dELUXE pAINT v5.0 pART fOUR COMPATABILITY NOTE We have found that several other painting and viewing programs incor rectly assume that the palette will contain no more than the maximum number of colours in the pictures display mode. These programs will not correctly load a picture saved with the Colour Set. At this time, for maximum compatability any pictures you are distributing should br saved with no colours in the Colour Set beyond the Palette colours You can delete the colours in your Colour Set with the Delete button in just a few steps. We hope that in the near future these other pro grams will correctly ignore the extra colours in the Colour Set if they are not able to use them. Modifying Colours DeluxePaint V lets you modify colours with either the RGB or the HSV colour mixing systems. Let's say you want to modify an individual colour to use in the foreground. Here's how to do it. Click the colour you want to modify either in the requester's row of colours or wherever the colour appears on the page. The selected colour is displayed in the sample-colour box. You can use the up and down arrows at the right end of the palette to expose the next row of 16 colours. You can also Shift click on the arrows to scroll directly to the first or last row of colours. Move the box(es) inside the slider(s) to modify the selected colour, by varying the proportions of Red, Green, and Blue (RGB). To move a box, click on either side of it (inside the slider) or drag the box left or right. The HSV method of colour mixing yields identical results. HSV breaks each colour down into its Hue, Saturation, and Value. Hue refers to the colours position on the colour spectrum. As you move the box along the Hue slider (starting from the left), your current colour changes to a shade of the following colours - Red, Orange, Yellow, Green, Blue, Purple, and Red. Saturation refers to the strength of the particular hue and the extent to which the strength is "diluted" by some proportion of white. If your current colour has a saturation setting of zero, your colour is necessarily white. Value refers to the amount of light a colour reflects off a surface (and therefore, the absence or presence of black). A colour with a high Value setting has little or no black, whereas colours with low Value settings contain more black. No matter what settings you've entered for Hue and Saturation, a Value setting of zero produces pure black. In the requester, the RGB system uses a 256 point scale (0-255) for colour values in AGA or 24-bit mode, while HSV method uses two different types of measurement. Hue is referred to in degrees of the Coloyr Wheel (0-360 degrees) and saturation and Value are measured in percentages (0-100%). (See Tutorial One in Chapter Four: Painting Tutorials for an explanation of colour mixing in RGB or HSV). Copy Use the COPY button to copy a colour from your picture or the palette. Select the colour you want to copy. Click COPY. The dropper icon cursor appears attached to the cursor. Click the slot in the requester into which you want to copy the new colour. Spread Spread helps you quickly create a spread of shades between two colours. Select the first colour from the palette Click SPREAD. The dropper icon cursor appears attached to the cursor. Click the second colour. Deluxe Paint creates a uniform spread of colours, taking into account the beginning and ending shades and the number of colours in between in your palette. EX Use the EX button to exchange the positions of two colours in the palette. Select the first colour from the row of colours. Click EX. The dropper icon cursor appears attached to the cursor. Click the second colour. If you use EX to rearrange the colours in your palette, the resulting screen image will likely be in the wrong colours. You can correct this by choosing Remap from the Colour menu. You should remap immediately after you change the colour arrange ment in the palette. If you modify the palette a second time without first re-mapping, you will not be able to remap to the original palette. SELECT SELECT lets you select a range of colours from the palette. Select the first colour from the palette. Click SELECT. The dropper icon cursor appears attached to the cursor. Click the second colour. The colours from the first colour up to and including the second colour are selected. You can also use keyboard shortcuts to select a contiguous or discon tiguous range of colours: To seolect a contiguous range of colours, click the first colour, and then hold the Alt key while clicking the second colour. To select a discontiguous range of colours, Shift-click on any colour The colour you Shift clicked on is added to the previously selected colours, which are still selected DELETE Use DELETE to remove one or more colours from the colour set. Click a colour you want to delete. Click DELETE. The dropper icon cursor appears attached to the cursor. If you want to delete only one colour, click on that colour in the colour set. The colour will be deleted and the slot it occupied in the colour set will be empty. If you want to delete more than one colour, a range for example, click the first colour in the range; click SELECT; move the dropper icon cursor to the last colour in the range; and click the colour. Click DELETE, and Deluxe Paint deletes all colours between the selected colour in the sample colour box and the colour you clicked on. Use the eye dropper icon in the lower right corner of the panel to select a new foreground or background colour for your palette. Click the Dropper icon. The pointer changes to an eye dropper cursor (You can also display the eye dropper cursor by pressing the comma key ","). Position the point of the eye dropper on the colour you want to become the new foreground or background colour. Click to make the colour you clicked on the new foreground colour. Right click to make it the new background colour. To copy your new colour into the palette, use COPY. REVERT You can clear the changes you made in the Colour Mixer by clicking REVERT. With the exception of the mixing area, this returns the requester to the condition it was in before you displayed the Mixer. UNDO You can reverse the last change you made in the Colour Mixer by clicking UNDO. SCALE You can convert your old IFF RGB4 values (0 to 15 - almost any of your IFF pictures created with previous programs) to RGB8 values (0 to 255). GRID Click the GRID check gadget to turn the highlight on the top left edges of the colours in the palette on and off. Colour Mixing Area Use the mixing area to interactively mix colours to create new ones, and, if you wish, add colours to your palette. You can use colours in the picture, colours from the palette, and colours you mix to create new shades. Using your current built in or custom brush you can select colours from the palette (one at a time), paint with them in the mixing area, and mix them with other colours. Creating a New Colour You can create a new colour in the Mixing Area in three basic ways: 1. Mix a selected colour in the mixing area with one or more other select ed colours. The resulting colour can be a new colour. Use the Pick icon to select the colour and add it to the selected colour cell. 2.bb Edit a colour by adjusting its values with the RGB/HSV sliders. 3. Drop colours in the mixer 'wells' at either end of the mixer. Deluxe Paint creates a spread between the two colours at either end of the mixer. You can then add any of the spread colours to your palette or colour set one at a time. Here's a step by step example of how to select a colour from the cur rent picture, edit it, mix it with another colour, and add it to the palette. Selecting a Colour With a picture on your screen and the Colour Mixer exposed, click the dropper action button. Move the dropper cursor to the picture and click on a colour. The colour you clicked on automatically becomes the current fore ground colour. It appears in the sample colour box, so you can paint with it immediately. The colour slot of the new colour appears high lighted or indented in the colour set. To select multiple colours from the palette, use the SELECT button or Shift-click to select each colour. To select a range of colours from the palette, click to select the first colour in the range, and then Alt-click on the last colour you wish to select in the range. Only one colour can be edited at once. To edit the selected colour: Drag one or more of the RGB/HSV sliders to change the colour val ues, which changes the colour itself. Mixing a Colour Click a medium sized built-in brush and paint in the mixing area. Choose another colour and paint over the first colour in the mixing area. As you combine the two colours, new shades are created. You can repeat this step as often as you like. When you have created a colour you want to use, click the slot in the colour set where you want to place the new colour. Click the eye dropper button: click the colour in the mixing area to make that shade the new colour. Clearing the Mixing Area You can clear the Mixing Area to any colour by copying the colour to it. Here's how: Select the colour you want to clear the Mixing Area to. Click COPY. The dropper icon appears attached to the cursor. Click the in the Mixing Area. It is cleared to the colour you selected. Arrange Keyboard Equivalent:P Shows the Arrange requester. It displays all 256 colours of a Colour Set (8 rows [128 colours] at a time). Clicking on the up and down arrows scrolls through the colour set one row at a time (16 colours in a row). Shift-click ing on an arrow scrolls 4 rows at a time. Arrange is helpful if you want to copy exchange or spread colours over more than one row at a time. The Arrange requester will replace the Colour Mixer if it is open. Use the Arrange requester to create and organise colours in your palette or delete colours. It lets you delete colours easily so that new colours can be added to the current 256-colour set. The action buttons in the Arrange requester work exactly as they do in the Colour Mixer. See above. Use Brush Palette When you load a brush from disk, Deluxe Paint continues to use the current picture palette, even though it may be different from the one the brush was created with. Use Brush Palette switches to the brush palette, and includes any information about colour cycling that was saved with the brush. If the newly loaded brush uses more colours than the current picture, Use Brush Palette switches to the brush palette and reduces the number of colours to that of the picture palette. It does so by recomputing the palette to match the original as closely as possible with fewer colours. After choosing Use Brush Palette, you can still revert to the original picture palette by choosing Restore Palette (see below). Compare Use Brush Palette with Remap in the Colour menu: this com mand lets you keep the current picture palette, but maps the brush to the picture palette to match the original brush as closely as possible. Restore Palette Returns you to the palette you were using before the current palette. Thus, if you load a picture with a different palette, Restore Palette reverts to the palette in effect before the load. See also Use Brush Palette, above, and Default Palette, below. Default Palette The default palette is the palette Deluxe Paint uses when you first start the program. The Default Palette command replaces the current palette with the default palette and resets any ranges you may have created to its (their) default state. Load Load a palette that you have previously saved, without loading an image. The Load Palette requester works just like the Load Picture requester (see Load under the Picture menu). When you load a palette, the palette colours overwrite your current palette directly. Compare this to loading a Colour Set, explained below. Save Save a palette without saving the image. The Save Palette requester works just like the Save Picture requester (see Save under the Picture menu). Only the Base Register colours (those colours that appear below the Toolbox) are saved, NOT the entire colour set. Colour Set Load Displays the Load Colour Set requester. This requester works just like the Load Picture requester (see Load under the Picture menu). Once you've selected the Colour Set file you want to load and clicked Load in the first requester, a second Load Colour Set requester appears. This requester lets you choose which colours from the Colour Set are to be loadcd into your current colour set. To select colours, click on them. Click on a colour a second time to deselect it. The All button selects all colours in the Colour Set. The None button deselects all colours. The Base button selects only the colours in the palette (base registers). Once you have selected the colours you want to load, you can either Add them to your Colour Set or Overwrite the current Colour Set. If you choose Add, the colours are added beginning in the first empty slot of your current Colour Set. Colours will be added only until the Colour Set is full. If you choose Overwrite, the colours you have selected are entered into your current Colour Set beginning at colour 0 and the new colours overwrite the previously existing colours. If you change your mind and decide not to load any colours, click Cancel in the requester. Save Saves a 256 colour set as a separate file. The Save Colour Set requester works just like the Save Picture requester (see Save under the Picture menu). Bg>Fg Changes all pixels that use the current background colour to use the current foreground colour. This provides an easy method of changing colours glob ally all pixels in the current background colour in the picture are changed to the current foreground colour. The change occurs on-screen only and does not affect the order of color in the colour palette. This is a quick and easy way to swap the colors of your image without modifying the palette. Undo does not reverse this change. Bg<->Fg Swaps all pixels in the current background colour with the current fore ground colour. This is similar to the Bg->Fg option above, except that the change occurs in both directions. The change occurs on screen only and does not affect the order of colours in the colour palette. Undo does not reverse this change. Remap When you create a picture, Deluxe Paint "remembers" each colour on the screen by remembering its location in the palette. If a picture on the screen was created with a palette other than the current palette (for example, if you have modified the palette since loading the picture), Remap finds the loca tions in the current palette of the colours it used in the original palette and tells the picture to look there for its colours. Bg->Fg and Bg<->Fg, above, are special cases of Remap. See also Remap under the Brush option of the Colour menu, below. Undo does not reverse this change. Recompute This option is only available in HAM mode or higher. Choosing this option recomputes the picture data by doing a remap with the current palette. If you have loaded a HAM image from a different program, Recompute may reduce the fringing effects you see when moving a brush across the screen. In 24-bit mode, Recompute produces the best screen palette from the 24-bit data currently in memory. See Appendix E: The 24-Bit Backing Store for more information. Brush >> Use the options in the submenu to modify the current brush colours. Bg->Fg Changes all pixels in the brush that are in the current background colour into the current foreground colour. This provides an easy method of making a global colour change - all instances of the background colour in the brush are changed to the current foreground colour. Because you can select any colour in the brush as either the foreground or the background colour at any time, you can make intricate colour changes easily. This operation affects the brush colours only and does not affect the picture or the order of colours in the palette. Bg<->Fg Swaps the current background colour in the brush with the current fore ground colour. This is similar to the Bg->Fg option, except that the change occurs in both directions. The change affects the brush colours only and does not affect the picture or the order of colours in the palette. Remap Use Remap when you load a brush that uses a palette different from the current palette. Remap looks at the colours used in the brush and tries to find the closest fit within the current palette. This option is different from Use Brush Palette in that it does not change the picture palette. Instead it changes the palette locations the brush looks at for its colours. You can per form this operation on AnimBrushes and all frames of the animated brush will be remapped. Change Transparency Lets you change the transparency colour of the currently selected brush to the current background colour. Effect Menu The Effect menu contains several special features. Its options let you create stencils, "freeze" the background, and define planes for drawing in perspec tive. Stencil >> Creating a stencil allows you to paint around an image without painting on it, as though it were protected by a frisket. Create a stencil of an image in either of two ways (painting and locking), or by using both ways together. You can "paint" an area