566 lines
30 KiB
Plaintext
566 lines
30 KiB
Plaintext
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COMPUTER GRAPHICS
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Some Hints on How to Improve Your Graphics
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Here are some hints for those of you who would like to improve your
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technique when making your own illustrations, for example paintings and
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title screens on the Amiga.
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I would like to stress the point that this article will not turn
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you into an instant artist as the subject is technique, not art.
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The computer as a medium for creating graphics has some built-in
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problems. However, let it be known that other mediums such as oil-paint,
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watercolour, ink, and crayon just to mention a few have just as many
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shortcomings and limitations.
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Some of the shortcomings of computer painting are:
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i) the limited number of colours
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ii) creating gradual shading or flow of colour
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iii) putting in extremely small details
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iv) the step effect created by lines that are on an angle
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v) expression of material e.g. hair
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vi) the screen (canvas) size
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Some of these problems along with some others will be dealt with in
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the course of this article.
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CREATING A WORKING DISK
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If you don't want to go to the trouble of creating a formatted
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blank disk with a directory for the images, you have to make enough
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disk space on the disk with the painting programme to save your creations.
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CHOOSING YOUR OBJECT
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Care should be taken in choosing your object to be painted. The
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two biggest pitfalls are small details and the need for too many colours.
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Start off by choosing a painting that has no more than one or two
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objects. It will help you to cope with the limited number of colours at
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your disposal. For this exercise I would choose a flower as most
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flowers are of a single colour, and basically you will need only two
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colours, one for the flower itself and one for the stem and leaves. The
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other 14, or so colours left, depending on the resolution you are
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using (more of that later) can be devoted to shading, highlights, and
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shadows.
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TRANSFER OF OBJECT TO THE SCREEN
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I suggest that you copy an existing illustration to start off with
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because there are enough technical problems without creating artistic
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ones as well.
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Having chosen your object to copy how do you get the outline and
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details onto the screen? If you are painting from a photograph, postcard,
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magazine, or book you are faced with the problem of transferring the
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image to the screen preferably without damage to the original.
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Programs like DEGAS ELITE have a grid-tool that will help you to create
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a screen that looks like graph paper. Using this grid-tool create a
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grid where both the vertical and horizontal lines are approximately 10
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mm apart on the screen.
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To get the grid for Degas Elite:
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Go back to the screen and count the number of whole squares from
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top to bottom. Do not count the incomplete block at the top and the
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bottom.
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Next, go back to the picture and measure the height only. Divide
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the height by the number of vertical squares that you have counted on
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the screen. For Example: picture height 260mm, number of squares on
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the screen 13. Divide 260mm by 13 screen squares = 20mm. Divide your
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picture now by drawing vertical lines 20mm apart. If you do not wish
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to damage your picture stretch a sheet of tracing paper over the top
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of it and do all line work on the tracing paper.
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Number the row of blocks along the top starting by placing a 1 (one)
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in the block on the left. Number the row of vertical blocks on the
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left hand side starting by placing a 1 (one) in the block at the top.
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The number 1 (one) will be common to both the vertical and horizontal
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rows of blocks.
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Go back to the screen and with the freehand-tool write in the
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numbers corresponding to those on your picture. Make sure that the
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numbered grid is in the centre of the screen. (When finding the middle
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line of the screen don't forget the part under the palette.) Rows of
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blocks on the right and left of the centered grid can be deleted.
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If your picture happens to have more horizontal blocks than the
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screen has you will have to decide which part of the picture horizontally
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is most important to you. This, however, does not happen very often.
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Now draw the outline and details by looking at the picture and
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drawing lines in the corresponding blocks. The numbers at the top
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and bottom of the screen and the picture will help you to identify
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corresponding blocks.The mouse is not the ideal tool for drawing, but
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the outline does not have to be perfect. If you have chosen a face or
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head make sure the important details such as eyes and nose are in the
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right place.
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When you have finished with the outline and details remove all the
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grid lines by using the background colour. My use of colours, in most
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cases is black for the background and cream-white or brown for the line
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work and grid lines. Background colours other than black are likely to
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interfere with colours in the picture and white line work is hard on
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the eye.
