencies, alpha
- channel and single image stereograms (both SIRDS and custom pattern
- stereograms, as in "Magic Eye")
-
- Support of Retargetable Graphics (display cards like the Picasso, Retina,
- Piccolo, Rainbow, EGS, Talon, Cybergraphics etc.)
-
- Animation on RTG display cards (with or without double-buffering)
-
- Direct, high quality 24-bit printing (Color and Black & White) and
- interface to third-party software such as Studio Print Server
-
- Professional and fast modes for converting 24-bit pictures (IFF, PNG, PCX,
- PBM etc.) to 256 colors or less
-
- HAM, HAM8, Picasso and Cybergraphics 24-bit viewer active during color
- reduction
-
- First paint program worldwide to support the new PNG (Portable Network
- Graphics) file format
-
- External input/output modules (loaders and savers) for easy extensions and
- upgrades. Modules for IFF, PNG, PCX, PBM, Amiga DataTypes and several
- others are included. GIF module is available from public domain sources.
-
- Support and editing of IFF, PNG and GIF project annotations (Author,
- Copyright and Comment fields, plus Amiga filenotes)
-
- Autoscroll painting
-
- Workbench Application Icon (Drag and Drop)
-
- ASL-compatible file requester
-
- More power through machine language code: the software is in part up to
- 500% faster
-
- "New Look" user interface
-
- A collection of utilities, including color fonts, new DeskJet printer
- drivers (up to four inks) and JPEG DataType
-
-
- 1.2 System Configuration
-
- On systems having only one Mbyte of total RAM, newer versions of the Amiga
- operating system (e.g. version 3) and certain custom software and hardware
- configurations (e.g. permanently resident utilities or multiple floppy
- disk drives) occupy more memory than the original system configuration,
- and may leave insufficient free memory to run Personal Paint. If this is
- the case, an attempt should be made to install Personal Paint to hard disk
- or floppy disk with the "decompress" option of the installation procedure
- enabled (section 1.13.1). The decompressed version of the software uses
- more disk space, but requires less RAM during loading. In general, 1 Mbyte
- systems benefit more by an inexpensive RAM expansion than by an upgrade to
- a newer and more memory consuming operating system.
-
-
- 1.3.5 Virtual Memory
-
- The term "Virtual memory" is associated with the ability to address a
- storage space much larger than the RAM normally available on the computer.
- Personal Paint can use both Fast RAM and/or disk space to store image data
- which would normally occupy a more "precious" type of RAM (e.g. Chip RAM).
- Provided that enough Fast RAM and/or disk space are available, Personal
- Paint can temporarily move all unused items to a secondary storage
- location. The main items which may be moved are: images, animations,
- brushes, transparency and stencil planes, storyboard, environment and
- brush undo buffers. Personal Paint only moves an object to virtual memory
- if it is not "active", that is, the item must not be currently displayed
- or processed. Enough Chip memory must still be available for the current
- screen, the current image (or animation frame) and the current brush.
- Functions such as Color Merge may temporarily need to access more
- objects.
-
- The Memory Information requester (section 4.11) indicates the amount of
- virtual memory currently in use and allows the user to manually move data
- to virtual memory.
-
- The Settings menu gives access to the Memory Management requester (section
- 8.<3), which allows the user to switch RAM and/or disk based virtual
- memory on or off.
-
-
- 1.9.4 Gadgets
-
- Underlined characters indicate keyboard shortcuts to gadgets. Additional
- new features are described in section 1.14 (External User Interface Files)
- and appendix B (Command Shortcuts).
-
-
- 1.10.4 The <Shift> Keys
-
- Section 8.9.3 describes how to use the <Shift> key to create Workbench
- icons in up to 256 colors. Section <6.8 explains how to use <Shift> to
- apply a single color palette when color-reducing an animation. If <Shift>
- is held down while an animation file is dragged and dropped over the
- Personal Paint application icon, the file will be only played, and not
- loaded.
-
-
- 1.12 Configuring and Loading Personal Paint
-
- The program disk is no longer bootable. Wide diffusion of different, new
- versions of the Amiga operating system on different machines made it
- impractical to use Workbench 1.3 as a common denominator to boot on all
- systems. Optional additional disks may still be used to store picture and
- animation files. The install routine can copy these to the hard disk as
- requested.
-
- Personal Paint fully supports Amiga Application Icons (drag and drop).
- This means that whenever the program is loaded on a system running at
- least version 2.0 of the operating system, a small "PPaint" icon (AppIcon)
- appears on the Workbench (the text under the icon also indicates the name
- of Personal Paint's ARexx port). The program automatically loads any image
- and animation files dragged and dropped over the application icon. If
- <Shift> is held down while an animation is dropped over the icon, the
- animation is only played - not loaded. A simple double-click on the icon
- brings Personal Paint to the front of all screens.
-
- The "PPaint:PPaint_Icons" drawer contains additional icon description
- files, which can be modified by the user: "def_AppIcon", "def_Drawer", and
- "def_Animation".
-
- While "PPaint:PPaint_Prefs" remains the default location for storing
- settings files, during startup Personal Paint also scans the "ENV:PPaint"
- drawer (if it exists). Any files stored in "ENV:PPaint" have a higher
- priority than those in "PPaint:PPaint_Prefs".
-
- The use of Amiga environment variables is especially useful when it is not
- possible to write to the application storage medium, for example if
- Personal Paint is run from a CD-ROM. To make these changes persist after
- the computer is reset, they must be stored in "ENVARC:PPaint".
-
-
- 1.13.1 Automatic Installation: The InstallPPaint Program
-
- The Amiga Installer program is used to install the software.
- Context-sensitive help is available on-line by pressing the <Help> key.
-
-
- 1.14 External User Interface Files
-
- All user interface pictures (tools, gadget images, etc.) are stored in a
- separate and editable file named "UIGraphics.pic" (inside
- "PPaint_Prefs").
-
- The file may be stored in PNG format to reduce disk occupation. For faster
- program loading after hard disk installation, it can be loaded as a brush
- and saved again using the IFF-ILBM format.
-
- The user interface text files (UIText.xxx) contain a version number, used
- to identify the release version of the text file. This number is read by
- Personal Paint, and should normally not be changed by the user.
-
- The underscore character can be used in sections TXW (window texts) and
- TXG (gadget texts) of the user interface text files. The character
- following the underscore will be underlined and used as a keyboard
- shortcut, in accordance with the Amiga user interface specifications.
-
- Supported gadget types are: cycle gadgets, checkboxes, sliders, listviews
- (scrollboxes) and action gadget texts (e.g. "_OK").
-
- When input by the user, lower case letters are treated differently than
- capitals in cycle gadgets, proportional gadgets and listviews. The former
- force the gadget to "go forward", while the latter make it "go back". In
- other gadget types, upper and lower case letters are treated as
- identical.
-
- Due to the new Animation features, more menus have to share the same
- horizontal screen space. The underscore character can be used to indicate
- where a menu title text can be abbreviated (this may be necessary when
- using low-resolution screen modes). For example, the program could
- abbreviate "Anim_ation" to "Anim.", should this be necessary. Otherwise,
- the menu would be displayed normally ("Animation").
-
-
- 2.7 Personal Paint for Authors
-
- Personal Paint offers a unique range of features designed for authors of
- artwork to be distributed on computer files. In this section, we would
- like to share with you some of the experience collected by leading
- artists. We also explain some of the settings we at Cloanto prefer in our
- own configurations.
-
- An image or an animation created with public distribution in mind requires
- some considerations which are normally not relevant when a file is used
- only on the author's computer.
-
- As the public grows wider, compatibility becomes an issue: the image or
- the animation may have been created using a screen mode different than
- what a viewer may have available. Some (especially older) picture and
- animation players had limitations and bugs, and it could be interesting to
- have access to a range of options designed to prevent potential
- difficulties before they become a problem for end users.
-
- Associating information such as author, copyright, and other comments to
- files is usually appreciated both by authors and by the public (as well as
- by possible publishers). Also, there should be no difficulties or
- formalities in distributing the icons created by the art application, or
- even replacing these with new default icons. Both the icons and the image
- file should be product-neutral (no hidden advertising texts inside the
- file). After more than six major versions, Personal Paint offers
- experienced answers to these and many more requirements.
-
- Most computing platforms use display modes made of square pixels (i.e. an
- X/Y ratio of 1, as on the Macintosh, or on the PC's VGA) as a standard.
- This means that the pixels are exactly as tall as they are wide. To be
- round, a circle drawn on such a screen would be as wide (in pixels) as it
- is tall. Not so on the Amiga. The original non-interlaced Amiga modes had
- a ratio close to 0.5 (so-called "tall-pixels"). A "round" circle could be
- 10 pixels on the X-axis and 5 pixels on the Y-axis. Most artists prefer to
- work with square pixels. Yet even here there is no exact match on the
- Amiga. PAL and NTSC screen modes, for example, have pixels of slightly
- different ratios. Before it draws a circle, Personal Paint queries the
- Amiga Display Database to obtain information on the ratio. For example,
- the Display Database could tell Personal Paint that a "round" circle must
- be 10 pixels wide and... 9 pixels tall. This is not what most artists
- want. Rather than working with similar approximations, at Cloanto we
- prefer to activate the Square Pixels option (section 8.<13.4). This
- ensures that the resulting images appear correctly when viewed using 1:1
- pixels, regardless of the screen mode in which the image was created.
-
- Normally, when storing an image in formats such as IFF-ILBM, information
- about the current screen mode is also saved. When the Amiga was first
- released, associating a screen mode to an image allowed simple viewer
- applications to quickly open a screen of the same type as the one used by
- the author. At that time, options were limited: screens could be either
- low resolution or high resolution, interlaced or non-interlaced. These
- were common to all Amigas. Minor difficulties would result from images
- crossing the oceans separating PAL from NTSC video modes. Today, there are
- not only different generations of Amiga display hardware, but even
- third-party graphics boards. Even users of identical Amiga computers may
- have installed different Monitor files on their systems (section 10.4).
- Furthermore, applications became more intelligent: Personal Paint, for
- example, excels in automatically picking the best available screen mode to
- display an image.
-
- Over the years, associating default screen modes to pictures has become
- more dangerous (the default may not be available, or viewable, on the
- user's machine) and less necessary (software is more intelligent). At
- Cloanto, we now prefer to store all images without associating a default
- screen mode to the file. To switch this option, open the Options window in
- the Save Image requester (section 4.2) and clear the Screen Format
- setting. File formats which cannot save screen mode information (e.g. PBM)
- do not have this option.
