Demo Construction Kit

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DEMO CONSTRUCTION KIT

UTILISATION OF MANUAL

ORIGINALLY WRITTEN IN FRENCH

BY BARTHIMUS OF THE CRACKING ACADAMY

TRANSLATED AND RE-TYPED BY KARADOC OF ADRENALIN 1992


CHAPTER 1 : INTRODUCTION

THE  DEMO CONSTRUCTION KIT IS A LOGICAL WAY OF CREATING  ANIMATED 
DEMOS  INCLUDING  COOL  GRAPHICS.IT ALLOWS  FULL  INTEGRATION  OF 
MUSIC,TEXT AND IMAGES IN THE DEMONSTRATIONS.

IT  FUNCTIONS ON ALL THE ATARI COMPUTERS AND COMPATIBLE  ST'S,I.E 
STF,STFM,STE,MEGA-STF,MEGA-STE  AND  CAN BE FITTED ON  YOUR  HARD 
DISC IF YOU WISH.

YOU HAVE THREE DISCS:

THE  FIRST  DISC INCLUDES THE PROGRAMME AS WELL AS  A  FEW  DEMOS 
IN.PRG  (CAN BE USED DIRECTLY AT THE OFFICE) AND IN DCK (FILE  TO 
BE LOADED UNDER THE PROGRAMME).HERE IS THE LIST OF FILES:

     -DCK.PRG.
     -DCK1.JNX.
     -DCK2.JNX.
     -DCK3.JNX.
     -DCK4.JNX.

THE SECOND DISC INCLUDES THE FOLLOWING FILES:

     -DESSINS (DESIGNS) INCLUDING THE BACKROUND PICTURES.
     -FONTES (FONTS) INCLUDING THE CHARACTERS.
     -SPRITES INCLUDING THE SPRITES.
     -RASTERS INCLUDING THE RASTERS.
     -TRAJ  SPRITE INCLUDING THE TRAJECTORIES OF THE  SPRITES  IN 
     .DAT.
     -TRAJ  SCROLL INCLUDING THE TRAJECTORIES OF THE SCROLLERS IN
     .TRJ.

THE THIRD DISC INCLUDES THE FOLLOWING FILES:

     -DIGIT.STE  (DATA STE) INCLUDING THE DIGITAL MUSIC  FOR  THE 
     STE.     
     -DIGIT.STF  (DATA STF) INCLUDING THE DIGITAL MUSIC  FOR  THE 
     STF.
     -MUSIC CHIP INCLUDING THE MUSIC FOR THE SOUND CHIP (ANY ST).
     -SOUNDTRACK INCLUDING THE SOUNDTRACK MUSIC.

THIS  PROGRAMME HAS BEEN CONCEIVED ENTIRELY ON A 68000 TO  ENSURE 
SPEED  OF  EXECUTION AND FLUENCY AND ALL THIS BY A  FRENCHMAN  IN 
FRENCH(WELL  IT  WAS TILL I TRANSLATED IT).ALL THE  FUNCTIONS  OF 
EXECUTION OF DEMOS SUCH ASSCROLLS,BORDERS,SPRITES,MUSIC,RASTERS,
STARS,EQUALIZERS,ETC....HAVE  BEEN PUT TOGETHER IN ONE  PROGRAMME 
ONLY TO MAKE IT MORE ECONOMICAL AND EFFICIENT.

CHAPTER 2 : GENERALITIES

USE OF THE DCK

THE DCK USES THE ATARIS GEM INTERFACE.IT IS THEREFORE  CONTROLLED 
ENTIRELY  BY  THE  MOUSE.THIS SYSTEM ALLOWS  SPEED  AND  EASE  OF 
USE.THE MAIN SCREEN OF DCK IS SEPARATED INTO 2 PARTS:

     -THE ROLLING MENUS
     
     -THE SELECTION ICONS 

THE ROLLING MENUS ARE REPRESENTED BY A MENU BAR WHICH IS AT  THE 
TOP  OF  THE  SCREEN.EACH  NAME ON THE  MENU  BAR  HIDES  SEVERAL 
OPTIONS.IF YOU POINT AT A NAME ON THE MENU BAR WITH THE MOUSE(GOD 
MAN   THIS  IS  REALLY  BASIC  TUITION),A  GATHERED  SUB   OPTION 
APPEARS,YOU  MUST  THEN BRING THE MOUSE DOWN TO  THE  SUB  OPTION 
REQUIRED(THE ONE POINTED AT BY THE MOUSE,DARKENS)AND CLICK ON IT.

IN  SOME  CASES THE ROLLING MENUS ARE USED TO DEFINE  WHETHER  AN 
OPTION HAS BEEN SELECTED OR NOT.IN THIS CASE IF A SUB OPTION  HAS 
BEEN SELECTED,A KIND OF V IS DISPLAYED ON ITS LEFT.

THE ICONS ARE REPRESENTED BY DRAWINGS ON WHICH YOU MUST  CLICK.ON 
THE  MAIN  SCREEN  OF  THE  DCK THERE  ARE  10  SITUATED  AT  THE 
BOTTOM.THEY   ARE   ACCOMPANIED  BY  A  WORD   DESCRIBING   THEIR 
FUNCTION.THESE ARE:SCROLL,TEXT,DEFORMATION,SPRITES,BLOCK COPIERS,
STARS,BORDERS,COLOUR,MUSIC AND UTILISATION.

THERE  IS  A  THIRD  KIND OF OBJECT USED  IN  THE  DCK.THESE  ARE 
DIALOGUE  BOXES.YOU  HAVE ACCESS TO THESE BOXES  USING  ICONS  OR 
ROLLING MENUS.EACH ANIMATION HAS ALL ITS PARAMETERS GATHERED IN A 
BOX.

A BOX IS USUALLY REPRESENTED BY A LARGE WHITE SQUARE EDGED WITH A 
BLACK LINE IN WHICH THERE IS:

     -AT THE TOP:TEXT DESCRIBING THE BOX'S FUNCTION.
     

     -AT  THE BOTTOM:AN OK SWITCH ENABLING YOU TO GET OUT OF  THE 
      BOX WHEN ALL THE PARAMETERS ARE ADJUSTED.

WITHIN THE BOXES,PARAMETERS CAN BE MODIFIED IN SEVERAL WAYS:

     -IF  THE  PARAMETER  CAN ONLY BE  TRUE  OR  FALSE(SELECT  OR 
      DESELECT) IT IS OFTEN REPRESENTED BY A BUTTON.THIS  BUTTON 
      IS A TEXT EDGED WITH A BLACK BACKGROUND IF THE PARAMETER IS 
      SELECTED AND A WHITE BACKGROUND IF IT IS NOT.


     -IF THE PARAMETER CAN TAKE A MULTITUDE OF VALUES,IT IS OFTEN 
      REPRESENTED BY TWO ARROWS ON EACH SIDE OF THE CORRESPONDING 
      NUMBERS(EITHER TOP/BOTTOM OR RIGHT/LEFT).ALL YOU NEED TO DO
      IS CLICK ON THE ARROWS TO INCREASE OR DECREASE THE VALUE OF
      THE PARAMETER.

THE SYSTEM OF CO ORDINATES

IN  MOST  ANIMATIONS,YOU  MUST TELL THE  COMPUTER  WHERE  IN  THE 
DRAWING  YOU WANT TO ANIMATE IS OR DISPLAY IT ON THE  SCREEN.THIS 
INDICATION  IS  MADE  WITH THE USE OF  TWO  COORDINATES  (USUALLY 
REPRESENTED BY X AND Y).
THESE  TWO COORDINATES ARE MEASURED IN PIXELS.YOU MUST  THEREFORE 
KNOW  THAT  THE DEMOS GENERATED WITH DCK ARE  IN  LOW  RESOLUTION 
THEREFORE  THE DIMENSIONS OF THE SCREEN ARE 320 PIXELS  WIDE  AND 
200  PIXELS  HIGH.YOU MUST NOT FORGET EITHER THAT THE  CORNER  OF 
COORDINATES  X=0,Y=0  IS THE TOP LEFT CORNER AND  THAT  THE  MORE 
RIGHT YOU GO,THE MORE X INCREASES AND,THE LOWER YOU GO,THE MORE Y 
INCREASES.

EXAMPLE:

TOP RIGHT CORNER: X=139,Y=0(320 PIXELS FROM 0 TO 319).
BOTTOM LEFT CORNER: X=0,Y=199.
BOTTOM RIGHT CORNER: X=319,Y=199.
MIDDLE OF THE SCREEN: X=159,Y=99.

DEALING WITH COLOURS AND PLANS

THE   DEMONSTRATIONS   DONE  WITH  THE  DCK  FUNCTION   IN   BASE 
RESOLUTION.THIS MODE ENABLES THE 16 COLOURS TO BE DISPLAYED SIMU-
LTANEOUSLY ON THE SCREEN WITHOUT USING ANY TRICKS(AND EVEN MORE 
WITH  THE RASTERS).THESE ARE CHOSEN FROM A PALLET OF 512  COLOURS 
FOR  THE  ATARI  STF OR FROM A PALLET OF  4096  COLOURS  FOR  THE 
STE,MEGA-STE AND TT:IN FACT,THE COMPUTER DISPOSES OF 16 SLOTS  TO 
PUT THE COLOURS THAT YOU WANT.THESE SLOTS ARE NUMBERED FROM 0  TO 
15(WHICH MAKES 16 POSSIBLE COLOURS).

