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These tests use a variety of sample code (with some of the larger files removed, so they are not complete!) and verifies that they all compile successfully.
671 lines
30 KiB
Text
671 lines
30 KiB
Text
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I, Chris Chadwick, first released PIXELplus 256 as shareware back in 1995.
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It's likely that you have never heard of it before as at the time I was
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not on the Internet, and so could only distribute it through a shareware
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library, here in the UK.
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"Why not try and sell it now, using the Internet?", you maybe asking.
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Well, I'm (now) not sure there would be a big enough market for such a
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product, although maybe I'm wrong. I've seen several other *similar*
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products available FREE on the Internet <sound of a sinking heart!>,
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so there would be little point, I think, charging for mine! Besides,
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I myself use several FREEWARE products from other authors, which I
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find *very* useful, so I figure, why not try and give something back? :)
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Since getting on the Internet I have noticed there is still a large
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interest in programming with QBASIC, QuickBASIC etc., and have read
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several newsgroup postings asking how bitmapped graphics can be
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implemented into peoples programs. I, therefore, have decided to
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release PIXELplus 256 as FREEWARE in the hope that some/many people find a
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use for this application, which took me a very long time to develop
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(two years, during which time it had many changes and tweaks!).
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***** PIXELplus 256 is now FREEWARE, as of 9th October, 1997 *****
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You are free to use and distribute it in any way you see fit, on the
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condition NO CHARGE is made for any part of the entire PIXELplus 256 package.
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Also, please DO NOT try to pass off anything (including the example graphics
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provided) contained in the PIXELplus 256 package as your own work (as if
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you would ;) . Please give credit where it's due: a simple mention in your
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programs would be nice. I would also like to know what you think of
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PIXELplus 256; to know someone is making use of something that took *MUCH*
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effort to produce would be great! Send me a short e-mail, if you can find
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the time, to:
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chris.chadwick@dial.pipex.com or xjk18@dial.pipex.com
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NOTE: please study the code in USERSUBS.BAS in order to find out how
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to use the routines contained within it. All this information (and alot
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more in 200 pages!) is contained within the PIXELplus 256 Users Manual,
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which I sent to registered users. Unfortunately, there is no 'electronic'
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version of this manual, so I can not include it as part of the FREEWARE
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PIXELplus256 package - perhaps someone would like to type one up into a
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*useable* text document!?.
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However, I do still have *a few* manuals (which I also wrote and produced,
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taking even MORE time) left over. If you feel you would like one (first
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come, first served!), send me an e-mail, BUT I will have to make a charge
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for them to cover costs etc. the amount being dependent on where you live,
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for shipping reasons.
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Disclaimer: You use PIXELplus 256 at your own risk. I, Chris Chadwick,
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will take NO responsibility for any damage or loss of data etc. that
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may be incurred by installing/using this software. As FREEWARE, I offer
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no liability to provide maintenace of the software or technical support.
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NOTE: Although PIXELplus 256 is FREEWARE, I still hold the copyright on
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the ENTIRE PIXELplus 256 package, and I DO NOT relinquish this copyright.
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I have simply decided to allow anyone to use the package, for no charge.
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The following document was provided with the shareware version
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of PIXELplus 256 to show how to get PIXELplus 256 graphics into peoples
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programs etc...
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-----------------------------------------------------------------------------
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*** PIXELplus 256 User Information ***
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PIXELplus 256 - Shareware version 1.0
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Copyright (C)1995 Chris Chadwick (Somerset, England)
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All rights reserved.