-
- Animations require some additional attention. In accordance with the
- different Amiga ANIM specifications (standards for animation file
- formats), a default screen mode must be specified in the file. Personal
- Paint and the most used Amiga animation players are capable of overriding
- this information when loading an animation, and can automatically select
- an appropriate screen mode just as Personal Paint does for images. This is
- necessary, for example, when an animation's default mode is not supported
- on the computer where the animation is to be played. Nevertheless, when an
- animation is saved, the current screen mode is always stored with the
- animation. At Cloanto, we have decided to associate "DblPAL" screen modes
- to the animations we create and distribute. These screen modes are
- supported by all AGA machines, and can be displayed on VGA monitors not
- supporting 15 kHz modes. Furthermore, the pixel X/Y ratio of PAL is closer
- than NTSC to 1, which is preferred by most artists. The AGA chip-set is
- very common among the more active Amiga users. Yet even if the end user's
- machine does not support DblPAL, the animation can be displayed in other
- screen modes (the screen mode information is only a hint required by the
- ANIM standard, not an imperative for applications).
-
- Users of original and ECS Amiga chip-sets, as well as users of some
- display cards such as the Picasso II should consider another issue: color
- resolution. AGA allows users and applications to define and set colors
- using 8 bits per color component (red, green and blue). This is 24 bits
- (or 256 gray-levels, or more than 16 million different
- color-combinations). Older Amigas only support 4 bits per component (i.e.
- 16 gray-levels, or 4096 colors). The Picasso II uses 6 bits per component
- (64 gray levels, or 262 144 colors). This means that on some systems
- colors cannot be defined with the precision possible on AGA (e.g. on the
- Amiga 1200 and 4000), for example. Users of Personal Paint can quickly
- check the color resolution of their system by displaying the Palette
- requester (section 7.1.3) and setting any color-slider to the maximum. The
- numerical value indicates the precision of the system (e.g. a maximum
- level of 15, 63 or 255 would indicate that the system supports 16, 64 or
- 256 levels for that color component).
-
- When a palette is loaded on a system with a lower color resolution, a
- majority of colors is likely to "snap" to coarser levels. If the image is
- then saved again, a loss of data may occur. As an artist, you may want to
- make sure that the colors you see on your system will be loaded and
- represented the same way by an older Amiga. Or, even if you do not own a
- system capable of handling 8 bits per color component, you may need to
- edit images in that resolution without losing precision. Personal Paint
- offers a solution to all these requirements, by allowing the user to
- manually set the color precision (number of bits per color component).
- Even if this is different (higher or lower) than what is supported by the
- system, Personal Paint can use a custom value for all processing,
- overriding the Amiga defaults. As explained in section C.3, when the
- program settings REDBITS, GREENBITS and BLUEBITS are set to 0, Personal
- Paint uses the maximum color resolution supported by the video device
- currently used. This is the program's default. Other values, however,
- force Personal Paint to use specific numbers of bits per color component.
- For example, setting all three values to 8 allows for precise editing of
- AGA-resolution palettes even on ECS or Picasso II systems.
-
- At Cloanto, where we work with different Amiga computers and graphic
- boards, we manually set REDBITS, GREENBITS and BLUEBITS to 8 in our own
- startup files. If you have an AGA computer and you only work in AGA screen
- modes, you should not need to set these values yourself (by default this
- is taken care of by Personal Paint), unless you want to emulate a coarser
- color resolution.
-
- When we save an image, at Cloanto we use the IFF-ILBM format if the image
- is mainly for Amiga distribution. The options we normally set are:
- compression active, no screen format information. IFF-ILBM is the most
- supported Amiga image file format, and also offers excellent loading and
- saving times (e.g. viewers are faster), but its compression is not as good
- as in other formats (i.e. the files are longer). When space is really
- tight and excellent compression is a priority, we use PNG (options:
- compression level 9, no progressive display, automatic mode enabled).
- Setting a PNG compression level higher than 6 slightly improves
- compression, but considerably slows down the compression procedure. PNG is
- also our format of choice when the images are to be read by other
- computers. We used to prefer GIF for cross-platform distribution, but
- GIF's popularity was suffocated at the end of 1994, after Unisys
- Corporation began demanding royalties for software reading and writing GIF
- (and TIFF/LZW) files. When we write images to be used on an Amiga CD-ROM,
- we sometimes prefer another format: uncompressed IFF-ILBM (no compression,
- no screen format information). This can generate quite long files, but on
- a CD-ROM space is usually not a problem. Due to the minimum software
- overhead, uncompressed IFF-ILBM files can be loaded considerably faster
- than other formats, especially on slower machines.
-
- When we write animations, at Cloanto we usually store them in ANIM-5
- format. This is the most supported standard for Amiga animation files. It
- also offers good compression. ANIM-7 files can be processed faster,
- although they are not compressed as well and are not as widely supported
- as ANIM-5. We use ANIM-7 for 256-color animations, and sometimes to store
- all types of animations on CD-ROM, when we know that an ANIM-7 viewer is
- available (e.g. Personal Paint). Very rarely, when a disk is really
- packed, we store animations in the ANIM-5+7 format. When this format is
- used, Personal Paint decides whether to use ANIM-5 or ANIM-7 on a
- frame-by-frame basis, depending on which format yields the best
- compression. This adheres to the ANIM specifications, but requires that
- the software loading the animation can handle both ANIM-5 and ANIM-7. We
- never use ANIM-8. It is neither as popular nor (in general) as good as
- ANIM-7.
-
- Quite often, at Cloanto we use Personal Paint to optimize old animations
- (use of the Optimize Frames command is explained in section <6.3) before
- saving them again. This alone can halve the size of certain animation
- files. Some older and not very popular animation viewers do not support
- frame-by-frame timing. In this case, the Optimize Frames command cannot be
- used. These same programs usually also do not support more than one color
- palette per animation (introduction to chapter 6). Personal Paint marks
- these palettes with three dots under the associated frame in the
- storyboard (section <6.4). At Cloanto, we use frame-by-frame timing and
- multiple palettes without concerns, since neither of the limitations
- described here is an issue with the most recent and the most used Amiga
- animation viewers.
-
- A few other options can affect the animation format. Before the animation
- is saved, we make sure that the current screen mode is the one that we
- want to associate to the animation (see explanation in this same
- section).
-
- Some older programs have a bug which does not allow them to handle certain
- types of properly-written ANIM files. DPaint (up to release V) is one of
- these programs. When compatibility with these applications is important,
- we disable the Full ANIM Optimization option (section <6.2).
-
- As an author or publisher of an image or animation, you may want to
- fill-in the Author, Copyright and Annotation texts, which are supported by
- most file formats (section 4.10.1). You could put your name as the Author,
- and something like "Copyright © [Year of first publication] [Your name] -
- Freely Distributable" in the Copyright text. The Annotation could include
- a postal or E-mail address. Personal Paint allows for this information to
- be easily edited at any time. Empty fields are not saved, and do not
- occupy any space in the file.
-
- On the Amiga, Workbench icons are usually associated to files. Personal
- Paints can save images and animations using the default icons stored in
- the "PPaint:PPaint_Icons" drawer. These icons also determine the Default
- Tool, which is the program which will be loaded when the file is
- double-clicked on. If you like the icons which come with Personal Paint
- (they are freely distributable), you can leave them as they are, or
- perhaps you may want to change the default tool, for example by putting
- "VT" instead of "PPaint:PPView". This can be set with the Workbench
- Information command. PPView is a short program which uses Personal Paint
- as a viewer (it loads Personal Paint, if it is not already loaded). Please
- be careful not to Snapshot (Workbench command) the icons inside
- "PPaint:PPaint_Icons" to a fixed position. When dropping a new default
- icon inside the drawer, select the Workbench UnSnapshot command.
-
- At Cloanto, we usually set the Icons option to Original (section 8.9.4).
- This instructs Personal Paint to write the usual default icons, unless the
- file already has a different icon, in which case the icon is not
- modified.
-
-
- 3.1.2 The Painting Tools
-
- While a mouse button is held down (e.g. to define a brush), cursor keys
- can be used to scroll the image, and Magnify Mode can be switched on and
- off using the keyboard shortcut (default = <m>). In animation mode, it is
- possible to switch to the previous or next frame while a painting tool is
- in use.
-
-
- 3.1.3.2 The Font Requester
-
- A second scrollable list contains the different sizes and attributes
- available for the currently hilighted font. The sample text can be dragged
- and scrolled with the left or middle mouse button.
-
- Like in the file requester, the mouse can be dragged over the list box
- (which is automatically scrolled) to highlight one item after the other.
-
- A cycle gadget allows the user to quickly switch among three different
- font paths: "FONTS:", "PPaint:fonts" and a user-defined custom path.
-
-
- 3.1.4.3 Transparency Effects
-
- Personal Paint has two image processing effects which can be used to
- achieve different levels of transparency when copying one object over the
- other: Environment Transparency and Brush Transparency. Brush Transparency
- includes a special alpha channel mode.
-
- In all cases, the current image is always the one which is modified by the
- effect (i.e. it is the target image). Environment Transparency uses the
- other environment as the source, while Brush Transparency uses the current
- brush (and the following brush, in alpha channel mode). Brush Transparency
- feels more intuitive after toggling the Image Processing tool on the
- toolbar to the third position (brush mode, section 3.1.4). Using the
- mouse, the brush can then be "pasted" over the image, with a variable
- degree of transparency. If the brush image processing mode is combined
- with the Environment Transparency, it is possible to create a "Rub
- Through" effect, as if a brush-shaped hole perforated the current image,
- making it possible to look into the other environment. This is one of the
- predefined effects, and is great for progressively bringing up details in
- animations.
-
- Since transparency effects tend to create a lot of new colors, it is
- recommended to activate the "F-S Error Diffusion" option in the Filter
- Selection requester. Like all other effects, the predefined filters can be
- modified, and new filters can be defined. The Kernel and DivFactor
- parameters of the filter are ignored, while Bias is used to adjust the
- degree of transparency of the source image (-1 = alpha channel mode, 0 =
- complete transparency, 255 = no transparency). The Rub Through effect has
- Bias set to 255 (i.e. the source image is copied over the destination
- image "as is"). The Bias DX and DY values specify the horizontal and
- vertical transparency transition, as described for other filters (e.g.
- Light-Dark Oblique Gradient).
-
- The alpha channel is a special feature which is only available with Brush
- Transparency effects. The alpha channel mode is activated by setting the
- Bias value to -1, and requires two consecutive brushes rather than one. In
- this mode, the degree of transparency of each pixel in the brush is a
- function of the brightness of the corresponding pixels in the second
- brush, rather than being defined by the plain Bias value. The additional
- transparency information provided by the second brush is called alpha
- channel. This data is very useful, for example, to create and manipulate
- images which must remain antialiased regardless of the background. White
- pixels in the second brush correspond to complete opacity, while black and
- undefined pixels indicate full transparency.
