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% A manual for Fractal Playtime.
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                          % The preamble begins here.
\title{\Huge Fractal Playtime Vers 1.0\\ \vspace{2ex}
A Program for Exploring the\\
Mandelbrot Set}   % Declares the document's title.

\author{Richard Hodson}    % Declares the author's name.
 
\begin{document}           % End of preamble and beginning of text.
 
\maketitle                 % Produces the title.





\begin{titlepage}
{\flushleft\huge Disclaimer}
\vspace{0.7in}

\begin{normalsize}
The author makes no representations or warranties with respect to the
contents hereof and specifically disclaim any implied warranties of
merchantability or fitness for any particular purpose.

This program is distributed on an ``as is'' basis.
No warranty is given for this program, either implied or explicitely.
The author will not be held liable for any damages, lost profits,
lost data or damage to equipment either directly or indirectly through
use of this program.

\vspace{1.5in}
{\flushleft\huge Terms and Conditions}
\vspace{0.7in}

The GNU General Public License for GNU libraries states that I am
required, as a condition of using the GNU libraries in my
program, to supply any users of my code with object code such that a
user with the GNU C compiler can link it with newer libraries if and
when they become available.

This is basically OK, but at the same time could be a potential
problem. I am sure that most users are not interested in downloading
sources or objects, and so they are not included as a part of the
standard distribution. Also, I would like to keep the direction of the
program under my control. If you want sources, Email me and I will
start posting them to an FTP site. If you get sources and want them
changed, mail me the diffs.

Mail to: rhodson@cix.compulink.co.uk

\end{normalsize}
\end{titlepage}


\tableofcontents

\chapter{Introduction}

\section{History and Overview}

     There are already many Mandelbrot set generators in existance,
some fast, some slow; some usable, some unusable. This program was
started in April 1990 as a simple generator program which took a typed
in set of coordinates, and plotted a low-res output screen which was
then saved as a NEOchrome file. The reason for writing it was simple:
none of the programs I had seen used colour very well. My program
remembered the values it had calculated for each pixel, and after
drawing the image used it's hindsite to redraw the image with
intelligent use of colour. This statistics feature allows the user to
zoom into a pattern which looks a real mess, and with a couple of
keypresses turn the mess into a wonderful swirling masterpiece.

	Features were added as I thought of them and parts of the
original `C' code were rewritten in assembler. Finally, the whole thing
was made totally GEM legal, allowing it to print, run on many non
standard machines by using GEM screen calls and hopefully making it a
lot easier to learn how to use. Statistics freaks may like to know that
currently the source code is over 100K bytes of `C' and a further 12K
bytes of assembler. Monochrome users will be pleased to know that most
of the development work is done in ST high-res, which really can look
good because there are so many pixels on screen.

     This program has grown from humble beginnings to what I 
intend to be the most outstanding Mandelbrot generator available. 
It was originally written on a 1040STF, with later development on 
a 4Mb upgraded STE and further writing/debugging on an 8Mb TT.

     The idea was to write a {\em very} fast Mandelbrot generator which 
can run on {\em ANY} ST related hardware in {\em ANY} resolution. So far it 
can cope with all ST and TT screen modes as well as an ST running 
Monster screen with a mono monitor. It uses the cookie jar 
feature of TTs and later STs to find what hardware is available. 
It can sense whether it has a 68020 or better CPU and whether 
there is a maths co-processor available. If it finds either of 
these, it will use them where appropriate. Where possible everything
is made to be automatic; the program works out what is best and gets
on with it.


\section{Dive in\ldots (a brief tutorial)}

     Once you have started the program up, you will be faced with 
a window which is where the patterns will appear. The program will
automatically start calculating an overview of the entire {\cal M}-set
which you can explore.

     The mouse pointer will re-appear once the calculation has 
finished. To zoom in on any part of the image, use the mouse to 
drag a box around the part that you want to magnify. Press 
return or click on {\em Calculate} from the {\em show} menu to
start the calculation. If you 
decide that you want to abandon a calculation, hold down the 
right mouse button until the cursor comes back.

     When you have calculated a pattern, go to the options menu 
and click on `Boundary\ldots' to call up the boundary colouring 
options form. This allows you to alter the way that colour is 
used to show the picture (or where the black and white bands are 
placed in mono) by using statistics collected during the 
calculation. Try choosing `1' for the cycles box, and `Equal' 
from the methods box, then click on `OK'. This combination 
usually gives the best results, with the others being useful in 
certain circumstances. All of the values calculated for the 
pixels are stored in the computer's memory, so the screen update 
is much faster than the original calculation. For more details, 
see section \ref{boundary_ref} on boundary selection.