to mask. See Paint, below, or "lock" the colours that comprise that image. A stencil will also apply to the brush when it is captured. Whatever colours in the brush were locked when the stencil was made become transparent in the brush. When you have a stencil active, an "S" appears in the Title Bar. Show Show dims the colours in your picture and displays the stencilled areas of your picture (if any) in a contrasting lighter colour. The "S" in the Title Bar changes to "s". You can't paint on your picture while Show is active. Click to return to your picture. Make Keyboard Equivalent: ~ (tilde, below Esc) This displays the Make Stencil requester. You can reposition the requester anywhere on the screen by dragging the Title bar. To make a stencil: Click the colours you want to use to create the stencil. You can select colours by clicking them in the requester's palette, by clicking colours in your picture, or by clicking colours in the main palette. When you have clicked all the colours you want to protect, click MAKE. The colours you select define a mask that protects an area from being paint ed over. The shape of the stencil is what is created and saved, not the colour information, which means you can change the colours of a "stencilled" shape, and still retain the stencil. If you have several animation frames, Deluxe Paint automatically remakes the stencil as you move from one frame to the next, either manually or while using the Move requester. CLEAR: Clears the current colour selections in the requester. INVERT: Inverts the current colour selections. This is useful if you want to mask more colours than you want to leave unmasked. When you are using HAM or 24 bit backing store mode, your Make Stencil requester also contains a Show button, a Fine Tune button and a Tolerance edit field. These options are explained in detail, with examples, in Turorial Five of Chapter 4: Painting Tutorials. Show toggles the show stencil function on and off. This works like the Stencil>Show option in the Effect menu. Fine Tune lets you add or subtract individual colours from the stencil. The Tolerance edit field lets you click on a singlc colour in your picture and simultaneously lock (or unlock) all "similiar" colours in the image. The Tolerance number determines how different a colour can be and still be considered "similar" to the one you clicked on. A low Tolerance number requires that the colours be very similar, while a high Tolerance number locks colours that may be very different from the colour you clicked. The range of Tolerance values from 0 to 48. At 0 tolerance, only colours that are identical to the colour you click on will be affected. At 48 tolerance, all colours will be affected. Remake When you have a stencil active and you apply colours to your picture, the colours you apply are not protected, even though they may be locked in the Make Stencil requester. You can lock newly applied colours by bringing up the Make Stencil requester and clicking Make, or by selecting Remake from the Stencil submenu. If you have several animation frames and you make a stencil, Deluxe Paint automatically remakes the stencil as you move from one screen to the next. Paint Keyboard Equivalent: Ctrl-s Uses your current built-in or custom brush to paint the area you want sten cilled. The image under the stencil will be displayed in a "half tone" mode. When you've finished painting the stencil, choose Paint again to exit this mode and activate the stencil. Stencils you create using Stencil Paint are "area based". Also, if you choose Make or Remake to create a "colour based" stencil, your painted stencil is discarded. Reverse Has the sanme effect as clicking Invert in the Make Stencil requester (see Make, above). On/Off Keyboard Equivalent: (below Esc). Toggles the stencil on and off. This maintains the stencil but turns it off temporarily so you can paint on the protected colours. Free Creating a stencil uses memory even though you may have it turned off (see On/0ff above). Free deletes the stencil and unallocates the memory it was using. Load Stencils can be loaded as separate items. They are full screen only and can be loaded only to the position they occupied when they were created. In other words, you cannot create a page larger than screen size and load the stencil into the middle of the page. The Load requester works like all other Load requesters in the program (see Load in the Picture menu). When you load (or save) a stencil, you are loading (or saving) only a layer of data that indicates which pixels in your picture you can or can not paint in. You are not loading settings for the Make Stencil requester. In other words, stencils you load are area based, like the sten cils you create in the Stencil>Paint mode. Area based stencils do not apply across animation frames and are replaced by colour based stencils you subsequently create using the Make Stencil requester. Save You can save stencils just as you can any other file, such as pictures or brushes. The Save requester for stencils works like all other Save requesters in the program (see Save in the Picture menu). See the note above regarding the nature of the data you are saving when you save a stencil LightTable >> On/Off Keyboard Equivalent: 1 Turns the LightTable on or off. The LightTable lets you see the animation frames that immediately precede and/or immediately follow the current frame (or the spare page), which gives you greater control while creating your animation. This effect simulates the "onion skin" techniques used by traditional animation artists. By using a combination of LightTable options, you can see a maximum of four frames simultaneously. The lighttabled frames appear behind the current image (in the BG area) and can be dimmed to a darker colour in all screen format modes except HAM. Merge Merges all of the currently viewed images into the current frame, and turns off the LightTable so you can see the result as it actually appears. WARNING You cannot UNDO this Merge command. Dim Keyboard Equivalent: Alt-1 When Dim is On, all frames displayed on the LightTable, except the current frame, appear dimmed. You can easily see at a glance, which frame you are working on. Dim is on by default. This option applies to all screen format modes except HAM. If you dim a frame that contains very dark colours, those colours may be difficult to see. Layer 1-4 Keyboard Equivalent: Ctrl-1 to Ctrl-4 Shows/hides the frames defined for each Layer in the LightTable Settings requester (see below). If a layer is checked, it is shown: if it is not checked, it is hidden. Settings Displays the LightTable Settings requester. Layer: You can use these checkboxes to show/hide the four Layers just like selecting the Layers directly from the Effect>LightTable menu. Frame: Define the frame associated with the Layer 0 = spare page, 1 = next frame, -1 = previous frame, -2 = 2 frames back, etc. Dim: Click this box to activate the current dim slider values. < >: Click the left and right arrows (< >) to globally increase or decrease the dim values for all four layers. Each mouse click moves the values up or down by 5 units. Alt Click adjusts the values by 1O, and Ctrl Click adjusts the values by 1. Sliders: The sliders set the dim values for each Layer. The dim value (-255 to 255) is the amount of black to add to the colours in the selected layer. The larger the number, the darker the colours: the smaller the number, the lighter the colours. Zero leaves the colours unaltered. Adding a negative amount of black will make the colours lighter (ie, add White). Anim Lock: Click this checkbox to lock out any page that is not within the current animation play range. This will lock out the first frame of an anima tion if a layer is set to show the next frame (1) and the current frame is the last frame in the animation, or lock out the last frame of a animation if a layer is set to show the previous frame (-1) and the current frame is the first frame of the animation. Background >> Fix Fixes the background by "locking" the current picture. This allows you to draw on it without losing any of the background. You can erase any paint you apply after fixing the background by clicking CLR or by painting with the right mouse button. Fixing the background uses additional memory. When the background is fixed, no colours may be picked up from that background. Free This "unlocks" the background, and merges it with anything that was paint ed over it, so that clicking CLR will clear the entire picture. It also frees up the memory that was allocated to fixing the background. LockFG The Make Stencil requester lets you create stencils based on colours in the palette. By locking a colour, you make it impossible to paint on that colour wherever it may be on the page. By using a combination of Fix Background (see above) and Lock FG, however, you can define a stencil by area rather than colour. When you select Lock FG, you define as a stencil those areas on the page that you have painted since fixing the background, regardless of the colour of those areas. Anti-alias >> Anti-aliasing is a smoothing process which eliminates or reduces the jagged edges apparent in lines that aren't precisely vertical or horizontal. The effec tiveness of anti aliasing is dependent on the range of colours in the palette. For example, to draw a smooth, oblique black line on a white background, you'll need to have two intermediate shades of grey in the palette. Anti aliasing works with straight and curved lines, and with filled and unfilled shapes. It is especially good at smoothing the jagged lines in a brush that result from rotating or shrinking it in Perspective mode. None, High, Low Keyboard Equivalent: Alt-/ Set the level of anti aliasing used on your brush when you paint. None is the default setting and applies no anti aliasing. Low lets you eliminate some of the jagged outline in your images and brushes. The cost of removing jagged lines is painting speed, but it is still faster than smoothing out an image by hand. To use anti aliasing, select either Low or High before you lay down the brush image. Anti-aliasing is most effective when you have reduced the size of your original brush (for example, by moving it back along the Z axis). Anti aliasing in the High setting can be very slow if your brush or fill area is large. Process >> The effectiveness of the Process options is dependent on the colours availablc in the palette. Deluxe Paint combines your foreground colour with the colour in your image and then looks for the colour in your palette that most closely matches the colour it needs. For best results, your palette should contain a range of colours between the colours in the palette and the colour you are using to tint. The Process option obviously give the best results in higher colour modes because all Amiga colours are available for painting. You can combine Translucency with any of the Process options to increase your control over the effect of these options. For example, Hue would nor mally directly substitute the hue of your brush for the hues in your picture If you turn on Translucency with a setting of 50% instead of substituting the hue directly, the resulting hue will be a 50/50 combination of the brush hue and the picture hue. On/Off Keyboard Equivalent: Alt-p When you choose Process On a P appears in the middle of the Title Bar Tint (default setting) The colour you are painting with tints the colour(s) underneath it in the direction of the colour you are applying. Use this option if you want to cre ate a shading or tinting effect over a number of colours on the screen, or to colourise a black and white or greyscale image. Hue Use this option with any painting tool to adjust the hue of a coloured area of your image. This option is useful for converting a multi-coloured image into a monochromatic image. Note that this option will have no effect on greyscale images because a colour with no Saturation is grey regardless of its hue. Value Use this option to paint the Value of the current brush into the colours in the image. This is an effective way to create shading effects. If you choose a light colour to paint with in Value mode, darker colours you paint on will become lighter. If you choose a dark colour to paint with, lighter colours will become darker. Translucency >> On/Off Keyboard Equivalent: Alt-t When you choose Translucency a T appears in the middle of the Title Bar. Painting with Translucency on has the effect of laying a transparency or coloured filter over a portion of your picture. The transparency is tinted toward the current foreground colour. The degree of tinting is determined by the level (percentage) set in the Translucency requester (below). Settings Keyboard Equivalent:Ctrl-t Displays the Translucency requester. The default setting is 50%. To change the setting click on either side of the slider, or drag the slider to a particular position. Click OK to confirm your new setting. Here's an example of how Translucency works. Let's say you have a red object in your painting with the RGB values R: 15 (100%) G:0 B:0, and that blue (R:0 G:0 B:15 (100%) is your foreground colour. If you set the translucency level to 50% and painted over the red object, the resulting colour would be equal to 50% of the objects colour, red, and 50% of the foreground colour, blue. The RGB value of the resulting colour is R:7 (50%) G:0 B:7. If this colour (purple) is not in the current palette, the clos est colour to this value will be used instead. Like the Process functions, Translucency gives the best results in HAM mode. The percentage value for translucency refers to the amount of the original object that will show through the newly applied foreground colour. For instance, in the above example if the translucency level was set to 75%, the resulting colour would be 75% of the listing colour in the painting, red, and 25% of the foreground colour, blue. The RGB value of the resulting colour would be R:11 G:0 B:3. Translucency works with all the painting tools (except text, single pixel Airbrush, or the 3- and 5-pixel built-in brushes), and in combination with the Process options. By combining Translucency with Tint for example, you can control the degree of tinting. Perspective >> The Perspective submenu contains options for manipulating a brush in three dimensions. Do Keyboard Equivalent: Enter (on keypad) Puts you into Perspective mode. Your brush is represented by a four cell matrix, which you can manipulate with keypad commands (listed later in this section). The amount of rotation for axes x, y and z is given in degrees on the right side of the Title bar. The centre of perspective (see Centre, below) is indicated by a cross hair. You can paint an image of the rotated brush at any time by clicking. To exit Perspective mode, click a tool in the toolbox or press Enter on the keypad. FillScreen Keyboard Equivalent: - (minus) keypad Fills the screen with the current brush, in its current state of rotation in 3D. The entire brush size (not just the opaque part) is the default size for the Perspective Fill pattern. Reset Keyboard Equivalent: 0 on keypad Resets the brush to its original state before rotation, and returns all of the settings in the Perspective Settings requester to their defaults (see Settings below). Note: The keyboard equivalent does not reset the perspective centre This is useful if you need to reset your brush to its original orientation without changing your perspective plane. Centre Keyboard Equivalent: . (period) keypad Allows you to set the Perspective centre or horizon in your perspective "landscape". When you select Centre, your cursor changes into a large cross hair The smaller stationary cross hair on the screen indicates the existing centre. Move the large cross hair to the new centre you want and click either mouse button. Once your have set the Perspective centre, the position of the unrotated brush relative to that centre determines the position of the perspective planes when you rotate the brush. the greater the distance above or below Perspective centre, the less pronounced the perspective effect. Settings Displays the Perspective requester. When you are in Perspective mode you can also display this requester by right clicking the Grid tool. The following options are available: Grid You can use these edit boxes to set the dimensions for a grid in three dimen sional space. When you first open the requester, the numbers in these boxes correspond to the dimensions of your brush: the Z dimension automatically takes the same value as the Y dimension. It is important to remember that the entire brush size (not just the opaque part) is the default size for Perspective Grid and Perspective Fill. From Brush Clicking From Brush sets the X and Y grid values to correspond to the width and height of the brush. This is the quickest way to restore the per spective grid settings to the same dimensions as your brush without affect ing any other settings. Angle Step Specifies the rotation increment used in conjunction with the Shift key and the appropriate keyboard rotation key (see Perspective Rotations, below). This value defaults to 90 degrees. Screen The default setting, uses the screen coordinate system when rotating the brush