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CHOOSING YOUR PIXEL SIZE
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Not much choice here...unless you use something like SPECTRUM 512
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you've got 16 colours in lo-res.
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If you are about to start your first picture I would recommend using
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lo-res. (surprise,surprise)
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The interference of adjacent colours can be very useful.
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Dots of white and red next to each other will result in pink.
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Two white dots with one red dot on the side will give white with a pink
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edge.
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Five shades of grey with one red (6 basic colours) will result in 15
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colours - 1 red + 5 shades of grey + 5 combinations of red with grey +
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4 further combinations of grey.
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I will leave it to you to figure out the total number of combinations
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possible with 16 colours.
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CHOOSING YOUR PALETTE
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The choice of the palette is probably the most important step. A
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bad choice of colours will result in a continuous struggle for more
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colours. Because there is no interference from adjacent colours with
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lo-res care should be taken to ensure that besides the basic colour
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chosen for your object you have 2 or 3 shades that are lighter and
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darker than it. This will make it easier to create shadows and highlights.
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The computer programmes have a feature called "range". After you specify
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the darkest colour and say 5 colours away, the lightest colour,
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the programme will select the in-between colours. To modify the Degas
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palette check them DOCs! We've also covered some other Art packages like
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NEO, so take your pick!
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The colour to be changed you can alter the colour with the RGB-controls.
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All 16 colours can be changed, but care should be taken with some
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of the colours as they are basic to background, lettering and borders.
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It is of note that AMIGA users get very used to lots of colors.Because
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only 16 colours are available to us it is very important that every colour
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can be used to create several other colours. For example, white with dark
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green could cut out the need for light green. Some experimentation
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on a free part of the screen will help you to decide.
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Because I do not know what you are going to paint I can only give a
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typical palette. It should contain black and white and at least 4
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following shades of grey and brown. Since grey and brown are not very
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strong and are easily overshadowed by the prime colours (red, blue and
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yellow) their effect will result in darker and lighter shades of the
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prime colours so essential for good shadow work and highlight details.
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CREATING YOUR MASTERPIECE
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At this stage we have an outline of the picture, and a palette. If
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you wish to use the spray-paint tool this is the time to use it. Spray
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painting can be very effective for some backgrounds. Choose a "spread"
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that is not too big, and limit the numb er of dots. Give the background
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the basic colour you want it to be and spray the desired pattern. If you
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do not use "masking" of your major object the limited spread and small
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number of dots will prevent too many unwanted dots getting into your
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object.
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Also, staying away from the object and imitating the spray pattern close
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to it using a single pixel brush will help.
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If using more than one spray colour use the darker spray at the bottom and
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the lighter one at the top. The dark colour will work as a foundation.
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However, if you use spray for sky the darker colour should go to the top.
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It will give the painting depth.
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Filling in is the next step. Before you use the fill-in tool make
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sure you do not have any breaks or gaps in your outline. You can check
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for breaks by using the magnifying-tool. If you overlooked a gap and
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part of the painting that you didn't want to fill-in gets filled-in,
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use the UNDO to remove it, close the gap and try again.
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After filling-in all the basic colours check for details that are out of
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place.
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Most of the shading in can be obtained by using a progression
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of colours. Sometimes better results are obtained by using a basic
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colour and a progression of darker brown dots for red, yellow and green,
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and grey dots for white and blue. At the cost of time you can create a
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checkered pattern. It could for example be made up of red and brown
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squares. By progressively using darker browns the red will also darken
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by the influence of the brown. The brown dots can't be seen as the red
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is the mo re dominant colour. It will appear that the red gets darker,
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creating an illusion of a shadow. Using two shades of red will extend
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the range from light to dark even further.
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A typical annoying feature of computer graphics is that lines on an
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angle and curves have little steps. Most of these steps can be eliminated
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by putting in an intermediate colour. For example, if the object with the
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steps is red and the background colour is black put brown dots in
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the corners of the steps. The ragged outline will then be smoothed out.
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Most of what has been said here can be seen by scrutinizing my two
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paintings on this disk. Both of the paintings are med-res and they can
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be transferred to a painting programme to be looked at with the
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magnifying-tool.
