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- {$fc}5CS-2-A comp
- ^ ^^
- THE FUN GRAPHICS MACHINE
- -v6.0 DEMONSTRATOR-
- ..................
- DOCS PART-2
-
- HI-RES EDITING FUNCTIONS
- {CBM-T}{CBM-T}{CBM-T}
-
- While reading these docs:
-
- F1 for next {CBM-A}
- F3 for previous {CBM-A}
- R/S back to Load Menu
- S to change {CBM-A} color
-
- ^
- -OVERVIEW-
- The FGM holds three independent hi-res
- {CBM-A}s which you can manipulate (ie:
- flip, invert, reverse, expand, reduce,
- scroll, stretch, etc). You can also
- put {CBM-Z}s & text onto the {CBM-A}s
- in an infinite variety of ways.
-
- Screens may be LINKED so you can work
- across, load, and save them "as one".
- You don't need to understand {CBM-Q}
- {CBM-A}s to use the program; it's a
- function you can learn later.
-
- When you first load FGM and go to the
- hi-res {CBM-A} editor (Main Menu #4)
- the hi-res {CBM-A}s will probably be
- filled with garbage unless you opted
- to load the "info {CBM-A}".
- ^
-
- FGM DOES NOT CLEAR the {CBM-A} areas
- when it loads. This is so you can
- capture hi-res {CBM-A}s that may be
- left behind by other programs. View
- the three {CBM-A} areas by pressing X.
-
- To Erase a {CBM-A} press Shift, CTRL,
- and E. A window prompt will come up
- and ask you to confirm (y/n?). This
- will only erase the visible {CBM-A}.
-
- You can go between the {CBM-A}s by
- pressing x (for eXchange {CBM-A}s) to
- see if a useful {CBM-A} has been
- left behind by another program.
-
- ^
- Once you have cleared the {CBM-A} one
- of the pre-loaded {CBM-Z}s will become
- more easily visible and you can move
- it around the {CBM-A} with the cursor
- keys. This is the ACTIVE GRAPHIC. To
- make another {CBM-Z} buffer active
- press one of the number keys 1-6.
- Press f to flip the {CBM-Z}, i to
- invert it. To fasten the {CBM-Z} to
- the {CBM-A} press p. Other {CBM-Z}s
- manipulation is available; see
- GRAPHICS MANIPULATION below.
-
- You can load other PS or PM {CBM-Z}s
- into the FGM by using selection #1
- from the Main Menu. You can also use
- GRAB mode to grab a piece of {CBM-A}
- into one of the buffers, then treat
- it like any of the other {CBM-Z}s.
-
- ^
- When the {CBM-A}s are un{CBM-Q} or
- down-{CBM-Q} the two un-seen {CBM-A}s
- are "safe" and can't be affected by
- anything you do to the visible {CBM-A}.
- Only the {CBM-A} you are viewing can be
- affected by the things you do.
-
- When in Text mode and {CBM-A}s are
- across-{CBM-Q} the unseen {CBM-A} areas
- to the right of the text cursor (up
- to the right margin) WILL be affected
- by Insert & Delete (Insert & Delete
- will push/pull across the {CBM-Q}
- {CBM-A}s). Other hi-res functions will
- not affect the non-visible {CBM-A}s.
-
- ^
-
- Following will be a short explanation
- of LINKED {CBM-S}S. You don't need to
- understand (or use) LINKED {CBM-S}S
- to use FGM but they are referred to
- further on in the docs so you should
- be a tiny bit familiar with them.
-
- ^
- LINKED {CBM-S}S
-
- Space doesn't permit going into this
- heavily so this will be rather brief.
- Screens can be {CBM-Q} either across or
- down. This is done from the LINK MENU
- (/ from Main Menu). When {CBM-A}s are
- {CBM-Q} you can load, edit, save, and
- print ($ version) them "as one".
-
- Linked {CBM-A}s are actually saved as
- two or three independent {CBM-A}s which
- can be loaded separately if you wish.
- When you save {CBM-Q} {CBM-A}s the FGM
- generates the additional {CBM-W}s for
- the other {CBM-A}(s) based on the first
- {CBM-W} you give it. It is suggested
- you begin {CBM-W}s for {CBM-Q} {CBM-A}s
- with something like "s.a1 {CBM-W}".