on the x, y, and z axes. (If you are familiar with coordinate systems, you will know this coordinate system as the Euler method, which measures all three angles of rotation from absolute zero). Brush Rotates the brush relative to the current brush coordinate system. Display The Angle and Pos buttons let you choose whether the angles of rotation or the position of the brush in three dimensional space are displayed in the Title Bar. If Coords from the Prefs menu is turned on, the Title Bar shows two dimensional coordinares; be sure to turn Coords off if you wan't to see three dimensional coordinates. Perspective Rotations All perspective rotations are controlled through the keypad on your key board. Pressing Keypad 0 resets all three axes to zero and fixes the Z axis below), but retains the apparent distance settings. Pressing Keypad 0 in con junction with the Shift key resets all perspective values to the default state Other Perspective Keyboard Commands Ctrl temporarily fixes the Y axis so that you can move the brush forward or backward in 3D space by moving the mouse forward or backward. The ; and ' keys move the brush plane forward or back along its fixed axis (see below) without changing its orientation, moving it in a direction per pendicular to the brush plane. This is the same effect described in the above discussion on brush position prior to rotation. Thus, with the Z axis fixed brush position relative to the Perspective centre at the moment of rotation determines the brush's distance above or below eye level. You can achieve the same effect after the brush is rotated by using the ; and ' keys to move it for ward or back along its Z axis. Up Arrow Pressing these keys with the shift key held down results in larger increments of movement. In addition you can modify the apparent distance from the observer by pressing the < and > keys (ie. the Shifted "," and "." keys) Thus when the apparent distance is great, the perspective foreshortening is at a minimum, becoming greater as apparent distance decreases. Fixing Axes: Whenever you start in Perspective mode, the Z axis (the one perpendicular to the screen) is "fixed," that is, the mouse does not move the brush through that axis. You can selectively fix any axis, as follows: To fix the X axis, press Shift-9 To fix the Y axis, press Shift-6 To fix the Z axis, press Shift-3 As noted above, you can move along the axis that is currently fixed by using the Shifted or un Shifted ; and ' keys (use the Shifted keys for larger incre ments). You can also temporarily fix the Y axis by holding down the Ctrl key. Pressure >> On/Off Deluxe Paint supports pressure sensitive tablets. (TriMedia, Inc. software dri ver required). When painting on canvas with a traditional brush, your strokes vary in colour intensity and width depending how hard you press the brush down. Pressure sensitivity allows duplication of this effect, as well as other effects not possible with traditional media. Settings Keyboard Equivalent: Ctrl-p Displays the Pressure requester and turns on pressure on exit. Translucency: When this option is on, your brush paints from the back ground colour to the foreground colour, so the order of light to dark changes depending on the background colour. For example, if your back ground colour is white and you're painting with a red foreground colour your brush strokes change from light pink to red with increasing pressure. You can change the amount of translucency with the Translucency Settings requester. The higher the Translucency setting, the wider the variety of shades available for pressure. Cycle: This option causes pressure to be translated into colour cycling using the current colour cycle range. The colour cycle range must have a cycle speed associated with it for this option to work. Size: When this box is checked, the setting of the slider is used to modify the brush size (in pixels) depending on how hard you press on the tablet. Reverse Size: Invert the Size modification so that pressing harder will reduce the brush size by the selected amount. Pressing OK from the requester automatically turns Pressure on. Media >> Open Use a standard open requester to open a Media Library file. Media Library files shipped with Deluxe Paint (in the Media drawer) include chalk, felt tip marker, oil pastel, crayon, and water-colour. Media types and textures work together - in order to use a Media type, a texture must also be turned on. When both Media and Textures are turned on, you can duplicate natural drawing effects such as water-colour on paper, oil on heavy canvas, etc. The use of media and textures and their effects will vary depending on which colour you are using and what kind of effects you are using Experiment with media types, translucency options, and colour modes to get different effects. Close Close the currently open Media Library file. Texture >> On/Off Keyboard Equivalent:Right Amiga-t This turns the current background texture on or off. If there is no texture the Load Texture requester is displayed. Load Use standard ASL requester to load any IFF image as a background texture. For optimum effect, images should be tile-able and 16 colours or greater but different effects can be achieved with even simple black and white or colour images. Only bitmap data for the selected file is read; any palette data associated with the file is ignored. Invert Keyboard Equivalent; Right-Amiga - I Inverts the data of the Current background texture. Free Clear the current background texture from memory. Macro Menu The Macro menu is a new menu that lets you record, load, save, assign, and execute Arexx macros. Macros enable you to save actions and then repeat them - you can even assign macros to function keys for easy access. Record Macro Keyboard Equivalent: Right - Amiga - M When this check item is selected, Deluxe Paint begins recording menu choices and mouse actions. When selected again to stop recording, the Assign Macro requester appears. Select one of the ten slots and press OK to assign the macro you've just recorded to a function key. Macros are kept in RAM:T until you save them. Record Details When this option is checked, all mouse drawing movements are recorded in the macro. When unchecked, only necessary mouse drawing movements are recorded. For instance, when unchecked, only the two endpoints of a straight line would be recorded. If checked all the mouse movement in between the two clicks to set the endpoints would be recorded, leading to a more complex macro file. Execute Macro Opens an "Execute Macro" window in your default open ARexx macro directory. Choose an ARexx macro file, and press OK to execute the macro file immediately. Load Open a requester to simultaneously open a macro file and assign it to a function key Click on the question mark next to a macro slot to bring up an open file requester. Select a macro file and press OK to load the macro in the macro slot. Save As Opens a standard ASL "Save File" requester to save the macro currently in memory to an ARexx file Prefs Menu The Prefs menu contains a list of options that you can toggle on or off to suit your work habits. When you choose an option, a check mark (tick) appears to the left of the option to indicate that its turned on. Choosing the option again turns the option off and removes the tick. You can toggle multiple options by clicking on the option while the Prefs menu is exposed. The AutoGrid is turned on by default for all Deluxe Paint users. For artists using HAM screen format, FastAdjust is also turned on by default. New additions to the menu allow you to save and restore your default pref erences to and from disk. Coords Keyboard Equivalent: Shift-\ This option turns on the coordinate display in the upper right hand portion of the Title Bar. Simply moving the mouse displays the current position of the cursor with the origin (0, 0) set to the lower left corner of the screen Holding down either mouse button temporarily resets the origin to the cur rent cursor position and displays the displacement value from that tempo rary origin as you move around the screen. The readout is scaled in pixels. See also OriginUL, below. FastFB Fast feedback. Turn on Fast FB when working with large or complicated brushes while using the line or unfilled shape tools. Fast FB lets you draw your lines and shapes using the smallest (one-pixel) brush for feedback and then completes the design using the currently selected brush. This increase response speed while you are drawing, but does not affect the final image MultiCycle Works in conjunction with the Cycle paint mode from the Mode menu With MultiCycle turned on, painting with a multicoloured brush in Cycle mode cycles each colour in in the brush, provided the colour is in a cycle range. When Multicycle is turned off (the default) using Cycle with a multicoloured brush treats the brush as though it were a single colour (the current foreground colour). Be Square Because the Amiga's pixels are not perfectly square, circles and squares drawn with the shape tools are not perfectly round or square. If you wish to draw "true" circles or squares, select Be Square. This will square all the built in brushes, the appropriate shape tools, and symmetry. Be Square does not square gridding or perspective, and should be turned off when you are using those features. Workbench Toggles the Amiga Workbench on and off. Default setting is off. ExclBrush If you pick up a brush with ExelBrush (and the Grid) selected, you will exclude a one-pixel border on the right and bottom edges of your brush (see Figure 30). This is useful if your brush has a coloured border around it and you want to use the brush to create a pattern fill or perspective fill (using the Fill Type requester). When Deluxe Paint creates your pattern, the border will be uniform throughout instead of being twice as wide where one copy of the brush is placed next to another. ExelBrush has no effect on brush pickup when the Grid is off. AutoTransp Modifies the way brush pickup works. With AutoTransp turned on, Deluxe Paint determines the transparent colour by looking at the corners of the capture rectangle or the points of the polygon to see if they are the same colour. If the four corners are the same colour, that colour becomes the transparent colour, otherwise the current background colour remains the transparent colour. AutoGrid With AutoGrid turned on the perspective grid is resized automatically to match any custom brush you choose to load or pick up. lt's as if you had clicked the From action button in the Perspective requester. When AutoGrid is off, the perspective grid is not automatically resized. This option affects only the grid in Perspective, not the standard grid. OriginUL When Coords from the Prefs menu is on, Deluxe Paint displays the current position of the cursor on the right side of the Title Bar. By default the pro gram calculates the origin, or zero point of coordinates (0, 0) of the cursor position from the lower left corner of the screen. If you would rather have the origin calculated from the upper left, choose OriginUL. To return to the default origin, choose OriginUL again. FastAdjust This option is available only in HAM mode, where it is turned on by default. FastAdjust tells Deluxe Paint NOT to attempt to correct the fringing effects that appear along the right side of your brush while the brush is moving. This improves the speed of brush movement and is especially help ful if you are using large custom brushes. If you find the fringing to be annoying or difficult to work with, turn FastAdjust off and the fringing will be reduced. MouseTrack This check option is available only on Amigas with a 68020 CPU or greater. When mouse track is on, Deluxe Paint buffers your mouse move ments during freehand drawings so that your lines look smoother. Toolbox >> This submenu allows you to open requesters for the various toolbox items directly from the menu rather than right clicking on the toolbox icons. See the Tools section for an explanation of the requesters. Fill Keyboard Equivalent: F Displays the Fill Type requester Spacing Keyboard Equivalent: V Displays the Spacing requester Fonts Keyboard Equivalent: T Displays the Choose Font requester Airbrush Keyboard Equivalent: Alt-A Displays the Airbrush Settings requester. Grid Displays the Gridding requester Symmetry Displays the Symmetry requester. Icons Opens the Icon Preferences requester for setting icon options for files creat ed with Deluxe Paint. Icons are saved using the current workbench palette settings. Your results will vary depending on your workbench settings. Save Type None: Files are saved without any icon information. Standard: Files are saved with standard Deluxe Paint icon. Preview: A miniature version of the picture is created and used as the file icon. Save Options Size from Brush: Uses the custom brush dimensions to save the Icon Preview. Embed Preview: This option saves the preview to the file. If a Save Type of Preview is selected, a preview is saved as an icon as well. Preview Smoothing Set the anti-aliasing options for the preview icon to None (no smoothing at all), Low (some smoothing) or High (maximum smoothing). only takes effect in non-HAM modes. Preview Size Set the icon preview size in pixels. Icon sizes are limited from 20x20 to 320x200 pixels. Font Dir Displays a requester you can use to select a different font directory than the default Amiga Font directory. Default Resets Deluxe Paint's preference settings to the factory defaults. Last Saved Restore the preference settings from the last time they were saved as tooltypes. Save Save current preference settings as tooltypes to the Deluxe Paint program's icon. In addition, the program saves the current Directories for Picture, Brush, Anim, Palette, Animbrush, Stencil, Texture, and Media as your default directories, and saves the currently assigned macro files. User Menu Keyboard Equivalent: A-1 to A-0 execute user macros 1 to 10. This menu allows you to execute one of the ten macro files. Deluxe Paint can store at one time. User Feedback in the Title Bar Painting Mode Displays the current printing mode (Matte, Colour, Replc, Smear, Blend, Cycle, Smooth) beside the program title [Deluxe Paint] on the Title Bar. See Mode menu, above, for information on painting modes. Colour Fill Box Displays the currently selected fill pattern, or perspective fill or gradient fill in a small box in the middle of the Title Bar. This box previews the pattern or gradient you'll get when you fill a shape. The Colour Fill Box is absent if your Fill Type is set to Solid. See discussion under Fill tool, below, for more information on the Fill Type requester. A Appears in the middle of the Title Bar when Antialias>High is selected from the Effect menu a Appears in the middle of the Title Bar when Antialias>Low is selected from the Effect menu. B Appears in the middle of the Title Bar when the background is fixed. P Appears in the middle of the Title Bar when you have selected one of the Process options (Tint, Hue, Value) from the Effect menu. Process>None does not display the P. S Appears in the middle of the Title Bar to show a Stencil is active s Appears in the middle of the Title Bar when a stencil is active, and Stencil>Show or Stencil>Paint is selected. T Appears in the middle of the Title Bar when Translucency from the Effect menu is turned on. Axis Rotation When you are in Perspective mode, the rotation of the selected shape about each axis (x, y, and z respectively) appears in the right corner of the Title Bar. The axis rotation information is superseded by the cursor coordinates if you turn on Coordinates in the Prefs menu. Coordinates When Coords is active, the coordinates of the cursor position are displayed in the right corner of the Title Bar. Memory Availability Press the Ctrl key and the letter a at the same time to display available Fast memory/Chip memory in the left corner of the Title Bar. See Appendix A for information on Deluxe Paints memory usage. Startup Tooltypes The tooltypes options listed in the following section allow you to specify program defaults. You can specify startup tooltypes using the options in the following sections with the Information requester, accessible through the Deluxe Paint V icon and Workbench menus at the Workbench screen. Most of these tooltypes can be saved directly out of Deluxe Paint V from either the Prefs menu or the Screen Format requester. Preference Tooltypes These tolltypes correspond to your menu choices in the Pref menu Tooltypes are in brackets () if unchecked or off. AutoGrid FastAdjust Be Square Coords Fast FB MultiCycle Workbench ExclBrush AutoTransp OriginUL MouseTrack Icon Tooltypes These tooltypes correspond to the icon preferences. IconSizeFromBrush (Default=off) IconSaveType= < None/Standard/Preview> (Default = Standard) IconSmoothType= < None/Low/High> (Default = None) IconSize= Min = 20,20 Max = 320x200 IconEmbedPreview (Default = off) Macro Tooltypes Macro 1...10 = (Example: Macro 1 = progdir:rexx/ani mate.dprx) Display Tooltypes These tooltypes are saved only from the screen format requester. DefaultPattern = (Example: DefaultPattern = NTSC#?HAM) DisplayModeld (Default = off) Assign Tooltypes AnimDir = (Default = DPaintV:Anim) AnimBrushDir = (Default = DPaintV:AnimBrush) BrushDir = (Default = DPaintV:Brush) MoveDir = (Default = DPaintV:Move) PaletteDir = (Default = DPaintV:Colours) PictureDir = (Default = DPaintV:Picture) StencilDir = (Default = DPaintV:Stencil) TextureDir = (Default = DPaintV:Textures) MediaDir = (Default = DPaintV:Media) Advanced Tooltypes Advanced Tooltypes are not saved by the program. NoKeyPad (Default = off) NOTE If this tooltype is on for an A600 machine, pressing CAPS LOCK activates an alternate keymap that enables Perspective keyboard commands. AutoInfoPanels (Default = off) ToolLimit = , , , is the position of the left edge of the Anim Control Panel. It accepts values between -1 and 49. is the position of the top of the Anim Control Panel. is the position of the right edge of the Toolbox. It accepts values of 320 and higher. is the position of the bottom of the Anim Control Panel. It accepts values of 200 and higher. Language = francais (Uses the foreign language catalog) Deluxe Paint V ships with both Francais (French) and Deutsch (German) strings. APPENDIXES ========== Appendix A: Memory Management ----------------------------- The amount of memory available varies from machine to machine depend ing on the machine model, amount of RAM installed, version of the operat ing system, the screen mode and colour depth you're working in, floppy dri ves connected, ARexx, and tablet support. You can measure available memo ry by selecting About from the Picture menu (or by pressing Ctrl-a) any time you need a memory check. Deluxe Paint will warn you when you have insufficient memory to accomplish a task, or when you run the risk of los- ing data. Memory shortage is manifested in various ways. For example, if you are at the limits of available memory and you select a large brush, Deluxe Paint conserves memory by displaying just the outline of the brush. When you paint with the brush the image will appear on the screen in the normal fash ion, even though in may not be visible as you move the brush around the screen. When this happens and your brush is not larger than the screen and the Brush Frame Only option is not checked, consider it a sign that avail able 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 sten cils, see below), or at least to save your current image or animation to disk. Here are some of the ways Deluxe Paint V 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 (and your brush is not larger than the screen and the Brush Frame Only option is not checked) this is a sign that you are near the edge of yoyr 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 Deluxe Paint. The WorkBench can be opened and closed through the Prefs menu. The Workbench can only be closed if there are no other custom screens open. 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 spare page. AnimBoard printing requires slightly more memory than the currently displayed page for printing. Multiple Palettes can use as little as .25K per Palette (in black and white modes) to a little over 1K per Palette in 256 colour modes. The Standard airbrush uses a little more memory than 1 bitplane for the screen mode you are currently using. 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 methods, Expanded and Compressed, have different memory requirements. The Expanded method of animation requires that there be enough memory to duplicate the entire screen for every frame. So if you are in 320x200 32 colours, 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 mem ory and on the disk. The frame that requires the minimum 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 colour 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 frame:, run out of memory. What is hap pening 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 change you're making. What If 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 mem ory" 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 from the Prefs Menu. Delete your Spare page. Delete your custom brush by choosing Brush>Free from the Brush menu. If you have an AnimBrush, choose AnimBrush>Free option from the Anim menu to free it. If you have a stencil, choose Stencil>Free from the Effect menu to free it. If you have an animation, delete some frames. If you have an open Media library close it. If you have a texture in memory free it. Reduce your page size if it is larger than the screen. Work with the minimum number of colours that you can to achieve the effect that you want. Choose the screen format you are working with and reduce the number of colours. If you receive the System Message "Not enough memory for requested page size" when you try to change the Deluxe Paint V screen format from one to another you may be experiencing memory fragmentation. To solve this problem, either reset screen format from the Screen Format option in the Picture menu, or quit the program and restart Deluxe Paint V fresh in the mode you wanted. Appendix B: Keyboard Command Summary ------------------------------------ Brush Commands F1 Matte F2 Colour F3 Replc F4 Smear F5 Shade F6 Blend F7 Cycle F8 Smooth - Brush smaller _ Custom brush smaller by 2 steps = Brush larger + Custom brush larger by 2 steps Alt-n Copies custom brush to spare brush Alt-b Swaps current and spare custom brush Alt-m Morph from spare to current custom brush Z Stretch/shrink (size) h Halve H Double X Double horizontal Y Double vertical x Flip horizontal y Flip vertical z 90 Degree rotate o Edge>Outline O Edge>Trim Alt-x Rotate brush handle through 4 corners and centre Alt-z Place brush handle Right Amiga-b Load brush Right Amiga-c Copy brush from Clipboard Right Amiga-v Paste brush from Clipboard Alt-f Toggle brush frame only on/off Toolbox Commands A Cycle Airbrush Type Alt-A Airbrush Settings requester b Brush Selector B Restore last custom brush/AnimBrush c Unfilled Circle C Filled Circle i-c Filled and Outlined Circle d Continuous Freehand D Filled Freehand i-d Filled and Outlined Freehand Shape e Unfilled Ellipse E Filled Ellipse i-e Filled and Outlined 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 Palette Mixer requester P Arrange Palette requester q Curve r Unfilled Rectangle R Filled Rectangle i-r Filled and Outlined Rectangle s Dotted freehand t Text T Choose Font requester u Undo v Straight Line V Line Spacing requester w Polygon W Filled Polygon > Increase magnification < Decrease magnification , Dropper colour cursor . One pixel brush [,] Change foreground colour {,} Change background colour / Toggle Symmetry on/off Special Keys ? Display About/memory info box Delete Cursor arrow on/off F9 Menu Bar on/off F10 Toolbox and Menu Bar on/off Shift F10 Hide all panels (Toolbox, menu, etc,) Alt-F10 Show panels Cursor keys Scroll Page (except in text mode) Ctrl-Cursor Keys Adjust Screen positioning (Adjusts the position of Mixer, Arrange Palette, and Range panels when the cursor is over the panel) n Centres area under the cursor Shift Constrain cursor Ctrl Leave traces with line or shape tools Ctrl-a Displays available Memory in the menu bar Tab Colour Cycle on/off S Show page CtrL-S Toggle Paint Stencil mode ~ (Tilde) Make Stencil ' (Grave) Stencil on/off a Again key - repeats last menu command | (Shift \) Coords on/off Spacebar Cancel operation in progress Esc Stop operation in progress j Spare page Ctrl-j Copy to Spare Alt-/ Step through Antialias settings Help Selects Freehand tool and single pixel brush Ctrl-P Pressure settings requester Right Amiga-t Texture on/off (if no texture loaded, activates Load Texture requester) Right Amiga-i Invert texture Right Amiga-m Start/Stop macro record Right Amiga-1-0 User macro keys Right Amiga-p Print Right Amiga-q Quit Right Amiga- - (minus) Delete current page Right Amiga-l Load Picture requester Right Amiga-s Save Picture requester Right Amiga-d Delete Picture requester Colour Controls Ctrl-r Range requester Alt-r Reverse direction of range Alt-] and Alt-[ Step forward/backward through available ranges Alt-t Translucency On/Off Ctrl-t Translucency Setting requester Alt-p Process On/Off (Tint is default) p Colour Mixer requester P Arrange Palette requester Perspective Commands Enter Enter/Exit 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 degrees 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 degrees 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 degrees Keypad 0 Reset all axes to 0 degrees 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 Centre ; and , keys: Moves the brush along its fixed axis in a direc tion perpendicular to its plane Shift ; and , keys Same as ; and , keys but with greater incre ment < and > 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 Move and Camera Move Adjust Commands Enter Enter/Exit Adjust mode Keypad 7 and 8 (Move only) Rotate about the X axis Shift Keypad 7 and 8 (Move only) Rotate X axis by Angle Step Keypad 9 (Move only) Reset X axis to 0 degrees. Keypad 4 and 5 (Move only) Rotate about the Y axis Shift Keypad 4 and 5 (Move only) Rotate Y axis by Angle Step Kevpad 6 (Move only) Reset Y axis to 0 degrees. Keypad 1 and 2 (Move only) Rotate about the Z axis Shift Keypad 1 and 2 (Move only) Rotate Z axis by Angle Step Keypad 3 (Move only) Reset Z axis to 0 degrees Keypad 0 Reset all axes to 0 degrees Shift Keypad 0 Reset all axes, positions, and settings Shift Keypad 9 (Move only) Fix X axis Shift Keypad 6 (Move only) Fix Y axis Shift Keypad 3 (Move only) Fix Z axis Keypad "." (Period) Reset Centre ; and , keys: Moves the brush along its fixed axis in a direc tion perpendicular to its plane Shift ; and ' keys Same as ; and ' keys but with greater incre ment < and > Modify observer distance from screen Ctrl Temporarily fixes the Y axis so you can move your brush on the x and z coordinates 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 Shift-1 Go to first frame Shift-2 Go to last frame Shift-3 Go to last frame you did a "go to" to Shift-4 Play animation continuously in reverse direc tion Shift-5 Play animation sequence once in reverse direc tion Shift-7 Go to first AnimBrush cel Shift-8 Go to last AnimBrush cel Spacebar Stop the currently playing animation sequence r Reverses animation sequence while playing Left Arrow Slows down animation while playing Right Arrow Speeds up animation while playing Alt Held down while painting, turns on Animpainting mode M Move requester N Camera requester Right Amiga-o Load Anim Right Amiga-a Save Anim Ctrl-f Copy frames Right Amiga-r Set frame rate Animation Control Panel Alt-a Anim Control Panel on/off l LightTable on/off Alt-l LightTable Dim on/ off Ctrl-1 Layer 1 Ctrl-2 Layer 2 Ctrl-3 Layer 3 Ctrl-4 Layer 4 Alt-= Adds one frame Right Amiga- Delete current frame Ctrl-l LightTable settings requester Holding down the Ctrl key while clicking on the following control panel icons will bring up the associated requesters: Add Frame (+) Delete Frame (-) Goto Frame (->.) LightTable (light bulb) Appendix C: The Player Utility ------------------------------ The Deluxe Player utility on the program disk lets you play the animations you have created with Deluxe Paint V. You can boot the utility from the Workbench or use CLI arguments to start Deluxe Player. This version of Deluxe Player will display any ILBM or op5/op8 Anim from hard disk or memory. It supports AGA multiple palettes, colour cycling, pictures, AnimBrushes, ARexx and several new options. From the Workbench, open the Program disk and double click on the Deluxe Player icon. This loads the program in the default screen format (lo res, 320 x 200, with 32 colours) and displays an Open File requester. From the Open File requester specify which drive you want to make active and then load a picture or anim from the directory of the drive you choose. To play choose a play mode from the Play menu. The Deluxe Player Menu Bar does not display automatically. To see the utili ty's menu, move the pointer to the upper left part of the screen and press the right mouse button. Project, Play and Prefs appear in the Menu Bar. Menus The Deluxe Player menus are described below. Project Menu The Project menu lets you load and work with files. Open Keyboard Equivalent: Right Amiga-O The Open command brings up the Open File requester. Specify which drive you want to make active and then load a picture or anim from the directory of the drive you choose. Multiple file loads are allowed. Next Keyboard Equivalent: Right Amiga-N The Next command displays the next loaded anim when multiple anims are loaded. Last Keyboard Equivalent: Right Amiga-L The Last command displays the previous loaded anim when multiple anims are loaded. Play Keyboard Equivalent: Right Amiga-P The Play command loop plays the anim forward. See Loop Forward below Info Keyboard Equivalent: Right Amiga-I Info displays information about the current frame displayed About Keyboard Equivalent: Right Amiga-? About displays the program version and date Quit Keyboard Equivalent: Right Amiga-Q To exit Deluxe Player and retun to the Workbench, choose Quit. For a quick exit, click the mouse in the upper left corner or press Ctrl-C Play Menu The Play menu contains various play commands. Deluxe Player uses the same keyboard commands as Deluxe Paint V to play animations Previous Frame Keyboard Equivalent: 1 Moves the display back one frame. Next Frame Keyboard Equivalent: 2 Moves the display ahead one frame Loop Forward Keyboard Equivalent: 4 Plays the anim continuously. This is the normal playback mode. You can stop the animation by pressing the space bar. (You can reverse the direction of a playback by pressing the r key on the keyboard while the animation is playing) Once Forward Keyboard Equivalent: 5 Plays the animation sequence once through from Frame 1 to the last frame. Ping Pong Keyboard Equivalent: 6 Plays the sequence forward then backward First Frame Keyboard Equivalent: ! Sets the animation to frame 1. Last Frame Keyboard Equivalent: @ Sets the animation to the last frame. Loop Backwards Keyboard Equivalent: $ Plays the anim continuously in reverse Once Backward Keyboard Equivalent: % Plays the animation sequence once through from the last frame to frame 1. Deluxe Player uses the same keyboard commands as Deluxe Paint V to con trol to view your animation. KEY EFFECT Tab Turns colour cycling on/off Left Arrow Slows down play rate Right Arrow Speeds up play rate r Reverses play direction Esc or Space bar Stops play Prefs Menu The Prefs menu contains options to customise the operation of Deluxe Player Play Anim From Memory Plays the animation from memory From Hard Disk Plays the animation from the The size of the animation is only limited by the amount of free space on the hard disk. Play Style Style of play when playing from memory. Forward & Backward The standard animation play model Forward (Fast!) Allows faster play by loading the file for forward play only. Memory Model Large The standard memory setting Small Sets memory usage to minimum settings. Use this setting if your machine has limited memory Show Speedometer Keyboard Equivalent: s Displays a meter that indicates the frame rate of the animation. Shift s changes display to indicate an average frame rate. Show Loading Keyboard Equivalent: Right Amiga-B Displays frames as they are loaded Set Rate Keyboard Equivalent Right Amiga-R Opens a requester that lets you set speed in frames per second to play the current animation. The default setting uses the setting the animation was saved with. Vary by frame plays the animation using its variable rate per frame info. Using Deluxe Player from CLI or the Shell Deluxe Player can be run from the CLI or Shell, open the CLI or Shell from the Woekbench. On the command line type cd dpaintv: and press Return. This will change the current directory to the drawer or disk where the Deluxe Player utility is located. At the next prompt, type dplayer (add a space) and the complete path and filename of the picture or anim you want to load. For example, if you wanted to load the animation called "walk.anim" from Deluxe Paint's Anim drawer, you would type the follow ing: dplayer File dpaintv:gallery/walk.anim NOTE For clarity, commands in these examples are capitalized, but that is not nec essary. Deluxe Player commands are not case sensitive. If you want to show the anim for a certain number of seconds, press the space bar and type that number after the filename. For example, to play the anim "walk" for five seconds type: dplayer File dpaintv:gallery/walk.anim Time 5 If you would like to indicate that the number is a loop count instead of time in seconds, press the space bar and type the number of loops you want to run. Press the space bar again and type loops. For example, to play five loops of "Walk" type: dplayer File dpaintv:anim/walk.anim Loop 5 You're now ready to issue player 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). You can also issue commands to Deluxe Player from a script file. Script files are ASCII text files from which commands are read. They are created with a text editor such as ED or EMACS included with Workbench. To instruct the Deluxe Player utility to read commands from a script file (we'll call the filename TEST) type: dplayer Script File TEST A sample script where files are stored in a drawer called work would look like this: File DH1:work/File1.anim Playdisk File