     You now have the basics of how to work the package, all of 
the rest being options and shortcuts. There is a stopwatch which 
you can switch on and off which tells you how long a picture took 
to calculate, and an option to use the full screen rather just 
the inside of the window. Both of these options are available on 
the Options menu under `General\ldots'. One handy hint is to size 
the window down to a small size when trying to find an 
interesting picture, and then make it full size to view it 
properly. Generating a smaller image takes a lot less time.

	To see the sort of results possible, go to the {\em Load\ldots}
part of the {\em File} menu and select the file {\em DEMO.CO}. This is
a rolling demo which calculates a series of pictures and then
displays them with even and detail statistics settings. The sequence
will go back to the beginning when it ends, but you can escape from it
by holding the right mouse button.

\chapter{The Menus Explained}

\section{The Desk menu}

\subsection{About Fractal}

	This is an information form. It tells you the version number of
the program and also has three strings which it will sometimes
display.
\begin{itemize}

\item{680x0 Processor mode}

	The program fills the `x' in with a number to describe what
type of processor it thinks you have. The
{\em Cookie Jar} is used to get this information. If no cookie jar is
found, a normal 68000 is assumed.

\item{Floating point found}

	Should be displayed if you have a TT or Falcon with a floating
point co-processor. Again, the {\em Cookie Jar} is used to find this.
If no cookie jar is found, it is assumed that no FPU exists.

\item{GDOS is present}

	Uses a special call to GDOS to test whether it is present. GDOS is
only used for printing or for writing to non standard video modes. It
should not matter whether GDOS, FONTGDOS or FSMGDOS are used.
\end{itemize}


\section{The File menu}

\subsection{Load\ldots}

	Load a co-ordinate or driver file (a file with a {\em .co}
extension). In simple use this allows you to load the co-ordinates
which you have saved previously using the {\em Save\ldots} option. For
more advanced uses, see section \ref{coords_ref} on file formats.

\subsection{Save\ldots}

	Saves a co-ordinate file for the currently viewed image.

\subsection{Image Type\ldots}

     Brings up the selection form for choosing how images are 
saved to disc. Currently only IMG, NEOchrome and Degas files are 
supported. NEOchrome will not accept anything other than ST Low 
resolution, but some other packages will so Playtime allows you 
to save NEO files in any ST screen mode.


\subsection{Save Image\ldots}

     Allows you to save the currently displayed image in the 
currently selected graphic file type. If you are saving an IMG file
there should be no problems. The other file formats, however, can only
save a full screen. If saving in a format other than IMG it is
recommended that you use {\em full screen} mode from the {\em general
options} form to prevent getting a boarder on the right and lower
sides.


\subsection{Quit}

     Leaves the program. The palette is restored to what it was 
before the program was started.


\section{The Show menu}

\subsection{Calculate}

     Starts a calculation. To stop in the middle of a 
calculation, hold down the right mouse button until the cursor 
reappears. Once a calculation is stopped, it cannot be restarted 
from where it left off, it has to be started again from the 
beginning.

\subsection{Co-ords\ldots}

     Allows you to type in a set of co-ordinates for the next 
calculation using the co-ordinate system described in the section 
below ``What the numbers mean''. It can also be used so that you 
can see the co-ordinate values of the current picture. The 
`Clear' button wipes all of the text out of the text fields to 
make typing in new values from scratch easier.

\subsection{Zoom in}

     This uses the current co-ordinates and increases the 
magnification by a factor of 2. The result is that you zoom in 
towards the centre of the screen.

\subsection{Zoom Out}

     Similar to Zoom in, except that the magnification is reduced 
by a factor of 1/2. This zooms you out around the centre of the 
screen. This can be useful if you select an area, and then 
realise when it is drawn that you are not exactly where you want 
to be. Zooming out gives you a picture from which you can usually 
re-select with the mouse to get the region that you wanted.

\subsection{Start View}

     This sets the co-ordinates and magnification back to what 
they were when you came into the program.