EXAMPLE OF COLOUR:

     -700:THE  COMPONENT  OF  RED IS A7 AND  THE  OTHERS  AO.THIS 
      COLOUR REPRESENTS RED.
     -070:GREEN.
     -007:BLUE.
     -000:ALL THE COMPONENTS ARE AO.IT IS THEREFORE BLACK.
     -770:A MIXTURE OF RED AND GREEN GIVES YELLOW.
     -077:BLUE-GREEN.
     -707:PURPLE.
     -777:THE MIXTURE OF ALL COLOURS GIVES WHITE.
     -333:LESS  WHITE  THAN WHITE,IT  IS.......NO,NO  A  WASHING 
      POWDER IS GREY.
     -ETC...
     -PUB:THE WHITE,WHITER THAN WHITE ON STE,IT IS FFF.

LET'S NOW APPROACH THE THORNY SUBJECT OF PLANS.YOU NOW KNOW  THAT 
YOU HAVE 16 COLOURS SIMULTANEOUSLY AVAILABLE ON SCREEN.THE  ATARI 
HAS 4 PLANS IN LOW RESOLUTION.WHAT IS A PLAN AND WHY 4 OF THEM?

FIRST,YOU   MUST   HAVE   MASTERED  WHAT   WE    SAW   PREVIOUSLY 
OTHERWISE,WHAT FOLLOWS WILL SEEM VERY COMPLEX.

FIRST,LET'S GO THROUGH THE COLOUR NUMBERS(NOT THE COMPONENTS  BUT 
THE PLACE NUMBERS FROM 0 TO 15)IN BINARIES (OR BASE 2).

     COLOUR 0:0000  COLOUR 8:1000
     COLOUR 1:0001  COLOUR 9:1001
     COLOUR 2:0010  COLOUR 10:1010
     COLOUR 3:0011  COLOUR 11:1011
     COLOUR 4:0100  COLOUR 12:1100
     COLOUR 5:0101  COLOUR 13:1101
     COLOUR 6:0110  COLOUR 14:1110
     COLOUR 7:0111  COLOUR 15:1111
 
FROM THIS CONVERSION,CAN BE DETERMINED WHICH PLANS USE THE COLOUR 
IN  QUESTION.YOU  NOTICE THAT THE COLOUR NUMBERS ARE CODED  ON  4 
BITS  ( 4 BINARY NUMBERS ).THESE BITS CORRESPONDS TO PLAN 1 (  IF 

THIS  BIT IS A1,THE COLOUR USES PLAN 1,OTHERWISE IT DOES NOT  USE 
IT ).  
 
THE  2nd  TO  THE RIGHT CORRESPONDS TO  PLAN  2,THEN  THE  OTHERS 
CORRESPOND SUCCESSIVELY TO PLANS 3 AND 4.

EXAMPLE:LETS EXAMINE COLOUR 5:THE CONVERSION OF 5 IN BASE 2,GIVES 
0101.THE COLOUR 5 USES THEREFORE PLANS 1 AND 3.

THE COLOUR 1 USES ONLY PLAN 1 ( SINCE 1=0001 ).

THE COLOUR 0 USES NO PLAN SINCE 0=0000.THE COLOUR 0 IS  THEREFORE 
THE  BACKGROUND COLOUR.IF FOR EXAMPLE,YOU PUT 700 IN THE SLOT  OF 
THE COLOUR No 0,THE BACKGROUND WILL BE RED.

SMALL BIT OF ADVICE:REREAD THESE EXPLANATIONS SEVERAL TIMES UNTIL 
YOU  ARE SURE YOU HAVE FULLY MASTERED THE PLANS AND  THE  COLOURS 
SINCE THESE FACTS ARE NEEDED TO MAKE A GOOD DEMO.

A  GOOD DEMO IS FLUID.THAT IS TO SAY THAT THE ANIMATIONS ARE  NOT 
JAGGED.FOR  THIS,THE  ENTIRE  DEMO MUST NOT  EXCEED  1/50tme  PER 
SECOND.IF THESE ARE JAGGERED,THEN THERE ARE TO MANY ANIMATIONS ON 
SCREEN AT THE SAME TIME.YOU MUST THEREFORE GET RID OF SOME.TO SEE 
THE  TIME USED,YOU NEED TO PRESS ON ONE OR TWO OF THE SHIFT  KEYS 
DURING  THE DEMO.YOU WILL SEE THAT THE BACKGROUND COLOUR  CHANGES 
IN ONE PLACE ON THE SCREEN.THE LOWER THIS CHANGE TAKES  PLACE,THE 
CLOSER  THE  TIME IS TO 50th OF A SECOND AND THEREFORE  THE  LESS 
TIME YOU HAVE LEFT.

THE  FOLLOWING  IS A SUMMING UP CHART OF THE PLANS USED  BY  EACH 
COLOUR ( KEEP IT HANDY ).

___________________________________________
:NUMBER:BINARY:PLAN 1:PLAN 2:PLAN 3:PLAN 4:
-------------------------------------------
: 00   : 0000 :  NO  :  NO  :  NO  :  NO  :
-------------------------------------------
: 01   : 0001 :  YES :  NO  :  NO  :  NO  :
-------------------------------------------
: 02   : 0010 :  NO  :  YES :  NO  :  NO  :
-------------------------------------------
: 03   : 0011 :  YES :  YES :  NO  :  NO  :
-------------------------------------------
: 04   : 0100 :  NO  :  NO  :  YES :  NO  :
-------------------------------------------
: 05   : 0101 :  YES :  NO  :  YES :  NO  :
-------------------------------------------
: 06   : 0110 :  NO  :  YES :  YES :  NO  :
-------------------------------------------
: 07   : 0111 :  YES :  YES :  YES :  NO  :
-------------------------------------------
: 08   : 1000 :  NO  :  NO  :  NO  :  YES :
-------------------------------------------
: 09   : 1001 :  YES :  NO  :  NO  :  YES :
-------------------------------------------
: 10   : 1010 :  NO  :  YES :  NO  :  YES :
-------------------------------------------
: 11   : 1011 :  YES :  YES :  NO  :  YES :
-------------------------------------------
: 12   : 1100 :  NO  :  NO  :  YES :  YES :
-------------------------------------------
: 13   : 1101 :  YES :  NO  :  YES :  YES :
-------------------------------------------
: 14   : 1110 :  NO  :  YES :  YES :  YES :
-------------------------------------------
: 15   : 1111 :  YES :  YES :  YES :  YES :
-------------------------------------------

*
*
*

THE  GOOD  USE OF PLANS ENABLES YOU TO GET A HUGE  PROPORTION  OF 
UNUSUAL   EFFECTS   AMONGST  WHICH   THE   TRANSPORT   SCROLLINGS 
EFFECTS,THE  SUPERIMPOSITION  OF  OBJECTS  OR  SCROLLINGS.IF  YOU 
MASTER THE SYSTEM OF USING PLANS,YOU CAN SAVE TIME ON ANIMATIONS 
AND THEREFORE YOU CAN DO MORE AT THE SAME TIME.

HOW TO SAVE TIME:

LET  US,FOR  EXAMPLE  DO  A SCROLLING  ON  THE  4  PLANS  WITHOUT 
BOTHERING ABOUT THE COLOUR USED BY THE SCROLLING BUT THIS  METHOD 
USES  A  LOT OF TIME.THE METHOD USING THE LEAST  AMOUNT  OF  TIME 
CONSISTS  IN CHOSING THE COLOUR USED SO AS TO SCROLL ONLY ON  THE 
MINIMUM NUMBER OF PLANS.IN THE CASE OF A SCROLLING IN ONE  COLOUR 
ONE,YOU CAN MANAGE TO USE ONLY ONE PLAN.

POSSIBILITIES:

SCROLL ON PLAN 1=> FONTS ON COLOUR 1(0001).
SCROLL ON PLAN 2=> FONTS ON COLOUR 2(0010).
SCROLL ON PLAN 3=> FONTS ON COLOUR 3(0100).
SCROLL ON PLAN 4=> FONTS ON COLOUR 4(1000).

NOTICE:IT  IS IMPRACTICAL TO ALWAYS SAVE THE FONTS IN ONE  COLOUR 
ON  COLOUR No 15 SINCE IT USES ALL THE PLANS (15=1111 IN  BINARY) 
AND  YOU  CAN THEREFORE CHOOSE AN WHICH PLAN YOU WANT TO  DO  THE 
SCROLLING.

CAREFUL:IF FOR EXAMPLE YOU DO A SCROLLING ON PLAN 1 USING A  FONT 
WHICH  IS ON COLOUR 15,SINCE ONLY ONE PLAN IS USED,THE COLOUR  OF 
THE SCROLLING WILL BE COLOUR No 1.

EQUALLY,YOU CAN USE 3 COLOURS WITH 2 PLANS )E.G:COLOURS 1,2&3,USE 
ONLY PLANS 1&2) 7 COLOURS WITH 3 PLANS AND THE 16 COLOURS WITH  4 
PLANS.

LET'S IMAGINE,NOW THAT WE WANT TO PASS TWO SCROLLINGS,ONE ON  TOP 
OF  THE OTHER (E.G:AN HORIZON AND A VERTICAL WHICH CROSS).IF  YOU 
DECLARE  TWO SETTINGS ON 4 PLANS,THEY WILL ERASE  EACH  OTHER.THE 
ONLY  WAY  TO GET THEM ON TOP OF EACH OTHER,IS TO MAKE  THEM  USE 
DIFFERENT PLANS AND TO CHOOSE AND MANAGE THE COLOURS CAREFULLY.