DH1:work/File2.anim Loop 2 File DH1:work/pictureFile Time 5 Play Commands from CLI or Shell Here are some sample commands and their meanings. Command Meaning dplayer Load Deluxe Player dplayer File (path & filename) Open and/or play file dplayer (path & filename) Time 10 Open and/or play file for 10 seconds and exit back to CLI or Shell dplayer (path & filename) Loop 20 Open and play file for 20 Loops and exit back to CLI or Shell dplayer Script TEST Read commands from script file "test" The following command switches will preset the corresponding option in Deluxe Player. Some of these options are only available via the command line. pd=PlayDisk/S, pf=PlayFast/S, sm=SmallMem/S, ac=AutoCycle/S,s, sc=Script/S, lp=Loop/N, sec=Time/N, dl=Delay/N, sl=Show v=VariSpeed/S, nr=NoRequest/S, i=Inherit/S Deluxe Player Commands Command Meaning PlayDisk Play from disk only PlayFast Load and play forward only SmallMem Load time is slower but may use less memory AutoCycle Cycle anim after loading Script Load script, w/lines of Player argu ments Loop # of times to play anim Time # of seconds to play anim Delay # of seconds to delay after loading ShowLoad Display Anim frames while loading VariSpeed Play using variable rate per frame info NoRequest Suppress initial load requesters Inherit Set defaults to Tooltype icon settings If you hit the space bar or click while a picture or anim is running, the pro gram 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 ignored ARexx Support For general information about ARexx, refer to Appendix F Notice: ARexx is an advanced programming language than can be used to write macro scripts. Scripting is only recommended for expert computer users. The ARexx command set and examples listed in this section are spe cific only to Deluxe Player operations, and are intended for use by those experienced in ARexx scripting. Electronic Arts does not offer technical customer support for ARexx scripting issues. For more information please consult the ARexx portion of your system's documentation (Amiga DOS 2.04 or greater). The ARexx port is named 'Deluxe Player 1'. These are the ARexx commands used by Deluxe Player Modifiers in braces are required (PROJECT OPEN ). Arguments separated by bars ("|") are individual choices. Only one item from the list can be used at a time and only one command per line is allowed. State commands, like cycle, that are sent by themselves and return a Return Code of 0 or 1 to indicate their state. Commands CYCLE ON|OFF GETFRAME Returns current frame # PLAY BACKWARD [ONCE] PLAY FIRST | LAST | NEXT | PREVIOUS PLAY FORWARD [ONCE] [PINGPONG] PROJECT LOAD | PLAY | ABOUT | INFO | QUIT PROJECT OPEN SETPREF FRAMERATE [FPS] SETPREF MEMORY SETPREF PLAYANIM SETPREF SHOWLOAD SETPREF SPEEDOMETER LOCKGUI Lock out the menu from the user UNLOCKGUI Enable menus SCREENTOFRONT SCREENTOBACK Appendix D: Amiga display Modes ------------------------------- Deluxe Paint V supports all of the built-in Amiga graphic display modes low resolution, high resolution, extra-Halfbrite, and hold and modify. You don't need to know much about the different display modes to create great art with Deluxe Paint V. But some understanding of how the display modes work, and in particular how they affect the number of colours available in the palette, can help you work more effectively. This appendix explains how a pixel derives its colour and how the display mode and the number of bit planes determine the number of colours avail able in the palette. We've tried to avoid overly technical explanations, but the material is still very technical. If you don't understand everything you read here, don't be discouraged, just remember that you don't really need to know this. What Is a Bit Plane A bit plane can be thought of as a flat grid of dots - a plane of dots, where each dot represents a bit. So when we say "bit" think dot. If you look ahead to Figure D-1, you'll see that we drew the bit planes as flat surfaces. The best way to think of this surface is as a flat grid behind your computer screen. (This isn't actually how it works, but it may help you visualise how the colours are assigned to pixels). The grid is the same dimensions as your screen resolution. For example, if your screen is 320 pix els wide and 200 pixels high, each bit plane is also 320 x 200 bits. Bit Planes and Available Colours Now imagine that each dot is either filled in or it's not. If the dot is filled in, it has a value of 1 and is said to be "on". If it is not filled in, the dot has a value of 0 and is said to be "off". In the simplest case of a display mode with only one bit plane, the picture can have only two colours. A pixel is one colour if its corresponding bit is on or a different colour if the bit is off The bit planes themselves don't determine the colour of the pixel, they sim ply determine which colour register the pixel looks to for its colour. With a single bit plane, the pixel points to either Colour 0 or Colour 1. If you add another bit plane behind the first, the number of possible colour registers doubles to four. Each additional bit plane doubles the number of colours again. The colour register contains the numbers for the amount of red, green, and blue in the colour. Low rsolution and High Resolution Display Modes Figure D-1 illustrates how the bit planes determine which colour register a pixel points to in Low Resolution display with five bit planes. Take a look at this figure for a moment. Notice that we've numbered the bit planes 0 through 4. Notice also that the number of each bit plane corresponds to the power of two by which each bit plane value is multiplied. For example, the dot in bit plane 3 has a value of 1, and because it is in bit plane 3, the 1 is multiplied by 2 to the power of 3 which equals 8 (2 x 2 x 2). The numbers from the five bits are then added together to obtain the number of the colour register the pixel points to. Low and High Resolutions work exactly alike, except that High resolution does not support as many bit planes, and therefore provides fewer colours. Figure D-2 lists the graphics modes and the number of bit planes and colours each supports. Notice that Hold And Modify mode is a departure from the notion that each additional bit plane doubles the number of colours available. Hold and Modify is a special case that we'll explain in a moment. Extra-Halfbrite Display Mode Extra Halfbrite uses a trick to increase the number of colours available on the screen. The Amiga supports only 32 colour registers directly but Extra Halfbrite uses a sixth bit plane to indicate an additional 32 registers that don't really exist. The first 32 registers are standard colour registers; the sec ond 32 are Halfbrite equivalents. Pixels that use Halfbrite colours point to one of the standard colour registers and indicate that the colour should be displayed at half its normal intensity. This means that the second 32 pixels are not independent of the first 32; you can change the colour values only in the first 32 registers, and the change is automatically reflected in the Halfbrite equivalent. Figure D-3 shows how Extra Halfbrite uses the bit planes and colour registers. Not all Amiga 1000 computers support Extra-Halfbrite. The easiest way to find out whether or not your computer supports this display mode is to try it. Open an Extra-Halfbrite screen and look at the Palette (make sure the pointer is not in the Menu Bar or Toolbox). If the last 32 colours are the same as the first 32, your computer doesn't support Extra-Halfbrite. Hold and modify Display Mode Hold and Modify display mode uses only 16 colour registers, but manages to display all 4,096 colours on the screen at the same time. To accomplish this, HAM display mode uses the first four bit planes to address the 16 colour registers, and uses the fifth and sixth bit plane to determine whether the register colour or a HAM colour should be used. A HAM colour is formed by taking the RGB value of the preceding pixel on the screen, and substituting a new value for one of the RGB compo nents. The new value is the number derived from the first four bit planes. Here's a quick example; Assume the colour values of one pixel (a register colour) are R3, G15, B11. The following pixel (a HAM colour) would have the colour values R13, G15, B11, if bit planes 0 through 3 pointed to register 13 and bit planes 4 and 5 indicated that the register value should be used to modify the red component of the preceding colour. (Figure D-4 shows how the six bit planes are used to select a colour in Hold and Modify mode). Because HAM colours are based on colour values of the preceding pixel, and only one colour value can be changed at one time, it may take three pixels to reach the colour you really wanted. In Figure D-5 it takes three pixels to change black (R0, G0, B0) to white (R15, G15, B15). Note that this exam ple assumes there are no intermediate colours in the normal colour registers This gradual change from one colour to the next is sometimes referred to as "ramping" the colour, and appears on the screen to the left of HAM pixels. If you need fine details in your picture, you will want to use a colour from the colour registers, because those colours do not require ramping. In Deluxe Paint V if you hold a brush over an area made up of HAM pixels, you may see an effect called "fringing". The fringing appears as streaks run ning to the right from the edge of the brush. This effect is only temporary. When you paint the brush onto the picture, Deluxe Paint corrects the fring ing, but you may see the "ramping" effect where Deluxe Paint recreates the HAM colour to the right of your brush. Appendix E: The 24-Bit Backing Store This appendix describes the operation of Deluxe Paint's 24-bit Backing Store function. Overview When the 24-bit Backing Store choice is selected (from the screen format requester), Deluxe Paint will keep track of the RGB data associated with each colour in your picture, animation, custom brush or animbrush, inde pendent of the screen mode you've selected. This means you can select any screen mode and any screen depth/number of colours that best fits your needs and your available memory. The program will approximate the RGB inforrmation on screen using the colours available to the screen mode select ed the more colours available to the screen mode, the more accurate the RGB approximation will be. To determine the number of colours available for a particular screen mode, bring up the screen format requester click on the desired screen mode and (screen) palette size, then look at the "Max Colours" attribute in the "Display Information" area of the screen format requester. The Amiga Hold and Modify (HAM) screen modes are RGB based modes that offer the widest range of available colours on the Amiga display hard ware to date. In HAM screen modes, the program will convert from 24-bit RGB to 6 or 8 bit HAM with a slight loss of the RGB accuracy. In non-HAM screen modes, the program will convert each RGB colour to the closest primary or secondary colour in the screen palette using an ordered dither, or chequered-box pattern. Palette Handling When using the RGB Backing Store, it is important to distinguish between the screen palette and the user palette. The screen palette is the palette the program will use to approximate RGB data on screen. The user palette is the palette or "colour set" that you, the user, have complete control over. The user palette is basically a repository of colours that you will use while painting. All of the commands listed under the "Colour Set" or "Palette" submenus in the "Colour" menu directly apply to the user palette. Since user palettes are easy to load and save, Deluxe Paint only keeps track of one user palette. This one user palette is in effect for the main page. All ani mation frames, and the spare page. When you wish to work/paint with a different set of colours, simply load the new set of colours into your user palette and begin work. Modifying the user palette will not change the underlying RGB image in any way. It is important to remember that the colours displayed in the toolbox area are only a screen approximation of the colours in the user palette. To get a more accurate representation of the user palette, bring up one of the colour panels: the mixer, the arrange palett panel, or the range definition panel. The colours displayed on these colour panels are probably the best approxi mation possible, on standard Amiga hardware, to the colours you've defined in your colourset. The Recompute Option As you paint with colours in the user palette, the colours in the screen palette may become inappropriate to accurately represent the range of colours in your image. For example, if you select a 320x200 screen mode with 32 colour registers, the program will set up a default screen palette with a variety of reds, blues, yellows, and grey. If the image you're painting contains mostly yellows and oranges, the default palette may not contain enough of the colours you're using and too many of the colours that you're not using. When you select "Recompute" from the "Colour" menu, the program will analyse your image, compute the best screen palette for your image and the current screen mode, then refresh the entire display re-approximating your RGB data using the new screen palette. Once again, it is important to remember that modifying/recomputing the screen palette does not alter the underlying RGB image in any way. Multiple Screen Palettes Since recomputing screen palettes can take a considerable amount of time, Deluxe Paint will keep track of multiple screen palettes. When you create a spare page, the program will keep track of the screen colours used for the spare independent of the screen colours used for the main page or anima tion frames. If you select the "Recompute" option from the "Colour" menu while viewing the spare page, only the screen palette for the spare will be recomputed. When creating an RGB animation, the Set Frame palette option under the Anim>Frame submenu allows you to create or attach different screen palettes to selected animation frames. By default, Deluxe Paint creates one screen palette for an entire animation. Whenever you select the "Make Palette" option in the Set Frame Palette requester Deluxe Paint will create a new screen palette filled with the current set of screen colours and attach it to the current animation frame. If you then select Recompute from the Colour menu while viewing the current animation frame, the program will compute the best screen palette for the current frame then refresh the screen using the new screen palette. Loading Pictures When you load any picture into Deluxe Paint while using the RGB Backing Store, the program will convert the image into RGB data and, if you're not loading the picture into an animation, the program will automatically com pute the best screen palette for your image. When loading a picture into your current RGB animation, Deluxe Paint will convert the picture to RGB and approximate the RGB data using the screen palette associated with the current frame. If you want to better approximate the RGB data on a particular animation frame, make sure that the anima tion frame has its own screen palette, then select Recompute Colour menu. Colour Fonts This is a little tricky. ColourFonts are non-HAM, non-RGB fonts using up to 32 colours. When you use a ColourFont, with or without the RGB Backing Store, the program will ask you if you want to 'use this font's palette?. If you select "yes", the program will load the font's colours into the first 32 entries of the user palette. When you're not using the RGB Backing Store, loading the font's colours into the user palette will change the screen palette; when you are using the RGB Backing Store loading the font's colours will not change the screen palette. When you type using the selected ColourFont and an RGB Backing Store, the program will use the first 32 colours in the user's palette to render the colour font. If you load a different palette or you say "no" to the 'use this font's palette?' requester, the program will ignore the font palette and use the palette you have defined instead. For example; 1. Select the 320x200 32-colour screen mode with a 24-bit Backing Store 2. Set your font directory to the Karafonts directory. 3. Bring up the font requester and select "Chiselscript" 58. 4. Say "Yes" to use the Chiselscript palette. 5. Place the text cursor down somewhere and type something. 6. Select Recompute from the Colour menu so you can see what the text colours really look like. 7. Bring up the font requester and select "'KaraGRANITE" is. KaraGRANITE requires that you have Caps Lock on. 8. Say "No" so Deluxe Paint will not load the KaraGRANITE palette into your colourset. 9. Place the text cursor down somewhere and type something; now you are typing with the KaraGRANITE, font using the Chiselscript colours If you select Recompute from the Colour menu you shouldn't see too much of a difference. 10. Bring up the font requester and select "KaraGRANITE" is again. 11. This time say "Yes" to use the KaraGRANITE palette. 