\section{Options menu}

\subsection{General}

\begin{itemize}
\item{Video writing}

	{\em Direct} or {\em GEM}. In direct mode, the gem VDI is bypassed
and the program writes directly to video memory. It does this in as
clean and portable way as possible, but even so it is a Bad Thing
according to Atari. If you have a non-standard video display and tell
the program to use Direct, it may sense that something is wrong  and
use GEM anyway. Only use GEM mode if you experience compatability
problems in Direct mode.

\item{Maths Processor}

	Enables or disables a maths Floating Point Unit. If no usable
FPU is found then this will be set to {\em Ignore} and then disabled.
See the section {\em Different Machine Types} for more details.

\item{Full screen}

     This is either on or off. With full-screen switched off 
the pictures are drawn into the window allowing you to 
control how much of the screen is used and so allows you to 
create small images quickly. In full screen mode the window 
and menu bar are removed and the entire screen is used for 
the picture. When the picture is complete it is saved into 
memory and the window and menu bar are restored. Only a 
portion of the overall picture can be shown in the window, 
but any manipulations on the image (boundary changes, saving 
to disc) will happen to the whole image and the whole image 
can be saved to disc.

\item{Pre clear}

     An on/off option like Full screen above. Controls 
whether the screen is cleared before starting a new 
calculation. The final result is identical, so it just 
depends on what you like to watch while the calculation is 
being carried out. If you are using monochrome then in the 
pre-clear mode only the black pixels need to be plotted, so 
Playtime can speed itself up a little.

\item{Stopwatch}

     The stopwatch gives you an indication of how long the 
calculation took. This time includes clearing the 
statistics, screen and pixel value buffers as well as the 
time for the calculation. The 200Hz clock is used, so the 
accuracy is about 100th of a second.
     
     Two readout styles are available. One just works in 
seconds, the other gives hours, minutes and seconds (and 
days if you are doing something outrageous).
\end{itemize}


\subsection{Boundary}

\label{boundary_ref}
	This is where the statistics features of Playtime are controlled.
As these features are so central to the program, all of the options in
this dialogue are available as single keypresses. See the section on
keyboard shortcuts for more on this.

	As the image is calculated the values calculated for each pixel
are stored in memory. These can then be used to map calculated values
to screen colour in several ways. In each case these routines will try
to produce as many bands of colour on screen as there are colours
available. For example, if you are in a 16 colour screen mode, the
image will be given 16 bands of colour. Sometimes this is not enough,
so the {\em Cycles} setting can be used to increase the number of
bands on screen.

	Cycles is simply the number of times the palette will
be used (the number of times the routines will cycle through the
available colours). How high cycles is set to depends on the
resolution and the number of real colours available. In ST low res
cycles will generally be just one or two. In ST high res you may want
to use around six or seven.

	The way the statistics routines work is given below. Note however
that some are sensitive to the type of image they are given to process,
and so may not produce acceptable results all of the time. Just
experiment until you get something you like.

\begin{itemize}

\item{None}

	No statistics interpretation is carried out, the values are
plotted straight to the screen. The {\em Cycles} setting is ignored in
this mode.

\item{Equal}

	Values are grouped together to try to produce bands with equal
numbers of pixels in them. If a screen looks a total mess with {\em
None} selected, try it with this.

\item{Detail}

	This is for screens such as the start calculation where there are
some very large bands with nothing of interest. The colours are
allocated so that the number of pixels in each band gets smaller and
smaller, so concentating the colours into the detailed regions.

\item{Fixed}

	The boundary points are placed at fixed intervals with no
statistics processing. For example, if the dwell is set at 100 and
there are four colours available, then boundaries will be 1--25, 26--50,
, 51--75 and 76--100;

\item{Outline}

	Displays only the central Mandelbrot set (the points in the image
at which the dwell went to the maximum limit). This was not really
included for displaying images, but more for showing where regions of
interest might be for zooming into when looking at a cluttered image.

\item{Exclude}

	Designed for monochrome users. In high res the lack of colour can
make the region around the Mandelbrot set look untidy. In
{\em exclude} mode the Cycles setting sets how many of the lower levels
are displayed. Only the lower levels and the pixels which hit the
Mandelbrot limit are displayed, with the lower levels being displayed
with no statistics processing.

\end{itemize}

\subsection{Dwell}


\subsection{Method}

	There are two methods of calculation available, and three
different precisions at which the calculations are made. The methods
and precisions can be mixed in any way.