EXAMPLE:  LET'S PASS A SCROLLING ON PLAN 1 ON TOP OF A  SCROLLING 
ON PLAN 2.

THE SCROLLING ON PLAN 1 USES THE COLOUR 1(CAR 0001=1).
THE SCROLLING ON PLAN 2 USES THE COLOUR 2(CAR 0010=2).

WHEN THE SCROLLING PLAN 1 PASSES AT THE SAME PLACE ON THE  SCREEN 
OVER  THE  SCROLLING PLAN 2,YOU GET THE  COMBINATION  0011  WHICH 
CORRESPONDS TO THE COLOUR 3 THAT YOU WILL DETERMINE WHICH  SCROLL 
GOES ON TOP OF THE OTHER.

LET'S  TAKE FOR EXAMPLE A SCROLL PLAN 1 GREEN (COLOUR No1 )AND  A 
SCROLL  PLAN 2 BLUE (COLOUR No2).IF YOU WANT TO PASS  THE  SCROLL 
PLAN  1  ON  THE  SCROLL  PLAN 2,YOU WILL  PUT  COLOUR  3  TO  BE 
GREEN(SINCE  COLOUR 3 CORRESPONDS TO THE COLOUR DISPLAYED AT  THE 
PLACE WHERE THERE IS A SUPERIMPOSITION FROM PLAN 1 AND FROM  PLAN 
2).THE  SAME WAY,YOU WILL PUT GREEN IF YOU WANT THE  SCROLL  FROM 
PLAN 2 TO GO OVER SCROLL PLAN 1. 
   
THE GESTION OF PICTURES
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
THE SYSTEM OF BUFFERS
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
ALL  THE DRAWINGS USED BY THE DEMO CONSTRUCTION KIT ARE IN  DEGAS 
FORMAT   (  EXTENSION,PI1  OR  PC1  )  OR  NEOCHROME   FORMAT   ( 
EXTENSION,NEO  ),TO  MAKE ANIMATIONS,THE COMPUTER MUST  HAVE  THE 
DRAWINGS IN ITS MEMORY.FOR THIS,IT HAS 3 SLOTS WHERE THE  PICTURE 
FILES  CAN  BE  LOADED.THESE SLOTS ARE  CALLED  BUFFERS  AND  ARE 
DIFFERENTIATED BY ONE NUMBER ( BUFFER 1,2 OR 3 ).WHEN YOU LOAD  A 
PICTURE,YOU WILL BE ASKED IN WHICH BUFFER YOU WANT TO STORE IT.

EXAMPLE:IF  YOU WANT TO LOAD A FONT IN BUFFER 2,YOU WILL NEED  TO 
INDICATE  IN  THE BOX OF SCROLLING USING IT,THAT THE FONT  IS  IN 
BUFFER 2.

THE  OPERATIONS  ON THE PICTURES ARE KEPT TOGETHER  IN  THE  MENU 
ROLLING UNDER THE NAME "BACKGROUND IMAGES".

LET'S NOW EXAMINE THE SUB OPTIONS AVAILABLE UNDER IMAGES.

LOAD PICTURE (CHARGER IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

THIS OPTION ENABLES,AS ITS NAME INDICATES,YOU TO LOAD AN IMAGE IN 
THE IMAGE BUFFERS.YOU FIRST NEED TO INDICATE THE BUFFER IN  WHICH 
YOU  WANT  THE PICTURE TO BE LOADED THEN,ALL YOU NEED  TO  DO  IS 
CLICK ON THE PICTURE FILE CHOSEN ( NEO,PI1 OR PC1 ).


SAVE PICTURE (SAUVER IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

THIS  OPTION  ENABLES  YOU  TO SAVE  A  PICTURE  CONTAINED  IN  A 
BUFFER.IMAGES CAN ONLY BE SAVED IN DEGAS FORMATS PI1 AND  PC1.PC1 
SAVES  ON  DISC  SPACE AND IS IN ACTUAL FACT  A  COMPACTED  DEGAS 
PICTURE.


VISUALISE PICTURE (VISUALISE IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

THIS  OPTION  ENABLES YOU TO SEE THE PICTURES  CONTAINED  IN  THE 
DIFFERENT  BUFFERS.FIRST THE NUMBER OF THE BUFFER IN QUESTION  IS 
ASKED.THEN  YOU  MUST INDICATE WHICH COLOURS OF THE  PICTURE  YOU 
WANT TO SEE ON THE DEMO ( SORRY THIS IS THE BEST TRANSLATION THAT 
I COULD DO WITH THIS PARTICULAR PHRASE ).


ERASE PICTURE (EFFACE IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

THIS  OPTION  ENABLES  YOU EITHER TO EMPTY  THE  BUFFER  OF  YOUR 
CHOICE.


COPY THE PICTURE (COPIE IMAGE)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

THIS OPTION ENABLES YOU TO COPY ONE FULL PICTURE FROM ONE  BUFFER 
TO  ANOTHER,OR TO COPY PLAN BY PLAN.A BUFFER TO ANOTHER.THE  MENU 
BACKGROUND PICTURE ENABLES YOU TO DEFINE WHICH PICTURE IS ON  THE 
POSTER  DURING  THE ANIMATIONS.IF YOU DON'T WANT  ANY  BACKGROUND 
PICTURE,ALL YOU NEED TO DO IS VALIDATE (CLICK).


KEEP YOUR REFERENCE 
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

TO  KEEP YOUR DEMONSTRATIONS,YOU MUST SAVE ON TO THE DISC  BEFORE 
STOPPING  THE COMPUTER.YOU MUST PUT A DISC (NOT WRITE  PROTECTED) 
INTO THE DISC DRIVE.MAKE SURE THAT THERE IS ENOUGH SPACE LEFT  ON 
THE  DISC.THEN WHEN YOU ARE READY GOTO THE FILING MENU AND  CLICK 
ON THE SUB OPTION "SAVE DEMO"(SAUVER DEMO).

NOTE: TO EASILY RECOGNISE A FILE STORED WITH THE D.C.K,IT IS BEST 
IF   YOU  GET  INTO  THE  HABIT  OF  ALWAYS  PUTTING   THE   SAME 
EXTENSION(.DCK).

LATER ON YOU WILL BE ABLE TO LOAD YOUR DEMO WITH THE OPTION "LOAD
DEMO"(CHARGER DEMO)

IF AFTER FINISHING YOUR DEMO,YOU WANT TO STORE IT IN THE FORM  OF 
A  PROGRAMME WHICH CAN BE EXECUTED UNDER THE DESK,YOU MUST  CLICK 
ON  THE OPTION "COMPILE DEMO".YOU WILL HAVE TO GIVE THE  NAME  OF 
YOUR  PROGRAM AND END IT IN .PRG(EXTENSION.PRG).YOU WILL THEN  BE 
ASKED  TO INSERT THE DISC DCK (DISC 1).THE DEMOS STORED WITH  THE 
DCK  ARE  AUTOMATICALLY COMPACTED TO SAVE SPACE ON  THE  DISC.YOU 
WILL  HOWEVER,NEED TO ENTER THE POWER OF COMPACTING  (THE  HIGHER 
THE POWER,THE LONGER THE COMPACTING WILL TAKE).

THE WAITING TIMES ARE ROUGHLY AS FOLLOWS:

     WEAK POWER -> 20 SECONDS
     AVERAGE POWER -> 2 MINUTES
     HIGH POWER -> 20 MINUTES

CAREFUL:DO NOT FORGET TO SAVE YOUR DEMO TO DISC BEFORE  COMPILING 
OTHERWISE THE MEMORY WILL BE INTIRELY ERASED.

EXECUTION OF YOUR DEMO
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
TO  EXECUTE  YOUR DEMO AND TO SEE THE ANIMATIONS  THAT  YOU  HAVE 
GENERATED,ALL YOU NEED DO IS CLICK ON THE ICON VISU.TO REMOVE THE    
DEMO FROM THE SCREEN AND RETURN TO THE EDITOR,PRESS ON THE  SPACE 
BAR.

CHAPTER 3 : EXPLANATION OF THE SCREEN
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
THE COLOUR BOX(COULEUR)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
THIS  BOX  WILL  ENABLE  YOU TO MAKE  ALL  THE  NECESSARY  COLOUR 
ADJUSTMENTS  DURING YOUR DEMO.

CLICK ON THE COLOUR ICON (COULEUR) OR PRESS THE F8 KEY.THE MAIN
BOX OF SELECTION OF THE COLOUR MENU APPEARS.

TO  SEE THE PICTURE WITHOUT ANY OTHER EFFECT,YOU MUST FIRST  LOAD 
YOUR  PICTURE IN BUFFER 1 AND POSITION THE BACKGROUND PICTURE  ON 
THIS  BUFFER,THEN  YOU  MUST POSITION YOURSELF  ON  THE  SELCTION 
(PALETTE)  N000  THEN,SELECT COLOURS FROM  BUFFER  1.(SINCE  YOUR 
PICTURE IS LOCATED IN BUFFER 1).

YOU  COME  OUT OF THE COLOUR BOX AND CHECK WHILE DOING  THE  DEMO 
THAT  YOUR  PICTURE  IS TRULY SEEN WITH  THE  COLOURS  OF  BUFFER 
1.HOWEVER,IF  YOU  SELECT  COLOURS FROM BUFFER 2  IN  THE  COLOUR 
BOX,YOU CAN NOTICE THAT THE COLOURS DISPLAYED BECOME BLACK (IF NO 
PICTURE  HAS BEEN LOADED IN THIS BUFFER).NOW IF YOU LOOK AT  YOUR 
SCREEN,YOU  WILL  SEE A BLACK SCREEN SINCE THE COLOURS  HAVE  ALL 
TURNED TO BLACK.