- ^
- LINKED {CBM-S}S (cont)
-
- When you across-link {CBM-A}s you can
- work on them "as one"; when typing
- across {CBM-A}s the viewing area will
- move as you type past the right side
- of the {CBM-A}, and Insert/Delete will
- operate across both or all three
- {CBM-A}s. Margins and wordwrap are
- available when {CBM-A}s are {CBM-Q}
- (across or down). Anything right of
- the right margin is safe from insert
- and delete.
-
- Screens may not be scrolled if across-
- {CBM-Q} and only up/down scrolled if
- down-{CBM-Q}. The Split Screen function
- is not available if across-{CBM-Q}.
-
- ^
-
- LINKED {CBM-S}S (cont)
-
- You can change link status at any time
- by going to the Main Menu & selecting
- / for the Link Menu. When {CBM-A}s are
- {CBM-Q} a {CBM-X}/number will appear
- on the Main Menu to let you know the
- link status, ie: D2 is 2 down-{CBM-Q},
- A3 is 3 across-{CBM-Q}, and nothing
- means that the {CBM-A}s aren't {CBM-Q}.
-
- ^
- SETTING THE HOME {CBM-S}/{CBM-S} ORDER
-
- When you link the {CBM-A}s you may need
- to "set" the order of them. The HOME
- {CBM-A} is the left-most {CBM-A} if
- across-{CBM-Q}, and the "top" {CBM-A} if
- down-{CBM-Q}. When {CBM-A}s are {CBM-Q}
- you can go to the HOME {CBM-A} by
- pressing the HOME key twice. If it
- isn't the {CBM-A} you want as the HOME
- {CBM-A}, or the {CBM-A} order (ie: left-
- center-right) is wrong then you'll
- need to SET it. This is done by using
- CTRL [left arrow] while in GP mode.
-
- Use of TRANSFER MODE while {CBM-A}s are
- {CBM-Q} will sometimes mix-up the HOME/
- {CBM-S} ORDER and they may need to be
- re-"set" (as follows).
-
- ^
- SETTING THE HOME {CBM-S}/{CBM-S} ORDER
-
- 1. Use X or F3/F4 to get the {CBM-A}
- you want as the HOME {CBM-A}.
-
- 2. Press CTRL [left arrow]. This sets
- it as the HOME {CBM-A}.
-
- 3. Check the order of the {CBM-A}s by
- pressing X once. If the {CBM-A} you
- expected to appear doesn't then
- press the HOME key twice to get
- back to the HOME {CBM-A} and then
- press CTRL [left arrow] again.
-
- 4. If you accidently go past the
- second {CBM-A} before homing you
- may have to repeat this several
- times to get things in order.
- ^
- HI-RES {CBM-S} FUNCTIONS
-
- The cursor keys/joystick are used in
- all hi-res modes to move the cursor or
- {CBM-Z} around the {CBM-A}. The below
- keys are also active for moving the
- cursors and {CBM-Z}s in all modes
- except when on the Pixel Edit Screen:
-
- CTRL A: Move ACROSS in larger steps
- CTRL D: Move DOWN on larger steps
- CTRL M: Move to MIDDLE of {CBM-A}
- CTRL S: Move to UPPER LEFT CORNER
- HOME: Move to UPPER LEFT CORNER
- R/S: Move to LEFT SIDE
-
- In all modes except TEXT MODE the X
- key can be used to go between {CBM-A}s.
- In TEXT MODE use CTRL X.
- ^
- SCROLLING THE {CBM-S}S
-
- The F1-F6 keys are used in all modes
- for scrolling the {CBM-A}s around when
- the {CBM-A}s are un{CBM-Q} or when in
- ADJUST MODE. No harm can come to a
- {CBM-A} by scrolling it.
