SUPERDRAW - 16k Graphic design aid moving cursor - large alphabet slide show - colour - high res audio commentary Ł5 incl. VIDEO SOFTWARE LIMITED Stone Lane Kinver, Stourbridge, W. Mids DY7 6EQ Tel Kinver (038483) 2462 LIST OF CONTENTS 1. INTRODUCTION 2. GETTING STARTED 3. USING THE SYSTEM 4. DRAWING A PICTURE 5. UTILITY OPTIONS 6. GETTING OUT OF TROUBLE 7. THE "SLIDE-SHOW" Copyright Notice 1982 by Video Software Ltd. All rights reserved by Video Software Ltd. No part of this manual may be used, reproduced or transmitted in any manner whatsoever or by any means whatsoever without the express permission in writing of Video Software Ltd. 1. INTRODUCTION SUPERDRAW 16 enables the user to create pictures on the TV screen using all the available graphics facilities of the ZX Spectrum. In addition a 'large alphabet' option has been added to the basic repertoire. The entire 22 line display area can be used. Pictures can be saved on cassette and printed on the ZX printer. 1.1. APPLICATIONS SUPERDRAW 16 is ideal for producing mock-ups of screen lay-outs to be used in other computer programs. Any effect can be achieved which is within the scope of the ZX Spectrum. It may also be used for a serious attempt at computer aided graphic art. SUPERDRAW 16 may also be used as a teaching aid. A series of illustrations can be loaded one after another from cassette either by name or automatically in a pre-recorded sequence. 1.2. HARDWARE SUPERDRAW 16 needs a ZX Spectrum with 16K RAM. ZX printer is useful but not essential. 1.3. HOW IT WORKS. SUPERDRAW 16 may be used at two levels which may be freely mixed in a completed picture. In low resolution mode operation is by character blocks. In high resolution mode operation is by individual pixel. In both cases a user controlled flashing cursor is used to indicate position on the screen. The cursor may be stepped in any of eight directions to the desired position. A wide range of extra functions may then be activated. The program is written entirely in BASIC but execution speed is nevertheless quite respectable. The use of BASIC should enable the user to develop his own variations of some of the functions or even to add additional functions. The cassette supplied contains the SUPERDRAW 16 program which is recorded twice together with an extra copy of the large alphabet and a series of demonstration pictures. On the reverse of the cassette is an audio commentary which supplements this manual. 2. GETTING STARTED Loading the program should present no problems on the ZX Spectrum. The program is recorded twice under the name "superdraw". Connect the recorder as instructed in your Spectrum instruction manual and type LOAD "superdraw". Successful loading is indicated by the appearance on the screen of the SUPERDRAW16 menu. Also recorded on your cassette is a copy of the large alphabet graphics under the name "alphabet". This is useful if for any reason you have to restart SUPERDRAW16 using the RUN command which destroys the copy built into the program itself. A series of sample pictures is also recorded on your cassette and may be viewed using the automatic viewing option or may be called in individually by name. These pictures illustrate the capabilities of SUPERDRAW16. SUPERDRAW16 MENU OF OPTIONS 1. Draw a new picture. 2. Load a named picture. 3. Load the next picture. 4. Load pictures in sequence. 5. Make large alphabet 6. Save large alphabet. 7. Load large alphabet. If you are impatient to see something happening turn the cassette over and listen to the audio commentary. Follow the instructions for an immediate demonstration of some of the capabilities of SUPERDRAW16. WARNING SUPERDRAW16 makes extensive use of the INKEY$ function. It has been found that this function does not allow the shift lock to be unlocked again. As most of the SUPERDRAW16 control keys assume the lower case versions of the characters this can be awkward. An escape from this situation is described in the next section under control code 'P'. 3. USING THE SYSTEM Having seen the demonstration you will wish to explore for yourself the potential of SUPERDRAW16. The major functions of SUPERDRAW16 are selected directly from the main menu. Each of these main options is described briefly below. The "Draw a picture" option is then fully described in chapter four and the remaining options are described in chapter five. 3.1. DRAW A NEW PICTURE This starts with a blank screen and allows you to create a complete picture. The only escape is via a 'save the picture on cassette' procedure which after copying the picture to cassette returns to the main menu. 3.2. LOAD A NAMED PCITURE A picture recorded on cassette is loaded by name and displayed. The picture may then be amended and saved again. 3.3. LOAD THE NEXT PICTURE Similar to loading a named picture but simply loads the next available picture on the cassette. The picture may again be amended and saved. 3.4. LOAD PICTURES IN SEQUENCE Allows a succession of pictures to be loaded from cassette and viewed. Each picture is held for a period of time nominated by the user before the next picture is loaded. 