-
-
- 3.1.4.4 Alpha Channel
-
- The alpha channel is a special feature which is available with Brush
- Transparency effects. The alpha channel mode is activated by setting the
- Bias value to -1, and requires two consecutive brushes rather than one. In
- this mode, the degree of transparency of each pixel in the brush is a
- function of the brightness of the corresponding pixels in the second
- brush, rather than being defined by the plain Bias value. The additional
- transparency information provided by the second brush is called alpha
- channel. This data is very useful, for example, to create and manipulate
- images which must remain antialiased regardless of the background. White
- pixels in the second brush correspond to complete opacity, while black and
- undefined pixels indicate full transparency.
-
- Example. Suppose you want to paste down a brush which is solid in the
- center and gradually becomes more transparent towards the edges. The alpha
- channel brush would reflect this and can be created using a gradient fill,
- white in the center fading to black around the edges.
-
-
- 3.1.4.5 Stereograms
-
- What is a single image stereogram? It is a single picture containing
- different information for the left and right eye. When the eyes look at
- the picture "normally", the hidden clues cannot be recognized. However,
- when each eye looks at a different spot on the picture (which is what
- happens when the eyes pretend to look at an object positioned before or
- beyond the picture), after some adjusting, matching patterns can be
- recognized. Acting on eye convergence and divergence, the differences in
- the pattern provide the brain with depth information.
-
-
- 3.1.4.5.1 How to Create a Stereogram
-
- To generate a stereogram, you need to use both program environments: one
- to provide depth information and one to render the actual stereogram.
- Stereogram animations are also possible. If you select the Pattern
- stereogram type (SIPS) instead of the Random Dot type (SIRDS), you need to
- store a tile-pattern in the current brush.
-
- In single image stereograms, the "hidden image" is defined by different
- levels of depth. The 3D image does not have its own colors: it consists of
- depth information only. It does however inherit the texture of the
- "container" image, where very creative combinations of colors and patterns
- can be used. In the pattern type of stereograms, for example, a pattern
- can be used to create a forest or a sea, where the 3D shapes can be
- concealed.
-
- Depth information is provided by shapes drawn in different levels of gray.
- Simple shapes are normally easier and quicker to recognize. If text needs
- to be written in the hidden image, sans-serif, extra bold type is usually
- more readable. Black indicates the "most elevated" (closest) level, white
- corresponds to the "deepest" (farthest) level, while "flatness" is
- associated to a 50% gray (in the Palette requester: H=0, S=0, V=50%). This
- is the level which is not distorted when using pattern stereograms. Note
- that "front" and "back" are subjective, and can be reversed depending on
- the technique used for viewing the image: cross-eyed or parallel style.
-
- Extreme depths, such as those associated to black and white, are not
- necessarily the easiest to recognize. To the contrary. Highest quality is
- usually provided by intensities closer to medium levels of gray.
-
- For a quick test, draw a black box on a 50% gray background. Then go to
- the other environment, choose an appropriate screen mode (having the same
- size as the screen containing the black box) and color palette, select
- Image Processing from the Project menu and select one of the Stereogram
- filters. SIRDS (Random Dot Single Image Stereograms) are constructed using
- random dots, whereas SIPS (Single Image Pattern Stereograms) use the
- current brush to create a pattern. Personal Paint will render the
- stereogram in the current environment. Different variants of predefined
- filters are provided: High Quality filters produce stereograms which are
- easier to recognize, whereas the More Levels filters are capable of
- rendering more detailed depth variations (up to 256 levels, associated to
- gray shades ranging from white to black).
-
- The pattern used for SIPS stereograms should be as "fractal" as possible.
- Smooth color transitions and wide areas of the same color should be
- avoided. The more color-information per unit of length, the stronger the
- illusion will be. Since the patterns are slightly distorted to render the
- stereogram, patterns which are naturally irregular (such as leaves, waves,
- grass, marble, etc.) tend to be more suitable than other (more
- geometrical) shapes. Of course it is possible to retouch the resulting
- stereogram, or paste it into another picture, to create something like a
- beach with a shark hidden underwater.
-
- Help symbols can be placed automatically on stereograms. By default, these
- are constructed by drawing small squares on top of the image, but they can
- easily be replaced by pasting a custom brush over the square. For
- convenience and maximum accuracy, the squares have an odd pixel size, so
- that in Magnify mode the brush handle can quickly be positioned over the
- central pixel of the box.
-
- Technically, stereograms are created by constructing vertical columns of
- almost identical patterns. When the eyes are crossed or widened as
- required to view single image stereograms, each eye focuses on a different
- column. The difference between the repeated patterns is very similar to
- the difference perceived by the eyes when looking at an object in the real
- world. What makes stereograms particularly interesting from a scientific
- point of view is that perspective information is not required at all. In
- fact, people who normally rely on perspective rather than on eye
- convergence to calculate distances have more difficulties than others when
- viewing stereograms.
-
- The wider the pattern (i.e., the columns), the greater the perceived
- distance. Too narrow or too wide patterns should however be avoided, since
- the resulting stereograms are not easy to view (the eyes must be able to
- cross or widen enough, so that two consecutive patterns overlap).
-
- The width of the pattern is determined either by the brush width (SIPS
- stereograms) or by other filter settings (section C.1). In case of SIPS,
- the current environment should have the same color palette as the brush.
- For stereograms about as large as a VGA computer screen, 8 columns should
- provide a good quality/contrast compromise. This means that for SIPS
- stereograms the brush width would be 1/8th of the screen width, in pixels.
- Of course a brush can contain a pattern which is already repeated two or
- more times in the brush itself.
-
- The stereogram cannot render any information in the far left and right of
- the image. This is because there can be no overlapping of patterns when
- one eye approaches the left or right edge, since the other eye would look
- outside the image.
-
- The complexity, and most of the compromises of computer generated
- stereogram generation are caused by the fact that each column forms a pair
- with both the column to its left and the one to its right. When all this
- information is overlapped, shadows and echo effects may appear. Personal
- Paint's filter settings (section C.1) provide different options to finely
- tune the creation process. For example, where "ghost" outlines result from
- very sharp changes in elevation (more likely to occur in SIPS than in
- SIRDS), flattening the image, increasing the Quality value or activating
- the Echo Suppression option should help. Echo Suppression works by using
- random stripes of the pattern as necessary. As a side effect, the hidden
- shapes may emerge in the final image.
-
- For very small stereograms (e.g. thumbnail format), a High Quality SIRDS
- style with high contrast image colors (e.g. black and white) could be the
- best choice, if ease of recognition is a priority.
-
- For stereo-animations, SIRDS are usually preferred to SIPS, because large
- patterns changing position from frame to frame would disturb the viewer.
- Section C.1 explains how to change the random seed for SIRDS, or
- automatically use a new seed for each stereogram. One may think that a
- constant animation background (as could be provided by using positive
- BiasDx values) would help recognition of animated stereograms. In most
- cases, practice has proven the opposite to be true: if the random seed
- does not change from one frame to the other (and thus the pattern remains
- constant), the brain becomes able to concentrate on the "tricks" employed
- to render the stereogram. So it is better to use negative values (i.e.
- "noisy" background). In any case, creating an animation using a positive
- random seed value remains an interesting experiment.
-
-
- 3.1.4.5.2 Viewing Stereograms
-
- Important: Single image stereograms have recently become very popular
- through posters and best-selling books (e.g. "Magic Eye", "Stereogram" and
- "3D Wonderland" series). Personal Paint uses some of the most recent and
- effective stereogram generation techniques, although the first papers
- dealing with this subject have been published more than 30 years ago.
- Since stereograms were first used for scientific visualization and in
- medical tests, research has been conducted on potential side effects of
- humans viewing such images. Not only have no harmful effects been
- discovered, but the techniques used for viewing single image stereograms
- are also sometimes employed for eye training. While even reading a
- textbook may cause eye strain and mental fatigue, we believe that it
- remains prudent to consider that crossing eyes, merging two different
- views into one and separating focusing from convergence are all actions
- which do not occur frequently in a natural environment. People with
- ametropia (e.g. hypermetropia or astigmatism) may tire more easily when
- viewing these images. Also, some optometrists have advised that people
- with autonomic ataxia and those at the beginning of farsightedness caused
- by age should avoid attempting naked eyed 3D viewing.
-
- While other methods use polarized light or colored glasses to separate the
- images, single image stereograms can be seen by focusing on a point which
- is either between the eyes and the picture (cross-eyed style), or much
- farther away than the picture (parallel style). Some stereograms can be
- seen in one of the two styles only.
-
- Most stereograms have two reference symbols on top of the picture, to ease
- proper adjusting. When you stare at the page out of focus, the two symbols
- may appear as four. This is because the eyes do not converge on the same
- image, and thus see "double". Now slowly adjust your eyes until the two
- inner symbols overlap, so that you see a total of three symbols. This is
- the appropriate convergence to see the stereogram. Slowly move your eyes
- downwards. You should soon begin to recognize some shapes, which your eyes
- will be able to focus on. The process can be initiated, for example,
- either by bringing a finger close to your eyes and moving it, or by
- imagining to concentrate on something very distant (e.g. mountains or
- clouds), or by putting the picture to the nose, and then slowly moving it
- forward, leaving the eyes unfocussed. It is very important that the page
- be perfectly flat and horizontal. All edges should have about the same
- distance from your face. Try and resist the temptation to focus on the
- monitor (or paper). Once the brain begins to merge the two images,
- focusing will slowly follow automatically.
-
- Some people experience more difficulties than others when seeing a
- stereogram for the first time. Here is what William C. Haga had to say on
- the Internet: "Being one who has used wide-eyed vision on chain link
- fences ever since I was a kid, I was able to see the images right away.
- But I've had difficulty explaining the technique to friends. Today I had
- the latest Games magazine with me at my parents' house. Games is running
- another contest using SIRDS, so there are three in the latest issue. This
- time I thought of the reflection idea. So I opened mom's china cabinet,
- put the magazine against the glass in the door, and told mom to keep
- looking at her own reflection in the glass until the image appeared. It
- took less than thirty seconds. When she saw the 3D train engines, I was
- subjected to a squeal of delight that I hadn't heard from her for a long
- time..."
-
-
- 3.1.9 Clear
-
- When the Clear tool is selected with the right mouse button, the Clear
- Frames r requester appears. This allows the user to clear (without
- removing) one or more Animation frames.
-
-
- 3.1.10 Undo
-
- The Undo tool allows the user to move backwards and forwards through the
- history of changes applied to the image and to its color palette.
-
- Clicking on Undo with the right mouse button performs a "redo". The
- maximum number of changes which can be undone (undo levels) is limited
- only by the available RAM and hard disk space, and can be finely tuned in
- the Memory Management requester (sections 1.3.5, 8.<3.2 and C.1).
-
- The use of Personal Paint's multi-level undo feature is not limited to
- experimenting and correcting mistakes. For example, it may sometimes be
- useful to go back a few levels only to copy a piece of an older image with
- the Brush tool, and then paste the brush on the current image. Copying an
- area with a brush does not affect the chain of undo levels.