-
- UNLINKED {CBM-S}S:
- F1/F2: SCROLL UP/DOWN
- F3/F4: SCROLL RIGHT/LEFT
- F5: PIXEL SCROLL LEFT
- F6: PIXEL SCROLL UP
-
- DOWN-LINKED {CBM-S}S:
- F1/F2: SCROLL UP/DOWN
- F3/F4: MOVE BETWEEN {CBM-S}S (LIKE X)
- F5: INACTIVE (unless ADJUST MODE)
- F6: PIXEL SCROLL {CBM-S} UP
- ^
- F1-F6 {CBM-S} SCROLLING (continued)
-
- ACROSS-LINKED {CBM-S}S:
-
- F1/F2: INACTIVE (unless ADJUST MODE)
- F3/F4: MOVE VIEWING AREA RIGHT/LEFT
- F5/F6: INACTIVE (unless ADJUST MODE)
-
- When {CBM-A}s are {CBM-Q} pressing the
- HOME key twice will take you to the
- "HOME" (#1, left or top) {CBM-A}.
-
- ^
- THE HI-RES MODES
-
- When on the hi-res {CBM-A}s there are
- MODES you go into in order to do
- different things, ie: enter TEXT MODE
- to type text to the {CBM-A}. Below are
- the modes available:
-
- GP: Graphics & {CBM-A} manipulation.
- This is the mode you enter when
- you press #4 or RETURN from the
- Main Menu.
-
- GRAB: Capture {CBM-A} areas, Rotate
- TRANSFER: Move (copy) {CBM-A} areas
- TEXT: Add Text to {CBM-A}s, Borders
- ADJUST: Ranged Scrolling, Slant
- PIXEL EDIT: Editing pixels:)
- ^
- You can generally go between the modes
- by using the below MODE ENTRY keys. In
- TEXT MODE use CTRL J to enter ADJUST
- mode. GRAB MODE can only be entered
- from GP MODE.
-
- Pressing the RETURN key will always
- exit you back to GP Mode, and from
- GP Mode the RETURN key will take you
- to the Main Menu (back and forth).
-
- G: GRAB (Capture) MODE
- SH T: TRANSFER MODE
- T or DEL: TEXT MODE
- J: ADJUST MODE
- F7: PIXEL EDIT MODE
- RETURN: EXIT TO GP MODE
- ^
- GP MODE
-
- Think of this as the General Purpose
- or Graphics Placement Mode. GP Mode
- is used for manipulating {CBM-Z}s and
- {CBM-A}s (ie: flipping, inverting),
- and for fastening {CBM-Z}s to the
- hi-res {CBM-A}s. GP MODE IS THE ONLY
- MODE WHERE THE MOVABLE GRAPHIC IS
- VISIBLE ON THE {CBM-S}.
-
- Pressing RETURN from any other mode
- will bring you back to GP Mode.
-
- Pressing RETURN in GP Mode will go to
- the Main Menu. The RETURN key is a
- "safe" key and pressing it enough will
- always RETURN you to the Main Menu.
- ^
- GP MODE
- The below keystrokes will call up a
- window that will prompt you to confirm
- (y/n) the action you requested.Press
- any key but "y" to cancel.
-
- SH CTRL E: ERASE VISIBLE {CBM-S}
- SH CTRL G: STRIP GRAYS
- SH CTRL H: HORIZ EXPAND {CBM-S} X2
- C= SH CTRL H: HORIZ EXPAND {CBM-S} X3
- C= CTRL H: HORIZ REDUCE {CBM-S} X2
- SH CTRL V: VERT EXPAND {CBM-S} X2
- C= SH CTRL V: VERT EXPAND {CBM-S} X3
- C= CTRL V: VERT REDUCE {CBM-S} X2
- SH +: DRAW LINE BORDER
- SH -: ERASE LINE BORDER
-
- ^
- OTHER ACTIVE KEYS IN GP MODE:
-
- X: EXCHANGE {CBM-S}S
- and exit split {CBM-A}s
- SH X: SPLIT {CBM-S}S LEFT/RIGHT
- C= X: SPLIT {CBM-S}S UP/DOWN
- C= SH CTRL X: EXIT SPLIT {CBM-S}S
- without unsplitting
-
- SH F: FLIP {CBM-S}
- SH I: INVERT {CBM-S}
- SH R: REVERSE {CBM-S}
- C: COPY {CBM-S} to a cleared
- {CBM-A}. Useful for
- making an OOPS {CBM-A}.
-
- SH CTRL [left arrow]: Set HOME {CBM-S}
- and {CBM-A} order ({CBM-Q} {CBM-A}s).