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----------
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CONTENTS
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----------
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1) Overview
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2) PIXELplus 256 Features
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3) System Requirements
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4) Files and Directories
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5) PIXELplus 256 File Formats
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6) Starting PIXELplus 256
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7) Considerations for User's with Slower Machines
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8) Setup Configuration Files
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9) Working in BASIC
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- Using DATA Files
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- User Subroutines
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- Adding the User Subroutines to Your Own BASIC Programs
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- Adding the User Subroutines to Existing QuickBASIC &
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VB for MS-DOS Programs
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- Adding the User Subroutines to Existing QBASIC Programs
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- Initializing and Using Images, Palettes and Screen Designs
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- Using Image Array Index Listings
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10) Registering PIXELplus 256 (removed for FREEWARE version)
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--------------
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1 - Overview
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--------------
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Although the BASIC programming language provides a way of
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displaying bitmapped images via the PUT(graphics) statement,
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the only way to actually design such images was by first using
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simple graphics commands (LINE, PAINT, CIRCLE etc.), and then
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using the GET(graphics) statement. PIXELplus 256 was produced
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to solve this problem, allowing the easy (and fun) creation of
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256 colour bitmapped graphics, specifically designed for use with
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the PUT(graphics) statement.
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PIXELplus 256 is a boon for any BASIC programmer who wants
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to add colourful, bitmapped graphics to their own programs.
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Using the advanced Image Editor, create sprites, icons,
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character sets, animations or any other type of image you
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require. The Screen Designer makes it easy to compose screen
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layouts - game levels, title screens etc. - using images
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created with the Image Editor.
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Finished images and screen designs can be displayed in your
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own programs that use BASIC screen mode 13 - the popular
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320x200, 256 colour VGA graphics mode. A set of BASIC user
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subroutines (USERSUBS.BAS) are also provided, making it easy
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to incorporate PIXELplus 256 images, palettes and screen designs
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into your own programs. BASIC's own PUT(graphics) statement is
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used to display images, eliminating the need for non-BASIC library
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routines. This makes it possible to use PIXELplus 256 images with
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BASIC interpreters, such as QBASIC.
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----------------------------
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2 - PIXELplus 256 Features
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----------------------------
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PIXELplus 256 supports many powerful features:
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<20> Full mouse control with the easy-to-use Graphical User
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Interface.
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<20> 18 Flexible Drawing Tools:
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Scissors, Paste Brush, Special Effects Brush, Flood Fill,
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Tile Fill, Gradient Fill, Paintbrush, Pixel Pointer,
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Air Brush, Eraser, Circle/Ellipse, Filled Circle/Ellipse,
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Gradient Circle/Ellipse, Box, Filled Box, Gradient Box,
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Line, Curve. Plus Colour Sampler (always available).
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<20> 14 Special Effects:
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BRIGHT, DARK, TINT, FUR, MIX, SOFT, UNZAG, HOLLOW, TILE,
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XOR, GREY, SWEEP, SWAP, EDGE
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<20> Multiple Zoom Levels: Great for doing detailed, close-up
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work. All Drawing Tools work at all zoom levels, too!
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<20> Palette Tools: Giving full control over the colour palette.
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Alter individual colours, create colour gradients etc.
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<20> Integrated Animation Tester: Now you can check images
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animate properly, while you're designing them.
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<20> User-defined Gradient Styles: Design your own gradient styles
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to use with tools that use a colour gradient.
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<20> Screen Designer: Makes composing screen layouts easy!
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Now there's no need to work out the actual screen
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coordinates where you want images displayed in your own
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programs.
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-------------------------
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3 - System Requirements
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-------------------------
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To ensure PIXELplus 256 runs correctly, your computer should
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conform to the following specifications:
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<20> IBM or compatible PC. 386 or better recommended.
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<20> 512K free conventional memory.
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<20> VGA graphics card and colour monitor.
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<20> Hard disk.
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<20> Microsoft compatible mouse with up-to-date driver.
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---------------------------
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4 - Files and Directories
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---------------------------
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Having installed PIXELplus 256 onto your hard disk, you will
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notice that five subdirectories have been created within
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the main PP256 directory. They are used to help keep the various
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files created by PIXELplus 256 organized. The five
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subdirectories and their usage is detailed below:
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Subdirectory Usage
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------------ -----
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IMAGES Contains all image files created with the
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Image Editor, including:
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<20> Standard format image files which will
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usually have the default .PUT file name
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extension.
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<20> Image files that have been saved as DATA in
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ASCII text format which will usually have the
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default .BAS file name extension.
