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- EGAPAL
- Version 1.0
- (c) Copyright 1990
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- EGAPAL is a series of programs which allow the user to create
- graphic images for the 640x350, 16 color mode. Once completed, these
- images are saved to either an image file or encoded into a header file.
- Finally, a series of subroutines contained in a library file allow these
- images to be displayed in user written, Turbo C programs.
-
- EGAPAL was written out of a need of finding an inexpensive way
- to produce graphic images to be included computer games I plan to write
- in the future. I also wanted a product that would allow me to load
- these images in memory, to be recalled and displayed quickly with a
- limited amount of coding. Since I didn't have the $99 plus dollars to
- invest in a program that may not even fit my needs, I decided to write
- EGAPAL. Hopefully these programs will fit the bill for other budding
- programmers as well.
-
- EGAPAL is a shareware product. That means you have the
- opportunity to test the software and determine whether the product fits
- your needs. If you continue to use EGAPAL after this point you are
- obligated to register your copy by sending $20 to:
-
- Scott Young
- P.O. Box 1550
- Section #8
- Portsmouth, NH 03802
-
- Not only does this money reward my efforts, it also gives you the
- opportunity to receive a free upgrade when the next version is released.
- Another advantage of registering is that I am actively soliciting
- comments and suggestions from users and plan to implement many of them
- in the next version. Currently I have a need to add the following two
- items: 1) full graphic screen editing 2) a TIF file import facility.
- The current version of EGAPAL allows you to edit images with the maximum
- size being 121x76 pixels. If you wanted to make a graphic screen at
- this point you would need to divide the screen into several sections,
- create the images, and then put them together in "patchwork" fashion.
- I would like to see a TIF import facility because I am no freehand
- graphics artist (I have trouble making stick men!). This will allow me
- to import a perfectly proportional black and white images to be modified
- and given color. I am sure you users out there can think of other ways
- to improve the product as well. Registering your copy and sharing
- suggestions helps us all!
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- FILES
- =====
-
- The EGAPAL product consists of the following files:
-
- EGAPAL.EXE - The graphic image editor program.
-
- EGAPAL-H.EXE - A program which reads EGAPAL graphic image files (.PLI)
- and creates header files to be included in Turbo C
- programs.
- EGAPAL.LIB - The EGAPAL library of subroutines which copy graphics
- images from disk or header files to the screen.
- EGAPAL.DOC - This file.
-
- LOGO.PLI - An image file containing the EGAPAL logo.
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- LOGO.H - A header file containing the EGAPAL logo.
-
- PALETTE.PLI - An image file containing the picure of a palette.
-
- PALETTE.H - A header file containing the picure of a palette.
-
- TEST.C - A sample program that demonstrates how graphic images
- are displayed on the screen.
- TEST.PRJ - Turbo C project file for TEST.C
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- EGAVGA.BGI - Turbo C's EGA/VGA graphics driver.
-
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- USING EGAPAL
- ============
-
- To create graphic images run the program EGAPAL.EXE. After
- reading the copyright box, hit any key to display the entire image
- editor screen. In the upper left hand corner of the screen is the
- 25x40 box where your images will be created. This box is discussed
- in detail in the draw command section. Below the large box are 16
- small rectangles containing the 16 default colors you will use to make
- your images. The colors found in the interior 14 rectangles can be
- changed to any of the 64 colors available in the EGAHI and VGAMED
- graphics modes. Below the colored rectangles are 4 larger rectangles
- labeled F1 thru F4. Hitting the appropriate function key executes the
- command contained in the corresponding rectangle. The "Actual Size"
- box is found in the center of the screen to the right. As you create
- you image in the large box, you actual image will appear in this box.
- Above this box is the "Current Color" box. This box will contain the
- color you are currently using.
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- SELECTING COLORS FOR YOUR IMAGE
- ===============================
-
- Sixteen default colors are provided for you when you begin
- using EGAPAL. To change these colors hit F1 from the main menu
- (Selete Palette). A set of new commands will now appear. Next you
- need to decide which of the default colors you want to change. Hit
- F1 (Arrow Left) or F2 (Arrow Right) to move the selection arrow under
- your choice (Note: Black and white cannot be changed). Then hit F3
- (Change Color) repeatedly to see all 64 colors available to you. Once
- you find a color you like you can continue to change other default
- colors or hit F4 (Quit) to return to the main menu. When an image is
- saved to disk, your color selections are saved as well (see Loading and
- Saving Images).
-
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- CREATING AN IMAGE
- =================
-
- To begin creating an image hit F3 (Draw) from the main menu.
- Next, select your first drawing color by hitting F1 (Select Color).