-
- The undo buffer can be freed either by pressing <Ctrl-u>, or by clicking
- on the dedicated gadget in the Memory Information requester (section
- 4.11), or by selecting the Clear tool twice. This is an extremely useful
- way of making some memory available in critical conditions.
-
- The Brush and Color Palette menus have Restore functions which provide for
- additional undo capabilities (sections 5.5 and 7.1.6).
-
-
- 3.2 Moving Around
-
- The image can be scrolled to the end of the page by holding down the <Alt>
- key while the cursor keys are used.
-
-
- 3.4 The File Requester
-
- The mouse can be dragged over the list box (which is automatically
- scrolled) to highlight different items. Only the last item is selected.
-
- One unified list, associated to a single gadget (or to a click on the
- right mouse button), includes both logical and physical device and
- assigned names. The list ends with a pre-selection of the full paths whose
- contents is already loaded by other file requesters in the same program.
- For example, if a brush needs to be loaded from the same path already used
- to load an image, from the "Load Brush" file requester it will be
- sufficient to click on the right mouse button and click again on the
- appropriate entry at the end of the list box.
-
- The Delete gadget can be used to delete files and (empty) directories. A
- new directory can be created by extending the Path string (e.g. by editing
- "Pictures:" into "Pictures:Space"). "def_Drawer" is installed in
- "PPaint:PPaint_Icons" in order to allow the program to associate a
- Workbench icon to the drawers which are created.
-
- All file requester paths can be saved as default paths in the program
- settings files. These configuration options are explained in detail in
- appendix C.
-
-
- 4.1 Load Image
-
- Recognition of previously supported file formats has been improved. State
- of the art color quantization and reduction algorithms have been employed
- to load 24-bit images and transform them into images having 256 or less
- colors. The quality of the resulting 256-color images is not easily
- distinguishable from a 24-bit display. The selected Dithering option
- (section 8.7) is taken into account by the new 24-bit procedures
- (Floyd-Steinberg gives best quality, whereas Pattern Dithering combines
- good quality with high speed).
-
- HAM and HAM8 are processed by the program as 24-bit images (just as
- 24/48-bit PNG, IFF24 and PCX24). Personal Paint also uses the DataType
- loaders supported from version 3.0 of the Amiga operating system.
-
- Personal Paint excels in handling HAM, HAM8 and 24-bit images and
- transforming them into color-indexed pictures (up to 256 colors). During
- this high quality conversion process, the program can display the original
- HAM or 24-bit image in a second screen (HAM, HAM8, Picasso, Cybergraphics,
- etc.). The two processes take advantage of Amiga multitasking: one program
- continues working on the image, while the other allows the user to view
- the original image.
-
- When a 24-bit image is loaded, the program presents a requester indicating
- the format of that image. The top gadget, which is selected by default,
- tells the program to use the screen size of the new image. If the
- "Preview" option of that requester is selected, a second screen will open
- (in HAM or 24-bit mode). While the second screen is displayed, Personal
- Paint continues color quantization and dithering in the background. The
- first screen always contains the usual progress requesters indicating the
- status of the conversion.
-
- The preview screen and the main screen can be swapped by pressing the
- <Space> bar or by clicking the right mouse button. Pressing <Esc>, or
- clicking on the left mouse button while the HAM screen is displayed closes
- the preview screen.
-
- The more professional settings (sections 8.6 and 8.7) may be slower when
- viewing and/or color-reducing HAM, HAM8 and 24-bit images, while Pattern
- Dithering limited to 16 colors is considerably faster.
-
- In animation mode, if the image format differs from the frame format of
- the current animation, a requester appears to allow the user to decide
- whether to resize the image or the animation. Load Image normally loads
- the picture into the current animation frame. If animation is no longer
- desired, Free Animation must be selected before loading the picture.
-
-
- 4.3 Print Image
-
- In addition to the system printer and PostScript modes, Personal Paint
- incorporates 24-bit printing routines, as well as an interface to the
- Studio Print Server software. This allows users of the Studio and
- CanonStudio packages (version 2 and beyond) to print directly from
- Personal Paint.
-
- If the Mode cycle gadget is set to Studio, Personal Paint adds each print
- job to the Studio print spool, and does not need to wait for the printing
- process to complete. The image data is stored in a temporary file, from
- where it is printed by Studio. Personal Paint's temporary files are stored
- in the device having more free space, choosing from those specified in the
- Virtual Memory settings (section 8.<3.1).
-
- Personal Paint's Studio server (message port) name is "PPaint_Studio".
- This name may be requested by the Studio software (e.g. to save a
- configuration).
-
-
- 4.3.2.1 Dithering
-
- Custom dithering routines have been written using the latest software
- technologies in order to yield maximum quality in 24-bit printing.
-
- Ordered dithering is the default, and gives good print quality at a
- reasonable speed (dispersed 16x16 matrix - more technical information in
- section 3.1.4.2). Halftone dithering (clustered 7x7 matrix) may be
- suitable for pictures containing mostly saturated colors. Floyd-Steinberg
- gives best results, but takes longer to compute.
-
-
- 4.3.2.4 Shade
-
- Personal Paint now features 24-bit printing (16 million colors), which
- overcomes the traditional limitation of 4096 colors and 16 gray shades of
- the Amiga printer device. (Personal Paint's PostScript mode has always
- been 24-bit.) The new modes are activated by the "24-bit Color" and "8-bit
- Gray" settings in the Shade cycle gadget.
-
- 24-bit printing uses special dithering routines to create color shades
- from a limited set of primary printer colors (more in section 4.3.2.1). A
- few printers work in "true color", and do not require the program to
- create dithering patterns. For example, the Fargo Primera dye-sublimation
- color printer comes with its own 24-bit driver. In such a case, normal
- system printing can be used.
-
- Even in 24-bit printing, it is still necessary to have the appropriate
- Amiga printer driver selected through the Amiga Preferences (unless
- Personal Paint is operating in its own PostScript mode).
-
- Further adjustments to improve print quality can be made in the Gamma
- Correction and Undercolor Removal requester which is displayed by clicking
- on Correct/Set (section 4.3.2.8).
-
- Personal Paint's color correction and dithering routines were designed to
- go directly to the printer. Some "24-bit" printing utilities are available
- for the Amiga in replacement of normal printer drivers. These utilities do
- not receive 24-bit data from applications (at least not until version 3.2
- of the Amiga operating system). They should not be used in combination
- with Personal Paint's 24-bit printing modes, unless all of their color
- correction options are disabled. Otherwise, different dithering patterns
- and color correction procedures overlap and interfere with each other,
- with very poor results.
-
- Some Amigas are slowed down by system DMA operations when images in 256
- colors are displayed. Bringing a 4-color Workbench screen to the front can
- speed up other programs, including printing with Personal Paint.
-
- For optimum results in 24-bit printing, it is advised to set the highest
- Density supported by the printer driver (section 4.3.2.6). In particular,
- using the HP DeskJet printers with the drivers included with Personal
- Paint, Dithering should be set to Floyd-Steinberg, Threshold should be set
- to 1 (this turns off depletion by the driver) and Density to 7 (maximum
- shingling). While these settings reduce printing speed, they maximize
- print quality. With these settings, it is normally not necessary to make
- further adjustments to Personal Paint's Color Correction tables. Special
- ink-jet paper, or paper used for color copiers give best results.
-
-
- 4.3.2.8 Color Correction
-
- In 24-bit printing mode, the Set gadget can be selected to tune the Gamma
- Correction and Undercolor Removal settings. Section 4.3.3.11 (Color
- Separation) has more on printing inks, while section 4.3.3.11.1 (Color
- Correction and Undercolor Removal) explains undercolor removal, which in
- 24-bit printing is similar to the same feature of Personal Paint's
- PostScript mode.
-
- Personal Paint can correct each ink component (e.g. cyan, magenta, yellow
- or black) separately. The Component cycle gadget allows the user to switch
- between the individual correction tables.
-
- Clicking on the graph reverses the notation. By default, low ink-density
- values are placed at the lower left of the graph. This is the traditional
- orientation used in the printing industry.
-
- The Brightness and Contract knobs act as described in section 7.1.4
- (Adjust Palette).
-
- Ink smear and overlapping dots ("dot gain") cause the printer to respond
- in a non-linear way to the color information it receives from the
- computer. The Gamma Correction function is used to compensate for this.
- Gamma values smaller than 1 make the image lighter. Values greater than 1
- cause it to be printed darker. An appropriate gamma curve can drastically
- improve image quality, while at the same time limiting the loss of
- information to a minimum, if any.
-
- The program default values can be adjusted in order to obtain a closer
- match between the picture which is displayed, and the printed image. To
- further tune the values to suit a particular image, it may be useful to
- print small, "critical" regions of the image using the Print Brush
- function.
-
-
- 4.5 Image and Screen Format
-
- The Lock Display Mode gadget, to the right of the field indicating the
- selected screen mode, prevents the Load Image function from changing
- either the display mode or the setting of the Autoscroll option.
-
- By activating this option, together with Autoscroll, it is possible to
- quickly view a series of images having the most different formats, while
- at the same time preventing flickering on multiscan monitors.
-
-
- 4.8.<3 Copy Animation
-
- This command copies the entire animation to the other environment.
-
-
- 4.10 Information
-
- 4.10.1 Project Information
-
- This requester provides information on the current image or animation, and
- allows the user to edit some annotations which can be saved together with
- the file.
-
- The contents of the Author, Copyright and Annotation fields is normally
- stored inside the file when using the IFF (ILBM, ANIM, etc.), PNG or GIF
- formats, and as an Amiga filenote (file comment - maximum 80 characters)
- if other formats are used. No additional file information is stored if all
- fields are empty. In this case, an existing Amiga filenote is cleared, and
- no extension chunks (IFF, PNG or GIF) are stored.
-
- The Annotation field may be useful to provide indications such as the
- author's address, trademark information related to the image, or
- particular techniques employed to create or process the image.
-
-
- 4.11 Memory Information
-
- Memory occupied by each animation is included in the respective
- Environment field. Animations also require some RAM for screen buffers,
- which is accounted for in the Buffers field.
-
- Three gadgets can be used to flush or free RAM in memory-critical
- situations.
-
- When Flush is selected, Personal Paint moves as much RAM data as possible
- (Chip, Fast and virtual storage) to disk storage. This is useful to launch
- other software in an unexpected low-RAM condition.
-
- Flush All goes beyond this, and its use should be limited to more critical
- situations: it frees any remaining buffers (such as the one used to
- display the brush with an image, rather than with a thin border) and may
- attempt to close the Workbench.
-
- Free Undo frees all information stored in the Undo/Redo buffer. This is
- equivalent to pressing <Ctrl-u> in normal paint mode.
-
-
- <6. The Animation Menu
-
- An animation, as the name implies, is very much like a cinema film, or a
- cartoon made by photographing a series of drawings (called "frames").