	As a rule, leave the precision setting to automatic and let the
computer decide what is best. On an ST the Div-con method is generally
the best, though on a TT the TV scan system is nearly as fast. In
either case, I think that the div-con method is much more entertaining
to watch.

\begin{itemize}
\item{The TV Scan Engine}

	This is the basic traditional way in which a Mandelbrot image is
calculated. Named TV scan because it calculates the pixels from left
to right, top to bottom and that is the path that the electron beam in
a TV set takes when it is drawing a TV picture. Nothing fancy is
happening here to optimise the image drawing, so the image is
guaranteed to be correct.

\item{The Div-Con Engine}

	Based on an alogorithm by Rico Mariani.

	{\em Div-Con} stands for {\em Divide
and Conquer}. The idea behind this is the mathematical proof that if a
line is drawn around an area of a Mandelbrot image and all of the
points on that line have the same value, then all of the points
enclosed by that line will also have the same value. Computationally,
it means that you can calculate the values around the perimeter of a box,
and if the values on the perimeter are all the same then the box can be
filled in with that value without having to calculate anything else, so
saving a lot of calculation (see Monochromatic theory in the glossary).

	Unfortunately, there is a flaw in doing this. Calculating some
points around the perimeter does not prove that {\em all} of the
perimeter is of that value. Imagine that between two of the points
calculated to be of the same value there is another point which is not
of the same value, then that point will be missed and the area will be
filled in even though the perimeter values are not all the same.
Fortunately, this does not happen often and the TV-scan and Div-con
images tend to look the same.

\item{16 Bit Fixed Point}

	This is the fastest precision. It uses 16 bit integers to
do the calculations, and so can use the 68000's hardware 16 bit x 16 bit
multiply instruction to good effect. Unfortunately, 16 bits do not
store numbers very accurately, so this precision is only useful at
very low magnifications.

\item{32 Bit Fixed Point}

	This works like the 16 bit routines, but with more accuracy. This
is the most useful precision as it works with quite high
magnifications and yet is still fast. To do a 32 bit multiply the
ST has to do four 16 bit multiplies, so it is not as fast as the 16 bit
routine.

	TT users will be pleased to know that the 68030 does have a
32 bit x 32 bit multiply instruction, so there is a TT specific
routine as which is almost as fast as the 16 bit routine! Selection of
this routine over the ST version is automatic.


\item{Floating Point}

	If 32 bit fixed point starts to look blocky
then you will have to use floating point. This is 64 bits on an ST, or
80 bits on a TT with the 68882 maths co-processor. Most users will
want to avoid this altogether and the automatic selection system
ignores it because it is so slow compared with the 32 bit mode.

\item{Auto}

	In auto precision mode the program will choose between 16 and 32
bit precision at the start on each calculation. The decision is based
on the screen resolution and the magnification of the calculation and
allows you to forget precision and let the computer work out the
fastest way of generating an image. If auto is switched on, then the
precision last used will be displayed in the dialogue. This is purely
for information in case the user wants to know exactly how their
last image was generated.
\end{itemize}

\subsection{Edit Palette}

	The palette editor allows you to manipulate the ten palettes held
in memory and maintain a library of palettes on disc. Example palettes
come wih the program in a set of directories, one for each of the
ST/TT standard screen modes. There is, however, nothing to stop you
from loading palettes not meant for your screen. If you load a sixteen
colour palette into a four colour mode, then only four colours will be
displayed. Similarly, if a four colour palette is loaded into a
sixteen colour mode, only the lower four colours will change. Note
that in this last case, saving the palette again will only save four
colours as the computer remembers what the palette was originally
from. Using the {\em Info\ldots} button will display what the program knows
about the palette on display. If a palette is modified, then the info
settings are changed to those of the current machine and mode.

	In this release, only 256 colours are allowed in a palette. More
than this may cause the program to crash. To access more than sixteen
colours, a bank system is used similar to the Xcontrol control panel
from Atari.

	If you should decide that you have a desk accessory which you
prefer as a palette editor, then you can use that to edit your palette
settings, and then go into the Fractal Playtime editor and use the
{\em Grab} button. This stores the screen palette into the currently
selected palette number, and changes the palette name to {\em
Desktop}. The grabbed palette can now be loaded, saved and manipulated
like any other.

\subsection{Print}

	Printing is only available if you have GDOS installed. Hopefully, you will
have got a copy of Hyperpaint or Hyperdraw with your ST, both of which
come with a cut down copy of GDOS. Alternatively, programs such as
Timeworks DTP and Degas Elite come with full implementations, as does
the Atari Laser printer.