3.5. MAKE LARGE ALPHABET Allows the large alphabet to be set up or amended. 3.6. SAVE LARGE ALPHABET Saves the large alphabet graphics on cassette under the name "alphabet". 3.7. LOAD LARGE ALPHABET Loads the large alphabet graphics from cassette using the name "alphabet". 4. DRAWING A PICTURE 4.1. CONTROL KEYS When a picture is being drawn most of the keys on the keyboard operate as control keys to invoke the various functions. These keys are always used in unshifted form to ensure simplicity of operation. There are two exceptions to this rule. Capital letter 'B' changes the border colour. Capital letter 'P' is treated as equivalent to small letter 'p' for reasons which are dealt with later. Where possible the keys are related in some way to the function which they perform, e.g. key 'x' which is also labelled 'INK' is the key used to change the ink colour. A list of keys and the function performed is shown opposite. The functions are described overleaf in more detail. The top righthand corner of the screen is used to show the current control status. Key Title Function 1 Move cursor (NW) 2 Move cursor (NE) 3 Move cursor (SE) 4 Move cursor (SW) 5 Move cursor (W) 6 Move cursor (S) 7 Move cursor (N) 8 Move cursor (E) 9 Graphics Set draw mode O Delete Set rub-out mode B Bright Switch brightness B* Border Change border colour C Paper Change paper colour F - Fix point H Circle Draw a circle I In Fill with ink colour J - Switch colour mode L Attr Low resolution mode N Over Set non-destruct mode O Out Fill with paper colour P Print Print a string of text Q Plot High resolution mode S Save Save the picture T - Print large letters V Flash Change flash mode W Draw Draw a straight line X Ink Change ink colour Z Copy Copy picture to ZX printer. * indicates capital B. i.e. use caps shift. 4.2. CURSOR MOVEMENT KEYS (1 to 8) These move the cursor in the direction indicated in the summary table. In low resolution mode the cursor moves one whole character position. In high resolution mode the cursor moves one pixel at a time. 4.3. HIGH RES CONTROLS (9,0,N) Key '9' (Graphics) puts the high resolution cursor into draw mode. Key '0' (Delete) puts the high resolution cursor into rub-out mode. Key 'N' puts the high resolution cursor into nondestructive mode. 4.4. HIGH RES FUNCTIONS (F,H,W) Key 'F' (fix point) defines one of the points used by the circle or draw commands. Once a point has been fixed it remains so until another point is fixed. Key 'H' (circle) draws a circle using a previously fixed point as its centre and the current cursor position to define the radius. If the circle fits the picture it is drawn rapidly using the Sinclair BASIC circle command. If it falls outside the picture at any point a much slower plotting function is used. Key 'W' (draw) draws a line from the current cursor position to a previously fixed point. 4.5. COLOUR CONTROLS (B,C,V,X) Key 'B' (lower case 'b') changes brightness level and operates as an on/off switch. Key 'B' (capital 'B') changes border colour to be same as paper colour. Key 'C' changes paper colour. After pressing key 'C' the user is asked to type a colour code in the range 0 - 7. Key 'X' changes ink colour. After pressing key 'X' the user is asked to type a colour code in the range 0 - 7. Key 'V' changes from flash to non-flash or vice versa and functions as an on/off switch. 4.6. LOW-RES MODE (L) Key 'L' terminates high-res mode and starts low-res mode. Many other keys also have the same effect. 4.7. HIGH-RES MODE (Q) Key 'Q' enters high-res mode. 4.8. RUB-OUT KEYS (I and O) Key 'I' fills characters with ink colour as cursor moves over them. Key 'O' fills characters with paper colour as cursor moves over them. 4.9. COLOUR MODE SWITCH (J) Key 'J' is an on/off switch. When 'off' the cursor is transparent and does not change the colour of the characters it moves over. When 'on' the characters touched by the cursor are changed to the current attributes as shown in the top right hand corner of the picture. 4.10. TEXT (P,T) Key 'P' allows normal text or graphics to be typed and included in the picture. Key 'T' does the same but converts text to large letters. Note: When using these options you may inadvertently leave capitals shift locked on and find that control keys do not work. If so press 'P' to, return to print mode, unlock the caps lock, then type ENTER. 4.11. COPY TO PRINTER (Z) Key 'Z' immediately prints a copy of the picture to the printer and then resumes normal operation. 4.12. SAVE THE PICTURE (S) Key 'S' is the only way to escape from the draw a picture routine. This ensures that pictures are not unintentionally destroyed. The user is asked for a title and the picture is saved on cassette. The user may then return to the picture or to the main menu. 5. UTILITY OPTIONS Options 2 to 7 which may be selected from the main menu perform a variety of utility functions which are described below:- 5.1. GETTING BACK TO THE MENU The only way to get back to the menu after drawing a picture is to use key 'S' which saves the picture on cassette. If for any reason you do not wish to save your picture you will still have to go through the motions. Just do not switch on the recorder. 