NOW,IN THE SAME WAY AS BEFORE,LOAD ANOTHER PICTURE IN THE  BUFFER 
2,THEN IN THE COLOUR BOX,SELECT COLOURS FROM BUFFER 2.THE COLOURS 
DISPLAYED ARE THOSE OF BUFFER 2.

WHEN YOU DO THE DEMO,YOU NOW SEE THE PICTURE WHICH IS IN BUFFER 1 
WITH THE PALETTE OF THE PICTURE CONTAINED IN BUFFER 2.

YOU  HAVE 3 BUFFERS WHICH CAN BE USED IN THE SAME WAY PLUS A  4th 
BUFFER WHICH WILL BE STUDIED LATER ON.

YOU CAN MANUALLY MODIFY THE COLOURS.

FOR THIS,UNDER THE COLOUR MENU,YOU CAN CHOOSE THE COLOUR YOU WANT 
TO  CHANGE BY CLICKING ON ONE OF THE ARROWS RIGHT OR LEFT OF  THE 
PARAMETER  NUMBER  SITUATED LEFT OF YOUR SCREEN.YOU  WILL  NOTICE 
THAT  THE  BALCK CURSOR GOES AUTOMATICALLY ON  THE  CORRESPONDING 
COLOUR.THE  VALUE  OF THIS COLOUR IS INDICATED IN  THE  PARAMETER 
R.G.B.TO CHANGE THE VALUE OF THIS COLOUR,CHANGE THE VALUE OF THIS 
PARAMETER  WITH  THE  ARROWS  (UP  &  DOWN).THE  COLOUR   CHANGES 
AUTOMATICALLY.YOU  CAN,FOR  EXAMPLE,POSITION YOURSELF  ON  COLOUR 
00,THEN  PUT  FFF AS THE VALUE AND LOOK AT THE  PICTURE,YOU  WILL 
NOTICE  THAT  THE BACKGROUND HAS BECOME WHITE (THE VALUE  OF $FFF 
CORRESPONDS TO WHITE).

YOU CAN DO THE SAME THING FOR EACH COLOUR NUMBER.

YOU HAVE THE POSSIBILITY:

-TO DEFINE 275 DIFFERENT PALETTES
-TO  CHANGE THEM WITH THE LOAD OR SAVE OPTION OR EVEN ERASE  THEM 
WITH THE ERASE OPTION.

TO CARRY ON,PUT THE BACKGROUND PICTURE ON NONE.

WITH THE COLOUR MENU,CLICK ON RASTERS.

LOAD,WITH  THE  OPTION  LOAD,A  WHOLE LOT  OF  COLOURS  FOR  YOUR 
RASTERS.THE EXTENSION OF THE FILES IS .HBL.YOU WILL DISPLAY  YOUR 
RASTERS  IN  THE  SAME  WAY AS  FOR  PALETTES,THE  PRINCIPLE  FOR 
MODIFICATION IS THE SAME AS THE ONE FOR THE PALETTES BUT WITH THE 
BOX  SITUATED ON THE RIGHT HAND SIDE OF YOUR COLOUR BOX.YOU  ALSO 
HAVE 274 DIFFERENT RASTERS AT YOUR DISPOSAL.

FIRST  WE  ARE  GOING TO EXPLAIN HOW TO USE  THEM  AS  SIMPLY  AS 
POSSIBLE.

PLACE THE PARAMETER INTERVAL ON 001 BY CLICKING ON THE RIGHT/LEFT 
ARROWS  AND THE PARAMETER ON COUL(COLOUR)ON 00 THEN COME  OUT  OF 
THE COLOUR BOX.
GOTO  THE 1st MENU VALIDATION AND VALIDATE THE RASTERS OPTION  (A 
SIGN  APPEARS  ON  THE  LEFT TO  INDICATE  THAT  THIS  OPTION  IS 
ACTIVATED DURING YOUR DEMO).

HAVE  A  LOOK AT YOUR DEMO:YOU SHOULD SEE COLOUR STRIPS  ON  YOUR 
SCREEN,THESE  STRIPS  ARE CALLED RASTERS OR  HBL.THE  COLOURS  OF 
THESE  RASTERS  ARE THOSE THAT YOU LOADED UNDER  THE  COLOUR  BOX 
HEADING.

RETURN  TO  THE  COLOUR  BOX THE  MODIFY  THE  PARAMETER  OF  THE 
INTERVAL AND PUT IT TO 010.
DO  YOUR DEMO AGAIN,YOU WILL NOTICE THAT YOUR COLOUR  STRIPS  ARE 
WIDER.THE INTERVAL THEREFORE CORRESPONDS TO THE THICKNESS OF YOUR 
COLOUR  STRIPES.NOW,PUT  THE  COUL PARAMETER ON  02  AND  HAVE  A 
LOOK:YOU    WILL   NOTICE   THAT   THE   COLOUR   STRIPES    HAVE 
DISAPPEARED,THIS  IS  NORMAL SINCE YOUR COLOUR STRIPES  ARE  ONLY 
VISIBLE ON COLOUR 02 AND SINCE YOU HAVE NOT LOADED A  PICTURE,THE 
COLOUR  02 IS NOT USED (ONLY THE COLOUR 00 IS USED FOR  AN  EMPTY 
PICTURE AND WHICH CORRESPONDS TO THE BACKGROUND).
NOW CANCEL THE RASTERS PARAMETER ON THE UNROLLING MENU,THEN  LOAD 
ON A PICTURE AND DO ALL THE NECESSARY OPERATIONS TO SEE IT IN THE 
DEMO MODE WITH IT'S CORRECT COLOUR PALETTE.
  
AFTER  THIS,WHILE  STILL  IN  THE COLOUR  BOX  GOTO  THE  RASTERS 
MODE,PLACE  THE INTERVAL ON 001 AND ERASE THE RASTERS THEN  PLACE 
YOURSELF  ON NUMBER 100 AND VALIDATE THE PAL PARAMETER.THEN  GOTO 
PALETTE  MODE.IF YOU HAVE COMPLETED THE OPERATIONS  CORRECTLY,YOU 
WILL  HAVE  THE PALETTE OF YOUR PICTURE  IN  PALETTE  NO:000.GOTO 
PALETTE  NO:001 AND MODIFY IT MANUALLY (PUT THE COLOURS THAT  YOU 
WANT!).

HAVE  A  LOOK AT YOUR DEMO:YOU SHOULD SEE YOUR PICTURE  WITH  THE 
PALETTE AND WITHOUT ANY OTHER EFFECT.

GO  BACK AND VALIDATE THE RASTERS IN THE PULL DOWN MENU AND  LOOK 
AT YOUR DEMO ONCE AGAIN:YOU WILL NOTICE THAT IN THE MIDDLE OF THE 
SCREEN(100th  LINE)  THE PALETTE CHANGES AND CORRESPONDS  TO  THE 
PALETTE NO:001 THAT YOU HAVE PUT IN.

WE CAN THEREFORE SEE THAT THE PARAMETER PAL MODIFIES THE  PALETTE 
OF THE GIVEN RASTER,YOU CAN OF COURSE CHANGE THE PALETTE OF  YOUR 
DEMO   AS  MANY  TIMES  AS  THERE  ARE  PALETTES  (274   PALETTES 
AVAILABLE).AT   EACH  REQUEST  FOR  ALTERATION,YOU  DISPLAY   THE 
FOLLOWING:  FOR E.G,INDICATE A CHANGE OF PALETTE AT RASTER NO:150 
BY  PLACING  YOURSELF  ON NUMBER 150 AND BY  VALIDATING  THE  PAL 
PARAMETER.THEN  PLACE  YOURSELF IN PALETTE MODE  ON  THE  PALETTE 
NO:002 THEN PUT COLOURS ON IT.
HAVE  A LOOK AT YOUR DEMO:YOU WILL NOTICE A CHANGE OF PALETTE  AT 
LINE 100 WITH PALETTE NO:001 AND A CHANGE OF PALETTE AT LINE  150 
WITH PALETTE NO:002.

RETURN  TO THE COLOUR BOX,THEN CANCEL THE FOLLOWING TWO  PALETTES 
ON RASTERS NO:100 AND 150.NOW SELECT THE "CYCLE"  OPTION(CYCLAGE) 
AND  PUT  THE  PARAMETER  (N.B PALETTE ON 001)  THEN  PUT  A  PAL 
(SUIVAUTE) ON RASTER NO:000.

LOOOK  AT  YOUR DEMO:YOU WILL SEE A CYCLE OF  COLOURS;THIS  CYCLE 
USES PALETTES 001 AND 002 IN THAT ORDER.

NOW SELECT THE PAL PARAMETER.SUIVAUTE OF RASTER NO:000 AND  PLACE 
A PAL SUIVAUTE ON RASTER NO:100.

LOOK AT YOUR DEMO:

YOU CAN NOTICE THAT THE CHANGE OF PALETTE ONLY OCCURS FROM RASTER 
NO:100  ALWAYS WITH THE PALETTE 001 AND 002.IN FACT,THE CYCLE  OF 
PALETTE STARTS AT THE 1st RASTER WHERE THE PAL PARAMETER SUIVAUTE 
IS  POSITIONED.THIS  CYCLE  CAN USE ALL  THE  PALETTES  AVAILABLE 
EXCEPT PALETTE NO:000.