-
- ^
- GRAPHICS MANIPULATION (GP MODE):
-
- 1-6: SELECT ACTIVE GRAPHIC
- F: FLIP GRAPHIC
- I: INVERT GRAPHIC
- R: REVERSE GRAPHIC
- SH CLR: ROTATE GRAPHIC (7x7)
-
- NOTE: Graphics buffer #6 is a
- TEMPORARY {CBM-Z}s buffer and may
- be corrupted (turned to garbage) by
- other functions (loading {CBM-Z}s,
- ROTATE, and ADJUST'S Capture in
- particular). Use it for grabbing
- {CBM-A} areas, manipulating, and
- moving them elsewhere.
-
- ^
- GRAPHICS MANIPULATION (GP MODE):
-
- CROPPING GRAPHICS:
- [left arrow]: NARROWER
- W: WIDER
- [up arrow]: CROP UP BY ROW
- SH[up arrow]: CROP UP BY PIXELS
- *: UNCROP DOWN BY ROW
- SH *: UNCROP DOWN BY PIXEL
-
- Selecting another {CBM-Z}s buffer
- (or the same one) by pressing 1-6
- will uncrop the {CBM-Z}.
-
- ^
- GRAPHICS MANIPULATION (GP MODE):
-
- FASTENING GRAPHICS (GP MODE)
- O: OVERLAY: Fastens the {CBM-Z} to
- the {CBM-A} as if you had just
- left the moveable {CBM-Z} where
- it was on the {CBM-A}.
-
- p: PUT/PICK-UP (EOR): Exclusive ORs
- the {CBM-Z} to the {CBM-A}. If
- you press unshifted p again the
- {CBM-Z} will be "sponged" back
- up from the {CBM-A}. Very handy.
-
- SH P: PASTE: Pastes the ENTIRE {CBM-Z}
- area to the {CBM-A}. To see the
- ENTIRE area that will be pasted
- press r to reverse the {CBM-Z}.
-
- ^
- GRAB (capture) MODE
-
- PRESS G from GP Mode TO ENTER. This
- mode is used for capturing a {CBM-A}
- area into one of the {CBM-Z}s buffers.
- The $ version of FGM will let you save
- the {CBM-Z} captured {CBM-Z} to use in
- PS or to re-use in FGM.
-
- 1-6: CAPTURE AREA TO GRAPHIC
- BUFFER 1-6
-
- SH CLR: ROTATE 11X11 {CBM-S} AREA
- UNDER CURSOR
-
- CTRL E: ERASE AREA UNDER CURSOR
-
- RETURN: EXIT TO GP MODE
-
- ^
- TRANSFER MODE
-
- PRESS SHIFTED T. TRANSFER Mode is used
- for transfering (copying) a {CBM-A}
- area to another location.
-
- C= CTRL V: REDUCE VERT CURSOR SIZE
- CTRL V: EXPAND VERT CURSOR SIZE
- C= CTRL H: REDUCE HORIZ CURSOR SIZE
- CTRL H: EXPAND HORIZ CURSOR SIZE
- F8: SET CAPTURE RANGE
- O: OVERLAY RANGED AREA
- P: EOR AREA TO {CBM-S}
- SH P: PASTE AREA TO {CBM-S}
- RETURN: EXIT TO GP MODE
-
- ^
- TRANSFER (cont)
- Once you press F8 to set the CAPTURE
- RANGE the border will begin rippling
- with color. Move the cursor elsewhere
- and use o, p, or shifted P to copy the
- range to the cursor position. You can
- go to another {CBM-A} if the link
- configuration allows. Once you leave
- the source {CBM-A} you can't return to
- it until you cancel this mode.
-
- If the cursor is overlapping the area
- where you set the range and you try
- to fasten something there strange
- effects may be realized. Pressing p to
- EOR the ranged area over itself
- (offset) is probably the most useful.
- Keep pressing p and the {CBM-A} will
- return to as it was before.
- ^
- TEXT MODE
-
- PRESS T OR DEL TO ENTER. TEXT Mode is
- used for writing text on the hi-res
- {CBM-A}s. Can also be used for moving
- text and {CBM-Z}s with the insert and
- delete keys, and for erasing areas
- using the space key. C= CTRL I (Pixel
- Insert) can be used for stretching.