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PALETTES Holds all colour palette files. Files with
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a .APF (Associated Palette File) file name
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extension are palettes that belong to the
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specific image files of the same base name
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(e.g. SPRITES.APF would hold the palette for
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the images in file SPRITES.PUT). Palette
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files available for general use are also
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stored here and will usually have the
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default .PAL file name extension.
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SCREENS Contains all screen design files created
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with the Screen Designer, including:
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<20> Standard format screen design files which
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will usually have the default .DES file
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name extension.
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<20> Screen design files that have been saved as DATA
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in ASCII text format which will usually have the
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default .BAS file name extension.
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<20> Screen design files that have been saved in memory
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image (screen snapshot) format which will usually
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have the default .IMG file name extension.
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GRADS Holds all the Image Editor gradient style
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files which will include 32 standard styles
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plus any user-defined styles. Note that
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gradient style files should not be renamed
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or deleted from DOS - unwanted user-defined
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gradient styles can be removed from within
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the Image Editor itself, while files with
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extensions from .000 to .031 are required
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for PIXELplus 256 to start.
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CLIPS Contains all the Image Editor Clipboard files
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which will usually have the default .CLP file
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name extension.
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Note: Do not rename or delete any of the above subdirectories
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otherwise PIXELplus 256 will not start.
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--------------------------------
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5 - PIXELplus 256 File Formats
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--------------------------------
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PIXELplus 256 produces image, palette and screen design files in
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various formats. To help clarify the use of these files in your own
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BASIC programs, the following table details the format of each file
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type produced.
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Default Subdirectory See
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File Type Extension Stored In File Format Note
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------------- --------- ------------ ---------------------------- ----
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Image .PUT IMAGES BLOAD (7 byte header + data) -
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Image+Palette .BAS IMAGES ASCII (BASIC source code) 1
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Palette .APF PALETTES Binary 2
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Palette .PAL PALETTES Binary -
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Screen Design .DES SCREENS BLOAD (7 byte header + data) -
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Screen Design .BAS SCREENS ASCII (BASIC source code) -
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Screen Design .IMG SCREENS BLOAD (7 byte header + data) 3
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Notes:
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1) Image files that have been saved as BASIC DATA statements will
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only include a further set of DATA statements for the associated
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palette if the images use a non-standard palette.
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2) .APF is a special palette file name extension used by PIXELplus 256
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to associate palette files to particular image files.
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3) Screen designs that have been saved in this format are simply screen
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image snapshot files and don't contain individual screen design item data.
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Note also that the Image Editor Clipboard files - stored in the CLIPS
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subdirectory - are the same as standard (.PUT) images files except
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that they only ever contain a single image.
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----------------------------
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6 - Starting PIXELplus 256
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----------------------------
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First, make sure you're in the PIXELplus 256 main directory
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by typing CD \PP256 followed by ENTER. If you installed
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PIXELplus 256 to a different directory, simply substitute
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\PP256 with the name of that directory.
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Note that the Image Editor/Animation Tester and Screen Designer
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are two separate programs (PP.EXE and SD.EXE respectively).
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This makes it possible to start either program directly from
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the DOS prompt, in addition to being able to invoke the Screen
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Designer from within the Image Editor and vice versa.
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The following table details how to start PIXELplus 256 from
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the DOS prompt:
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Enter this: To do this:
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----------- -----------
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PP Start the PIXELplus 256 Image Editor.
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PP ImageFileName Start the Image Editor and open the
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image file specified by "ImageFileName".
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This must be an existing image file
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that resides in the IMAGES subdirectory.
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If you don't specify an extension in
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"ImageFileName" then the default for
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image files (.PUT) is assumed.
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SD Start the Screen Designer. Once loaded,
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you will be asked to specify an image
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file to use with the Screen Designer.
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SD ImageFileName Start the Screen Designer and load the
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image file specified by "ImageFileName".
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This must be an existing image file
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that resides in the IMAGES subdirectory.
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If you don't specify an extension in
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"ImageFileName" then the default for
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image files (.PUT) is assumed.
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DEMO Run the demonstration program - just a
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small example of what can be achieved
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using PIXELplus 256. The image files
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used by this demo are stored in the
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IMAGES subdirectory and have a .DEM
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file name extension - you can open and
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view them from within the Image Editor.