	There are dwo different styles of printing available. One is a
simple screen dump. This does not take very long to perform, but gives
a very ragged picture. The other is {\em Recalculate}, where the
calculation is started from scratch and done to the best resolution of
the printer. The calculation has to be done with TV scan, and is done
with the 32 bit integer routines. Because of the very high resolution
that even a 9-pin printer can achieve, this calculation will take a
long time. The results, however, can be well worth the time.

	The {\em Screen dump} mode is intended just for rough outlining,
and gives some idea as to whether the colour mapping is ok.
Monochrome users have an advantage here with a black and white printer
as the screen gives a reasonable preview. Colour users should be aware
that every colour band on screen will map to either a black or white
stripe on a mono printer, so low res images may look cluttered. Use
medium res to get finer control of how many bands there are.

	The {\em Setup\ldots} button will take you to the page setup form, which
will allow you to position your picture on the page. All measurements
here are in millimeters, and are accurate to a few millimeters across
the length of a page on most printers. The maximum printable area
reported by GEM is given at the top of the form, and then some
editable fields with the current settings for widths and offsets. The
program should be about right for a 9-pin epson as supplied.
Please note that when doing a screen dump, the entire print area will
not be filled. Use landscape mode for the fullest picture, but you
will only get the full area used in recalculate.

	The radio button for  {\em Print Text} can be switched to on or
off. When on, the co-ordinates of the view will be printed at the top
of the page, whether in landscape or portrait mode.

	The {\em Test} button will print a test pattern to show where the
final image should appear on the page. The pattern is simply a right
angle at each corner of the image, with the last viewed co-ordinates
printed if co-ordinate printing is enabled.

\subsection{Save setup}

     The program has an install file called PLAY.PAR which it 
loads automatically on startup. If there is no file present, then 
the program will load all of the palettes with the desktop 
palette, and set all of the options to a set of default values.

     Save setup allows you to set the options to what you want 
them to be from when the program starts. The following items are 
saved in the PLAY.PAR file:-

\begin{itemize}
\item{Palette information}
\item{Stopwatch settings}
\item{Fullscreen on/off}
\item{Pre-clear screen on/off}
\item{Boundary choice settings}
\item{The chosen method of calculation}
\item{Size of minimum box used by div-con}
\item{File type for saving images}
\item{Printer settings}
\item{Maths co-processor settings}
\end{itemize}

     The file format has been designed so that hopefully 
regardless of what features are added to it in the future, it 
will still be possible to load your old files in future versions 
of the program.

\subsection{Shortcuts}

	Displays a form which gives a reminder of the keyboard shortcuts.

\chapter{In Detail}

\section{The Co-ordinate System}

	There are many variations on the Mandelbrot theme, so if there are
any terms that you have difficulty with, try looking them up in the
glossary section near the end. Some of this manual may expect you to
understand complex numbers. If you have difficulty with complex
numbers, then get hold of a maths text book. A good book should teach
you all you need to know in a couple of hours, and give you a far
greater enjoyment of the Mandelbrot set.

	The co-ordinate system used here is to give the complex
co-ordinate of the center of the screen, and a magnification. The
magnification sets the largest size of circle which can be displayed
on the screen. For example, a magnification of 1 allows a circle of
radius 1 to be displayed in the center of the screen with it's edges
just touching the nearest two sides of the rectangular screen. When
the program is first started, the initial display is of the whole
$\cal M$ set at magnification 1/2. This allows you to see a circle of
radius 2, the escape radius used in the dwell calculation routines.
When describing the view, just giving the magnification and location
assumes a square screen.

	To completely describe a view, you should
also give the aspect ratio of the screen, which is the X resolution
divided by the Y resolution. In medium resolution this is complicated
by the program using different scales for the x and y axis due to the
very rectangular pixels, which halves the aspect ratio. This makes
the aspect ratio is 1.6 in all ST resolutions when in full screen
mode. The TT low res is 0.67 and TT medium 1.33.

	The other often used system of top left and bottom right
co-ordinates was felt to be less intuitive, and is no better at
dealing with changes in resolution.