12. Type something else and select Recompute from the Colour menu; you should see a significant difference. Memory Management The 24-RGB Backing Store consumes a lot of memory. For this reason we do not recommend using the RGB Backing Store on a machine with less than 4 MB of available fast memory. For each colour on the page, the program will use approximately 5 bytes of memory. If your page size 320x200, the program will allocate 320 * 200 * 4 bytes = 250K for the colour information on the main page alone. The pro gram will allocate an additional 320 * 200 * 4 bytes = 250K for its undo area. It is important to remember that your page size may be different than your screen size; if your page size is larger than the screen, Deluxe Paint will be allocating RGB data for the larger area. Deluxe Paint will always try to allocate RGB data in fast or extended memo ry instead of chip memory whenever possible. This allows Deluxe Paint to conserve precious chip memory for the screen and other Amiga specific needs and to take full advantage of the performance benefits when using the processor to manipulate RGB colour information. Deluxe Paint will also try to allocate memory in large contiguous blocks to reduce the amount of memory fragmentation whenever possible. If you are running low on con tiguous memory Deluxe Paint will try to break the RGB data up into strips. If you're running on a system with lots of available chip memory Deluxe Paint will try to allocate a "screen representation" for its undo area. This screen representation will increase overall performance for the RGB Backing Store by allowing Deluxe Paint to simply copy the data from the "screen representation" to the main page whenever it needs to refresh the screen or perform an UNDO. If the screen representation could not be allo cated, Deluxe Paint will recompute the screen data from the RGB data whenever it is needed. When you create a spare page, Deluxe Paint will allocate and keep track of only the RGB data for the spare page. If necessary Deluxe Paint will reallo cate the undo area. Since the program only keeps one copy of its undo area, the screen representation of the undo area will have to be recomputed each time you swap between the main and spare pages. When you create an animation, Deluxe Paint keeps track of both the RGB data and the screen data for each animation frame. This allows Deluxe Paint to play the screen representation of your animation without having to do any colour computations. When you create a custom brush or animbrush, Deluxe Paint only keeps track of the RGB data. The program does not keep track of the screen data for the brush or animbrush because the actual screen data depends on where the brush or animbrush is displayed/painted Printing Deluxe Paint makes extensive use of Commodore's printer device. Unfortunately this means that Deluxe Paint currently has no way to output 24 bit data directly to the printer. Instead, Deluxe Paint will print the screen reptesentation of your picture or anim. For best results, try printing your RGB image when using a HAM screen mode. Performance Troubleshooting If you're having performance problems when using the RGB Backing Store, please watch for the following: Are you running very low on memory? Perhaps there was not enough memory to allocate the closest Deluxe Paint colour tables, so dithering to the screen might be very slow. Are you running low chip memory? If so, Deluxe Paint may not have been able to allocate a screen representation for the undo area and this means that every time you scroll your page or toggle the toolbox or title bar or bring up a requester Deluxe Paint will have to recompute the screen representation of your image, dithering if necessary. Is your memory very fragmented? If so, Deluxe Paint may have split your image up into many strips. Adding more memory or reducing the fragmentation (after a reboot) may help. Appendix F: ARexx Reference --------------------------- What is ARexx? ARexx is a programming language designed to allow you to flexibly cus tomise your working environment. ARexx acts as a central hub through which applications may send data and commands to each other. This allows software created by different companies to interact, and in turn, allows the user to create custom applications by integrating off-the-shelf software prod ucts. For example, with ARexx it is possible to bring in a file to Deluxe Paint, perform an automated operation, and return the modified file to its original application with the execution of an ARexx script. ARexx is useful for writing small batch-style programs (called macros or scripts) that allow the automation of repetitive tasks. Deluxe Paint allows beginning users to create macros by recording the menu choices, mouse clicks, and toolbox choices they make, and allows them to save those record ed movements and menu choices as macros (simple ARexx scripts that can be edited by knowledgeable ARexx programmers). You can automate a process like drawing your signature so that you can save it out as a macro and use it automatically with all of your images. Who is ARexx for? We've tried to make Deluxe Paint's implementation of ARexx useful for everyone - Deluxe Paint permits the recording of mouse/screen interactions, menu choices, and toolbox choices, so simple Deluxe Paint actions can be saved as macros. Nonetheless, keep in mind that custom ARexx script cre ation is for the advanced user who has become well-acquainted with the Amiga and with the ARexx programming language in general. A basic understanding of both the Workbench and AmigaDOS will aid in under standing how ARexx works and how it can be put to use. ARexx is used to customise the manner in which Deluxe Paint interacts with other applications and the Amiga's working environment. You should be thoroughly familiar with that environment before attempting to tailor it to suit your needs. Using ARexx programs and scripts do not require previous Amiga experience, but a working knowledge of the Amiga's operation will permit you to change the scripts to suit your needs. There are many books and references for ARexx scripting on the Amiga. Please consult with your local user group, dealer, on line service, or computer bookstore for more information. Notice about Deluxe Paint ARexx Script Programming ARexx is an advanced programming language that can be used to write macro scripts. Scripting is only recommended for expert computer users The ARexx command set and examples listed in this section are specific only to Deluxe Paint operations, and are intended for use by those experi enced in ARexx scripting. NOTE: Electronic Arts does not offer technical customer support for ARexx scripting issues. For more information please consult the ARexx portion of your sys tem documentation (Amiga DOS 2.04 or greater). Script Writing You cannot write actual ARexx scripts from within Deluxe Paint. A primitive command console called DPrx.rexx is included, and from DPRX you can execute a script or a 1 line ARexx command like you would with the Amiga DOS Shell. To write scripts, use your favourite text editor to enter the actual script text that you are programming. All scripts must be saved with the ".dprx" file name extension in the assigned Macrodir: drawer of Deluxe Paint. Scripts can be assigned to the User menu using the Load... option from the Macro menu in Deluxe Paint. See the Tooltypes section of the Reference section for more information on setting up ARexx scripts to automatically load into Deluxe Paint. DeluxePaint's port nanme is DPaint.#, where the # is the order of Deluxe Paint's running. For example, if you have two Deluxe Paints running concurrently the first one launched will be called DPaint.1, and the second one Dpaint.2, and so forth. Port names are how you address information from one application to the other. Think of it as an application's mailbox. The following is a simple ARexx script (as viewed in a text editor) which sets the number of frames of the current page to 30: /* Sample DPaint ARexx Macro Script * / Address "DPAINT.1" LOCKGUI SETFRAMES NUMBER 30 UNLOCKGUI /* End Script */ How to Use this Section This ARexx appendix is set up like the Referenee section of the manual Toolbox commands are listed first, followed by menu item commands, per spective commands, and user feedback commands. For an alphabetical list ing of the commands available please check under the ARexx heading in the index. For additional information on how a certain tool or feature works in the software itself please consult the Reference section or the tutorials. ARexx conventions This section introduces general guidelines and hints on how ARexx works within Deluxe Paint. Here are some of the common parameters used in this section. We have attempted to keep them in line with Amiga DOS and ARexx standards. /s = switch keyword /a = argument always required for command to work. /k = keyword required for the command parameter to work /n = number /t = toggle keyword X,Y coordinates in Deluxe Paint are always using a system starting 0,0 at the upper left corner of the screen. If you want the programs visual coordinates to match your script coordinates, make sure you have OriginUL checked on in the Prefs menu. Because DPRX is a very basic command console, it converts all text to uppercase. Therefore, any saved filename or string issued from the DPRX shell will be in uppercase. ARexx requires a double set of quotes when issuing strings that contain spaces. For example: SAVEBRUSH FILE "Ram:My Brush". Variables and negative numbers must be enclosed in parenthesis. Strings and load/save paths must be enclosed in quotation marks. Whether or not the menu bar is on affects drawing commands that are dependent on coordinate areas, and also affects how you use the UNDO command. Animation playback commands require that the GUI is unlocked before the commands are issued. Using more than one switch in your command can have varying results. As a rule of thumb, you can use these commands as you would use them from within the program. If you try to use a combination that the program does not perform, the command will usually default to the last parameter given. Consult the Reference section if you are unsure how a feature works. File I/O commands. All Load/Save commands can take file patterns or directories in place of the FILE parameter. In this case, the appropriate requester will come up with the directory and pattern pre-loaded (directories must end in "/"). Commands for Scripts or Command Line use. No Operation performed Format: NOP Function: Performs no operation. Command Help Format: HELP Command/ A Function: Returns the command structure for the keyword "COMMAND" Example: Typing "Help Brush" at the command line would result in: BRUSH LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, CUT/S, RESTORE/S. Screen to Front or Back Format: SCREENTOFRONT Function: Brings the currently addressed Deluxe Paint Screen to the front. Format: SCREENTOBACK Function: Moves the currently addressed Deluxe Paint Screen to the back Version Checking Format: VERSION Function: Returns the internal version number of the currently addressed Deluxe Paint V. ToolBox Items NOTE: It's generally a good idea to turn off the menu bar toolbar, and any other panel while drawing commands are issued, as the panels or bars may interfere with the drawing and use of the UNDO command. Built-in Brushes Format: SETPEN PENNUM/N Function: Sets the current brush to one of the toolbox's built in brushes. Accepts val ues from 0 (single pixel brush) to 9 (5 dot pixel brush). Example: The command "SETPEN 3" will set the current pen to the largest circular brush in the toolbox. Format: SETPENSIZE SIZE/N Function: Sets the size of the current built in brush. Different screen modes will have different maximums. In lower resolutious the maximum is approximately 100 pixels across, in higher resolutions it is approximately 200 pixels across. Dotted Freehand Drawing Format: DOTTED Function: Sets the current draw tool to dotted freehand Freehand and Filled Freehand Draw Tool Format: FREEHAND FILL/S,OUTLINE/S Function: Sets the current draw tool to Freehand draw. The optional switches set the tool to its special modes. Uses the current brush to draw the Line FILL Switches Freehand draw to Filled Freehand Draw which uses the current Fill Settings as its default fill. OUTLINE Switches Freehand draw to Filled Freehand Draw and uses the current brush to outline the drawn shape. This switch is the same as the user using the 'i' key in the Deluxe Paint interface to outline their filled shape with their cur rent brush. See the Reference section for more information. Line Draw Tool Format: LINE X1/N,Y1/N,X2/N,Y2/N Function: Sets the current draw tool to Line draw. Starting X,Y and ending X,Y screen positions can be entered optionally to set the start and end location of the line being drawn. Deluxe Paint's internal coordinate system, which starts 0,0 at the upper left corner of the screen, is used. Example: The command "Line 100 100 145 130" results in a line being drawn with the current brush and pen colour sitting at screen position 100, 100 and ending at screen portion 145, 130. Curve Draw Tool Format: CURVE X1/N,Y1/N,X2/N,Y2/N,X3/N,Y3/N Function: Sets the current draw tool to Curve Draw. Starting, Offset, and End X,Y screen positions can be specified optionally to draw the curve. Deluxe Paint's internal coordinate system, which starts 0,0 at the upper left corner of the screen, is used. Example: The command "Curve 100 100 150 50 200 100" results in a curve that starts at screen position 100, 100 has its apex at screen position 150, 50 and ends at screen position 200, 100. Fill Tool Format: FILL X/N, Y/N, TOBGCOLOR/S, ANIMFILL/S Function: Sets the current draw tool to the Fill tool. A starting X,Y screen position can be specified optionally to start the flood fill at a specific screen position. TOBGCOLOR This switch is the same as the user using the 'i' key in the Deluxe Paint inter face to fill a shape outward from the point specified to the background colour. ANIMFILL Switches on the AnimFill mode, where the fill tool will fill every frame in the current animation outward from the screen position specified or where a mouse click has occurred. Doesn't work with fill types that use a directional line to define the gradient. Example: The command "FILL 60 75 TOBGCOLOR" results in the fill tool doing a flood fill with the current settings and filling from screen position 60,75 outward until the program detects the current background colour. Airbrush Tool Format: AIRBRUSH Function: Sets the current tool to the Airbrush tool. Invoking the command a second time cycles the airbrush from Old Style splatter mode to the new Standard mode. Rectangle Tool Format: RECT LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, FILL/S, OUTLINE/S Function: Sets the current tool to the unfilled Rectangle tool. A starting left and top screen position offset, and width and height in pixels can be specified optionally. Uses the current brush to draw the unfilled Rectangle. FILL Switches the Rectangle tool to a Filled Rectangle tool which uses the current Fill Settings as its default fill. OUTLINE Switches the Rectangle tool to a Filled Rectangle and uses the current brush to outline the Rectangle. This switch is the same as the user using the 'i' key in the Deluxe Paint interface to outline filled shapes with the current brush. Example: The command "RECT 10 10 100 150 FILL" results in a Filled Rectangle that has it top left corner at screen position 10,10, a width of 100 and a height of 150. Circle Tool Format: CIRCLE X/N, Y/N, RAD/N, FILL/S, OUTLINE/S Function: Sets the current tool to the Unfilled Rectangle tool. A Starting X,Y screen position and radius can be specified optionally. Uses the current brush to draw the unfilled Circle. OUTLINE Switches the Circle tool to a Filled Circle and uses the current brush to out line the Circle. RADIUS This numeric parameter specifies one half the diameter of your circle in pix els. Ellipse Tool Format: ELLIPSE X1/N, Y1/N, X2/N, Y2/N, FILL/S, OUTLINE/S Function: Sets the current tool to the unfilled Ellipse tool, Starting, and End X,Y screen positions can be specified optionally to draw the Ellipse. Uses the current brush to draw the unfilled Ellipse. FILL Switches the Ellipse tool to a Filled Ellipse tool which uses the current Fill Settings as its default fill. OUTLINE Switches the Ellipse tool to a Filled Ellipse and uses the current brush to outline the Ellipse. This switch is the same as the user using the 'i' key in the Deluxe Paint interface to outline filled shapes with the current brush. Polygon Shape Tool Format: POLY X1/N, Y1/N, X2/N, Y2/N, X3/N, Y3/N, FILL/S, OUTLINE/S Function: Sets the current tool in the unfilled Polygon tool. Starting, and End X,Y screen positions can be specified optionally to draw the Polygon. Uses the current brush to draw the unfilled polygon. FILL Switches the Polygon tool to a Filled Polygon tool which uses the current Fill Settings as its default fill. OUTLINE Switches the Polygon tool to a Filled Polygon and uses the current brush to outline the Polygon. Brush Pickup Tool Format: BRUSH LEFT/N, TOP/N, WIDTH/N, HEIGHT/N, CUT/S, RESTORE/S Function: Sets the current tool to the Brush tool. It defaults to the rectangular brush pickup tool, but