-
- To type text to the {CBM-A} simply hit
- the {CBM-X} key. Using the C= key
- with a {CBM-X} key will give you the
- {CBM-X} {CBM-Z} on the left side of
- the key (results may vary depending on
- which {CBM-X} buffer you are using).
-
- ^
- TEXT MODE (cont.)
-
- To access ALL of the Commodore
- {CBM-X} {CBM-Z}s select {CBM-X}
- set #5 (CTRL 5). When #5 is active
- you will get UPPER-CASE when just
- typing keys.
-
- Using C= with a key will give you the
- {CBM-Z} on the left side of the key.
-
- Using SHIFT with a key will give you
- the {CBM-Z} on the right side.
-
- The CTRL key is used a LOT with the
- {CBM-X} keys while in Text Mode to
- turn on the different functions. This
- is because using most other key combos
- will write a {CBM-X} to the {CBM-A}.
- ^
- TEXT MODE (cont.)
-
- CTRL 1-5: SELECT ACTIVE CHAR SET
- CTRL O: OVERLAY TEXT
- CTRL P: PASTE TEXT (default)
- SH CTRL 8: EOR TEXT (PUT/PICK-UP)
-
- CTRL :: SET ROTATION
- CTRL R: REVERSE TEXT
- SH CTRL 1: BOLD ON
- SH CTRL 2: ITALICS ON
- CTRL [up arrow]: TOGGLE DIRECTION
- (turns WRAP off)
-
- When you exit/re-enter Text Mode most
- of the above will be reset: Bold,
- Italics, Reverse, Direction, and
- Rotation will all be reset and
- Paste will be active.
- ^
- TEXT MODE (cont.)
-
- SETTING CURSOR (TEXT) SIZE:
-
- CTRL H: LARGER HORIZONTAL CURSOR
- C= CTRL H: SMALLER HORIZONTAL CURSOR
-
- CTRL V: LARGER VERTICAL CURSOR
- C= CTRL V: SMALLER VERTICAL CURSOR
-
- CTRL N: NORMALIZE; Cursor to 1:1,
- Bold, Italics, Rotation,
- Reverse off. Paste on,
- direction to across.
-
- CTRL L: LAST CURSOR SIZE
- ^
- TEXT MODE (cont.)
-
- CTRL F: FLIP 1:1 AREA UNDER CURSOR
- SH CLR: ROTATE 1:1 AREA UNDER CURSOR
- CTRL X: GO BETWEEN {CBM-S}S **
-
- **If {CBM-A}s are {CBM-Q} then F3/F4
- can be used to go between {CBM-A}s.
-
- Sh CTRL R: REVERSE {CBM-S}
-
- SPLIT {CBM-S}S: Available if {CBM-A}s
- are not across-{CBM-Q}:
-
- C= CTRL X: SPLIT UP/DOWN
-
- Sh CTRL X: SPLIT LEFT/RIGHT
-
- CTRL X: UNSPLIT SPLIT {CBM-S}S
- ^
- TEXT MODE (cont.)
-
- INSERT/DELETE ARE AT CURSOR SIZE:
- DEL: PULL COLUMNS TO LEFT. If
- direction is up/down then
- this pulls up.
-
- SH INST: PUSH COLUMNS TO RIGHT.
- If Direction is up/down
- then this pushes down
- and leaves a shadow.
-
- C= INST: PIXEL INSERT
-
- C= CTRL I: PIXEL INSERT WITH SHADOW
- (use for stretching)
-
- ^
- TEXT MODE (cont.)
-
- C= CTRL Y: WRITE ACTIVE CHARACTER
- BUFFER TO THE {CBM-S}
-
- C= CTRL Z: WRITE {CBM-S} AREA TO
- ACTIVE CHARACTER BUFFER.
-
- You cannot write the {CBM-A} area to
- {CBM-X} buffers 4 & 5 because they
- are taken from the computer's rom.
-
- CTRL W: TURNS WORDWRAP ON if {CBM-A}s
- are {CBM-Q}. Is turned off by either
- changing direction (CTRL [up-arrow]
- or by exiting to Main Menu.
-
- ^
- TEXT MODE (cont.)
-
- CTRL I: INSERT COLS (wrap to bottom)
- CTRL U: DELETE COLS (pull from bot.)