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BACK-UP
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Finally, I would like to advise you to save your work each hour.
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Also, at the end of your day's work make a back-up copy. Detailed
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paintings can take several days to complete.
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To lose a painting because of memory or disk failure can be very
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disheartening. (And don't we just know it!!)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~ END OF PAINTHINTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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TEX PAINT-HINTS..Part of a series in ST NEWS disc magazine.
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by Erik of The Exceptions
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The fourth part of this highly popular series is here. This time,
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ES will talk about some graphic-tricks like transparent graphics,
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anti-aliasing and more like that.
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Hi de hi, readers! Have you gained enough energy for yet another
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round of TEX-tips? For this part you don't even need specific
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assembler knowledge, since it mainly covers my personal field of
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expertise: Graphics. Some of you might now think that there's
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rather little left to be said about that; many pages in books as
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well as magazines have been filled with the subject already,
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aren't they? But I am sure that there are some more or less rare
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tricks and tips from which you didn't know anything; or are you
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familiar with:
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- Anti-aliasing
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- Animated graphics by palette animation
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- Transparent effects
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- Back-and foreground scrolling without programming trouble
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You don't know anything about this? Then it'll be soon - just
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read on. Additionally, I will tell you something about the
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"Neochrome" drawing program that your surely didn't know. Just
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like all earlier episodes in this series, all things said refer
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to the low resolution of the ST, where you can normally use 16
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colours (readers of ST NEWS Volume 3 Issue 5 will now of course
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chuckle lightly).
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Well, let's start to talk about the subjects listed above
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systematically. 'Anti-aliasing' is listed first there. This is
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commonly used in professional circles of computer graphics
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artists. Freely interpreted, this would mean: "How the heck can I
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avoid that gradation in my computer picture?"
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You all know that the ST, just like its colleague-homecomputers,
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has a fairly limited screen resolution. This means that
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especially diagonal lines or circles show typical gradations.
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Since we cannot fool the hardware in this case, we'll simply have
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to fool another 'peripheral': The human eye. We can hereby use
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the way an eye sees contrast. When Anti-aliasing, one uses the
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following scheme: At the boundary of two colours, one insert some
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dots on the gradation that have colours in between the two
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colours that you use. That's all.
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To demonstrate the remarkable effect, please make a little
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practical exercise. You surely have a drawing program with a zoom
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function. Load it and define the following colours:
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Background color - 000
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Drawing color 1 - 711
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Drawing color 2 - 600
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Drawing color 3 - 400
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Drawing color 4 - 300
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Now just draw a triangle with drawing colour 1, and therefore
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draw three lines, for example for the upper left corner (position
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x=0 and y=0) to position x=20 and y=80, then back to x=0 and y=80
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and then back to the upper left hand corner. Fill it as well,
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with drawing color 1. Now, a bright red triangle is on your
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screen of which the right side clearly demonstrates the typical
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gradation.
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Now copy this triangle, so that you have two triangles next to
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each other on the screen. The second one will now be anti-
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aliased.
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Enter zoom mode again and select drawing color 2. Put ONE dot of
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this color on each 'stairs' of the gradation at the right side of
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the triangle. Then select drawing color 3 and do the same, and a
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third time with drawing color 4. Now you have added three
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darkening red colors to every gradation. Leave zoom mode and look
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at the effect. The difference is quite stunning, isn't it? The
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second triangle seems to be displayed in a much higher resolution
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than the first one. That's anti-aliasing; quite simple!
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When you'd like to experiment a bit more, you can draw a filled
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circle in drawing color 1 and again put the darkening shades of
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red on the gradation steps. You will then also develop a feeling
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of where you can put which number of anti-aliasing-dots, since a
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circle contains all different gradation sizes.
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Using this technique, all graphics can be enhanced if the color
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palette has been properly designed. In our example, black (000)
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was the background color, bright red (711) the drawing color and
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2-4 were the anti-aliasing colors.
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Have fun experimenting with these effects!
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Now, what's up next? Ah! Color palette animation! First, let's
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start with a small explanation what this actually is.