THE SCROLLS
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YOU CAN DEFINE 10 DIFFERENT SCROLLINGS.TO ACTIVATE THEM,YOU  NEED 
TO SELECT THEM IN THE VALIDATION MENU.THE 10 SCROLLINGS ARE NOTED 
DOWN AS SCROLL 0 TO SCROLL 9.

CLICK ON THE SCROLL ICON OR PRESS ON THE F1 KEY TO GAIN ACCESS TO 
THE BOX.YOU MUST SPECIFY WHICH SCROLL NUMBER YOU WANT TO  EDIT:

TO DO THIS,CLICK ON THE CORRESPONDING NUMBER.YOU THEN HAVE ACCESS 
THE SCROLL PARAMETER BOX.

YOU  MUST HAVE LOADED A PICTURE BEFOREHAND CONTAINING THE  OBJECTS 
THAT  YOU WANT TO SCROLL (BLENDING OF CHARACTERS DECOR OR  OTHER) 
IN ONE OF THE THREE BUFFERS.

YOU  MUST SPECIFY IN WHICH BUFFER THE OBJECTS TO BE  USED  ARE,BY 
CLICKING ON THE CORRESPONDING NUMBERS 1,2 OR 3.

THEN  YOU  MUST SPECIFY THE SIZE OF YOUR OBJECTS TO  BE  SCROLLED 
WITH THE PARAMETERS OF THE LETTER BOX (LETTRES).

-HEIGHT(HAUTEUR):DEFINES THE HEIGHT OF YOUR OBJECTS IN NO:OF LINES.
-WIDTH(LARGEUR):DEFINES THE WIDTH OF YOUR OBJECTS IN NO:OF PIXELS.
-STARTING  LINE(LIGNE  DE DEPART):IS THE LINE  WHERE  YOUR  FIRST 
OBJECT IS IN THE BUFFER (THIS ENABLES YOU TO PUT SEVERAL KIND  OF 
OBJECTS IN THE SAME BUFFER).

YOU  MUST NOTE THAT FOR ONE SAME SCROLL,YOUR OBJECTS ALWAYS  HAVE 
THE SAME DIMENSIONS.

YOU  MUST  DEFINE  THE ORDER OF YOUR OBJECTS  IN  THE  BUFFER,FOR 
THIS,USE THE PARAMETERS FOUND IN THE ORDER BOX(ORDRE),SINCE  EACH 
OBJECT IS ASSOCIATED WITH A PRECISE LETTER WHICH WILL ENABLE  YOU 
TO SELECT IT LATER ON.

YOU  CAN  USE THE ASCII ORDER BY CLICKING ON IT OR  DEFINING  THE 
ORDER  YOURSELF BY CLICKING ON OTHER(AUTRE):AT THAT  POINT,A  BOX 
APPEARS  AND  YOU  MUST  GIVE THE  CORRESPONDING  SIGN  FOR  YOUR 
OBJECTS.(THE 1st SIGN DEFINES THE 1st OBJECT AND SO ON).HERE IS A 
LIST OF THE ACCEPTABLE SIGNS:

!"#$%&'()*+,-./0123456789:;<=>?.
ABCDEFGHIJKLMNOPQRSTUVWXYZ

AS WELL AS A SPACE (DIFFICULT TO SHOW ON A LIST).

TO  CHECK THAT YOU HAVE ENTERED THE DIMENSIONS OF YOUR AND  ORDER 
OF YOUR OBJECTS CORRECTLY,CLICK ON THE OPTION "SEE"(VOIR) YOU CAN 
THEN  SEE  YOUR  OBJECT  BUFFER-MOREOVER,A  SQUARE  SURROUNDS  AN 
OBJECT;TO CHECK THAT THE ORDER THAT YOU HAVE GIVEN IS CORRECT,USE 
THE KEYBOARD TO GO TO THE CORRESPONDING OBJECTS (PRESS ESCAPE  TO 
EXIT).

YOU  CAN ALSO ACTIVATE/DE-ACTIVATE THE PLANS OF YOUR  OBJECTS  BY 
USING F1 TO F4.

YOU   NEED  TO  SPECIFY  ON  WHICH  PLANS  THE  OBJECTS  ARE   BY 
ACTIVATING/RELEASING THE CORRESPONDING PLAN PARAMETERS.

YOU MUST DEFINE THE TRAJECTORIES OF YOUR SCROLL.

THERE ARE 3 TYPES OF ROUTES(TRAJECTORIES)POSSIBLE:

-VERTICAL(VERTICALE)
-HORIZONTAL(HORIZONTALE)
-PARAMETABLE(PARAMETRABLE)

EACH   TRAJECTORY   WILL  BE  CREATED,STORED   OR   LOADED   WITH 
CORRESPONDING OPTIONS.
CLICK ON THE CREATED (CREE) OPTION:
YOU REACH THE OPTIONS PAGE OF YOUR TRAJECTORIES.
TO SELECT THE TYPE OF TRAJECTORY,PRESS ON:

-HELP : PARAMETABLE TRAJECTORY
-INSERT : HORIZONTAL TRAJECTORY
-UNDO : VERTICAL TRAJECTORY

THEN TO DEFINE THE PLACE OF YOUR TRAJECTORY ON THE SCREEN,USE THE 
MOUSE.

HORIZONTAL TRAJECTORY
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

AFTER  HAVING  PRESSED  ON INSERT,AT THE TOP OF  THE  SCREEN  ARE 
WRITTEN:

-THE START COLUMN (COLONNE DE DEBUT)
-THE BEGINNING LINE (LIGNE DE DEBUT)
-THE END COLUMN OF YOUR TRAJECTORY (DE FIN DE VOTRE TRAJECTOIRE)
-THE MODULE (MODULO)

YOU MOVE YOUR TRAJECTORY DIRECTLY WITH THE MOUSE:

THE  LEFT  BUTTON  MODIFIES THE PARAMETER FOR  THE  START  COLUMN 
(DEB).
THE  RIGHT  AND LEFT BUTTONS CHANGE THE END OF  COLUMN  PARAMETER 
(FIN).
(1st PRESS ON THE RIGHT THEN KEEPING IT PRESSED DOWN,CLICK ON THE 
LEFT).

THE  MODULE  PARAMETER INDICATES THE SPACE BETWEEN THE  LINES  OF 
YOUR  TRAJECTORY:IF  THE VALUE IS 1,THIS MEANS YOU  WILL  HAVE  A 
NORMAL TRAJECTORY;IF IT IS 2,YOU SPACE OUT BY ONE LINE ETC....
IF   THIS   PARAMETER   IS  NEGATIVE,YOU   WILL   HAVE   REVERSED 
TRAJECTORY.TO  MODIFY THIS PARAMETER,USE THE KEYBOARD (DON'T  USE 
THE NUMERICAL BOARD!).

-> FROM 0 TO 9 FOR THE VALUE OF THE MODULE.
-> - FOR THE SIGN OF THE MODULE.

YOU CAN ALSO DEFINE 10 DIFFERENT TRAJECTORIES BY USING THE DIGITS 
0  TO 9 OF THE NUMERICAL BOARD.THE NUMBER OF THE  TRAJECTORY   IN 
THE  PROCESS  OF EDITING IS INDICATED AT THE BOTTOM LEFT  OF  THE 
SCREEN.EACH ONE OF THEM HAS A CODE (E.G :H0,H1...)WHICH WILL HAVE 
TO BE ASSOCIATED TO THE TEXT OF THE EDITOR.

THE DIGITS + AND - OF THE NUMERICAL KEYBOARD ENABLE YOU TO CHANGE 
THE COLUMN END OF TRAJECTORY PARAMETER.

VERTICAL TRAJECTORY
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
PRESS ON UNDO TO DEFINE IT.
AT  THE TOP OF THE SCREEN,THE CHARACTERISTICS OF YOUR  TRAJECTORY 
ARE INDICATED.

-COLUMN (COLONNE):INDICATES BEGINNING
-TOP LINE (LIGNE HAUT):INDICATES TOP LINE
-BOTTOM LINE (LIGNE BAS):INDICATES BOTTOM LINE

THE LEFT MOUSE BUTTON MODIFIES THE TOP LINE AND COLUMN.

THE RIGHT AND LEFT BUTTON MODIFIES THE BOTTOM LINE.

THE  +  AND  - KEYS ACT AS A MORE PRECISE DEVISE  ON  THE  BOTTOM  
LINE.

YOU CAN ALSO HAVE ACCESS TO 10 TRAJECTORIES (V0 TO V9).

THE  CURSOR  KEYS  ALSO ALLOW YOU TO MOVE  YOUR  TRAJECTORY  MORE 
ACCURATELY.

PARAMETABLE TRAJECTORY
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
PRESS ON HELP TO DEFINE IT.
AT THE TOP OF THE SCREEN,THE POSITION OF EACH BLOCK USED BY  YOUR 
TRAJECTORY IS INDICATED.YOU HAVE 40 BLOCKS AT YOUR DISPOSAL  THAT 
YOU YOU CAN PLACE ON THE SCREEN INDEPENDENTLY WITH THE MOUSE.

THE  LEFT BUTTON OF THE MOUSE ENABLES YOU TO DEFINE THE  POSITION 
OF EACH BLOCK.

THE RIGHT AND LEFT BUTTON ERASES THE CORRESPONDING BLOCK.