multiple invocations of this command will set it to the polygonal brush tool pickup and the magic brush tool pickup respectively. Optionally you can restore the last custom brush, set starting x,y screen position, the width and height, and whether you want to cut it off the page. CUT Switches Brush pickup mode from coping the brush data from the screen to picking up or cutting out the brush data off the screen. This switch is the equivalent of a user picking up a brush with the right mouse button in the Deluxe Paint interface. RESTORE Issuing this switch retrieves the most recent custom brush or AnimBrush and is the equivalent of a user right clicking on the brush selector tool in the Deluxe Paint interface. Text Tool Format: TEXT X/N, Y/N, STRING/F Function: Sets the current tool to the text tool. Optionally the command will accept a string and the starting x,y screen position for the text cursor. The STRING keyword is a final argument and should be followed by a text string. The STRING keyword requires x,y screen coordinates to place the text. Example: TEXT 100 100 STRING Hello This is a Test TEXT 200 100 "Hello This is a Test" Grid Tool Format: GRID ON/S, OFF/S, TOGGLE/S, ALIGN/S Function: Sets the Grid tool mode. The command is implemented as a toggle, with optional keyword switches to turn the grid on, off, or toggle the current state. The ALIGN keyword will turn on the grid and use the handle posi tion of the current brush as a centre point of the grid. Example: Issuing the command "GRID ON ALIGN" would turn on the grid toolbox mode and align the grid cross points to the current brush handle. Symmetry Tool Format: SYMMETRY ON/S, OFF/S, TOGGLE/S Function: Sets the Symmetry tool mode. This command is implemented as a toggle, with optional keyword switches to turn symmetry on, off, or toggle the cur rent state. Symmetry uses the current drawing tool. Magnify Format: MAGNIFY X/N, Y/N, ON/S, OFF/S, TOGGLE/S, SPEC/S Function: Sets the Magnify tool on. Optionally this command can be given x,y screen points, and keyword switches to turn Magnify on, off, toggle the current state, or go into interactive place mode. Magnification doesn't affect the cur rent tool. SPEC This switch puts the user into magnify place mode. This switch is the equiv alent of clicking the Magnify tool in the toolbox. Zoom Format: ZOOM IN/S, OUT/S Function: Sets the current zoom or magnification level of the Magnify tool. There is no visual representation when the magnify tool is on, but it does perform the operation. Undo Format: UNDO Function: Undoes the last previous printing action as long as no other mouse click or screen refresh has taken place Clear Screen or Frames Format: CLEAR ALL/S, CURRENT/S, RANGE/S, START/N, END/N, ASK/S Function: Clears the current screen. If there are animation frames, the command has options to clear all frames, the current frame, a range of frames, or just bring up the requester by asking for it. Examples: "CLEAR" clears current screen "CLEAR ALL" clears all current animation frames to the background colour "CLEAR RANGE 1 5" clears frames 1 through 5 to the background colour "CLEAR ASK" displays the current, range, all requester if there are anima tion frames. ToolBox Related Functions Fill Type Setting Format: SETFILL SOLID/S, PERSPECTIVE/S, PATTERN/S, RUBIS, BRUSH/S, WRAP/S, HBRITE/S, VERT/S, HORIZ/S, HLINE/S, LINE/S, SHAPE/S, CIR/S, CONT/S, HI/S, RANGE/N, DITHER/N, RANDOM/S, PATDITHER/S, SMOOTH/S, FROMBRUSH/S Function: Sets the fill type requester settings for all filled drawing tools. The settings cannot be combined differently than allowed by the program. HBRITE Only available in Halfbrite screen modes. RUB Only available when there is a spare page. PATTERN Requires a custom brush and the FROMBRUSH switch be invoked the first time pattern fill is used. BRUSH Uses the current custom brush for its fill. WRAP Uses the current custom brush for its fill. RANGE Accepts legal values from 1 to 8. NOTE: Deluxe Paint will recognise the first numeric value without a keyword as the range number. RANDOM Switches dither type to random using Dither value.. DITHER Accepts values from 0 to 100. Numbers refer to a percentage value. PATDITHER Does not accept DITHER values, already predefined. SMOOTH Does not accept DITHER values, already predefined. For more information on the fill requester please consult the Refernce sec tion of the this manual. Examples: "SETFILL FROMBRUSH PATTERN" sets the fill requester to use pattern fill using the current custom brush. "SETFILL SHAPE RANGE 3 SMOOTH" sets the fill requester to use the HIghlight fill, Range number 3, and the Smooth dither option. "SETFILL CIR 2 75 RANDOM" sets the fill requester to use the CIRcular fill using range number 2, and Random dither set to 75% Spacing Setting Format: SETSPACE NTOTAL/S, NTHDOT/S, AIRBRUSH/S, CONTINOUS/S, VALUE/N Function: Sets the spacing requester settings for the line tool and unfilled shape tools The command by itself will invoke the requester. NTOTAL This switch accepts a Value between 0 and 32767 and controls the number of stamps a brush will make along a given line - useful for AnimPainting The Default Value is 20. NTHDOT This switch accepts a Value between 0 and 32767 and defines the number of pixels between your brush stamps. Default Value is 8. AIRBRUSH This switch accepts a Value between 0 and 32767 and uses the Old Style airbrush. The value determines how many airbrush sprays are applied to the line being drawn. Default Value is 16. CONTINUOUS This switch ignores a Value and is the default setting of the Spacing requester. Example: "SPACING NTOTAL VALUE 15" sets the spacing requester to an NTO TAL of 15 Airbrush Settings Format: SETAIRBRUSH OLD/S, STANDARD/S, RADIUS/N, FLOW/N, SIZE/S Function: Sets the airbrush requester settings for the Old Style and Standard airbrush The command by itself will invoke the requester. OLD This switch cannot be used in conjunction with STANDARD, and ignores values for FLOW STANDARD This switch cannot be used in conjunction with OLD. RADIUS This keyword followed by a numeric value defines the spray radius of both types of airbrushes. The radius of the OLD airbrush is also affected by the current pensize. FLOW This keyword followed by a numeric value defines how fast the "paint" is sprayed on the screen. SIZE This switch puts the user into interactive sizing mode which sets the radius of the airbrush. Grid Settings Format: SETGRID X/N, Y/N, ADJUST/S Function: Sets the grid settings requester. The command by itself will, invoke the requester. Width in x and Height in y can also be specified. ADJUST This switch puts the user in interactive grid adjustment mode. Example: "SETGRID 20 20" sets the grid height and width to 20 screen pixels. Symmetry Settings Format: SETSYMMETRYPOINT/S, TILE/S, CYCLIC/S, MIRROR/S, WIDTH/N, HEIGHT/N Function: Sets the symmetry settings requester. The command by itself will invoke the requester. POINT This switch sets the symmetry tool to point symmetry mode. This switch cannot be used in conjunction with TILE, and ignores any WIDTH and HEIGHT numeric values given in the same line. CYCLIC Switch used only in Point Symmetry. MIRROR Switch used only in Point Symmetry ORDER This keyword is required for changing the number of symmetry points. The keyword should be followed by a legal value from 2 to 360. Only used for POINT Symmetry. TILE This switch sets the symmetry tool to tile symmetry. TILE requires width and height values for the size of the tiling grid. CENTREX This keyword is required for placing the screen x position from which sym metry radiates from. The keyword should be followed by a legal screen width value. Only used for POINT Symmetry. CENTREY This keyword is required for placing the screen y position from which sym metry radiates from. The keyword should be followed by a legal screen height value. Only used for POINT Symmetry. PLACE This switch puts the user in interactive mode that sets the central x,y sym metry point. Only used for POINT Symmetry. WIDTH This keyword is used to set the screen width of the Tile grid. Only used for TILE Symmetry. You must also issue Height to use Width. HEIGHT This keyword is used to set the screen height of the Tile grid. Only used for TILE Symmetry. You must also issue Width to use Height. Examples: "SETSYMMETRY TILE 50 50" will set the Symmetry tool to Tile mode and a tile grid of 50 by 50 pixels "SETSYMMETRY POINT CYCLIC ORDER 12 CENTERX 160 CEN TERY 100" will set the Symmetry tool to Point Cyclic mode. 12 symmetry points, and a centre screen point of 160, 100. Font Settings Format: SETFONT NAME,SIZE/N, PLAIN/S, BOLD/S, ITALIC/S, UNDER LINE/S, USEPALETTE/S Function: Sets the current font, font size, font style, or ColorFont palette for the pro gram. The command by itself will invoke the requester. NAME This keyword allows the user to specify a font type from the current font directory. SIZE This keyword requires a number to indicate the font size you wish to load. USEPALETTE This switch should be used when indicating that you wish to load a ColorFont such as KARA ColorFont and you would like to automatically load that font's palette. Example: "SETFONT Times 24 Bold Italic" would set the current font to a typeface of Times (if available on your system) a size of 24 point, and bold and italic styles on Misc. Colour Items Set Foreground Colour Format: SETFGCOLOR COLNUM/N Function: This command sets the current foreground colour to that of the colour number indicated. Legal values for the colour number are 0 to 255. This is the equivalent of a user picking a colour from the screen, colour set, or tool palette with the left mouse button. Set Background Colour Format: SETBGCOLOR COLNUM/N Function: This command sets the background colour to that of the colour number indicated. Legal values for the colour number are 0 to 255. This is the equivalent of a user picking a colour from the screen, colout set, or tool palette with the right mouse button. Find Closest Colour Format: CLOSESTCOLOR RED/N/A, GREEN/N/A, BLUE/N/A, REGISTER/S Function: This command will search the current colour set and return the index num ber of that colour that most closely matches the specified RGB values RED, GREEN, and BLUE numeric values are required arguments mand. Legal values are from 0 to 255. REGISTER This switch will return the closest register (palette colour) colour index number that most closely matches your specified RGB values. Please see the Tutorial and Reference sections for further information on the difference between palette colours and colour set colours. Example: "CLOSESTCOLOR 255 0 0 REGISTER" searches for a colour with the closest matching RGB value to red that is a register/palette colour. Set RGB Values Format: SETRGB INDEX/N/A, RED/N/A, GREEN/N/A, BLUE/N/A Function: This command allows you to set the RGB values for a specific colour (INDEX) INDEX, RED, GREEN, and BLUE numeric values are required arguments for this command. Legal values are from 0 to 255. Example: SETRGB Index 4 0 255 255 Get RGB Values Format: GETRGB INDEX/N/A, RED/S, GREEN/S, BLUE/S Function: This command returns the RGB values for a specific colour (INDEX), INDEX is a required argument for this command. Legal values are from 0 to 255. Using the optional switches returns specific values. Example: "GETRGB Index 4" might return the following values: RED 0 GREEN 255 BLUE 255 Get Light Table Layer Format: GETLAYER NUMBER/N/A, STATUS/S, OFFSET/S, DIM/S Function: This command returns the LightTable setting; requester status for a specific layer number. A layer number must always be specified. NUMBER A value of 1 to 4 must be specified for this command to work. STATUS This switch returns a value of ON or OFF OFFSET This switch returns the relative frame offset currently set for the layer. DIM This switch returns a value between -255 and 255 to indicate the level or brightness or darkness attributed to the given layer. Examples: "GETLAYER 4" (Default return is "ON OFFSET 0 DIM 144") "GETLAYER 1 DIM" (Default return is "48") Get Light Table Status Format: GETLIGHT STATUS/S, LOCKED/S Function: This command returns the Status of the LightTable feature (ON or OFF). It also returns the status of the "Anim Lock" toggle (LOCKON or LOCK OFF) in the LightTable Setting; requester. Please see the Reference section for more information on Anim Lock or any other LightTable Features Keyboard Items Scrolling the Screen Format: SCROLL X/N/A,Y/N/A, SCREEN/S Function: This command scrolls the screen a specific x,y distance using the Cartesian coordinate system of the program where 0. 0 is in the centre of the screen SCREEN This switch scrolls the entire Deluxe Paint window the specified x,y distance This is equivalent to holding down the left Amiga key and mousing down. Help Key Format: HELP Function: This command is equivalent to the user pressing the Help key while in the Deluxe Paint interface. Reset Colour Palette Format: RESET Function: This command makes the toolbox and menu bar visible in case the palette in use made the toolbox and menu bar invisible. This action is not undoable. F10 - Toolbar On/Off Format: PANEL ON/S, OFF/S, TOGGLE/S Function: This command turns on and off the toolbar panel from the Deluxe Paint Interface. If the menu bar is showing this command will also turn on and off the menu bar. This command is the equivalent of the user pressing the F10 key in the Deluxe Paint interface. F9 - Menu On/Off Format: TITLE ON/S, OFF/S, TOGGLE/S Function: This command turns on and off the menu bar from the Deluxe Paint inter face. This command is the equivalent of the user pressing the F9 key in the Deluxe Paint interface. Del - Cursor On/Off Format: CURSOR ON/S, OFF/S, TOGGLE/S Function: This command turns on and off the screen cursor from the Deluxe Paint interface. This command is the equivalent of the user pressing the Del key in the Deluxe Paint interface. Canvas Interaction NOTE These commands cannot be used to actually make menu or toolbar selec tions either by themselves or in conjunction with any other commands. To select a specific toolbar item or menu item you must invoke it as a separate ARexx command. Mouse Movement Format: MOVETO X/N/A, Y/N/A Function: This command moves the screen cursor to a specified screen x,y position. Deluxe Paint's internal coordinate system, which starts 0,0 at the upper left corner of the screen, is used. Menu Selection Format: MBUTTONS SELECTDOWN/S, SELECTUP/S, MENUDOWN/S, MENUUP/S Function: This command controls the current state of the right and left mouse but tons. The command can be used to set the left (select) or right (menu) mouse buttons up or down, respectively. This command is the equivalent of a user depressing or releasing the mouse button in the Deluxe Paint inter face. SelectDown and SelectUp are the equivalent of the left mouse button MenuDown and MenuUp are the equivalent of the right mouse button. Left Mouse Button Format: LEFTMOUSE UP/S, DOWN/S, CLICK/S Function: This command controls the current state of the left mouse button. The command will allow setting the left mouse button up, down, or just clicked. Right Mouse Button Format: RIGHTMOUSE UP/S, DOWN/S, CLICK/S Function: This command controls the current state of the left mouse button. The command will allow setting the left mouse button up, down, or just clicked. Locks NOTE: Issuing any animation play commands require that you issue an unlockGUI command first. LockGUI and UnlockGUI commands must be issued equally in a script such that for every LockGUI command issued an equal number of UnlockGUI commands must also be issued. Format: LOCKGUI Function: This command locks out the Deluxe Paint interface from a user or other process and is highly recommended when performing complex operations and scripts. Format: UNLOCKGUI Function: This command unlocks the Deluxe Paint interface and must be used for nor mal user interaction with the program if a LockGUI command has been issued previously be a script or user. Picture Menu Load Picture Format: LOADPIC FILE,COUNT/N, CHGTOFMT/S, KEEPFMT/S, DITHER/S, NODITHER/S Function: This command loads IFF ILBM files as pictures using the ASL (Amiga Standard Libraries) Load requester. Path and File name, screen format changing or maintaining, and dithering options can also be specified optionally. FILE This keyword specifies that a path and filename are to follow. It is recom mended that paths and filenames be enclosed in quotes. COUNT This numeric parameter accepts the number of files you wish to load and assemble as an animation, beginning with the first file specified. See the Reference section for more information on this feature. CHGTOFMT This switch tells the program that you wish to change the current screen format and palette depth to that of the image that is to be loaded. KEEPFMT This switch tells the program that you wish to keep the current screen for mat and palette depth. The image to be loaded will be automatically con verted to the new screen format and palette depth. DITHER This switch tells the program that you wish to dither the image that is to be loaded if it is an option. Generally the program will only offer the dither/no dither options when the current screen mode is register based and the image being loaded is a HAM or 24 bit