- Personal Paint offers a unique and powerful set of animation features. It
- allows users to easily manipulate frames or groups of frames through its
- visual Storyboard. The program exploits the ANIM standard better than
- other programs. This leads to improved file compression and gives more
- space to creativity. For example, it is possible to use more than one
- palette for different groups of frames, or program the exact time for
- which an individual frame is to be displayed during playback. It is also
- possible to resize, cut or stretch an entire animation as if it was a
- simple picture. The animation which is being edited doesn't even need to
- fit in Chip RAM, as Personal Paint can store frames in Fast RAM. The
- program can also quickly play animation files of any size directly from
- disk.
-
- Personal Paint accepts and creates the following animation formats:
- ANIM-5, ANIM-7 (short and long-words), ANIM-8 (short and long-words) and
- hybrid files which may contain any combination of these frame formats. In
- general, ANIM-5 remains the most space-efficient and widely used format.
-
- Personal Paint includes the original Auto ANIM save format, which, for
- each animation frame, selects the best compression scheme (ANIM-5, 7,
- etc.) Compared to pure ANIM-5 files, hybrid files may be up to 5-10%
- shorter, and still remain fully compatible with the official ANIM
- specifications.
-
- ANIM-8 is an evolution of ANIM-5, just as ANIM-7 is, although ANIM-7 is
- generally considered to be superior. Compared to ANIM-5, both formats may
- achieve faster loading of animation files (and improved "Play File"
- performance).
-
- Animations created with Personal Paint can be displayed by other
- commercial products, as well as by famous, freely distributable animation
- players, like Viewtek (which plays ANIM-7 starting from version 1.04) and
- RTAP (Real Time Anim Player) - both supporting multiple palettes and
- frame-by-frame timing.
-
- Hundreds and hundreds of existing animation files could be made shorter by
- simply loading and saving them again with Personal Paint. This is because
- the program does some additional work (compared to other software) when it
- chooses how to compress bitplanes of frame data. The resulting files can
- still be read even by most of the very first ANIM-5 players.
-
- Optimization can go even further. Many programs insert "dummy" timing
- frames just to have an image appear for longer time on the screen. All
- groups of identical frames can be stripped into a single frame with a new
- timing value. Personal Paint has a function to do exactly this.
-
- For example, the original file containing the well-known "Amy Walks 2"
- animation, by Eric W. Schwartz, is 341 276 bytes long. Saved again by
- Personal Paint, in the same ANIM-5 format (without frame stripping) it is
- 45 Kbytes shorter.
-
- And the famous "Doggie's Inferno" cartoon originally occupies 153 576
- bytes. This is for 317 frames. But, apart from the less than ideal
- compression, 248 of these frames are identical to other frames, and only
- serve as time-fillers. With Personal Paint, this is not necessary any
- more. By stripping these frames and saving the animation again, the file
- ends up being only 84 782 bytes: almost half the original length.
-
- If an animation has smooth "fade-in" or "fade-out" effects, there is no
- need to have huge global color palettes: each frame or group of frames may
- have its own individual palette. The Storyboard includes a function to
- apply smooth palette variations to consecutive frames.
-
- Personal Paint can load, manipulate and play animations using any
- palette-based screen mode. This includes support of all Amiga chip-sets
- and RTG graphic boards. When using non-Amiga video modes (e.g. a
- third-party display card), it is important to keep in mind that the
- selected screen mode must support a feature called double-buffering. The
- software driver used with the RTG board should support double-buffering
- through Intuition library calls (this normally requires version 3.0 of the
- Amiga operating system). On all Amigas, double-buffering is a standard
- feature, supported by all versions of the operating system. Also, the
- frame size cannot exceed the maximum screen size (underscan, overscan and
- autoscroll are OK). If these conditions are not met, an animation can
- still be edited, but not played. The Play File function supports
- additional display modes (e.g. HAM and HAM8).
-
- Which file format is best? The ANIM-5 file format is the most accepted and
- widespread of all Amiga animation formats. It also achieves a better
- compression rate. The ANIM-7 format compensates in part for the additional
- overhead of playing animations which have large amounts of data per frame
- (e.g. animations which take advantage of the additional numbers of colors
- of AGA screen modes) directly from file. Once loaded in RAM, animations
- end up being the same regardless of the file format. However, if a
- 256-color animation has to be played from file, it can be much faster if
- it is stored in ANIM-7 format. While ANIM-7 is faster than ANIM-5 if
- played from file, it is not as space-efficient, nor as standard. Some
- animation programs cannot even load it. Two variants of ANIM-7 exist:
- ANIM-7S (short-word based) and ANIM-7L (long-word based). The latter
- format may be played even faster than ANIM-7S on some computers, but files
- are longer. ANIM-8 also has a Short and a Long variant.
-
-
- <6.1 Load Animation
-
- This function loads an animation from file. If the current environment
- already contains an animation in the same frame size as the one being
- loaded, a requester appears to select how new frames are to be loaded.
-
- The following options are available:
-
- Load New: clears the current animation and loads the new one;
-
- Append: adds the new frames to the end of the current animation;
-
- Insert Before: inserts the new frames before the frame specified through
- the proportional gadget displayed in the same requester;
-
- Insert After: just like Insert Before, but frames are inserted after the
- specified frame.
-
- Overwrite: the new frames overwrite existing frames, starting from the
- specified frame; frames exceeding the length of the current animation are
- appended at the end.
-
- Animations are loaded in double-buffering mode, which allows the frames to
- be displayed as they are loaded. The <Esc> key can be pressed to stop
- loading frames (frames already loaded remain intact).
-
-
- <6.2 Save Animation
-
- After the usual file requester, a custom requester allows the user to
- select the file format (among the formats already described) and whether
- to save the entire animation, or only part of it.
-
- An animation can only be saved if the current screen mode supports
- double-buffering, which is required for playing the animation. The correct
- screen mode information is stored by Personal Paint together with the
- animation (as required by the ANIM standard).
-
- The "Full ANIM Optimization" flag is normally activated, and in most cases
- it shouldn't be necessary to change this setting. A few "primitive" pieces
- of animation software may not completely support certain compression
- modes, which have always been part of the ANIM standard. If this option is
- disabled, Personal Paint will not perform certain optimizations which are
- normally very important to achieve a good compression, but which cannot be
- processed properly by the incomplete software. This feature has only been
- added to guarantee full compatibility with all animation players (even the
- oldest), and should be of interest only to the more technical-oriented
- users. In practice, it is easier to come across a rare piece of animation
- software which does not support multiple palettes and frame-by-frame
- timing (which are not related to this option), than finding one which
- cannot handle compression properly (e.g. single descriptors for multiple
- plane-differences).
-
-
- <6.3 Play File
-
- Personal Paint can play even the largest animations directly from file,
- even on computers with a standard memory configuration. This is also
- useful to view an animation before loading it. Play File does not affect
- the contents of the current environment (image, animation, etc.)
-
- Some animations may impose too much overhead on a particular system to be
- played in real time (that is, smoothly). If the hardware or software
- cannot keep up with a particularly data-intensive animation, it may be
- wiser to store the animation in one of the ANIM-7 formats rather than
- using ANIM-5, as explained in the introduction to animation.
-
- If there is sufficient RAM, Play File temporarily uses virtual memory (if
- it is switched on) to store the animation in the RAM storage area. This
- allows the animation to be played faster, and prevents unnecessary
- wear-out of the peripheral storage device whenever the computer is used
- for repeating an animation over and over again.
-
- The short initial delay usually associated to loading an animation to RAM
- can be avoided by switching off the RAM Storage (section 8.<3.1) virtual
- memory setting. This may be especially useful when playing more than one
- animation from an ARexx script.
-
- Play File will continue playing the animation, until <Esc> is pressed or a
- mouse button is clicked.
-
-
- <6.4 The Storyboard
-
- The Storyboard is a powerful visual animation editing tool. The Storyboard
- requester displays all frames in a thumbnail format, from left to right,
- top to bottom, as they appear in the animation.
-
- If all the frames don't completely fit in the requester, the scroll bar
- can be used to move around. Both the requester and the frames can be
- resized. The requester has a resize gadget on the bottom-right corner,
- while the size of the reduced frames can be selected by pressing the right
- mouse button, and dragging the mouse to indicate the desired size. This
- information can be saved in the program settings files.
-
- The number under each frame indicates the sequential position of that
- frame within the animation. During all actions, a parallel process
- creates, displays, maintains and updates the reduced thumbnail-images. If
- the frames are very similar to each other, it may be appropriate to select
- a larger frame size.
-
- Three dots under a frame indicate frames having a palette differing from
- the current one. Double-clicking on a frame makes that frame (and its
- palette) the current one.
-
- One or more frames can be "selected" by pressing the left mouse button and
- dragging the mouse over a number of frames. Selected frames are
- highlighted by a light border, and indicate the source or target of a
- storyboard operation. The current selection can be extended by holding
- down a <Shift> key and clicking on a frame. A cursor positioned between
- two frames indicates where frames would be inserted. The cursor is
- positioned with the mouse. A double-click on a frame makes that frame the
- current frame in the animation (that is, it is displayed in full-size in
- the background). In case of animations having multiple palettes, having a
- current frame with the same palette as the thumbnails improves the quality
- and speed at which the thumbnails are displayed.
-
- The top of the requester contains a series of gadgets. Many gadgets have
- an equivalent in the Palette requester (section 7.1.3). Others are special
- to the Storyboard.
-
- The first two gadgets are used to add or insert new frames. The number in
- the string gadget indicates how many frames have to be inserted. The
- insertion point is marked by the cursor. Insertion occurs whenever the Add
- gadget is selected.
-
- The following gadget is used to delete the selected range of frames.
-
- To the right of the Delete gadget is the Insert gadget. It acts on the
- currently selected frames, and waits until the cursor is repositioned to
- insert a copy of these frames at the new insertion point (outside the
- source range). The source frames remain intact. To move a group of frames
- from one point to another, the Insert and Delete operations can be used in
- sequence.
-
- The following gadget is the Copy gadget, which "copies over" a range of
- frames. It takes the source range and waits for a target range to be
- marked with the mouse. Then it copies the source over the destination. If
- the source contains less frames than the destination, then the source
- frames are repeated, one after the other. Both the source and the
- destination can, of course, be a single frame.
-
- Copy Palette works exactly like Copy, but only copies the color palettes
- of the selected frames.
-
- Like in the Palette requester, there are two color spread gadgets (Create
- RGB and HSB Range, section 7.1.3.6), which apply intermediate palettes to
- the frames between the first and last frames in the range.
-
- The Restore gadget restores the animation as it was when the Storyboard
- was displayed. This function (like the Cancel gadget in the Storyboard)
- requires virtual memory to be active (section 8.<3.1).
-
- Clicking on the Hide gadget temporarily hides the requester (as long as
- the mouse button is held down), in order to give a full view of the
- current frame.