THE  MODULE  CAN  CARRY  FROM 1 TO 4,THE SAME  WAYS  AS  FOR  THE 
HORIZONTAL SCREEN.

THE  CURSOR  KEYS  ENABLE  YOU  TO  MOVE  YOUR  TRAJECTORY   MORE 
ACCURATELY.

TO  HAVE ACCESS TO 10 TRAJECTORIES,USE THE KEYS ON THE  NUMERICAL 
BLOCK (P0 TO P9).

TO EXIT FROM THE TRAJECTORY CREATION PRESS THE ESCAPE KEY.

THE  DECAL.VERT (MOVE FORWARD) PARAMETER CORRESPONDS TO A  GLOCAL 
MOVE IN NUMBER OF LINES OF THE TRAJECTORY.

THE TEXT
ÿÿÿÿÿÿÿÿ
IN  ORDER TO DEFINE THE SUCCESSION OF OJECTS TO  SCROLL,YOU  MUST 
DEFINE IT IN A TEXT.

FOR  THIS,CLICK ON THE TEXT (TEXTE) ICON OR PRESS THE F2  KEY.YOU 
MUST  ENTER THE NUMBER OF THE TEXT WHICH MUST BE THE SAME AS  THE 
NUMBER OF THE SCROLL TO WHICH IT IS LINKED.

THE BOX FOR EDITING TEXT APPEARS.

IN THIS BOX,YOU CAN LOAD,SAVE,EDIT AND PRINT A TEXT.

WITH THE KEYS F1 TO F8 YOU ALSO HAVE THE ESSENTIAL FUNCTIONS OF A 
WORD PROCESSOR.

THE SIZE OF YOUR TEXT FOR SCROLLS NO:  0 AND 1 IS 5400 UNITS  AND 
FOR SCROLLS NO: 2 TO 9 IS 918 UNITS.

ALL YOU NEED TO DO IS TYPE YOUR TEXT (USING AUTHORIZED KEYS).

TO SHOW THE END OF YOUR TEXT,USE THE RETURN KEY:A SYMBOL FOR  END 
APPEARS.IF  YOU DON'T PUT THIS SIGN,YOUR TEXT WILL GO UP  TO  THE 
END OF THE BUFFER.

TO SELECT THE VARIOUS POSSIBLE CURVES FOR EACH TEXT,YOU MUST  USE 
THE HELP KEY:THE SYMBOL FOR CURVE SELECTION APPEARS.THEN YOU MUST 
GIVE THE TYPE OF TRAJECTORY FOLLOWED BY ITS NUMBER:

-V FOR VERTICAL TRAJECTORY
-H FOR HORIZONTAL TRAJECTORY
-P FOR PARAMETABLE TRAJECTORY

NUMBERS  RANGING FROM 0 TO 9 ( IT IS ADVISABLE TO 1st  ENTER  THE 
NUMBER OF THE CURVE AND THEN THE TYPE OF SCROLL).

IF FOR EXAMPLE:YOU WANT TO USE A SCROLL IN PARAMETABLE MODE  WITH 
NO:8 CURVE,YOU MUST TYPE X8XP.

NOTE:YOU  CAN CHANGE THE TYPE OF SCROLL OR/AND THE NUMBER OF  THE 
CURVE IN THE MIDDLE OF THE DEMO AS MANY TIMES AS YOU WISH.

PRESS THE ESCAPE KEY TO GET OUT OF TEXT EDITING.

STARS
ÿÿÿÿÿ
INITIALLY  PUT THE BACKGROUND SCREEN ON NONE AND CANCEL  ALL  THE 
OPTIONS  THAT YOU HAD SELECTED IN THE PULL DOWN MENUS.THEN  CLICK 
ON  THE STAR (ETOILEOU) ICON OR PRESS THE F6 KEY TO GET THE  STAR 
BOX.

YOU CAN DEFINE 4 DIFFERENT TYPES OF STARS:

-STARS MOVING VERTICALLY TOP->BOTTOM ( HAUT->BAS )
-STARS MOVING VERTICALLY BOTTOM->TOP ( BAS->HAUT )
-STARS MOVING HORIZONTALLY LEFT->RIGHT ( GAUCHE->DROITE )
-STARS MOVING HORIZONTALLY RIGHT->LEFT ( DROITE->GAUCHE )

TO  CHANGE  THE  TYPE  OF  MOVEMENT,YOU  NEED  TO  CLICK  ON  THE 
CORRESPONDING BOX TO BLACKEN IT.

TO ACTIVATE THE STARS,YOU MUST,ON THE PULL DOWN MENU,ACTIVATE THE 
STAR OPTION.

THEN,LOOK  AT YOUR DEMO.THE BACKGROUND COLOUR IS THE ONE  DEFINED 
BY NUMBER 00 OF THE PALETTE N000.WHILE THE COLOUR OF THE STARS IS 
THE  ONE  DEFINED  BY NO:01 ( IF YOU LEFT STARS ON PLAN  1  )  OF 
PALETTE N000;THE STARS  MOVE ON THE ENTIRE SCREEN.

RETURN TO THE STAR BOX.

YOU  CAN  CHANGE  THE  NUMBER  OF  YOUR  STARS  WITH  THE  NUMBER 
(NOMBRE)PARAMETER.THE SPEED (VITESSE) PARAMETER DEFINES THE 
MINIMUM SPEED OF YOUR STARS WHILE THE DELAY (DECALAGE) PARAMETER
INDICATES THE NUMBER OF SPEEDS GREATER THAN THE MINIMUM SPEED;FOR
EXAMPLE,POSITION THE NUMBER ON 100,THE SPEED ON 01 AND THE DELAY
ON 03 THEN HAVE A LOOK AT YOUR DEMO.

YOU HAVE 100 STARS ON THE SCREEN WITH 4 DIFFERENT SPEEDS.

NOW,IF  YOU PUT THE SPEED ON 00 AND THE DELAY ON 00,YOU WILL  GET 
FIXED STARS SINCE THE SPEED IS NIL AND THERE IS NO GREATER SPEED.

UP TO NOW THE STARS WERE MOVING ON THE ENTIRE SCREEN,YOU CAN MKAE 
THEM  MOVE  ONLY ON A PRECISE PART OF THE SCREEN  THANKS  TO  THE 
CLIPPING  PARAMETERS WHICH ENABLE YOU TO DEFINE THE RECTANGLE  IN 
WHICH YOU WANT YOUR STARS DISPLAYED.

THE PARAMETERS X MIN AND Y MIN DEFINE THE TOP LEFT CORNER OF YOUR 
RECTANGLE WHILE X MAX AND Y MAX DEFINE THOSE OF THE BOTTOM  RIGHT 
HAND CORNER.

FOR  EXAMPLE:PUT X MIN AT 000,Y MIN AT 000,X MAX AT 160,Y MAX  AT 
100  AND HAVE A LOOK AT THE DEMO:YOU SHOULD GET STARS IN THE  TOP 
LEFT QUARTER OF YOUR SCREEN.

THIS RECTANGLE OF CLIPPING MUST BE A MINIMUM OF 32 BY 32 PIXELS.

YOU  CAN  ALSO INDICATE ON WHICH PLAN YOU WANT  TO  DISPLAY  YOUR 
STARS.

THE COPIES OF THE BLOCKS
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
TO SELECT THE COPYS BOX,CLICK ON THE COPY ( COPIE ) ICON OR  PRES 
THE  F5 KEY;YOU MUST THEN SPECIFY WHICH COPY NUMBER YOU  WANT  TO 
EDIT ( YOU CAN DEFINE 10 DIFFERENT COPIES ).

YOU MUST INDICATE WHICH PART OF THE SCREEN YOU WANT TO COPY.

THE SOURCE BLOCK BOX PARAMETER DETERMINES THE ZONE OF THE  SCREEN 
TO BE COPIED.

X1 AND Y1 DEFINE THE TOP LEFT CORNER OF YOUR SCREEN TO COPY.

WIDTH  (LARGEUR)  DEFINES  THE WIDTH OF THE PART  OF  SCREEN  AND 
HEIGHT (HAUTEUR) THE HEIGHT IN NUMBER OF LINES.

THE  MODULE  ENABLES YOU TO DEFINE THE SPACING IN  LINES  OF  THE 
SOURCE BLOCK.

FOR EXAMPLE:IF YOU WISH TO COPY AN ENTIRE PART OF THE  SCREEN.PUT 
MODULE  A1.HOWEVER IF FROM THIS PART OF THE SCREEN YOU ONLY  WANT 
TO TAKE ONE LINE OR TWO,PUT MODULE A2.
THE SIGN FOR MODULE CHANGES BY CLICKING ON IT.

IN  THE  SAME  WAY,YOU HAVE TO SPECIFY  THE  TARGET  BLOCK  WHICH 
REPRESENTS THE PART OF THE SCREEN WHERE THE SOURCE BLOCK WILL  BE 
COPIED WITH X2 AND Y2 WHICH REPRESENT THE TOP LEFT CORNER OF THIS 
PLACE AND THE MODULE WHICH WORKS AS PREVIOUSLY.

YOU MUST ALSO INDICATE ON WHICH PLAN THE COPY MUST BE MADE.

THEN  VALIDATE THE CORRESPONDING COPY IN THE VALIDATION  MENU  TO 
ACTIVATE IT DURING THE DEMO.