5.2. LOAD A NAMED PICTURE The Spectrum asks you for the name of the picture you wish to load. You should ensure the recorder is connected and ready to play the cassette containing the picture. Type the name, start the recorder, press ENTER. The picture is found and loaded. You should see the new picture gradually replace the old. The Spectrum then asks if you wish to alter the picture. Type 'y' to enter the draw picture routine. Any other entry returns to the menu. 5.3. LOAD THE NEXT PICTURE This is similar to the previous option except the Spectrum does not ask for the name of the picture. Before selecting this option make sure your recorder is connected and the cassette is ready to play. The procedure is then the same as for a named picture. 5.4. LOAD PICTURES IN SEQUENCE This option works like a slide projector. A series of pictures previously recorded on a cassette are loaded and displayed one after the other. To avoid having to turn the recorder on and off you should leave gaps of blank tape between pictures. After selecting this option the Spectrum will ask you two questions: "How many pictures?" "Time interval (secs):" In reply to the first question type the number of pictures which you wish to display. In reply to the second question type the number of seconds which each picture is to be displayed before the next is loaded. 5.5. MAKE LARGE ALPHABET There is a large alphabet built into the program supplied. Each letter occupies a grid of six character positions (2 x 3) and is made up of standard Sinclair characters. Option 5 allows you to replace the standard set with an improved set of your own design, perhaps using your own graphics codes. However, you must keep to the 2 x 3 grid format. The range of letters is from 'zero' (ASCii code 48) to lower case 'z' (ASCii code 122). After you have selected option 5 the Spectrum asks you which letter you wish to change. The existing large character is then displayed. You are invited to type in three lines, each consisting of a pair of symbols, to make up the replacement large character. You will see the new large character build up as you type in the three pairs of symbols. When the three pairs of symbols have been typed and the new large character is complete the Spectrum asks "Is that correct (y/n)?". Type "n" if you wish to have another attempt. Any other entry stores your new character in the large alphabet and the Spectrum asks "All finished (y/n)?" Type "y" to return to the menu. Any other entry takes you back for the next letter. 5.6. SAVE LARGE ALPHABET This option saves a copy of the large alphabet on cassette using the name "alphabet". Before selecting this option ensure that the recorder is connected and contains a blank cassette. 5.7. LOAD LARGE ALPHABET This option may be used to load an alternative large alphabet or to restore the standard alphabet. This can be useful if you have used the 'RUN' command and wiped out the alphabet which is built into the program. Before selecting this option ensure that the recorder is connected and contains a cassette with an alphabet recorded on it. 6. GETTING OUT OF TROUBLE Every effort has been made to ensure that the program is crash proof but experience suggests that some users may find a way. If so please let us know so that we can make any necessary corrections. However, should you manage to either break into the program listing or encounter a BASIC error code you will need to know what to do next. There are three possibilities. a) Type RUN ENTER. This certainly gets the program going again but loses the picture which you may have been working on and also loses the large alphabet. Not recommended. b) Type GO TO control ENTER. This returns you to the main menu and loses any picture you may have been working on. c) Type GO TO save ENTER. This allows you to save the current picture on cassette before giving you the option to resume working on it or returning to the main menu. 7. THE "SLIDE-SHOW" The cassette supplied to you contains twelve pictures. These follow the two copies of the program and the copy of the large alphabet. These pictures illustrate some ways in which SUPERDRAW16 can be used. To view them all use the 'slide-show' option. There are nine pictures and there is approximately a 30 second gap on the tape between pictures. To load them individually by name refer to the-following list:- Title Description "lowres" Low resolution map of Southern England. "complete" High resolution map of Southern England. "flashtown" Southern England plus names of towns. "videologo" Video Software Ltd. logo. "price" Advert for SUPERDRAW16. "bike" Picture of a bicycle. "features" Another advert for SUPERDRAW16. "spectrum" Abstract design based on Spectrum. "video" Another abstract design based on Spectrum.