- (above operate on 1 {CBM-A} & active
- only w/un{CBM-Q} or down{CBM-Q} scrns)
-
- RUN/STOP: CURSOR TO LEFT SIDE
- SH RUN/STOP: CURSOR TO NEXT WORD
-
- MARGINS (if {CBM-A}s are {CBM-Q}):
-
- CTRL M: SET MARGINS; Cursor must be
- 1:1 in size and over one of the
- margins. Press CTRL M and when the
- margin changes color use the cursor
- keys to move it. Press RETURN to
- exit once the margin is in position.
- ^
- TEXT MODE: DEFINABLE CHARACTER
-
- The Definable Character is a miniature
- capture box. Pressing F8 will capture
- anything under the upper left 1:1 area
- of the Text cursor. Once capured you
- can use the Definable Character just
- like any other text {CBM-X} (use
- expanded sizes, bold, italics, EOR,
- etc,). This function is very handy for
- repairing areas of the {CBM-A}s;
- capture a similar area and print
- it to the new area.
-
- F8: CAPTURE DEFINABLE CHARACTER
-
- CTRL =: PRINT DEFINABLE CHARACTER
-
- C= CTRL =: PRINT SMILEY FACE
- ^
- CHARACTER BORDERS (TEXT MODE)
-
- You can write anything under the 1:1
- (smallest) text cursor as a border
- around the {CBM-A}. The {CBM-X} tiles
- in {CBM-Z}s buffer #4 are provided for
- making borders (and fill patterns).
-
- To write a border around the {CBM-A}
- place the smallest size text cursor
- over something on the {CBM-A}, hold the
- Shift C= CTRL keys down (all three),
- then press B.
-
- To erase the border place the text
- cursor over a blank area and press the
- above keys.
-
- ^
- ADJUST ROWS MODE
-
- PRESS J (CTRL J FROM TEXT MODE). Use
- ADJUST Mode for increasing/decreasing
- spacing between rows, stretching or
- shrinking text & {CBM-Z}s, outlining,
- and for ranged left/right scrolling.
-
- In ADJUST MODE the F1/F2/F6 keys will
- scroll the {CBM-A} up/down regardless
- of the link configuration. F3/F4/F5
- will scroll the area inside the ADJUST
- bar right/left.
-
- F1/F2: SCROLL RANGED AREA RIGHT/LEFT
- F3/F4: SCROLL {CBM-S} UP/DOWN
- F5: PIXEL SCROLL RANGED AREA LEFT
- F6: PIXEL SCROLL {CBM-S} UP
- ^
- ADJUST ROWS MODE (continued)
- +: INCREASE ADJUST BAR SIZE
- -: DECREASE ADJUST BAR SIZE
-
- CTRL I: INSERT A ROW (shadow)
- C= I: INSERT A LINE (shadow)
- CTRL U: DELETE (PULL UP) A ROW
- C= U: DELETE A LINE (PIXEL)
- CTRL E: ERASE AREA UNDER bar
- C= E: ERASE PIXEL LINE
- =: CAPTURE 1-4 ROWS
- o: OVERLAY CAPTURED ROW(S)
- p: EOR CAPTURED ROW(S)
- Sh P: PASTE CAPTURED ROWS
- C= >: AUTO-ROW SPACER (NOT
- recordable as a demo!)
- C= F8: ONE F5/F6 COMBINATION
- SH F8: EIGHT F5/F6 COMBINATIONS
- C= [left arrow]: ROLL A ROW
- ^
- ADJUST ROWS MODE (continued)
-
- To create an outline of a few (1-4)
- rows of text enter ADJUST mode, make
- the ADJUST BAR 1-4 rows high, press =
- to capture the area, press F5 to pixel
- scroll the area one pixel left, press
- F6 to pixel scroll the {CBM-A} one line
- up, then press p to EOR the captured
- area over what's on the {CBM-A}. This
- makes outlining a snap, and many other
- interesting effects are also possible.
-
- NOTE: Whenever you EOR something to
- the {CBM-A} you can "undo" it by doing
- the EOR again. This applies to EORing
- {CBM-Z}s in GP Mode, text while in
- Text Mode, and captured areas in
- Transfer and Adjust modes.
- ^
- PIXEL EDIT MODE
-
- PRESS F7. This will give you the 3
- column by 2 row Pixel Edit Cursor.