-
- The Delay string gadget indicates the timing value associated to the
- selected frame (or to the first of a range of frames). This time value,
- expressed in ticks (1 tick = 1/60th of a second), indicates for how long a
- frame has to remain on screen before the next one is displayed. A new
- value can be applied by typing a value in the string gadget and pressing
- <Return>. The new value is applied to all frames in the Storyboard range.
-
-
- <6.5 Free Animation
-
- This command releases the current animation. The current environment
- switches from animation mode to single picture mode. This command is
- required before loading an image, unless the image should be loaded into
- the current animation frame.
-
-
- <6.6 Animation Frames
-
- <6.6.1 Move to Frame
-
- These menu subitems respectively allow the user to quickly jump to the
- previous or next frame, or to a frame specified by number. The keyboard
- shortcuts to these commands can be selected even while a painting tool is
- in use. For example, it is possible to keep using the same tool from one
- frame to the next (using the default <2> shortcut for Next Frame), without
- even releasing the mouse button.
-
-
- <6.6.2 Add Frame
-
- The Add Frame command adds a copy of the current frame immediately after
- it. The new frame becomes the current frame. Nice effects can be obtained,
- for example, by alternating "Add Frame" with image processing, resulting
- in progressive blurring or randomization, or other distortions.
-
- If there is no animation, the first issue of Add Frame transforms the
- current image into a single-frame animation. A normal image is not treated
- as a single-frame animation.
-
-
- <6.6.3 Optimize Frames
-
- The Optimize Frames command searches for duplicate frames, generally
- created with other animation programs in order to have an image appear
- longer on the screen (the introduction to animation has a more detailed
- explanation of this). The frames are merged into a single frame, having a
- time-value equal to the sum of the time values of the original frames. The
- resulting animation is visually identical to the original, except that
- when it is stored to file it can occupy considerably less space.
-
-
- <6.7 Play Animation
-
- By default, the current animation is played from beginning to end (in all
- modes: Continuous, Once and Ping Pong). The Range selection requester
- allows the user to select a range of frames to be played in the Play Once
- and Play Ping Pong modes.
-
- Play Continuous plays the animation from the first to the last frame.
- After the last frame, the animation is played again. This is repeated
- until a key or a mouse button are pressed. Play Once only plays the
- animation (or a range, if specified) once, while Play Ping Pong goes back
- and forth from the first frame to the last, and vice versa. In practice,
- during a "creative" session, the Range option is excellent for quickly
- checking the result of the most recent changes (using Play Once and Play
- Ping Pong), while Play Continuous can be used to see how everything fits
- together.
-
- During animation, the standard Amiga keyboard shortcuts can be used to
- depth-arrange the screen (<Left Amiga>+<N>/<M>) or to drag it up and down
- (<Left Amiga>+<Mouse Drag>, or whatever specified in the IControl
- Preferences).
-
-
- <6.8 Animation and the Other Program Functions
-
- When the Clear tool (section 3.1.9) on the tool bar is selected with the
- right mouse button, the Clear Frames requester appears. This allows the
- user to clear (without removing) one or more frames.
-
- The Image and Screen Format requester (section 4.5) can be used to modify
- the animation format. Animations can be stretched, cut, color-reduced
- etc., just like an image.
-
- When an animation is color-reduced, Personal Paint may assign different
- palettes to the color-reduced frames, even if the original animation only
- had a single palette. This is caused by the fact that different frames may
- use different quantities of some colors, which are therefore assigned
- different priorities by the color reduction algorithm (section 8.6). This
- is the best technique to convert single frames, but seeing a common
- frame-background, or some objects common to more frames changing color
- from one frame to the other may be disturbing. To force a common palette
- (based on the palette of the current frame) to be used for the entire
- animation, one of the two <Shift> keys should be held down while the "New
- Animation Format" requester is closed (this requester is followed by the
- progress requester). This also speeds up color reduction (which is
- performed only once). As a feedback, the "Counting Pixels" progress
- requester appears.
-
- When an image is made smaller without stretching it, it is "cut" between
- the current top left corner of the screen and the new bottom right corner
- (provided that the new image format is identical to the new screen
- format). Animations can also be cut with an offset other than 0:0. First,
- the screen must be brought to the new size (without changing the image
- format). Once the screen exactly delimits the area of the frame to be
- preserved, the image format can be set to be identical to the screen.
-
- Load Image (section 4.1) normally loads the picture into the current
- animation frame. If animation is no longer desired, Free Animation must be
- selected before loading the picture.
-
- An entire animation can be copied to the other environment with the Copy
- Animation command (section 4.8.<3).
-
- When the Palette requester or any other palette manipulation function
- (section 7.1) are used to modify the color palette, only the palette of
- the current frame is changed. The Storyboard can be used to apply a common
- palette to a range of frames.
-
-
- 7.1 Palette
-
- It is easy to forget that it is always possible to move the mouse outside
- the requester and pick a color. In particular, the full palette which
- appears on the Tool Bar can be used while the palette requester is
- displayed.
-
-
- 7.2.3 Edit Stencil
-
- Multiple colors can be selected or deselected with a single mouse click by
- dragging the mouse (with the mouse button pressed) over the color boxes in
- the the Stencil requester (just as in the tool bar palette). This is
- especially useful with large palettes.
-
-
- <8. The Macros Menu
-
- Personal Paint can be controlled by external ARexx programs. The name of
- Personal Paint's ARexx port is indicated under the program's Workbench
- AppIcon. The name of the first port is always "PPaint". A list of
- available ARexx commands is returned by Personal Paint in the RESULT
- variable when the "Help" command is issued.
-
- Documentation of ARexx commands is outside the scope of this manual.
- Additional developer documentation is available (please send E-mail
- inquiries to <ppaint_info@cloanto.it>).
-
-
- 8.<3 Memory Management
-
- If memory was unlimited, this requester would probably not need to exist.
- In practice, RAM is a precious resource, and deciding how to make best use
- of it is frequently a matter of compromise. This requester allows the user
- to adapt Personal Paint to different requirements and configurations.
-
-
- 8.<3.1 Virtual Memory
-
- The Virtual Memory settings allow the user to switch RAM and/or disk based
- virtual memory on or off. It is also possible to change the minimum amount
- of memory which Personal Paint will always leave free on each device. The
- default settings need normally not be changed. It is always a good
- practice not to allow virtual memory to completely fill a storage device.
-
- Two storage locations can be used for virtual memory. One is intended to
- be in RAM, and one on a hard disk. RAM is usually faster, but more
- "precious", while hard disk space offers a good space/time compromise.
- Even using a floppy disk, there would still be a clear advantage: any
- operation which activates virtual memory would certainly fail if a feature
- like virtual memory didn't exist. From this point of view, it is always
- good to have virtual memory.
-
- Personal Paint tries to use RAM first. Although the RAM storage path (and
- device, e.g. "RAM", "RAD" or "VD0") can be selected by the user, the
- program assumes and may require that Fast RAM be available. The exact
- behavior depends on the RAM device being used: "RAM" requires Fast RAM,
- "RAD" does not (since, unlike others, its size is not dynamic). If the RAM
- location does not provide enough space, disk storage is used.
-
- Virtual memory only becomes active when there is a "memory problem".
- Whenever this happens, a special "clean up" process occurs, in order to
- have only the most recently used items in Chip RAM, and store the
- less-used items in the RAM device and on disk. When an object stored in
- virtual memory needs to be displayed or processed, it is moved back
- automatically.
-
- Personal Paint stores virtual memory items into separate files, which are
- deleted when they are not used any more, or when the program terminates.
- These files can be recognized by the ".vmem" file name suffix. If the
- program is still running when the computer is shut-down, any remaining
- virtual memory files are deleted when the program is run again. Virtual
- memory files can be very small, but are more likely to range in the dozens
- or even hundreds of Kbytes (otherwise, a system with a minimum of free RAM
- would probably not have required the use of virtual memory in the first
- place).
-
- When handling virtual memory allocations, Personal Paint assumes that RAM
- is faster than the disk, also considering that it would still be better
- not to use virtual memory for an object subject to reuse (or at least, to
- keep it in RAM rather than on disk). The program therefore tries to
- optimize the combined use of all resources in order to provide faster
- access to the items which are used more frequently.
-
- Although virtual memory is most useful to free Chip RAM, it also handles
- objects normally stored in Fast RAM (like animation frames other than the
- current one). The Storyboard undo buffer is always placed in virtual
- memory. If the undo buffer cannot be created as required (e.g. if virtual
- memory is disabled, or if there is no space beyond a safe minimum) the
- Storyboard Cancel gadget is "ghosted".
-
- In general, hard disk space does not "breath" as dynamically as RAM.
- Unless the hard disk is always nearly full, and huge files still have to
- be written from time to time, it may even be wise to set a lower minimum
- for the hard disk than for the RAM. In a multitasking, RAM-dependent
- environment like the Amiga, leaving some free RAM may be more important
- than having free space on the hard disk.
-
-
- 8.<3.2 Undo History
-
- The undo history buffer records all changes applied to the image and to
- the color palette. Even if Personal Paint is quite "intelligent" in
- deciding how to keep a record of different types of changes, this can
- consume a lot of memory. Also, there is normally no need to store actions
- which are very old.
-
- Two program parameters allow the user to set the maximum number of changes
- to be stored, and the maximum amount of memory which the undo history
- buffer may occupy. As the limits are exceeded, the oldest levels are
- freed.
-
- Regardless of these settings, Personal Paint will always try to store at
- least one level of undo/redo. If the limit is explicitly set to a maximum
- of only one level (use of similarly low values is is in general not
- recommended), then Undo and Redo become synonymous and, as in other
- packages, can be accessed with the same Undo command.
-
-
- 8.<3.3 Emergency Closing of Workbench Screen
-
- In certain extreme conditions of RAM shortage, Personal Paint may attempt
- to close the Workbench screen to free some RAM (Chip or Fast, depending on
- the memory requirement and the system display type). While this is
- normally acceptable, Personal Paint can be programmed not to automatically
- close the Workbench screen.
-
- Once closed, the Workbench screen can be reopened manually at any time
- (section 8.16), and is reopened automatically when the program
- terminates.
-
-
- 8.7.2 Pattern Dithering
-
- All pattern dithering procedures have been rewritten and greatly improved.
- This option is now almost as fast as no dithering at all, with a quality
- closer to that of Floyd-Steinberg dithering.
-
- In particular, if the palette has only eight colors, and these colors are
- equal or similar to red, green, blue, cyan, magenta, yellow, white and
- black, Personal Paint can use even more efficient routines, which better
- exploit the even distribution of these colors.
-
- Since regular dot-patterns are used, images processed with the Pattern
- Dithering option are compressed more efficiently when saved in the most
- popular file formats (compared to the more randomly distributed dots
- generated by the Floyd-Steinberg algorithm).