\section{Keyboard Shortcuts}

	Some of the more often used functions of the program have been given
keyboard shortcuts. These shortcuts are all single keypresses and do
not require the alternate key to be pressed. The shift and Caps
Lock keys are both ignored. Only the quit shortcut requires the control key
to be held down.

\begin{itemize}
\item{Statistics Shortcuts}

\begin{tabular}{|l|l|}
\hline
{\em keypress} & {\em function}\\
\hline
1---9    & number of times to use palette colours\\
D        & {\em D}etail enhance\\
E        & {\em E}qual band sizes\\
F        & {\em F}ixed band sizes\\
N        & {\em N}o statistics adjustments\\
O        & {\em O}utline Mandelbrot set\\
X        & e{\em X}clude range\\
\hline
\end{tabular}

\item{General Shortcuts}

\begin{tabular}{|l|l|}
\hline
{\em keypress} & {\em function}\\
\hline
CNTRL-C  & quit program\\
Help     & display shortcuts\\ 
Clr/Home & display start image\\
Return   & calculate selected image\\
C        & enter {\em C}o-ordinates\\
P        & screen {\em P}re clear mode\\
S        & full {\em s}creen mode\\
F1---F10 & select palette\\
\hline
\end{tabular}
\end{itemize}

\section{How settings affect speed}

     There are several optimisations built into the code which 
tend to come on automatically, so you really do not have to know 
the next section. If you have any customisations to your machine 
such as graphics cards and processor accelerators the following 
may not be true, and you will have to use the stopwatch to work 
out what is best for you.

\begin{itemize}

\item
If a known ST/TT screen resolution is found, a direct to 
screen memory plotting routine is used.

\item
If full-screen mode is being used and the program is 
plotting line by line, the fastest plotting mode is used as the 
program can predict how and when every pixel will be plotted from 
the start.

Note that both of the above can be disabled using the `Video 
writing' option in the general options form. 

\item
Pre-clear may be faster for monochrome users if direct video 
writing is being used but not full-screen.

\item
Avoid floating point calculations. Even on a TT they are a 
lot slower than the 32-bit fixed point.

\item
Div-Con is faster than TV scan on a normal ST. This is not 
as important on a TT because of the processor cache, but is still 
true.

\item
Experiment with the Div-Con box size. Use around 6 for an ST 
and 12 or 14 for a TT, the stopwatch will allow you to find out 
what is best. The setting depends very much on what is being 
calculated, and so as the images which I enjoy exploring may be 
different from yours you may be able to get a speed advantage 
here.

\end{itemize}

\section{Different Machine Types}

\subsection{Notes for 520 ST owners}

     You should be able to use Low resolution with no problems 
but may have to boot up without any desk accessories loaded in 
medium resolution. High resolution will not work on a 1/2 meg 
machine as 500K is needed for statistics.


\subsection{Notes for hard disc users}

     Feel free to install the program on your hard drive. There 
is no performance increase (except perhaps when printing) but you 
may find it easier to use.


\subsection{Notes for STE users}

     The STE has a better palette than the old STFM. This allows 
an STE to load palettes from an STFM as well as an STE. The 
palette editor will recognise your palette and use it.
     If you have your blitter switched on (there is an option on 
the GEM Desktop) then it will be used.

\subsection{Notes for Mega STE users}

     I have not been able to test for this machine, but there 
should not be any problems. This should be recognised as an
STE, but should be faster.

     The Floating point boards produced by Atari and others for 
the ST cannot work in the same way as the TT works. Blame this on 
Motorola, not Atari; the plain 68000 was never designed to have 
an FPU. This means that at the moment your FPU is not being used. 
I will need to produce a separate program version for the Mega 
STE, but unfortunately cannot test it if I compile one. This 
should hopefully be cured in the next release of Playtime.


\subsection{Notes for TT users}

     Use of TT features is automatic. The `About Fractal' form 
will tell you what the program has found and on a TT it should 
say that you have a 68030 and floating point. The program should load
into and use TT ram if you have any.


\subsection{Notes for upgraded ST users}

     The TT code is actually compatible with a 68020, so if you 
have a '020 or '030 processor accelerator then this code will be 
useful. To detect the processor, the CPU cookie in the cookie jar 
must be set. I assume that this is done by the accelerator, but 
if it is not then get in touch and I will try to write a program 
to set it for you.