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The ST has sixteen color registers; when some or all of these
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are swapped in a cyclic way, this is called 'color cycling' or
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palette animation. This is often used to simulate flowing water,
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and one of the oldest "Neochrome" pictures, "Waterfall", is a
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typical example. In this case, the shades of blue contained in
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the water are swapped in a circle.
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But there are much more possibilities with palette animation. I
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have always had the dubious pleasure of creating effects with
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this that many people considered to be graphic programming. A
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very nice application of this technique can be found in the TEX
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program "Super Neo Demo Show". There is a scrolling text in the
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lower border of the screen, and under that are a lot of small
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propellers. After this introduction you will probably not be
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surprised to hear that these rotating lines are nothing but
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palette animation - which many people were when we initially
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explained this trick to them.
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How it's done?
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Well, it's quite difficult to put into words (like love, ex-
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ED.), but I'll give it a try.
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Just imagine that you've drawn 12 lines that cross one another
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in the middle; each line has its own color. Now, you set all
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colors to black with one exceptions: One color remains e.g.
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black. In the middle you put a small circle with a non-animating
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color to cover the part where all lines cross. If you now let
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these 12 colors cycle, you have the impression of a rotating
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line, since only one of the 12 lines is displayed in red at a
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time.
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There are more tricks of this kind, e.g. the hopping dots in the
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2nd Psych-O-Screen of our "B.I.G. Demo", but they principally all
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use the same trick: About all used colors are put in background
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color, and only some of them are colored; by palette animation,
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movement starts. One can use this to such extend that an animated
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figure, e.g. a little man, walks across the screen. The method is
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the same; you draw the movement phases in an other color at each
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time and you set them next to each other (they should not
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overlap). Since each of the men 'lights up' after the other due
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to the color animation, it appears as though the shape walks
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across the screen. True animation effects can thus be
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accomplished by animating the colors. The disadvantage of this
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trick is obvious: When you use a lot of colors for color
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animation, only few are left for the rest of the picture. But
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that's each one's own decision.
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Well, dear readers, now we're really starting. The previous was
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only to be classified among 'harmless toying around', but now
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we're really cookin'. Maybe you have seen graphics that seemed
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like transparent glass or that seemed to float in some of our
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programs. Maybe you wondered which wonderful and difficult
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program sat behind it all. Ha! All wrong! I suppose you're just
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about used to it, but this is also covered by a sleazy trick. But
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to understand it, you must know something about the graphic
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buildup of the ST - so I will mention it here in short to refresh
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your memory.
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In low resolution, it looks like this: A certain piece of memory
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is referred to as 'screen memory'. There, four sequential memory
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words (1 word = 16 bits) always belong together, and each word
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represents a so-called 'plane'. It's best to imagine these four
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words lying under each other; this way you see best that each
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pixel is represented by four bits. According to this combination
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of bits, the color value is taken from one of the sixteen color
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registers. With a resolution of 320x200 (640,000 pixels) of which
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each pixel can take one of 16 colors, each plane is therefore 8
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Kb in size; an ST graphic screen thus costs 32 Kb.
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These planes do not only have to be used to represent colors,
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but when you truly look upon them as 'planes' and use them like
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that program-technically, there are some interesting aspects.
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Let's presume we made a piece of graphics that only uses eight
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colors. These colors can be realised with only 3 'planes' (3
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'stacked' bits means 8 combinations possible), so that their
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colors will be found in color registers 1 to 8. But there's one
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plane left! In this plane, it is for example possible to display
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a piece of graphics that only uses one color. When we set color
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registers 9-16 to the same value, we can move this piece of
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graphics in just one plane (the program only uses each fourth
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word) and the corresponding bit combinations only give the colors
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in register 9-16. That's how it is possible to put a single-color
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piece of graphics on top of one that has 8 colors without
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difficult logical operations.
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That's all.
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Oh, I hear you call: "What's up then with transparent effects,
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and fore-and background, eh?!" Well, program-technical nothing
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else happens than what I just described above. All else is
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simple brainmangling thought about setting proper color palettes.
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Again: Transparent-as well as back-and foreground effects are now
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only realised by simply setting proper color palettes!