DISTORTIONS (DEFORMATIONS)
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
CLICK  ON  THE DISTORTIONS ICON OR PRESS THE F3 KEY  TO  GET  THE 
CORRESPONDING BOX.

YOU MUST DEFINE THE ZONE OF YOUR DEMO SCREEN TO BE  DISTORTED:FOR 
THIS,USE THE PARAMETERS DEFINED IN THE BLOCK TO BE DISTORTED.

X1  AND  Y1  DEFINE  THE  TOP LEFT CORNER  OF  THE  BLOCK  TO  BE 
DISTORTED.

WIDTH DEFINES THE WIDTH OF THE BLOCK.

HEIGHT DEFINES THE HEIGHT OF THE BLOCK.

YOU  MUST  NOTE THAT THE DISTORTION ONLY ACTS ON WHAT IS  ON  THE 
SCREEN,THEREFORE   IF  THE  BLOCK  ONCE  DISTORTED  EXCEEDS   THE 
SCREEN,IT WILL NOT COME BACK.

TO  DEFINE  THE SHAPE OF THE CURVE OF DISTORTION  USE  THE  CURVE 
(COURBE) BOX AND ALTER THE PARAMETERS ACCORDINGLY.

SPEED (VITESSE(NOT ROVER))-DEFINES THE SPEED OF THE CURVE.

AMPLITUDE-DEFINES THE AMPLITUDE OF THE CURVE.

THESE TWO PARAMETERS ARE DEPENDANT.

THE PARAMETER DOUBLE-COURSE (DOUBLE-COURBE) ENABLES YOU TO DOUBLE 
YOUR  CURVE OF DISTORTION:THE BLOCK WILL DISTORT TWICE AS  SLOWLY 
BUT THE TIME TAKEN BY THE DISTORTION WILL BE SMALLER.

YOU MUST THEN INDICATE ON WHICH PLAN THE BLOCK IS DEFINED.

THE SPRITES
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CLICK  ON  THE SPRITES ICON OR PRESS THE F4 KEY TO  ACTIVATE  THE 
SPRITE BOX.

YOU HAVE THE POSSIBILTY TO DEFINE UP TO 50 SPRITES.

THE PARAMETER NUMBER ENABLES,AS ITS NAME INDICATES,TO DEFINE  THE 
NUMBER OF SPRITES USED DURING THE DEMO.

CAREFUL!!!  SOME  PARAMETERS ARE GENERAL (VALID FOR ALL  SPRITES) 
AND OTHERS CAN VARY FOR EACH SPRITE.

LET'S LOOK AT GENERAL PARAMETERS FIRST.

THE  WIDTH  PARAMETER  DEFINES THE WIDTH  OF  THE  SPRITES.IT  IS 
LIMITED  TO  16 OR 32 PIXELS BUT THANKS TO A TRICK,YOU  CAN  MAKE 
SPRITES WHICH CAN REACH UP TO 320 PIXELS IN WIDTH,(THE PICTURE IS 
CUT OUT IN SQUARES OF 32 BY 32 AND EACH ONE OF THEM IS CONSIDERED 
TO BE A SPRITE).

ANOTHER GENERAL PARAMETER IS THE NB OF PLANS (NB=NUMBER).THE ONLY 
COMBINATIONS WHICH ARE POSSIBLE ARE:

-1 -> 1st PLAN
-2 -> PLANS 1 AND 2
-3 -> PLANS 1,2 AND 3
-4 -> ALL PLANS (SINCE THE ATARI ONLY HAS 4 PLANS)

THESE  PLANS  ARE CONSECUTIVE AND USE THEREFORE  ALWAYS  THE  1st 
PLAN.

LET'S  LOOK  NOW  AT THE RIGHT HAND SIDE BOX  (STILL  WITHIN  THE 
SPRITE BOX).

THE  OPTION  LOAD  TRAJ  (CHARGE TRAJ) ENABLES  US  TO  LOAD  THE 
TRAJECTORY OF THE SPRITES.

FOR THOSE WHO WANT TO CREATE NEW ONES,IT IS AT FORMAT X,Y IN  MOT 
(THEREFORE   4  OCTETS  PER  CO-ORDINATE)-FOR  THE   OTHERS,SMALL 
PROGRAMS IN GFA BASIC AND EASILY CHANGEABLE ARE PROVIDED.

THE  OPTION  STORE  TRAJECT (SAUVE TRAJ) ENABLES US  TO  STORE  A 
TRAJECTORY COMING FROM A DEMO ON A FLOPPY DISC.

THE  OPTION  SEE  TRAJECT (VOIR TRAJECT) ENABLES US  TO  SEE  THE 
TRAJECTORY OF A SPRITE AND TO CHANGE IT.

THE  OPTION  CREATE TRAJ (CREER TRAJ) ENABLES  YOU  TO  CREATE  A 
TRAJECTORY  OF  A SPRITE WITH THE MOUSE.THE LEFT  BUTTON  ON  THE 
MOUSE  RECORDS THE POSITION AND THE RIGHT HAND BUTTON ERASES  THE 
LAST  POSITION TAKEN (MATERIALISED ON THE SCREEN BY A DOT).IT  IS 
POSSIBLE TO ENTER 1250 DOTS TO CREATE A TRAJECTORY.

A SPRITE CAN BE OF 3 TYPES.

1-THE  DRAWING  CHOSEN FOR THE SPRITE APPEARS ON THE  SCREEN  AND 
RESTORES WHAT WAS BELOW WHEN LEAVING ITS POSITION.

2-THE  DRAWING APPEARS IN SPRITE BUT ERASES THE SPRITE  WHERE  IT 
WAS.

3-THE  DRAWING APPEARS IN SPRITE BUT DOES NOT DISAPPEAR AND  DOES 
NOT RESTORE THE PICTURE BENEATH (CAN CREATE EFFECTS).

WHAT IS THE ADVANTAGE OF THIS KIND OF SPRITE?

THE  PROBLEM  WITH TYPE 1 IS THAT TO RESTORE THE  BACKGROUND  YOU 
MUST  SAFEGUARD  WHAT WAS BENEATH BY RESTORING  IT  OFTEN  BEFORE 
DISPLAYING THE SPRITE AGAIN.THIS IS A LENGTHY PROCESS.

METHOD NUMBER 2 BRINGS WITH IT A USEFUL GAIN OF TIME.

THEREFORE IF THE SPRITES APPEAR ON A BACKGROUND WITHOUT  DRAWINGS 
OR    ON    PLANS   NOT   USED,CANCEL    THE    OPTION    RESTORE 
(RESTAURATION).WHILE YOU WILL NEED TO ACTIVATE IT IF THE  SPRITES 
APPEAR ON TOP OF A DRAWING WHICH YOU DO NOT WANT TO ERASE.

METHOD  NUMBER  3  IS SPECIAL;INDEED,THE SPRITE  DOES  NOT  ERASE 
ITSELF AND DOES NOT RESTORE THE BACKGROUND.THEREFORE THE  SPRITES 
WILL REMAIN DISPLAYED IN THE BACKGROUND OF THE SCREEN.

IF  YOUR SPRITES ONLY MOVE VERTICALLY (E.G REBOUND) ACTIVATE  THE 
OPTION X MULTIPLE OF 16 TO SAVE TIME.

LET'S MOVE ON TO THE STEP AND STAGGERING PARAMETERS OF THE CURVE.

THE  STAGGERING  IS  THE ADDED VALUE IN THE  CURVE  FOR  THE  CO-
ORDINATES  OF THE FOLLOWING SPRITES.(THIS PARAMETER IS ONLY  USED 
IF YOU HAVE A CERTAIN NUMBER OF SPRITE >1).

ON  THE WHOLE IT CORRESPONDS TO THE WIDENING GAP OF  THE  SPRITES 
IN THE CURVE.

EXAMPLE:
ÿÿÿÿÿÿÿÿ
STAGGERING 0 -> EACH SPRITE HAS THE SAME VALUE.

STAGGERING 9 -> EACH SPRITE TAKES THE CO-ORDINATE SITUATED 9  CO-
ORDINATES FURTHER THAN THE PREVIOUS SPRITE.

THE STEP (PAS) PARAMETER CORRESPONDS TO THE SPEED OF THE SPRITES.

EXAMPLE:

STEP=1->  THE  FIRST  SPRITE WILL GO THROUGH ALL  OF  THE  POINTS 
DEFINED BY THE CURVE.(THE POSITION OF THE FOLLOWING BEING DEFINED 
BY STAGGERING).

STEP=10->  THE  FIRST SPRITE WILL GO THROUGH THE  POINTS  OF  THE 
CURVE FROM 10 TO 10.

THERE  IS  A  WAY  OF MAKING  SEVERAL  SPRITES  FOLLOW  DIFFERENT 
TRAJECTORIES AT THE SAME TIME WITH THESE TWO PARAMETERS.

EXAMPLE:

MAKE A CURVE ALTERNATING A CO-ORDINATE WITH A CIRCLE AND ONE WITH 
ANOTHER.(2  CIRCLES).BY DEFINING 2 SPRITES ,ONE STEP OF 2  AND  A 
STAGGERING  OF 0,SPRITE 1 WILL FOLLOW ONE CIRCLE AND SPRITE 2 
WILL FOLLOW THE OTHER.

THE   SPRITES,LIKE  THE  STARS  HAVE  A  CLIPPING.THIS  IS   ONLY 
TOP/BOTTOM.I.E  THE SPRITE WILL NOT APPEAR OUTSIDE  THE  VERTICAL 
LIMITS GIVEN.
THESE  LIMITS  ARE  DEFINED  WITH THE  PARAMETERS  Y  MIN  AND  Y 
MAX.(DESIGNATING THE BOTTOM AND TOP LIMITS RESPECTIVELY).