     The screen routines can currently handle any screen with a 
GEM driver and 2, 4, 16 or 256 colours on screen at once. Other 
setups are coded for but have never been tested. More than 256 
colours on screen will definitely crash the program. Also the 
more pixels there are on screen, the more memory will be needed. 
For each pixel the program will need 2 bytes for statistics and 
memory for a blit buffer. For example, in TT medium res a pixel 
takes 1/2 a byte for the blit buffer and 2 bytes of statistics. 
With 640x480 pixels it needs to find 640x480x2.5 = 750K. ST low 
needs 156K and a Crazy Dots board will need about 4.5Meg. Most 
people seem to buy memory before a graphics card, so hopefully 
this is not a problem.

\section{File Formats}

\subsection{Co-ordinate file}

\label{coords_ref}
	The co-ordinate file is in ASCII to allow a user to alter them
in a text editor. The easiest way to understand this format is to
examine a file in an editor or double click on a file from the GEM
desktop and use the {\em Show} option. Note that although the program
only saves a simple file, much more can be loaded allowing sequences
of images with pauses, statistics control and looping back to the start.
Try examining {\em demo.co} for a good example.

	The file consists of lines of text, each with a letter at the
start. The letter is like a command, and can be followed by data such
as a number. The currently allowed command letters are\ldots

\begin{itemize}
\item{; $<$comment$>$}

	Comment line. The entire line is ignored.

\item{b $<$number$>$ $<$option$>$}

	Boundary settings. Does a screen redraw with the given boundary
options. Number is 1 to 9. Option is one of the following\ldots

	\begin{tabular}{|l|l|}
	\hline
	{\em Option} & {\em Description}\\
	\hline
	d &	Detail enhancing distrubution.\\
	e &	Equal band area.\\
	f &	Fixed boundary positions.\\
	n &	No statistics operations.\\
	o &	Outline maximum dwell area.\\
	x &	No statistics but with exclusion band.\\
	\hline
	\end{tabular}

\item{c}

	Start a calculation.

\item{d $<$integer$>$}

	Maximum dwell limit of view.

\item{i $<$number$>$}

	Imaginary co-ordinate of view.

\item{m $<$number$>$}

	Magnification of view.

\item{o (\{+\}$|$\{-\}) $<$option$>$}

	Allows options to be switched on or off. Allowed options are\ldots

	\begin{tabular}{|l|l|}
	\hline
	{\em Option} & {\em Description}\\
	\hline
	c &	Clear screen before calculation/redraw.\\
	d &	Direct video write rather than use GEM.\\
	f &	Full Screen.\\
	\hline
	\end{tabular}

\item{r $<$number$>$}

	Real co-ordinate of view.

\item{w $<$integer$>$}

	Wait for $<$number$>$ of seconds.


\end{itemize}

\subsection{Palette file}

	This file is a binary file consisting of a 40 byte header.
followed by however much data is necessary. The last entry in the
header field is an extension length. If the palette file header is
extended, then this field will say how many bytes have been added to
allow upward file compatibility in later versions.

\vspace{1ex}
\begin{tabular}{|l|l|l|}
\hline
{\em Offset} & {\em Size} & {\em Description}\\
\hline
0  & long  & magic number 0xa21e29b7\\
4  & string & name of palette, null terminated\\
34 & short  & number of colours defined\\
36 & short  & number of rgb levels in palette\\
38 & short  & header extension\\
\hline
\end{tabular}
\vspace{1ex}

	The data section consists of three 16 bit short integers for each
colour; one for red, green and blue. These numbers are in GEM format
where each of the RGB intensities is in tenths of a percent, ie from 0
to 1000.

\section{Compiling the source}

	First I would like to re-emphasize that this code is for personal
use only. The bulk of it is there just for you to read and tinker
with. The exception to that is the assembler file `{\em dwell.s}'
which I am placing in the public domain. There are no new ideas there,
and it represents a very small fraction of the development effort that went
into the program. Besides, if you can understand it, you could probably write
it anyway.

	The source code as distributed uses many features of the GNU C
compiler. You will have difficulty if you wish to convert the
program to another compiler, and as GNU seems to be the best available
on the ST (and gives you the ability to compile many UNIX programs) I
intend keeping this program GNU specific. People with smaller machines
may be able to do something with the assembler routines and learning
how the program works.