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Therefore you must thoroughly realise what's happening with the
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bit combinations when a piece of graphics in one plane is moved
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'over' the three others. The colors that result into the
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corresponding effect are always the last eight (number 9-16), the
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colors located that are called by the corresponding bit
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combinations are located there. These are the colors that appear
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when the separate plane is moved 'over' the other three - in
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other words when the fourth bit (fourth plane) is set or cleared.
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When you understand this, it is easy to think of a way to create
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the 'transparent' effect: Simply put intermediate colors in the
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upper half of the palette that correspond to the brightness of
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the other eight. In our program example (present in the disk in
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the PROGRAMS folder as a .S file) a bright red 'plate of glass'
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moves over a background pattern that only uses shades of grey.
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The colors are hereby set as follows: Color 1-8 are black (000)
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along all shades of grey to white (777). The 'transparent colors'
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9-16 go from dark red (004) to yellow (770). So when the one-
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color graphics block of the fourth plane goes 'over' the other
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three planes, color 9 appears where 1 used to appear, 10 where 2
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used to appear, etc. Program-technically speaking, this is very
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simple, but about that we haven't even talked.
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Udo and the others were also quite blabbergasted when I came up
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with the idea, you'll believe me. The whole back-and foreground
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business is very much the same; just look at the B.I.G. scroller
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in our "B.I.G. Demo" where a scrolling text scrolls in between
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the fore-and background.
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With this effect, one has to set the upper eight colors as
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follows: With each of the colors that the one-colored piece of
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graphics should go behind, you set the corresponding upper color
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to the same. All colors that should be covered by the graphics
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block should get the value you want them to have when they move
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'in front' of it. So if you want the one-plane graphics block to
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move all in the background of all three other planes, one sets
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the upper colors exactly the same as the lower ones.
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Not really simple, you think?
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Hmm. You might be right. But we do everything to get the very
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last thing possible out of the ST, don't we?
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With this effects, it is also not quite simple to put it into
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words (sigh, ex-ED.). When you have a look at our listing (in the
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PROGRAMS folder), your last doubts will disappear.
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The program does the following: It builds a background pattern
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in three planes, thus using the first eight colors. It then makes
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a graphic block in the fourth plane move to and fro. Using keys
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1-4, it is possible to call different color palettes, that will
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support the description I have above. By only pressing these
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keys, the following effects are realised:
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Key 1 : Palette 1, one-colored block moves over graphics
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Key 2 : Palette 2, block moves in background
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Key 3 : Palette 3, block moves through the pattern
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Key 4 : Palette 4, transparent block moves over graphics
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Have fun trying. It is easy to use some of your own color
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palettes; some extremely funny effects can be created that way.
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This almost made an end to this issue's "Wizards" article. But
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at the end I found it necessary to make a plea. No! Nothing like
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"Tortured ST users everywhere get together!"; it is much more
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about my favourite drawing program that I (and many others) think
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is one of the most grotesquely underestimated programs on the ST.
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I'm talking about "Neochrome" here, that was supplied with the
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Atari ST in the early days (version 0.5). It was supposed to be
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sold in the better version 1.0, but it was never properly
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marketed. Most salesmen also considered 1.0 to be Public Domain
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and that's why just about every ST user could get the program.
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The reasons why the program is so gut will be explained to you
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in just a little while, when I will tell you something about the
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program that most of you probably didn't know. The basis is
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actually brief: "Neochrome" already includes (almost) all
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functions one would need for creating GOOD pictures; unnecessary
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function are not present and it is fast, very FAST. It has
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several function that would even make "Degas Elite" look rather
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basic.
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When you've drawn pictures yourself, you'll have to admit that
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the most important tool of all is the zoom mode. On the contrary
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to all other drawing programs that are available, "Neochrome" has
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a zoom mode that is always present, also when you operate on
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blocks, draw lines, fill, etc. This zoom mode is very fast, by
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the way, because it uses raster interrupts. Further, the
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|
'Jackknife' function allows you to cut out whatever form you want
|
|
(not just polygons), and these can also be moved in the
|
|
background ("DPaint II" on the Amiga can't even do that!).