-
-
- 8.7.4 Best Quality
-
- This option activates a set of professional color remapping procedures.
- These are slower than the default ones, but were designed using very
- advanced algorithms, normally used only in the broadcast industry.
-
- When this option is off, additional speed gains can be noticed when there
- is more free memory available (up to 148 Kbytes may be used).
-
-
- 8.8.6 System (ASL)
-
- The File Requester menu allows the user to replace the standard Personal
- Paint file requester with an ASL (Amiga Standard Library) compatible file
- requester, such as the Magic File Requester. A second requester appears to
- select the image format when saving a picture, unless the file name suffix
- indicates a file format. Recognized suffixes include: ".c", ".png",
- ".gif", ".iff", ".ilbm", ".lbm" and ".pcx". For example: "Clown.png" would
- automatically be saved in PNG format, but in the case of file names such
- as "Flower.pic" or "Painting", a format selection requester would appear.
-
-
- 8.9.4 Original
-
- With this option, Workbench icons are never created. When Personal Paint
- overwrites a file that already has an icon, it does not change the
- existing image, but it does update the Tool Types fields. This is most
- useful when using Personal Paint for format conversions.
-
-
- 8.<13 Graphics
-
- 8.<13.3 Smooth Move
-
- Normally, mouse movement messages which cannot be processed in real time
- are discarded by the Amiga operating system. When this option is active,
- Personal Paint allows for messages to be accumulated, so that tools like
- Continuous/Dotted Freehand and Airbrush can process mouse moves without
- loss of information. This is especially useful in very high resolution
- screens.
-
-
- 8.<13.4 Be Square
-
- This option forces Personal Paint to override the ratio information
- provided by the Amiga Display Database, and to perform all drawing
- functions as if the pixels were exactly square (1:1). This is especially
- useful when the current display mode uses "almost square" pixels, which
- can easily be compensated for by adjusting the monitor controls. When this
- option is active, circles, boxes and other shapes drawn by Personal Paint
- are built to an exact 1:1 ratio, even if the current Amiga display mode
- would indicate otherwise.
-
-
- 8.14 Backfill
-
- This option tells the program to ignore the current background color when
- a brush is defined. With this setting, brushes defined in Rectangular mode
- have no transparency (NO_TRANSP flag in IFF-ILBM files), while in Freehand
- mode the entire region outside the marked area is considered to be
- transparent.
-
-
- 9.3 HP DeskJet Drivers
-
- New HP DeskJet drivers (result of the joint development efforts of Cloanto
- and Commodore), are included on the program disk. These are the first
- versions of the drivers without the famous RLE compression bug. The 550C
- driver uses black ink in addition to cyan, magenta and yellow, and is not
- bound by the previous 10 inch size-limit. It also features improved cyan
- balancing code, compared to drivers previously released by Commodore.
-
- The DeskJet drivers use the Threshold value to activate a driver-local
- correction table. Using Personal Paint's 24-bit printing with these
- DeskJet drivers, Threshold should remain set to 1 (= no correction), and
- Density values of 4, 5 or 6 (which activate depletion combined with
- different levels of shingling) are generally not required. A value of 7
- only activates shingling, which improves print quality.
-
- Several users have asked whether the enhanced HP DeskJet drivers supplied
- with Personal Paint support 600×300 dpi graphics output. It appears that
- some owners of DeskJet 560C and DeskJet 520 were misled by incomplete
- information. The advertised "600×300" printing capabilities of these
- models are mainly a result of RET (Resolution Enhancement Technology)
- applied to the 300×300 dpi print data. The printers cannot produce 600×300
- dpi color graphics, and there is no documented command to send black &
- white graphics to the printer in 600×300 dpi.
-
-
- 9.4 JPEG DataType
-
- The JPEG DataType software is included with the kind permission of Steve
- Goddard. It works on Amigas equipped with 68020 or higher CPUs. Additional
- documentation is provided in the "JPEG.datatype.guide" file, which can be
- displayed by AmigaGuide. To install the software, the JPEG file must be
- copied in Devs/DataTypes, and JPEG.datatype in Classes/DataTypes of the
- system disk.
-
- The JPEG DataType may require a lot of memory for temporary files, which
- it stores in JPEGTMP:. It is useful to put an Assign command in the
- user-startup file, assigning JPEGTMP: to RAM: (if the system has a lot of
- memory) or to a peripheral storage unit.
-
-
- 9.5 Fonts
-
- Personal Paint comes with several color fonts and a font named
- "Personal.font". All fonts can be installed by the installation
- procedures.
-
- Personal Paint and the Personal Fonts Maker Color Extensions normally
- share the same Personal font for their user interface. The font itself has
- been upgraded a few times. On a system where different versions of these
- programs are installed, it may happen that one of the programs expects an
- older version of the font to be available. While minor changes are usually
- backwards compatible, if any characters appear to be incorrectly displayed
- it is sufficient to remove the font from the system FONTS: directory. All
- versions of Personal Paint and PFM2 also search for the font in their
- local directories, where the font is copied during automatic
- installation.
-
- If Topaz 8 is used for the Workbench icon texts, Personal 8 should be
- considered as a more readable replacement.
-
-
- A. Program Messages
-
- Animation is not possible: image larger than screen
-
- As explained in the introduction to animation, the animation frame format
- cannot exceed the screen limits. It may be possible to open a larger
- screen by choosing a different screen mode, or by activating an overscan
- mode or by enabling autoscroll.
-
-
- Animations cannot be merged
-
- The Color Merge functions only handle images - not animations.
-
-
- Error in file structure
-
- Personal Paint recognized the file format and began processing the file,
- but at some point the data was inconsistent with the format specification.
- For example, this could indicate improper use of pad bytes in an IFF
- file.
-
-
- Error opening diskfont.library version 34
- Error opening icon.library version 33
-
- The specified library does not exist, or its version number is lower than
- the one required.
-
-
- ... frames out of ... would be stripped
-
- The Strip Frames function indicates how many frames would be removed, and
- asks for confirmation, before actually doing so.
-
-
- Image data is incomplete
-
- Personal Paint can now load incomplete or corrupt image files.
-
-
- Incorrect version of Personal.font
-
- This message usually appears only when a new version of Personal Paint is
- run for the first time. It indicates that the program, searching for its
- user interface font (named "Personal"), found an incorrect (probably
- older) version of the font. Normally, Personal Paint searches for the font
- inside the "PPaint:fonts" drawer (first choice) and in the system FONTS:
- directory (second choice). Any old "Personal.font" files stored in these
- directories are normally updated automatically by the installation
- procedure. The same should be done in case of manual installation. If
- different versions of Personal Paint or the Personal Fonts Maker need to
- be used on the same computer, and these programs require different
- versions of the Personal font, then the "Personal.font" file should be
- removed from the system FONTS: directory.
-
- This message may also be displayed if a correct version of "Personal.font"
- has been installed, but the old Personal font is still in use by the
- system or by an application. If this is the case, executing the "Avail
- FLUSH" command from a Shell window or rebooting the system should solve
- the problem.
-
- Section 9.5 has more on the Personal font.
-
-
- Incorrect version of the user interface texts
-
- It is likely that the program has not been installed properly, since it
- has found a user interface file belonging to a different program version.
- This may happen, for example, when testing a new version of the program
- which has not yet been installed (but another version of the program is
- installed).
-
-
- No frames to strip
-
- The Strip Frames function has not found any duplicate frames.
-
-
- No memory for undo
-
- The Storyboard would not be able to undo the selected operation. If the
- operation is confirmed, the Undo and Cancel functions will be disabled.
-
-
- Path incorrect
-
- Virtual Memory uses this message to indicate that the given path could not
- be accessed. Personal Paint attempts to create the last directory of the
- path (usually the "t" directory), but the rest of the path name must refer
- to existing devices and drawers.
-
-
- Studio server cannot be activated
-
- The Studio Print mode was selected for printing, but the Studio Server
- software could not be activated. Most likely, the Studio software was not
- installed properly, or it is an older version of the software. The Studio
- Print Server software is supported from version 2 of the Studio and
- CanonStudio packages. Previous releases of Studio printer drivers can be
- accessed by selecting Personal Paint's "PRT" (System printer) print mode.
- In this case, it may be preferable to (also) activate Personal Paint's own
- 24-bit printing routines (section 4.3.2.4).
-
-
- The animation can be viewed using "Play File"
-
- Some animation formats (e.g. some rare HAM and HAM8 files) cannot be
- loaded and edited by Personal Paint, but only played from file.
-
-
- The animation has been modified
-
- The animation has been modified, but not saved yet. By proceeding with the
- operation requested, it would be lost.
-
-
- The animation will be lost
-
- Proceeding with the selected command would imply deleting the current
- animation. For example, changing the environment's compression mode may
- cause this message to be displayed.
-
-
- The drawer is not empty
-
- Delete was used to remove a non-empty directory.
-
-
- The filter requires a brush
-
- Some image processing filters use the current brush to apply certain
- transformations to the image. This message appears if no brush has been
- defined.
-
-
- The filter requires an additional brush
-
- Image processing effects such as Alpha Channel require two consecutive
- brushes.
-
-
- The filter requires two environments
-
- Stereograms and other effects require two environments (i.e. two images).
- The filters apply the changes to the current environment, using the other
- environment as a source.
-
-
- The requested display mode does not support animation
-
- The specified display mode does not support double-buffering. The
- introduction to chapter 6 ("Animation") explains this in more detail.
-
-
- UIGraphics.pic cannot be loaded
-
- The file containing the images used in Personal Paint's user interface
- could not be loaded. Possible causes include: file not found, insufficient
- memory, file corrupt. When editing the image, it is important that the
- reference lines used to the delimit the areas in the picture be respected
- and not modified. Section 1.14.
-
-
- Virtual memory settings cannot be changed
-
- There is not enough storage space to move the virtual memory objects which
- are currently in use. The changes to the virtual memory settings are
- cancelled.
-
-
- Virtual memory storage limit exceeded
-
- This warning message indicates that one or both storage devices used for
- virtual memory already have less free space than the user-requested
- minimum. This may happen after changing a virtual memory storage device,
- or increasing the minimum values.
-
-
- B. Command Shortcuts
-
- In program requesters not containing any text gadgets, the <Return> and
- <Esc> keys can be used instead of the Proceed (or OK) and Cancel gadgets,
- in addition to other keyboard shortcuts which may appear underlined.