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However, renaming, deleting or significantly
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altering any of these files will stop
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the demo from running properly.
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----------------------------------------------------
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7 - Considerations for User's with Slower Machines
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----------------------------------------------------
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User's running PIXELplus 256 on slower machines (386SX or
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below) should note the following points and tips on
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improving performance:
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<20> Turn off the "Preview image" option when using the File/Load Clipboard...
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command in the Image Editor. This will sometimes enable
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you to select a file from the list box more quickly.
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<20> Change the Drawing Tool view to outline mode. Do this by
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pressing SPACE, while pointing on the Edit Grid.
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<20> When playing animations in the Animation Tester, the
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frame update is synchronized with the monitor in order
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to achieve smooth, flicker-free animation. However, in
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certain situations, flicker may occur or the animation
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may only be partially displayed, or even not visible at
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all. This is because your computer can't update each frame
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of the animation quickly enough to keep up with the monitor
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synchronization. Such problems will only usually occur if
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you are animating large images at high speed. Increasing
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the "Delay" or reducing the size of images will usually help
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alleviate any problems.
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<20> Some internal operations may take a short time to complete,
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such as doing a large gradient fill. During this time, you
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may mistakenly think your computer has locked-up. In such
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cases, keep an eye on the Status Bar for messages telling
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you what's happening.
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-------------------------------
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8 - Setup Configuration Files
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-------------------------------
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Both the Image Editor and the Screen Designer maintain a small
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configuration setup file (PP256_ED.SET and PP256_SD.SET
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respectively). This ensures certain features of PIXELplus 256
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are kept at their latest setting, and are not reset to a
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default every time you start PIXELplus 256. Information held
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in these files includes Drawing Tool set up status, View menu
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option settings and the various special effect, Air Brush and
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brush strength values (used by Paintbrush, Line, Box etc.).
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The latest Image Editor Clipboard image is also maintained in
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a file called CLIPBRD.CLP.
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Tip: If you want to reset the Image Editor or the Screen Designer
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to their default settings, simply delete the appropriate setup
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file from the DOS prompt before starting PIXELplus 256.
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----------------------
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9 - Working in BASIC
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----------------------
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First of all, it should be noted that PIXELplus 256 produces files
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specifically compatible for use with the more recent versions of
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Microsoft BASIC: QBASIC, QuickBASIC and Visual BASIC for MS-DOS. Most
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people will at least have QBASIC as this comes as part of the more
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recent versions of MS-DOS. Also, the supplied user subroutine file,
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USERSUBS.BAS (discussed later in this section), was written to be directly
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compatible with QBASIC, QuickBASIC and Visual BASIC for MS-DOS - all
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discussions in this section assume you will be working with one of these
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versions of BASIC.
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While all PIXELplus 256 files should be compatible with other dialects
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of BASIC, you may need to manually add line numbers to files created with
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the File/Save as DATA... command, as well as making other minor alterations
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to USERSUBS.BAS. Even so, some older dialects of BASIC will not be compatible
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for the simple reason that they do not provide access to VGA screen modes.
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This section contains all the information you need to incorporate and use
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images, palettes and screen designs in your own programs. If you are unsure
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about the use of any BASIC statements or concepts used in this section,
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consult your BASIC manual or your BASIC's online Help for an explanation.
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Using DATA Files
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----------------
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Images and screen designs that have been saved as DATA need to
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be incorporated into the module-level code of your program
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before they can be used. The following list details several ways
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this can be achieved when using QuickBASIC or Visual BASIC for
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MS-DOS. QBASIC users may only use option 3:
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1) Use the $INCLUDE metacommand to have the required file included
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into the module-level code of your program.
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2) Load/Add the file to your program, then select and copy the
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required DATA statements. Next, paste the DATA statements at
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the desired position in the module-level code. Once this is
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done, unload the DATA file from your program.
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3) Load the file on it's own, then select and copy the required
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DATA statements. Next, open your program and paste the DATA
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statements at the desired position in the module-level code.