	If you really wish to convert it, you will need to convert the
assembler routines which are written in Motorola RTL rather than in
the more usual assembler found on the ST (this is a UNIX hangover).
The next problem facing you will be that I use integers with 32 bits.
In GNU you get to choose 32 or 16 bit ints, and 32 made the code
easier to write. The next release will probably be 16 bit to make the
program a little faster and more compact. Also, I hack the GEM libs to
get inline GEM calls where speed is wanted, and normal GEM calls where
speed is not important to save space. Good luck converting that.

	This distribution was compiled with GNU `C' version 2.1 using
patch level 80 main libraries; patch level 23 GEM libraries and patch
level 17 maths libraries. The program could be compiled with lower
versions than this, but if you use these versions you should have no
problems.

\subsection{About GNU `C'}

	GNU `C' is a public domain `C' compiler.
It is the main system compiler for the GNU project, a project
to get a public domain version of UNIX which is better than the
currently available commercial versions. It can produce code optimised
for ST, Mega STE or TT with proper support for the FPU. If you buy a
UNIX based TT, this is the compiler it comes with. It can switch from
K\&R compatible to ANSI, and comes with a C++ compiler. A FORTRAN to
`C' convertor is available, and other related compilers are in
development.

	If you do not have GNU `C', you will need about 4 to 5 megs of
hard disc space to install it and at least 2 megs of RAM to get it to
run. If you are serious about your programming, this is the system for
you, so upgrade if you have to.

	If anyone is still unconvinced about GNU `C', here is a badly
written program which I ran through GNU `C'.

\begin{verbatim}
int
main()
{
    int		a, b;

    a = b;
    printf( "%s %d\n", a );
}
\end{verbatim}

Which produced the folowing warnings\ldots

\begin{verbatim}
test.c: In function `main':
test.c:7: warning: implicit declaration of function `printf'
test.c:7: warning: format argument is not a pointer (arg 2)
test.c:7: warning: too few arguments for format
test.c:4: warning: `b' may be used uninitialized in this function
test.c:8: warning: control reaches end of non-void function
\end{verbatim}

To me, this error detection ability alone makes it worth having.

\section{Glossary}
\begin{itemize}

\item{Dwell}

	Dwell is the number of iterations that the calculation goes
through for one pixel.

\item{Dwell Limit}

	This is the maximum amount of dwell that a pixel can get. Some
coordinates, such as 0i+0, will never break out of the calculation
loop unless this artificial limit is imposed.

\item{Escape Radius}

	The magnitude of $z$ at which $z$ is said to be large enough that
the calculation must be diverging, so stopping the calculation. This
is pre set to 2 in this program and for now cannot be changed. 
If the escape radius is set to less than two, then you will get a bad
approximation and strange results. Anyone writing their
own programs may like to try higher escape radius values, such as 100.

\item{FPU}

	{\em F}loating {\em P}oint {\em U}nit. Also known as a floating
point co-processor. This is a chip which works alongside the main
processor to help with real number calculations such as $\cos( 0.72 )$
or $x=1.534+1/y$. Comes in two types, the 68881 and the 68882.

\item{Magic number}

	A special number which is used in a file to check that the file is
what the program is after. TOS uses magic numbers to identify
executable programs, Fractal Playtime uses them in it's palette and
save setup files. My numbers are generated randomly by tossing a coin
32 times to get a 32 bit number.

\item{Magnification}

	At a magnification of 1 the program will just be able to display a
circle of radius 1 in the center of the screen. If you look at the
start calculation done by the program, you will see that there is a
circle of radius 2 which the Mandelbrot pattern sits inside, and that
the magnification is 1/2 in order to show it.

\item{The Mandelbrot Set ($\cal M$)}

	Named after the discoverer of the set, the mathematician Benoit B.
Mandelbrot.

	This is the set of pixels which manage to reach the maximum dwell.
Strictly, the true Mandelbrot set is the set of pixels which will
never reach the escape radius. It is a bit difficult to prove that a
point will do this (though not impossible) so, traditionally, the
Mandelbrot set is when the dwell reaches the limit of 1000.

\item{Monochromatic Theory}

	A theory generalised by Rollo Silver in his newsletter on fractals
called {\em Amygdala} in issue 7, November 1 1987. It says that if all
the points on the boundary of a region -- rectangular or otherwise --
have a dwell in the range d\ldots D, then all points in it's interior
have dwell in that same range, where $0 \leq d \leq D \leq \infty$.


\item{TT RAM}

	A special high speed form of memory only found on the TT.
not all programs can run in TT ram, but those that can run noticably
faster.

\end{itemize}

\end{document}

