APPENDIX A: MEMORY MANAGEMENT If you're running DeluxePaint III on a machine with 1 megabyte of RAM,282K is allocated to the program and 100K to Intuition,leaving about 600K free. But this doesn't take account of the memory required to create the display,so you'll generally have a little less memory available as your work. For example, the default screen format(320x200 by 32 color display)uses 40K of memory,which leaves you with about 560K to work with. In addition,each external disk drive uses an extra 20K. You can measure available memory by selecting About from the Picture menu(or by pressing CTRL a)any time you need a memory check. DeluxePaint will warn you when you have insufficient memory to accomplish a task,or when you run the risk of losing data. Memory shortage can manifest itself in various ways. For example,if you are at the limits of available memory and you select a large brush,DeluxePaint conserves memory by displaying just the outline of the brush,rather than the brush itself. When you paint with the brush the image will appear on the screen in the normal fashion,even though it may not be visible as you move the brush around the screen. When this happens,consider it a sign that available memory is low. In that case,you should take some action to reallocate memory(for example,by deleting the spare page or by removing any stencils,see below),or at least to save your current image or animation to disk. Here are some of the ways DeluxePaint III consumes memory: Increasing the amount of change in an animation after you've allocated frames for animation(see below for further discussion). Creating and holding a large brush. When you see just the outline of the brush this is a sign that you are near the edge of your memory limits. Creating and holding a large Animbrush. When your spare page is active it uses up as much memory as the first page even if you cleared the image from it. You can regain the memory used by the spare page(40K or more)by selecting Delete This Page,while viewing the spare page, from the Picture Menu. You use memory by leaving the WorkBench open while you work DeluxePaint. The WorkBench can be opened and closed through the Prefs menu. Creating a stencil uses up one bit plane. The exact amount of memory used depends on the screen format and page size you've selected. Fixing the background has a much larger overhead,similar to that required by a spaae page. Other things that require memory are loading the disk directory,loading the system fonts,and creating a fill pattern from a brush. ANIMATION AND MEMORY MANAGEMENT You've probably discovered that animation requires a lot of memory. And the two animation modes,expanded and compressed,have different memory requirements. The expanded mode of animation requires that there be enough memory to duplicate the entire screen for every frame. So if you are in 320x200 32 colors,which takes 40K per screen,you'll need 800K to get 20 frames. Memory requirements for animation in the compressed mode is based on the difference between each animation frame. The more a frame is different from the one before it,the more memory will be needed to store it in memory and on the disk. The frame that requires the minimm amount of memory is simply a copy of the frame before it. The maximum amount of memory is required when every pixel in a frame is a different color than in the frame before it. It's possible to set the number of frames to a large number and then,in the course of painting on the different frames,run out of memory. What is happening is that you are increasing the amount that the frames differ from each other. When this happens you'll see a message that explains that you don't have enough memory to save the changes you're making. WHAT TO DO WHEN YOU RUN OUT OF MEMORY Eventually everyone gets in a situation when they run out of memory. The first thing you should do when you get messages saying "Not enough memory" is to save your work. The