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Note: There is a limit to the number of DATA items you can have in
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the module-level code of your program. If you are using large
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image/screen design files, you may have to initialize them from
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the actual files (.PUT/.DES) themselves, instead of from DATA
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statements. Details of this are given later in this section.
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User Subroutines
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----------------
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The file USERSUBS.BAS is provided as part of PIXELplus 256 and
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contains ready-written subroutines that allow images, palettes and
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screen designs to be incorporated into your own programs.
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Adding the User Subroutines to Your Own BASIC Programs
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------------------------------------------------------
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Before you can use the user subroutines, you need to make them part of
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any program that you want to use them in. The easiest way to do this
|
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is when you are starting a new program from scratch, as you can
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simply load USERSUBS.BAS and then continue building your program
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in the usual way. When doing so, remember to save your program under a
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new name otherwise you might accidentally overwrite the original USERSUBS.BAS
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file - in fact, it's probably a good idea to make a working copy of
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USERSUBS.BAS in the directory you use when working in BASIC.
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The way you can incorporate the user subroutines into your existing programs
|
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depends on which version of BASIC you are working in:
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Adding the User Subroutines to Existing QuickBASIC & VB for MS-DOS Programs
|
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---------------------------------------------------------------------------
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Incorporating the user subroutines into your existing QuickBASIC
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and Visual BASIC for MS-DOS programs can be achieved easily as both
|
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these versions of BASIC allow USERSUBS.BAS to be added directly to the
|
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currently loaded program: in QuickBASIC, choose File/Load File...; in
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Visual BASIC for MS-DOS, choose File/Add File... Doing so will add
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USERSUBS.BAS as a separate module in your program. If necessary, you can
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move the routines to different program modules in the usual way.
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Adding the User Subroutines to Existing QBASIC Programs
|
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-------------------------------------------------------
|
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Adding the user subroutines to your existing QBASIC programs is a little
|
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more complicated as QBASIC doesn't provide a way of directly adding
|
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two program files together. However, the user subroutines can be
|
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copied from USERSUBS.BAS - one at a time - and then pasted into your own
|
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program code by following the procedure below:
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1) In QBASIC, open USERSUBS.BAS and move to a subroutine that you
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want to use in your own program.
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2) Select the entire routine code (from DEFINT A-Z to END SUB) and
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choose Edit/Copy.
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3) Open your program.
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4) Create a new (dummy) subroutine by selecting Edit/New SUB... and give
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it a meaningless name such as "xxx".
|
||
5) Select the entire new routine code, then choose Edit/Paste. This will
|
||
automatically replace the newly created subroutine with the one
|
||
copied from USERSUBS.BAS.
|
||
|
||
Repeat all the above steps for every user subroutine you want to use in
|
||
your own program.
|
||
|
||
Note: Remember to copy the DesignType definition across if you are
|
||
going to use the screen design routines.
|
||
|
||
Initializing and Using Images, Palettes and Screen Designs
|
||
----------------------------------------------------------
|
||
Before you can use images, palettes and screen designs in your
|
||
own programs, the relevant data must be placed into arrays of an
|
||
appropriate data type - integer arrays for images, long integer
|
||
arrays for palettes and DesignType arrays for screen designs.
|
||
USERSUBS.BAS contains three subroutines to initialize arrays with
|
||
images, palettes and screen designs:
|
||
|
||
SUB InitImageData (FileName$, ImageArray%())
|
||
SUB InitPaletteData (FileName$, PaletteArray&())
|
||
SUB InitDesignData (FileName$, DesignArray() AS DesignType)
|
||
|
||
All three subroutines require two parameters: the first, FileName$,
|
||
is the name of file to be loaded into the array - this must include
|
||
the path to the file if it does not reside in the current directory.
|
||
Alternatively, using an empty string ("") as the FileName$ parameter
|
||
will cause the required data to be read from module-level DATA statements.