-
- Key Command Section
- <0> Storyboard... <6.4
- <1> Previous Frame <6.6.1
- <2> Next Frame <6.6.1
- <3> Go to Frame... <6.6.1
- <4> Play Continuous <6.7
- <5> Play Once <6.7
- <6> Play Ping Pong <6.7
- <7> Add One Frame <6.6.2
- <8> Load Animation <6.1
- <9> Save Animation <6.2
- <Alt-j> Copy Animation 4.8.<3
- <u> Undo (One Level) 3.1.10
- <U> Redo (One Level) 3.1.10
- <Amiga-u> Undo All 3.1.10
- <Amiga-U> Redo All 3.1.10
- <Ctrl-u> Free Undo/Redo Buffer 3.1.10
- <Alt-Cursor> Scroll to End 3.2
- <@> Project Information 4.10.1
-
-
- Program Startup
- <F1> = Memory Save Mode
-
- Drag and Drop
- <Shift> = Play Animation (no loading)
-
- String Gadgets
- <Right Amiga-Return>, or
- <Right Mouse Button> = Exit string gadget (e.g. to enter a keyboard
- shortcut)
-
- File Requester
- <Down>/<Up> = ListView
-
- Font Requester
- <Down>/<Up> = ListView (font names)
- <Left>/<Right> = ListView (font size/attributes)
-
- Mouse Movements
- <Right Amiga-Cursor> = Accurate Move (ideal to define or position
- brushes)
-
- Preview
- <Space> or <Right Mouse Button> = Swap screens
- <Esc> or <Left Mouse Button> = Terminate 24-bit/HAM View Mode
-
- Area Settings
- <Left> = Gradient Mode (<Shift-Left> to cycle backwards)
- <Right> = Gradient Type (<Shift-Right> to cycle backwards)
-
- Filter Requester
- <Down>/<Up> = ListView
-
- Clear Frames Requester
- <Cursor Left> = Beginning of Range string gadgets
- <Cursor Right> = End of Range string gadgets
-
- Grab Screen
- <Down>/<Up> = ListView
-
- Image and Screen Format
- <Down> = Copy screen size to image size
- <Up> = Copy image size to screen size
-
- Load Animation
- <Esc> = Stop Loading
-
- Save Animation Requester
- <Cursor Left> = Beginning of Range string gadgets
- <Cursor Right> = End of Range string gadgets
-
- Storyboard Requester
- <+> = Add Frames string gadgets
- <0> = Delay string gadget
- <Cursor Up> = Scroll Up gadget
- <Cursor Down> = Scroll Down gadget
- <Shift-Cursor Up> = Jump to first frame
- <Shift-Cursor Down> = Jump to last frame
-
- During animation
- <Left Amiga-N> = Workbench Screen to Front
- <Left Amiga-M> = Cycle to Next Screen
- <Left Amiga>+<Mouse Drag> = Drag Screen
-
- Play Range Requester
- <Cursor Left> = Beginning of Range string gadgets
- <Cursor Right> = End of Range string gadgets
-
- Color Reduction (Animation)
- <Shift> = Single Palette Mode
-
- Palette Requester
- <Up> = Scroll color bar to the left (keyboard autorepeat)
- <Down> = Scroll color bar to the right (keyboard autorepeat)
-
- Edit Stencil
- Show Stencil must be mouse-activated (no keyboard shortcuts)
-
- Color Statistics
- <Left> = Scroll histogram to the left (keyboard autorepeat)
- <Right> = Scroll histogram to the right (keyboard autorepeat)
-
- Virtual Memory Requester
- <Cursor Up> = Enable/Disable RAM storage
- <Cursor Down> = Enable/Disable Disk storage
-
- Save File
- <Shift> = Use up to 256 colors for Workbench icons
-
-
- C.1 Program Settings
-
- DISPLAY (Amiga DisplayID - Section 4.5)
-
- A value of 0xFFFFFFFF indicates to use the same screen mode as the
- Workbench screen. This was designed with the program startup files in
- mind. By default, Personal Paint is launched with the same screen mode as
- the Workbench, which avoids monitor flickering in combination with
- graphics boards.
-
-
- FILREQ (File Requester Flags - Section 8.8)
-
- The 6th bit in the FILREQ program setting is associated to the ASL
- (system) file requester option. The range for FILREQ is 0-63.
-
-
- FILTER (Image Processing Filters - Section 3.1.4)
-
- The second parameter (Filter Type) can be in the range 0-8 (6 =
- Environment Transparency, 7 = Brush Transparency, 8 = Stereogram).
-
- The following notes apply to the Stereogram Filter Type.
-
- A value of DivFac (Division Factor, range SHORTMIN .. SHORTMAX) greater
- than zero generates SIRDS (random dot) stereograms and indicates how many
- columns are to be created. This means that the pattern of random dots will
- be as wide as the image width divided by DivFac. Values of zero or less
- generate SIPS stereograms, which use the current brush as a pattern.
-
- Bias (range 1 .. 16) allows the user to make some changes which affect the
- perceived quality of the stereogram. Lower quality stereograms (low Bias
- values) allow for more levels of depth, but may generate defects in
- certain shapes (e.g. thick vertical bars may appear thin). Higher quality
- images are easier to recognize, but their "flatness" (which is relative,
- because the contrast is excellent) leaves less room for different levels
- of depth.
-
- BiasDx (range SHORTMIN .. SHORTMAX) is used as a Random Seed for SIRDS in
- general and for SIPS with Echo suppression. Negative values cause a
- different seed to be generated automatically each time the filter begins
- processing. Values >= 0 allow for exact reproduction of SIRDS, as the
- patter remains constant for each single value.
-
- BiasDy controls different other options, which are associated to its
- individual bits. The range is 0 .. 3, and the values must be added: 1 =
- Help Symbols (on top of image), 2 = Echo Suppression.
-
-
- PATHBSH (Brush Default Path - Section 5.1)
-
- PATHBSH = "Path"
-
-
- PATHSET (Settings Requester Default Path - Section 8.1)
-
- PATHSET = "Path"
-
-
- UNDOLIM (Multi-level Undo - Sections 3.1.10 and 8.<3.2)
-
- UNDOLIM = MaxLevels, MaxBuffer
-
- MaxLevels range: 1 .. SHORTMAX (number of Undo/Redo levels).
-
- MaxBuffer range: 1 .. LONGMAX (in bytes: 1 Mbyte = 1 048 576 bytes).
-
- MaxBuffer indicates the maximum amount of memory (including virtual
- memory) which can be used to store the Undo levels (up to a maximum of
- MaxLevels Undo levels).
-
- Once the maximum is reached, the oldest levels are progressively freed to
- leave room for the most recent levels.
-
- Whatever the settings, one level of undo and redo is always guaranteed
- (even if it exceeds the memory limit set by the MaxBuffer setting).
-
-
- VIRTMEM (Virtual Memory Settings - Section 8.<3.1)
-
- VIRTMEM = "Ram Storage", <Ram VM Enable>, <Ram MinFree>, "Disk Storage",
- <Disk VM Enable>, <Disk MinFree>
-
- Storage: quoted storage path.
-
- Enable: 0 = disabled, 1 = enabled.
-
- MinFree: expressed in bytes (1 Mbyte = 1 048 576 bytes).
-
-
- WBCLOSE (Emergency Closing of Workbench Screen - Sections 4.11 and
- 8.<3.3)
-
- WBCLOSE = Permission Status
-
- 0 = Not allowed, 1 = Allowed.
-
- In case of RAM shortage, and if allowed to do so, Personal Paint may
- automatically try to close the Workbench screen to free some memory.
-
-
- C.2 Environment Settings
-
- LOCKDISP (Lock Display Mode - Section 4.5)
-
- LOCKDISP = Lock Activation
-
- 0 = Unlocked, 1 = Locked.
-
-
- PATHANIM (Animation Default Path - Section <6.1)
-
- PATHANIM = "Path"
-
-
- PATHCOL (Color Palette Default Path - Section 7.1.1)
-
- PATHCOL = "Path"
-
-
- PATHPIC (Picture Default Path - Section 4.1)
-
- PATHPIC = "Path"
-
-
- PATHPLAY (Play Animation File Default Path - Section <6.3)
-
- PATHPLAY = "Path"
-
-
- PATHPS (PostScript Output Default Path - Section 4.3.3.5)
-
- PATHPS = "Path"
-
-
- PATHSTEN (Color Stencil Default Path - Section 7.2.1)
-
- PATHSTEN = "Path"
-
-
- PRINTCOR (Printer Color Correction - Section 4.3.2.8)
-
- PRINTCOR = GraphType, GrayBrightness, GrayContrast, GrayGamma,
- CyanBrightness, CyanContrast, CyanGamma, MagentaBrightness,
- MagentaContrast, MagentaGamma, YellowBrightness, YellowContrast,
- YellowGamma, BlackBrightness, BlackContrast, BlackGamma, UcrM, UcrY
-
- GraphType: 0 = Normal Graph, 1 = Reversed Notation.
-
- Brightness and Contrast range: -100 .. 100.
-
- Gamma range: 1000 .. 160000 (in units/10000, i.e. 0.1 .. 16.0)
-
- UCR range: LONGMIN .. LONGMAX (in percent/10000 - 0% = No Correction)
-
-
- PRINTSYS (System Printer Settings - Section 4.3.2)
-
- Shade: 4 = "8-bit Gray", 5 = "24-bit Color".
-
-
- SBOARD (Animation Storyboard - Section <6.4)
-
- SBOARD = ThumbnailWidth, Columns, Rows
-
- Width: In low-resolution pixels.
-
- Columns: Frames (thumbnail-format) per row.
-
- Rows: Number of thumbnail rows.
-
-
- C.3 Read-Only Settings
-
- The following program settings are dedicated to the more technical users.
- Personal Paint does not write these settings. They can only be inserted in
- a file using a text editor or a word processor such as Personal Write.
-
-
- REDBITS, GREENBITS, BLUEBITS
-
- REDBITS = RedBits
-
- GREENBITS = GreenBits
-
- BLUEBITS = BlueBits
-
- Range: 0 .. 8 (0 = Display Mode Default; All set to 8 = 24-bit palette)
-
- This option forces Personal Paint to use a certain number of bits for each
- color component in the color palette, regardless of the hardware being
- used.
-
- For example, to emulate the limitations of an Original Chip Set system on
- an AGA computer, all three values should be set to 4. Conversely, in order
- not to lose information when working with some common 12-bit or 18-bit
- hardware (e.g. ECS systems, or Picasso graphics boards), all three values
- should be set to 8.
-
- Interesting image processing effects can be obtained by selecting low
- values (e.g. 1 to emulate CMYK/RGBW devices).
-
-
- THICKX, THICKY
-
- THICKX = HorizontalThickness
-
- THICKY = VerticalThickness
-
- These settings determine the horizontal and vertical thickness of most
- user interface items (tools, borders, bars, etc.) A value of 0 indicates
- dynamic thickness (i.e. selected by the program depending on the screen
- size), 1 = single thickness, 2 = double-thickness, 3 =
- quadruple-thickness, and so on. In practice, manual thickness setting
- never causes objects to appear larger than they would with with the option
- set to 0. Otherwise, some requesters would not fit on the screen.
-
- Range: 0 .. 128.
-