following is a list of things you can do to get a little more memory to finish your work. Close the Workbench. Delete your Spare page. Delete your custom brush by selecting a very small custom brush. Free your Animbrush through the Free command in the animbrush sub menu. Free the Stencil. Delete some frames if you have an animation. Reduce your Page Size if it is larger than the screen. NOTE If you receive the System Message "Not enough memory for requested page size" when you try to change the DeluxePaint III screen format from Hi-Res,16 colors to Hi-Res,16 colors,Overscan,you may be experiencing memory fragmentation. To solve this problem,either reset the screen format from the Picture menu(use the option Screen Format and click OK when you've set the Choose Screen Format requester),or quit the program and restart DeluxePaint III in Hi-Res,16 colors,Overscan mode. APPENDIX B KEYBOARD EQUIVALENTS BRUSH COMMANDS F1 MATTE F2 COLOR F3 REPLC F4 SMEAR F5 SHADE F6 BLEND F7 CYCLE F8 SMOOTH - BRUSH SMALLER =,+ BRUSH LARGER Z STRETCH h HALVE H DOUBLE x FLIP HORIZONTAL y FLIP VERTICAL X DOUBLE HORIZONTAL Y DOUBLE VERTICAL ALT-s CENTER BRUSH HANDLE ALT-x FLIP BRUSH HANDLE HORIZONTAL ALT-y FLIP BRUSH HANDLE VERTICAL ALT-z PLACE BRUSH HANDLE TOOLBOX COMMANDS b BRUSH SELECTOR B RESTORE LAST CUSTOM BRUSH/ANIM BRUSH c UNFILLED CIRCLE C FILLED CIRCLE ALT-C FILLED AND OUTLINED CIRCLE d CONTINUOUS FREEHAND D FILLED FREEHAND e UNFILLED ELLIPSE E FILLED ELLIPSE f FILL F FILL REQUESTER g GRID ON/OFF G GRID ON/OFF USING CURRENT BRUSH HANDLE POSITION AS A GRID POINT K CLR(CLEAR SCREEN) m MAGNIFY ON/OFF p COLOR PALETTE REQUESTER q CURVE r UNFILLED RECTANGLE R FILLED RECTANGLE ALT-R FILLED AND OUTLINED RECTANGLE s DOTTED FREEHAND t TEXT u UNDO v STRAIGHT LINE > INCREASE MAGNIFICATION < DECREASE MAGNIFICATION , PICK COLOR CURSOR . ONE-PIXEL BRUSH,DOTTED LINE [,] CHANGE FOREGROUND COLOR {,} CHANGE BACKGROUND COLOR / TOGGLE SYMMETRY ON/OFF SPECIAL KEYS ? DISPLAY ABOUT/MEMORY INFO BOX DELETE CURSORR ARROW ON/OFF F9 MENU BAR ON/OFF F10 TOOLBOX & MENU BAR ON/OFF RIGHT ALT-AMIGA RIGHT MOUSE BUTTON LEFT ALT-AMIGA LEFT MOUSE BUTTON CURSOR KEYS SCROLL PAGE(EXCEPT IN TEXT MODE) CTRL CURSOR KEYS ADJUST SCREEN POSITION n CENTERS AREA UNDER THE CURSOR SHIFT CONSTRAIN CURSOR CTRL LEAVE TRACES WITH LINE OR SHAPE TOOLS CTRL a MEMORY CHECK TAB COLOR CYCLE ON/OFF S SHOW PAGE ~(TILDE) MAKE STENCIL '(GRAVE) STENCIL ON/OFF a AGAIN KEY - REPEATS LAST MENU COMMAND | COORDS ON/OFF SPACEBAR CANCEL OPERATION IN PROGRESS ESC STOP OPERATION IN PROGRESS j SPARE PAGE J COPY TO SPARE PERSPECTIVE KEYBOARD COMMANDS ENTER: ENTER PERSPECTIVE MODE KEYPAD 7 AND 8: ROTATE ABOUT THE X-AXIS SHIFT KEYPAD 7 AND 8: ROTATE X-AXIS BY ANGLE STEP KEYPAD 9: RESET X-AXIS TO 0 KEYPAD 4 AND 5: ROTATE ABOUT THE Y-AXIS SHIFT KEYPAD 4 AND 5: ROTATE Y-AXIS BY ANGLE STEP KEYPAD 6: RESET Y-AXIS TO 0 KEYPAD 1 AND 2: ROTATE ABOUT THE Z-AXIS SHIFT KEYPAD 1 AND 2: ROTATE Z-AXIS BY ANGLE STEP KEYPAD 3: RESET Z-AXIS TO 0 KEYPAD 0: RESET ALL AXES TO 0 SHIFT KEYPAD 0: RESET ALL AXES,POSITIONS,AND SETTINGS SHIFT KEYPAD 9: FIX X-AXIS SHIFT KEYPAD 6: FIX Y-AXIS SHIFT KEYPAD 3: FIX Z-AXIS KEYPAD "-"(MINUS): FILL THE SCREEN WITH THE CURRENT BRUSH AT THE CURRENT PERSPECTIVE KEYPAD "."(PERIOD): RESET CENTER ; AND ' KEYS: MOVES THE BRUSH ALONG ITS FIXED AXIS IN A DIRECTION PERPENDICULAR TO ITS PLANE SHIFT ; AND ' KEYS (: AND "): SAME AS ; AND ' KEYS BUT WITH GREATER INCREMENT <(SHIFT,)AND>(SHIFT.): MODIFY OBSERVER DISTANCE FROM SCREEN CTRL TEMPORARILY FIXES THE Y-AXIS SO YOU CAN MOVE YOUR BRUSH ON THE X AND Z COORDINATES \ TOGGLE ANGLE/POSITION DISPLAY ANIMATION KEYS 1 STEP TO PREVIOUS FRAME 2 STEP TO NEXT FRAME 3 DISPLAY THE GO TO FRAME REQUESTER TO JUMP DIRECTLY TO A SPECIFIC FRAME 4 PLAY ANIMATION CONTINUOUSLY UNTIL SPACEBAR OR MOUSE BUTTON IS PRESSED 5 PLAY ANIMATION ONCE 6 PLAY ANIMATION IN PING-PONG MODE 7 STEP TO PREVIOUS ANIMBRUSH CEL 8 STEP TO NEXT ANIMBRUSH CEL SHIFT1 GO TO FIRST FRAME SHIFT2 GO TO