|
||
|
||
The second parameter is an array of an appropriate data type. This array
|
||
must be initially created at module-level so that it can be passed to
|
||
the appropriate routine where it is set to the correct size and filled
|
||
with the required data. Consider the example module-level code below:
|
||
|
||
SCREEN 13
|
||
|
||
REDIM DemoImages%(1 TO 1)
|
||
CALL InitImageData("C:\PP256\IMAGES\DEMO.PUT", DemoImages%())
|
||
|
||
REDIM DemoPalette&(1 TO 1)
|
||
CALL InitPaletteData("C:\PP256\PALETTES\DEMO.APF", DemoPalette&())
|
||
|
||
REDIM DemoDesign(1 TO 1) AS DesignType
|
||
RESTORE DesignData
|
||
CALL InitDesignData("", DemoDesign())
|
||
|
||
Note: The initial SCREEN 13 statement selects the 320x200, 256 colour
|
||
VGA graphics mode. This is essential as PIXELplus 256 images, palettes
|
||
and screen designs can only be used when in this screen mode.
|
||
|
||
REDIM is used to ensure the created arrays are dynamic; REDIM SHARED
|
||
can be used instead if you want all other subroutines and functions in
|
||
your program to have access to the arrays. Alternatively, you can use
|
||
the SHARED statement in any subroutines/functions that you want to
|
||
have access to specific arrays.
|
||
|
||
Notice that the example code above shows how to initialize a screen design
|
||
array from module-level DATA statements (not shown) as opposed to
|
||
loading data directly from file. The RESTORE statement preceding
|
||
the CALL to InitDesignData ensures the correct DATA statements are
|
||
read; of course, the actual DATA statements must have previously
|
||
been incorporated into the program by using one of the methods detailed
|
||
in the above section, "Using DATA Files".
|
||
|
||
Continuing on from the above example, the next thing to do is change
|
||
the current colour palette to the one now held in the DemoPalette&
|
||
array - the associated colour palette needed to display the images held in
|
||
the DemoImages% array. This is achieved by using the following statement:
|
||
|
||
PALETTE USING DemoPalette&
|
||
|
||
Now that the required colour palette is being used, we can display any
|
||
of the images held in the DemoImages% array - let's say it contains ten
|
||
images - by using the PUT(graphics) statement. For example:
|
||
|
||
PUT (0, 0), DemoImages%(1), PSET
|
||
|
||
This displays the first image held in the DemoImages% array - the
|
||
first image in any image array always starts at subscript 1. However,
|
||
displaying any of the other nine images presents a problem as we
|
||
need to know the array subscript where they are stored. One way to
|
||
find the start subscript of each image is to print out an image array
|
||
index listing from the PIXELplus 256 Image Editor (see "Using Image Array
|
||
Index Listings" at the end of this section). Alternatively, we can
|
||
use another USERSUBS.BAS subroutine:
|
||
|
||
SUB MakeImageIndex (ImageArray%(), IndexArray%())
|
||
|
||
The MakeImageIndex subroutine allows us to create an index array
|
||
that holds the start subscript of every image held in an image array.
|
||
The first parameter is the image array that you want to make an
|
||
index for. The second parameter is an integer array that is to be
|
||
used to hold the image index - again, this array must be initially
|
||
created at module-level so that it can be passed to the MakeImageIndex
|
||
routine:
|
||
|
||
REDIM ImageNo%(1 to 1)
|
||
CALL MakeImageIndex(DemoImages%(), ImageNo%())
|
||
|
||
Now we can display any of the ten images by specifying the index
|
||
number of the image, instead of having to specify the actual image
|
||
array subscript - ImageNo%(1) holds the start subscript for image 1,
|
||
ImageNo%(2) holds the start subscript for image 2 etc. The following
|
||
code would display all ten images:
|
||
|
||
PUT (0, 0), DemoImages%(ImageNo%(1)), PSET
|
||
PUT (10, 0), DemoImages%(ImageNo%(2)), PSET
|
||
PUT (20, 0), DemoImages%(ImageNo%(3)), PSET
|
||
PUT (30, 0), DemoImages%(ImageNo%(4)), PSET
|
||
PUT (40, 0), DemoImages%(ImageNo%(5)), PSET
|
||