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|
I suppose you already know the functions that are implemented on
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the "Neochrome" menu. So I will now talk about some function that
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|
are not so obvious; you might be in for a surprise! Many things,
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|
for example, are hidden in the right mouse button: In the
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'normal' block menu, the current block is set on the current
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position, but with 'Jackknife' you can DRAW with pressing the
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right button, just like a brush (and, unlike other programs, this
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|
also happens FAST)! While in 'brush' mode, pressing the right
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mouse button takes care that you draw with the colors that have
|
|
been installed between the 'color arrows' - this is also the case
|
|
when using nozzles (highly effective when using color animation).
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|
When you're in 'grabber' mode, you can get the color of every
|
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pixel on the screen you want by pressing the right mouse button.
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|
In 'line' mode, the current line is deleted when you press the
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right button with the left one. When double-clicking the right
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|
mouse button on the eraser icon, the entire screen is erased.
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|
But now a very hot tip, since only few people know that there's
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a complete animation tool in "Neochrome"! Dave Staugas, the
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programmer, had no time to make it completely bug-free so that he
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just hid it. This is the way to get the new icon on the screen:
|
|
Go to the 'grabber' mode and click with the right mouse button
|
|
precisely in the curve of the last 'R' in the word 'GRABBER' that
|
|
will appear on the right side of the menu. A small camera
|
|
appears!
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|
You can now do the following after selecting that camera: You
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can define an animation area with the mouse. With the right mouse
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|
button you can now slide the whole picture through this area.
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|
When you have the right part, you simply click on 'add' and the
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part of the picture is in 'animation memory'. Add as many
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pictures as you want, and then you slide the cutout back on the
|
|
first cutout (only Dave knows why) and you can use the arrows to
|
|
play the animation forwards as well as backwards. With 'Del', it
|
|
is possible to delete the current screen, and 'Load' and 'Save'
|
|
also work (just don't get startled when the fileselector box
|
|
that's busted - stop animation before!). Just experiment a little
|
|
with the animation tool; unlike all other animation tools for the
|
|
ST, this one's EASY to use. The biggest advantage is that you can
|
|
edit a figure that has to be animated right in the drawing
|
|
program.
|
|
But be warned: This new menu option is not bug free! It is for
|
|
example not quite smart to press the Undo key or make the menu
|
|
disappear while the camera is selected. So it's probably better
|
|
to save your picture before you enter the animation tool. When
|
|
you have the VERY OLD St demo with the flying parrot, you can
|
|
load it without problems. But do not forget to load the
|
|
accompanying picture before (the shore landscape) with regard to
|
|
the color palette.
|
|
|
|
Finally, a little gag: You can define the colors in the menu
|
|
yourself! When started up, "Neochrome" looks for a file called
|
|
"NEO.CMP" in which 512 words with color values need to be that
|
|
will replace the preset palette.
|
|
When you intend to use "Neochrome" more often in the future,
|
|
look into your heart and give good ol' Dave something for his
|
|
trouble and his really good program. He is currently a system
|
|
programmer at Atari and quite disappointed about the fact that
|
|
his excellent program wasn't treated accordingly in the magazine
|
|
- and we're not even talking about the lousy marketing. Financial
|
|
contributions can be sent to:
|
|
|
|
ATARI Corporation
|
|
Personal Mr. Dave Staugas
|
|
1196 Borregas Avenue
|
|
Sunnyvale, California 94088-3427
|
|
U.S.A.
|
|
|
|
If you're a "Neochrome" fan, do not falter! Dave wrote to me
|
|
that he will consider rewriting old source stuff and making a
|
|
better "Neochrome" version if the 'fanmail' is accordingly. I beg
|
|
you: Do so!
|
|
|
|
Well, dear readers, again we have told you some of our tricks,
|
|
but the crown on our work of 'hardware-torturing' has yet to
|
|
come; we're hereby talking about getting rid of the lower border
|
|
so that graphics can be displayed there as well! Using this
|
|
trick, you will be able to effectively display more lines than
|
|
ever before anticipated by the developers of the ST.
|
|
Just wait for the next episode...
|
|
Bye, bye.
|
|
|
|
The source listing referred to can be found on the relevant ST NEWS
|
|
disc, but you need K-SEKA to assemble the bloody thing! S.P
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