LAST FRAME SHIFT3 GO TO LAST FRAME YOU DID A "GO TO" TO SHIFT4 PLAY ANIMATION CONTINUOUSLY IN REVERSE DIRECTION SHIFT5 PLAY ANIMATION SEQUENCE ONCE IN REVERSE DIRECTION SHIFT7 GO TO FIRST ANIMBRUSH CEL SHIFT8 GO TO LAST ANIMBRUSH CEL SPACEBAR STOP THE CURRENTLY PLAYING ANIMATION SEQUENCE r REVERSES ANIMATION SEQUENCE WHILE PLAYING LEFT AMIGA HELD DOWN WHILE PAINTING,TURNS ON ANIMPAINTING MODE LEFT ARROW SLOWS DOWN ANIMATION WHILE PLAYING RIGHT ARROW SPEEDS UP ANIMATION WHILE PLAYING APPENDIX C: THE PLAYER UTILITY The Player utility on the Animation disk lets you play the animations you created with DeluxePaint III. You can boot the utility from the Workbench or use CLI arguments to start the Player. From the Workbench,open the Animation disk and click on the Play icon. This loads the program in the default screen format(lo-ress,320x200,with 32 colors). The screen is black and the menu bar is not displayed. To see the program's single menu,move the pointer to the upper left part of the screen and press down on the right mouse button. Animation appears in the menu bar,and the menu bar,and the menu options,Load,Play,About,and Quit appear below the title. You're now in the "interactive" mode. Choose Load and when the Load Anim requester appears,specify which drive you want to make active (df1: or df0:) and then load a picture or anim from the directory of the drive you chose. When you click Load in the requester Play to play a picture or anim you've already loaded,just as you would in DeluxePaint III. After you've loaded an animation in memory,the Load Anim requester looks a little different when you choose Load again. The Append button appears in the requester. Click Append only if you want to add the picture or animation you're currently loading to the back end of the animation that's already in memory. You can use the same keyboard commands you've used in DeluxePaint III while you view your animation. KEY EFFECT TAB TURNS COLOR CYCLING ON/OFF LEFT ARROW SLOWS DOWN PLAY RATE RIGHT ARROW SPEEDS UP PLAY RATE r REVESES PLAY DIRECTION ESC OR SPACE BAR STOPS PLAYS 1 GO TO PREVIOUS FRAME 2 GO TO NEXT FRAME 4 PLAY THE ANIMATION 5 PLAY ONCE 6 PLAY PING-PONG To use Player from the CLI,open the CLI from the Workbench. On the command line type PLAY,space bar,and the filename of the picture or anim you want to load. If you want to show the anim for a certain number of seconds,press the space bar and type that number after the filename. If you would like to indicate that the number is a loop count instead of time in seconds,press the space bar again and type "loops". You're now ready to issue play commands for your animation(or you can press Return right now and your animation will play and take you back to the CLI when it's finished). NOTE If you type an @ before the filename in the first line,the following text string is the name of a script file from which commands are read. Script files are ASCII text files created with a text editor such as ED or MEMACS,both of which are included with Workbench 1.3. Play Commands from CLI: COMMAND MEANING PLAY RUN THE INTERACTIVE PLAYER PLAY PICT_OR_ANIM LOAD PICT_OR_ANIM,INTERACTIVE PLAY PICT_OR_ANIM 10 LOAD PICT_OR_ANIM:SHOW FOR 10 SECONDS,THEN EXIT PLAY FOO 20 SECONDS LOAD FOO:SHOW FOR 20 SECONDS,THEN EXIT PLAY ANIM 20 LOOPS LOAD ANIM:PLAY 20 LOOPS,THEN EXIT PLAY @TEST READ COMMANDS FROM SCRIPT FILE "TEST" The script commands,one per line,are similar to the CLI commands except that the word "play" is ommitted. COMMAND MEANING PICT_OR_ANIM 5 DISPLAY PICT_OR_ANIM FOR 5 SECONDS ANIM 10 LOOPS DISPLAY ANIM FOR 10 LOOPS ANIM PLAY ANIM UNTIL USER HITS KEY PICT DISPLAY PICT UNTIL USER HITS KEY 236 If you hit the Space bar or click the left mouse button while a picture or anim is running,the program will move to the next command,even if the specified play-time has not elapsed. File names with blanks must be enclosed in quotation("")marks. A command line starting with a ;(semicolon)is skipped.