PUT (50, 0), DemoImages%(ImageNo%(6)), PSET
|
||
PUT (60, 0), DemoImages%(ImageNo%(7)), PSET
|
||
PUT (70, 0), DemoImages%(ImageNo%(8)), PSET
|
||
PUT (80, 0), DemoImages%(ImageNo%(9)), PSET
|
||
PUT (90, 0), DemoImages%(ImageNo%(10)), PSET
|
||
|
||
Finally, to display the screen design held in the DemoDesign array,
|
||
we can use the following user subroutine:
|
||
|
||
SUB DisplayDesign (DesignArray() AS DesignType, ImageArray%(), ImageIndex%(), ClsAction%)
|
||
|
||
The DisplayDesign subroutine requires four parameters: the first
|
||
is a DesignType array holding the screen design to be displayed;
|
||
the second is an integer array holding the images to be use for
|
||
displaying the screen design; the third is the image index array
|
||
for the images being used; the fourth is an integer value which
|
||
dictates whether or not the screen is cleared before the screen
|
||
design is displayed - any non-zero value causes the screen to be
|
||
cleared. So, to display the screen design, use:
|
||
|
||
CALL DisplayDesign(DemoDesign(), DemoImages%(), ImageNo%(), 1)
|
||
|
||
Note that this example tells DisplayDesign to clear the screen
|
||
before displaying the screen design. However, using a value of zero
|
||
for the ClsAction% parameter allows you to overlay a screen design on
|
||
the existing screen image, or display more than one design on-screen
|
||
at the same time.
|
||
|
||
A design that has been saved as a screen snapshot - using the
|
||
File/Save as Screen... command in the Screen Designer - can be displayed
|
||
simply by loading it directly back to the screen using the BLOAD
|
||
statement. For example:
|
||
|
||
BLOAD "C:\PP256\SCREENS\SNAPSHOT.IMG"
|
||
|
||
Note: If the screen snapshot you want to load uses a different palette
|
||
to the current one, remember to change to the required palette
|
||
beforehand, as previously explained. The required palette file will be
|
||
the one used by the images that were used to create the screen design.
|
||
|
||
Using Image Array Index Listings
|
||
--------------------------------
|
||
As explained earlier in this section, using the PUT(graphics) statement
|
||
to display an image requires that you specify the subscript of where
|
||
the image is stored, within the image array. As such, you can either
|
||
use an image index array (detailed above), or you can make use of an
|
||
image array index listing. The latter can be printed from within the
|
||
Image Editor by selecting File/Print Index..., when you have the required
|
||
image file loaded.
|
||
|
||
Among other things, an image array index listing shows the subscript
|
||
values required to display each and every image contained in the file
|
||
(or as many as you specified to be included on the listing). When using
|
||
the PUT(graphics) statement, you can either specify these values directly,
|
||
or, more usefully, you could assign them to constants in order to give
|
||
them more meaningful names. For example, if you had a file containing
|
||
images of all the pieces of a chess set, you could assign the relevant
|
||
subscript values to constants, as follows:
|
||
|
||
CONST WHITEPAWN% = 1, WHITEROOK% = 131
|
||
CONST WHITEKNIGHT% = 261, WHITEBISHOP% = 391
|
||
CONST WHITEQUEEN% = 521, WHITEKING% = 651
|
||
CONST BLACKPAWN% = 781, BLACKROOK% = 911
|
||
CONST BLACKKNIGHT% = 1041, BLACKBISHOP% = 1171
|
||
CONST BLACKQUEEN% = 1301, BLACKKING% = 1431
|
||
|
||
Now, displaying the image of any of the twelve chess pieces simply
|
||
involves specifying the required constant in a PUT(graphics) statement;
|
||
for example, to display the image of the white queen:
|
||
|
||
PUT (32, 32), ChessImages%(WHITEQUEEN%), PSET
|
||
|
||
Space is provided on an image array index listing for you to supply
|
||
description/comments for each image, which you can write in as you view
|
||
the images in the Image Editor.
|
||
|
||
Other information contained on an image array index listing includes
|
||
the amount of memory used by each image, as well as their exact dimensions.
|
||
|
||
|
||
|
||
< end of text >
|