- Move the selection arrow to the desired color by using the F1 (Arrow
- Left) and F2 (Arrow Right) keys. Hit F3 (Select Color) to lock in your
- choice. After F3 is hit, the "Current Color" box displays your selected
- color. Use this routine whenever you want to change the drawing color.
-
- Hit the F2 (Plot Colors) key to begin drawing. A square cursor
- will appear in the 25x40 box. Using the four arrow keys, move the
- cursor to where you want to begin drawing. Next hit F1 (Turn Plot On)
- to enable the plotting facility. The arrow keys are then used to draw
- your image in the current drawing color. As you plot colors in the
- 25x40 box, the image begins to appear in the "Actual Image" box.
-
- There will be times when you want to suspend plotting and move
- the cursor to another location within your image. Hit F1 (Turn Plot
- Off) and move the cursor to the new location. Resume plotting by
- hitting F1 (Turn Plot On) again. (Notice the F1 key toggles on and off)
-
- As you create your image mistakes will invariably be made. To
- erase a mistake move the cursor to the mistake and hit F1 (Turn Plot
- Off). Then by hitting F2 (Erase Boxes) and moving your cursor over the
- the mistake, the pixels will revert back to the background color of
- black. Hit F4 (Quit Erasing) when done.
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- When you are done plotting the upper left-hand corner of your
- image you will want to change the original 0-25 vertical and 0-40
- horizontal view. Hit F4 (Quit) to end plotting followed by F3 (Move
- Window). The entire 75x120 image area will be shown with a smaller
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- box in the upper left-hand corner. The smaller box represents the
- area you have just been plotting. Using the arrow keys, move the
- smaller box to the next plotting area. Hit enter when done.
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- LOADING AND SAVING IMAGES
- =========================
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- Unless you like to live dangerously, you will want to save your
- images often as you are creating them. Also there will be times when
- you want to modify and/or complete images as well. Hit F2 (File) from
- the main menu to enter the file loading and saving section.
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- EGAPAL creates two different types of files, work files and
- image files. Work files are created when you hit the F2 (Save Work)
- key and enter a filename. Work files have an extension of .PLW and
- contain the image's 16 palette colors and plotted points. Image files
- are created when you hit F3 (Save Image) and enter a filename. Image
- files have an extension of .PLI and are loaded into you "C" programs
- by way of a function in the library file EGAPAL.LIB. (Note: The F3
- option will not appear when there is no image in the editor) The F1
- (Load Work) key will allow you to load a previously saved work file.
- A complete listing of all the work files will appear on the screen in
- alphabetical order. Highlight your choice and enter. If you have
- lots of work files you may need to toggle to a second or third page.
- Once your choice is made the image is loaded into the plotting box.
- From that point you are ready to continue your work.
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- When you are ready to exit the program hit F4 (Quit) from the
- main menu. F1 (Quit Please!) takes you back to the DOS prompt. F2
- (Don't Quit!) gives you the opportunity to get back to the main menu.
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- THE EGAPAL-H.EXE PROGRAM
- ========================
-
- The EGAPAL-H.EXE program is a utility that lets you read an
- image file (.PLI) and create a header file (filename.H) to be included
- in your Turbo C programs. The header file consists of two arrays. The
- first array contains the values representing the image's 16 palette
- colors. The second array contains the image itself. Two functions in
- the EGAPAL.LIB use these arrays to display images.
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- When you run EGAPAL-H.EXE an alphabetical list of all the image
- files (.PLI) appears. Highlight the desired file and enter. If you
- have lots of image files in the current directory you may need to toggle
- to another page to find your choice. A header file with the image's
- filename and an extension of .H is then created.
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- THE EGAPAL.LIB LIBRARY FILE
- ===========================
-
- The EGAPAL.LIB library file contains three function that load
- images to your screen. The first function reads an image file (.PLI),
- loads the image's 16 colors, and displays the image:
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- file_image(x,y,"filename.ext")
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- example: file_image(200,100,"logo.pli");
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- The variables x and y are integers representing the location on the
- 640x350 screen you want the image to be placed. The image's filename
- is entered in the funtion's third position.
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- When the image information is loaded from a header file, two
- functions are used to display an image. The first function loads the
- image's 16 colors into memory. (Note: Previous color selections will be
- erased!)
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- coded_palette(array)
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- example: coded_palette(LOGO);
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- The second function loads the image:
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- coded_image(x,y,array)
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- example: coded_image(200,100,array);
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- The variables x and y are integers representing the location on the
- 640x350 screen you want the image to be placed. The image's array name
- is entered in the function's third position.
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- EGAPAL TEST PROGRAM
- ===================
-
- I have found that I learn new concepts in programming best
- when I have a working examples to pick apart and test. Taking a look
- at TEST.C and TEST.PRJ should be helpful. You can compile TEST.C with
- the project file TEST.PRJ to make a working executable file.
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