image. NODITHER This switch tells the program that you wish no dithering be done to the image that is to be loaded if it is an option. Please see above on how Deluxe Paint determines the dither/no dither options. Save Picture Format: SAVEPIC FILE.FORCE/S, START/N, END/N Function: This command saves the current frame as pictures using the ASI (Amiga Standard Libraries) Save requester. Path and File name and whether to over write an existing file can also be specified optionally. FORCE This switch allows the automatic overwrite of an existing file that has the same name as the one you are currently saving. Normally the program issues a warning requester telling you that the file you are about to save already exists and allows you to cancel from it. START This numeric parameter specifies the starting frame number of the range you wish to save as a series of pictures. Use the End parameters to set the ending frame. The option automatically appends a three digit number to the end of your filename Print Image(s) Format: PRINT Function: This command brings up the Print requester. Flip Image(s) Horizontal Format: FLIPPICX ALL/S, CURRENT/S, RANGE/S, START/N, END/N Function: This command flips the current screen on its x axis. If an animation is cur rently in memory this command brings up the Flip X requester. Optionally you can specify all, current, and range switches, START and END keywords require valid frame range values and the keyword RANGE be used. ALL If an animation is currently in memory this switch will flip all frames on their X axis. CURRENT If an animation is currently in memory this switch will only flip the current frame on its X axis. RANGE If an animation is currently in memory this switch in conjunction with the START and END keywords will only flip a specified range of frames. START This numeric keyword requires the switch RANGE and also requires a valid frame number as a starting point for flipping a range of frames on the X axis. END This numeric keyword requires the switch RANGE and also requires a valid frame number as an ending point for flipping a range of frames on the X axis. Flip Image(s) Vertical Format: FLIPPICY ALL/S, CURRENT/S, RANGE/S, START/N, END/N Function: This command flips the current screen on its y axis. If an animation is cur rently in memory this command brings up the Flip Y requester. Optionally you can specify all, current, and range switches, START and END keywords require valid frame range values and the keyword RANGE be used Spare Page Format: SWAPPICTOSPARE Function: This command swaps the current page with the spare page. This command is the equivalent of the user selecting Spare>Swap from the Picture menu or pressing j in the Deluxe Paint interface. Format: COPYPICTOSPARE Function: This command copies the current page to the spare page. This command is the equivalent of the user selecting Spare>Copy to Spare from the Picture menu or pressing Ctrl j in the Deluxe Paint interface. Format: MERGEINFRONT Function: This command merges the spare page in front of the current page using the current background colour as the transparent or key colour Format: MERGEINBACK Function: This command merges the spare page behind the current page using the current backgrouund colour as the transparent or key colour Format: DELETEPAGE Function: This command deletes the current page and frees the memory allocated for that page. Please note that this command does not delete the spare page, but deletes the current page (the one that is visible). The user will be prompted to confirm this choice or cancel it. Set Pagesize Format: SETPAGESIZE SCREEN/S, PAGE/S, OVERSCAN/S, CUSTOM/S, WIDTH/N, HEIGHT/N Function: This command brings up the Set Page Size requester. Optionally this com mand allows for the setting of a screen, page, overscan, and custom page size. SCREEN This switch sets the page size to dimensions equal to that of the current screen. PAGE This switch sets the page size to dimensions that approximate the propor tions of 8.5" X 11" paper. OVERSCAN This switch sets the page size to dimensions that equal the "MAX Overscan" values as they are defined by the current screen format. CUSTOM This switch in conjunction with the WIDTH and HEIGHT keywords sets the page size to custom dimensions as they are specified with the WIDTH and HEIGHT keywords. WIDTH This keyword requires the CUSTOM switch and a valid number to specify the width of the page in pixels. The theoretical upper limit of width is 32767. You must have enough memory to allocate for a custom page. HEIGHT This keyword requires the CUSTOM switch and a valid number to specify the height of the page in pixels. The theoretical upper limit of the height is 32767. You must have enough memory to allocate for a custom page. Show Page Format: SHOWFULLPAGE Function: This command puts the program into the showpage mode. This command should be invoked only when the GUI is unlocked. Screen Format Format: SETSCREENFORMAT MODEID, SCREENW/N, SCREENH/N, PAGEW/N, PAGEH/N, COLORS/N, BACK24BIT/S, NOBACK/S, RETAIN/S, NORETAIN/S Function: This command allows for a screen format change to the currently addressed Deluxe Paint. There are options for choosing the screen height and width, palette depth, 24 bit backing store, etc. MODEID This keyword is always required for modifying the current mode or switch ing to another mode. Some of the more common ModeID numbers are list ed below. ModeID information can be found in the screen format requester's display information window, or by changing that requester's set tings to "display names by mode ID" from the Settings menu in the Screen Format Requester. Be sure to specify the screen and page dimensions when using ModeID. SCREENW This keyword sets the screen width of the current resolution SCREENH This keyword sets the screen height of the current resolution PAGEW This keyword allows the setting of the page width. Use this parameter if you desire a different page size than the one currently in use. PAGEH This keyword allows for setting of page height. Use this parameter if you desire a different Page size than the one currently in use. COLOURS This keyword allows for the setting of the mode's palette and only allows the input of legal values for a given mode. For example, Halfbrite modes only allow for a palette of 32 colours, HAM only 16 colours, AA HAM 64 colours, etc. BACK24BIT This switch turns on the 24-bit RGB data backing store. In backing store mode, users will be presented with a screen representation of the actual 24- bit data. NOBACK This switch turns off the 24 bit RGB data backing store. RETAIN This switch will retain the current data on the main page and convert it if necessary to the mode being changed to. You must have enough memory for the conversion for this option to work. Please be sure to save your image before attempting this switch. NORETAIN This switch throws away the current data on your main page when chang ing to another mode. ModelD Reference 11000 Series are the Lo-Res NTSC modes: 11000 - NTSC Lo-Res (320x200) 11004 - NTSC Lo-Res Laced (320x400) 11080 - NTSC Halfbrite 11084 - NTSC Halfbrite Laced 11800 - NTSC HAM 11804 - NTSC HAM Laced 19000 Series are the Hi-Res NTSC modes: 19000 - NTSC Hi-Res (640x200) 19004 - NTSC Hi-Res Laced (640x400) 19020 - NTSC ECS (1280x200) 19024 - NTSC ECS Laced (1280x400) 19080 - AA Halfbrite 19084 - AA Halfbrite Laced 190a0 - AA-Halfbrite (ECS, 1280 x 200) 190a4 - AA Halfbrite (ECS, 1280 x 400) 19800 - AA Ham 19804 - AA-Ham Laced 19820 - AA-HAM (ECS, 1280x200) 19824 - AA HAM (ECS, 1280x400) 21000 Series are the Lo-Res PAL modes: 21000 - PAL Lo-Res (320x256) 21004 - PAL Lo-Res Laced (320x512) 21xxx - For other modes, use the same 3 digit suffix numbers as the NTSC modes listed above. 29000 Series are the Hi-Res PAL modes: 29000 - PAL Hi-Res (640x256) 29004 - PAL Hi-Res Laced (640X512) 29020 - PAL ECS (128Ox256) 29024 - PAL ECS Laced (1280x512) 29xxx - For other modes, use the same 3 digit suffix numbers as the NTSC modes listed above. Example: "SETSCREENFORMAT 11000 320 200 640 400" will change to NTSC:LoRes with screen size 320x200 and page size 640x400. Colours are set to the maximum allowable by default. About ? Program Information Format: ABOUT Function: This command displays the "About Deluxe Paint" window. This window contains Deluxe Paint copyright, memory, image, animation, palette, regis tration, and ARexx port information. Quit Format: QUIT FORCE/S Function: This command exits the currently addressed program. FORCE This switch bypasses the "Save, Don't Save, Cancel" requester and forces the program to exit. Brush Menu Load Brush Format: LOADBRUSH FILE,DITHER/S, NODITHER/S, PALETTE/S, NOPALETTE/S Function: This command loads IFF ILBM files as brushes using the ASL (Amiga Standard Libraries). Load requester, Path and File name, keeping the screen format, and dithering or no dithering, can also be specified optionally. FILE This keyword specifies that a path and filename are to follow. It is recom mended that paths and filenames be enclosed in quotes. DITHER This switch tells the program that you wish to dither the brush that is to be loaded if it is an option. Generally the program will only offer the dither/no dither options when the current screen mode is register based and the brush being loaded is a HAM or 24-bit brush. NODITHER This switch tells the program that you wish no dithering be done to the brush that is to be loaded if it is an option. Please see above about how Deluxe Paint determines the dither/no dither options. PALETTE This switch tells the program to automatically use the brush palette when the specified brush file has been loaded. NOPALETTE This switch is the default mode of the program, and turns off the Palette switch. Example: "LOADBRUSH "DPAINTV:BRUSH/BALL.BRUSH" DITHER NOPALETTE" Save Brush Format: SAVEBRUSH FILE,FORCE/S, MASK/S, NOMASK Function: This command saves the current custom brush using the ASL (Amiga Standard Libraries), Save requester, Path, filename, whether to overwrite an existing file, and whether to save with a translucency mask can also be speci fied optionally. FORCE This switch allows the automatic overwrite of an existing file that has the same name as the one you are currently saving. Normally, the program issues a warning requester telling you that the file you are about to save already exists and allows you to cancel. Copy Brush to Clipboard Format: COPYBRUSH MASK/S, NOMASK/S Function: This command copies the current custom brush to the system clipboard The Mask, Nomask switches specify whether you want the brush's translu cency mask copied as well or not. Paste Brush from Clipboard Format: PASTEBRUSH Function: This command pastes IFF-ILBM data from the system clipboard into Deluxe Paint as a custom brush. Restore Last Custom Brush Format: RESTOREBRUSH Function: Restores the last custom brush used and makes it the current brush. Copy Brush to Spare Format: COPYBRUSHTOSPARE Function: This command copies the current custom brush to the spare brush memory This command is useful for doing morphs from one brush to another and for storing a spare brush in memory. Swap Brush with Spare Format: SWAPBRUSHTOSPARE Function: This command swaps the current custom brush with the spare custom brush. AnimMorph to Spare Format: MORPHBRUSH NUMCELS/N Function: This command creates an animbrush of "n" cels (frames) that morphs from the current custom brush to the spare custom brush. NUMCELS This keyword specifies how many cels you wish your morphing animbrush to be Stretch/Shrink Brush Format: STRETCHBRUSH X/N, Y/N Function: This command puts the user in brush stretch/shrink mode. You can option ally also specify, x and y offsets. Size Brush in Half Format: HALFBRUSH Function: This command shrinks the current brush to half its current height and width Double Brush Size Format: DOUBLEBRUSH Function: This command stretches the current brush to double its current height and width. Double Brush Width Format: DOUBLEBRUSHX Function: This command stretches the current brush to double its current width (x axis). Double Brush Height Format: DOUBLEBRUSHY Function: This command stretches the current brush to double its current height (yd axis). Flip Brush Horizontally (X) Format: FLIPBRUSHX Function: This command flips the current custom brush on its horizontal (x) axis Flip Brush Vertically (Y) Format: FLIPBRUSHY Function: This command flips the current custom brush on its vertical (y) axis Outline Brush Format: OUTLINEBRUSH Function: This command outlines the current custom brush with a single pixel using the current foreground colour as the outline. Trim Brush Outline Format: TRIMBRUSH Function: This command trims or strips away a one pixel outline from the current custom brush Rotate Brush 90 Degrees Format: ROTATEBRUSH90 Function: This command rotates the current custom brush 90 degrees clockwise Rotate Brush Any Angle Format: ROTATEBRUSHANYANGLE Function: This command sets the current custom brush to an interactive mode that allows the rotation of the brush to any angle Shear Brush Distortion Format: SHEARBRUSH Function: This command sets the current custom brush to an interactive mode that allows a controlled horizontal distortion of the brush. The top part of the brush is anchored and the distortion takes place by moving the mouse either to the left or the right of the current brush position Bend Brush Distortion Format: BENDBRUSHX Function: This command sets the current custom brush to an interactive mode that allows the bending of the brush to a horizontal direction (x). Moving the mouse either left or right determines the amount of bend. Format: BENDBRUSHY Function: This command sets the current custom brush to an interactive mode that allows the bending of the brush in a vertical direction (y). Moving the mouse either up or down determines the amount of bend. Rotate Brush Handle Format: ROTATEHANDLE Function: This command changes the brush handle from its current offset and rotates clockwise and back to centre. The default brush handle position is centre. Multiple invocations of the command rotates the handle to lower right, lower left, upper left, upper right, and back to centre respectively. Place Brush Handle Format: PLACEHANDLE OFFSETX/N, OFFSETY/N Function: This command changes the handle of the current brush to a user specified custom x and y offset. The coordinate system used is Deluxe Paint's internal system. 0,0 is the current location of the handle. A positive x and y direc tion will offset the brush's handle to the right (x) and below (y) the current location. If a negative number is to be used, both numbers must be enclosed in quotation marks; this avoids ARexx arithmetic conversion errors. Examples: PLACEHANDLE OFFSETX 100 OFFSETY 100 PLACEHANDLE 0 100 PLACEHANDLE "-100 -100" Solid Body Brush Mode Format: SOLIDBODY OFF/S, ON/S, TOGGLE/S Function: This command sets the state of transparency for a custom brush's body from transparent (default) to solid. Frame Only Brush Mode Format: FRAMEONLY OFF/S, ON/S, TOGGLE/S Function: This command sets the state of the "Frame Only" custom brush mode. When on, this mode only displays a wire frame of the brush's mask. This mode offers improved speed and placement accuracy especially for odd shaped brushes Free Brush From Memory Format: FREEBRUSH Function: This command frees memory of any custom brush in memory including the spare brush Mode Menu Matte Mode NOTE: For further information on the function of each of the following colour modes please consult the Reference section of the manual. Format: MATTE Function: This command puts the program into MATTE mode. Colour Mode Format: COLOR Function: This command puts the program into COLOUR mode Replace Mode Format: REPLACE Function: This command puts the program into REPLACE mode. Smear Mode Format: SMEAR Function: This command puts the program into SMEAR mode Shade Mode Format: SHADE Function: This command puts the program into SHADE mode. This mode requires that an active cycle range be in use. Blend Mode Format: BLEND Function: This command puts the program into BLEND mode Cycle Mode Format: CYCLE Function: This command puts the program into CYCLE mode. This mode requires that an active cycle range be in use. Smooth Mode Format: SMOOTH Function: This command puts the program into SMOOTH mode Mix Mode Format: MIX Function: This command puts the program into MIX mode HBrite Mode Format: HBRITE Function: This command puts the program into HBRITE mode. This mode requires that the program be in a Halfbrite resolution to be active RubThru Format: RUBTHRU Function: This command puts the program into RUBTHRU mode. This mode requires a spare page to be active. Anim Menu Load Animation Format: LOADANIM FILE, CHGTOFMT/S, KEEPFMT/S, SHOW/S, NOSHOW/S, APPEND/S, NOAPPEND/S Function: This command loads IFF ANIM files using the ASL (Amiga Standard Libraries) Load requester. Path, filename, and screen format changing can also be optionally specified. FILE This keyword specifies that a path and filename are to follow. It is recom mended that paths and filenames be enclosed in quotes. CHGTOFMT This switch tells the program that you wish to change the current screen format and palette depth to that of the anim that is to be loaded eND oF pART fOUR