- Pressing F7 again will take you to
- the Pixel Edit Screen. Note that when
- RECORDING a demo the 2x3 window
- showing the {CBM-Z} area being edited
- will not be visible.
-
- While on the Pixel Edit {CBM-S} the
- F1-F4 keys will move the unseen Pixel
- Edit cursor so you can view/edit other
- areas of the {CBM-A}.
-
- If the {CBM-A}s are UN-{CBM-Q} the F5/F6
- keys will SCROLL the {CBM-A}.
-
- ^
- RECORDING A DEMO
-
- When you RECORD A DEMO the program is
- simply recording the keystrokes to
- disk that you use while working on the
- hi-res {CBM-A}s. Demos can be used as
- a very compact way of "storing" hi-res
- {CBM-A}s. You could type a letter or
- create a template for a form & record
- your actions, then play the demo back
- when you wanted to re-create the
- {CBM-A}. A demo will usually take up
- MUCH less space than saving a {CBM-A}.
-
- ^
- ADDITIONAL ACTIVE KEYS WHEN RECORDING
-
- C= CTRL E: Done from GP Mode. Puts a
- code in the recording so the {CBM-A}
- will be erased during playback but
- doesn't erase the {CBM-A} while
- recording (use for tracing).
-
- C= CTRL P: All modes. Puts a DELAY
- CODE in the recording which will
- delay for the specified time during
- playback.
-
- From GP Mode pressing RETURN will take
- you to a menu where you can either end
- the recording or change link status.
-
- ^
- -RECORDING A DEMO - REMINDERS-
-
- BE SURE YOU HAVE ENOUGH BLOCKS FREE
- ON THE DATA DISK BEFORE BEGINNING A
- RECORDING; IF SPACE RUNS OUT ON THE
- DISK YOU WILL PROBABLY LOSE THE
- ENTIRE DEMO.
-
- ERASE THE {CBM-S} (SH CTRL E) WHEN
- STARTING A DEMO. IF YOU DON'T ERASE
- THE {CBM-S} THEN THE DEMO WILL WRITE
- OVER WHATEVER {CBM-S} IT FINDS.
-
- DO NOT USE ADJUST MODE'S AUTO-ROW
- SPACER WHEN RECORDING A DEMO!
-
- RETURN GRAPHICS TO STARTING POSITIONS
- WHEN ENDING DEMO (unflip/invert).
-
- ^
- -A HINT FOR LEARNING FGM-
-
- Most modes use the C= (Commodore key),
- CTRL, and SHIFT keys in conjunction
- with one of the letter keys. The size
- of the key is usually related to the
- function. A full column insert uses
- the SHIFT key & a pixel (small) insert
- uses the C= key. When in Adjust mode
- CTRL I will push a whole row down but
- used with the C= key it will push a
- single line (pixel) down. In GP mode
- you just press f to flip the {CBM-Z}
- but SHIFTED F to flip the {CBM-S}.
-
- These conventions aren't absolute but
- they are pretty closely adhered to.
- After using the FGM for a while you
- will begin to see the relationships.
- ^
- -ENDING NOTE-
- I have been told that the FGM does
- "too much" & this makes it confusing.
- FGM was written to allow doing things
- that can't be done by other {CBM-Z}s
- programs. Please don't be intimidated
- by the large variety of functions
- available in the FGM. You can create
- useful hi-res {CBM-A}s using just a few
- of the functions; you don't need to
- learn "everything". PLAY AROUND WITH
- THE PROGRAM AND TRY THINGS. Erase the
- {CBM-A}, fasten one of the {CBM-Z}s to
- it, and start experimenting. You can't
- hurt the program or your computer! If
- you wish, close your eyes and just
- start pressing keys. Pressing RETURN
- a few times will ALWAYS return you
- back to the Main Menu.
- ^
-
-
-
- THIS IS THE LAST PAGE OF DOCS-2
-
- Press F1 for LOAD MENU
-
- Press F3 for PREVIOUS PAGES
-
- * * * *
-
- I HOPE YOU ENJOY THIS DEMO FGM
-
- and
-
- HAPPY COMPUTING,
-
- Ron C. Hackley
-
- ^ 6
-
-
-