THIS IS IT FOR GENERAL PARAMETERS,LETS NOW MOVE ON TO  PARAMETERS 
TO BE DEFINED FOR EACH INDIVIDUAL SPRITE.

THE   NUMBER  PARAMETER  IS  THE  NUMBER  OF  THE  SPRITE   WHOSE 
CHARACTERISTICS  ARE  DISPLAYED (TO DEFINE  SPRITE  NO:2,POSITION 
THIS PARAMETER ON 2).

EACH SPRITE CAN BE DIFFERENT.YOU MUST THEREFORE INDICATE WHERE IT 
IS IN THE PROGRAM.

-THE PICTURE BUFFER-BY CLICKING ON THE 1,2 OR 3 IN THE TYPE BOX.
-THE POSITION OF SPRITE X,Y IN THE BUFFER.
-THE HEIGHT.

THE  PARAMETERS ADD X AND ADD Y ARE THE VALUES ADDED TO  THE  CO-
ORDINATES  TAKEN ON THE CURVE.THIS ENABLES YOU TO REPOSITION  THE 
SPRITE  AT  THE DESIRED PLACE IF THE CURVE IS NOT  AT  THE  RIGHT 
PLACE.

DO  NOT  FORGET  THAT THESE PARAMETERS  ARE  DIFFERENT  FOR  EACH 
SPRITE.

IF  THE SPRITES ARE IN RESTORATION (RESTAURATION)  MODE,YOU  MUST 
COPY  THE DRAWINGS UNDER THE SPRITES SOMEWHERE IN MEMORY SO  THAT 
YOU CAN RESTORE THEM WHEN THESE SPRITES WILL CHANGE POSITION.

THIS  PLACE MUST BE IN THE PICTURE BUFFER.YOU THEN NEED TO  LEAVE 
A  SMALL  PLACE  IN  ONE OF THE PICTURES  USED  AND  DECLARE  ITS 
POSITION  WITH POS X,POS Y AND BUFFER FOR EACH SPRITE IN SAUV  DE 
FOND (SAVE BACKGROUND).(CAREFUL!DO NOT GIVE THE SAME PLACE TO TWO 
DIFFERENT SPRITES,SINCE THE PICTURE WOULD BE POORLY RESTORED).
 
THE MUSIC
ÿÿÿÿÿÿÿÿÿ
CLICK ON THE MUSIC (MUSIQUE) ICON OR PRESS THE F9 KEY TO ACTIVATE 
THE MUSIC BOX.
YOU HAVE THE POSSIBILITY OF 4 DIFFERENT TYPES OF MUSIC:
-THE CHIP MUSIC
-SOUNDTRACKS(AMIGA YUK YUK YUK MODULES)
-STF DIGITAL FILES
-STE DIGITAL FILES (STE ONLY!)

THE CHIP MUSIC
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
SELECT MUSICAL CHIPS BY CLICKING ON SOUNDCHIP.

YOU NEED TO LOAD A MUSIC WITH THE LOAD OPTION.IF YOU TRY TO  LOAD 
AN   UNKNOWN  MUSICAL  FORMAT(APART  FROM  MAD   MAX,WHITTAKER)AN 
INFORMATION  BOX WILL APPEAR AND TELL YOU (IN BLOODY FRENCH)  AND 
THE  LOADING  WILL BE STOPPED.ONCE LOADED YOU CAN LISTEN  TO  THE 
MUSIC LOADED BY CLICKING ON THE LISTENING (ECOUTE)  OPTION.(PRESS 
THE  SPACE BAR WHEN YOU WANT THE MUSIC STOP).YOU CAN STORE IT  BY 
CLICKING ON THE OPTION STORE AND BY GIVING A NAME TO THE FILE.

THE ERASE OPTION ENABLES YOU TO ERASE THE MUSIC,SINCE EVEN IF  IT 
ISN'T  GOING  TO  BE USED IN YOUR DEMO,IT  IS  STILL  TAKEN  INTO 
ACCOUNT FOR SAFEKEEPING.

FOR  CHIP  MUSIC,YOU  CAN DEFINE THE NUMBER OF THE  MUSIC  TO  BE 
LISTENED  TO BY USING THE NUMBER PARAMETER  OF  MUSIC,INDEED,SUCH 
MUSIC CAN INCLUDE SEVERAL DIFFERENT PARTS.

VALIDATE  THE MUSIC IN THE VALIDATE OPTION OF THE PULL DOWN  MENU 
AND IT WILL BE PLAYED BACK IN YOUR DEMO.

THE SOUNDTRACKS
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
CLICK ON THE SOUNDTRACKS TO ACTIVATE THIS MODE.YOU CAN THEN  LOAD 
AN  AMIGA MODULE.(CAREFUL,THERE IS NO CHECK WHEN  LOADING.I.E  IF 
YOU  LOAD  THE WRONG FILE YOU RISK "CRASHING"  YOUR  MACHINE).THE 
LOADING,STORING,LISTENING  & ERASING ARE THE SAME  AS  PREVIOUSLY 
EXPLAINED.

THE DIGITISATION
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
CLICK ON DIGIT,THE OPTION OF LOADING ETC...ARE IDENTICAL.
YOU CAN INDICATE THE FREQUENCY OF LISTENING (4.9,7.68,9.6 AND  15 
KHZ)  WITH THE ARROWS.YOU CAN INDICATE IF YOUR DIGITAL  MUSIC  IS 
SIGNED OR NOT.

+000/+255->DIGITAL NOT SIGNED.
-128/+128->DIGITAL SIGNED.

TO  KNOW WHICH MODE TO USE.YOU NEED TO LISTEN TO THE MUSIC.IF  IT 
SEEMS  UNCLEAN,CHANGE THE MODE BY CLICKING ON -128/+128 OR  VICE-
VERSA.

-ON STE.
YOU CAN HAVE ACCESS TO MODE STE BY CLICKING ON IT.
AT THAT TIME YOU MUST INDICATE YOUR FREQUENCY(6.25,12.5,25 AND 50 
KHZ) WITH THE ARROWS.

EQUALISERS
ÿÿÿÿÿÿÿÿÿÿ

EQUALISERS ARE IN THE MUSIC BOX.TO ACTIVATE ONE EQUALISER  DURING 
YOUR DEMO YOU MUST ACTIVATE IT WITH THE VALIDATION MENU.
YOU CAN DEFINE THE TYPE OF YOUR EQUALISER WITH ARROWS(THE NAME OF 
THE  CORRESPONDING EQUALISER APPEARS).TO PLACE YOUR EQUALISER  ON 
THE  SCREEN  OF YOUR DEMO,MODIFY THE COLUMN AND  LINE  PARAMETERS 
WITH THE ARROWS.

THE  PARAMETERS  DIRECTIONS  1 AND 2 INDICATE  THE  DIRECTION  OF 
VARIATION OF THE DIODES:I.E TOP AND BOTTOM-I.E RIGHT/LEFT.
YOU CAN ALSO INDICATE ON WHICH PLAN YOUR EQUALISER WILL BE.

THE EQUALISERS DO NOT VARY WITH THE DIGIT STE.

THE BORDERS
ÿÿÿÿÿÿÿÿÿÿÿ
TO  DEFINE THE EXTRA BORDERS OF YOUR SCREEN CLICK ON  THE  BORDER 
ICON OR PRESS F7.

TO ACTIVATE THE TOP BORDERS,YOU NEED TO SELECT IT.YOU THEN GET 29 
EXTRA  LINES FOR YOUR SCREEN.TO ACTIVATE THE BOTTOM OF  EDGE  YOU 
SELECT IT .YOU THEN GET 45 EXTRA LINES.

YOU  CAN  LOAD  A BIT OF PICTURE WITH  THE  FUNCTION  LOAD  EXTRA 
BACKGROUND.THIS  PICTURE  IS IN DEGAS OR NEO FORMAT AND  IT  WILL 
ONLY BE LOADED ON THE FIRST 74 LINES OF THIS PICTURE.THIS BIT  OF 
PICTURE IS LOADED IN THE BUFFER NUMBER 4.

YOU  CAN  HAVE A LOOK AT IT OR ERASE IT  WITH  THE  CORRESPONDING 
FUNCTIONS.

YOU  ALSO  HAVE THE POSSIBILITY TO STAGGER  THE  MAIN  BACKGROUND 
PICTURE  BY 199 LINES MAX TO CENTRE YOUR PICTURE WITH THE  ACTIVE 
BORDERS.

THE BORDERS DO NOT FUNCTION ON T.T

THE OTHER FUNCTIONS OF THE D.C.K ARE SELF EXPLANATORY AND BESIDES 
IT   IS   24:10  hrs  ON  THE  4TH  OF  MARCH  1992  AND   I   AM 
KNACKERED.TOMORROW I WILL WRITE A SHORT DOC DISPLAYER SO THIS DOC 
CAN  BE DISPLAYED IN ALL ITS GLORY FOR YOU TO READ.HAVE FUN  WITH 
THE D.C.K AND I HOPE YOU APPRECIATE THIS LITTLE TRANSLATION AS IT 
COST ME ABOUT 6 HOURS WORTH OF HARD GRAFT FITTING SOME SOCKETS IN 
MY MATES HOUSE NEXT WEEK.

KARADOC OF ADRENALIN 1992...................