LNW RESEARCH
GRAPHICS SOFTWARE

COPYRIGHT

MAY 11,1981

The following programs are on the graphics diskette:

GRR1/CMD:	Used in SUPERSKETCH 
DRAW1:		Used in SUPERSKETCH 
SNOOPY/FPIX: 	B&W demo program 
SHAPES/MOD: 	B&W demo program 
GRR/CMD: 	Used in shapes program 
KPLOT/CMD: 	Used in color graphics 
COLOR1/CMD: 	Used in color graphics 
MAPCR: 		Color mapping program 
FAN1:		Color demo program 
CSHAPES:	Color demo program

The minimum system requirement is two disk drives since this diskette contains no system.

DEMO PROGRAM 1: SNOOPY/PIX

  1. Load in SUPERSKETCH

    TYPE: G

  2. After FILESPEC:

    TYPE: SNOOPY/PIX

  3. After PRESS ANY KEY

    TYPE: any key

An image of SNOOPY should be displayed.

DEMO PROGRAM 2: SHAPES/MOD

  1. After DOS READY

    TYPE GRR and press RETURN

  2. After DOS READY

    TYPE BASIC and press RETURN

  3. After READY

    TYPE CMD"T" and press RETURN

  4. After READY

    TYPE RUN"SHAPES/MOD"

This program will run a variety of changing shapes.

DEMO PROGRAM 3: FAN1

  1. After DOS READY

    TYPE: LOAD KPLOT/CMD and press RETURN

  2. DOS READY

    TYPE: COLOR1 and press RETURN

  3. After DOS READY

    TYPE: BASIC and press RETURN

  4. After READY

    TYPE: CMD"T" and press RETURN

  5. After READY

    TYPE: RUN "FAN1" and press RETURN

This program will display a changing color pattern.

DEMO PROGRAM 4: CSHAPES

  1. After DOS READY

    TYPE: LOAD KPLOT/CMD and press RETURN

  2. After DOS READY

    TYPE: COLOR1 and press RETURN

  3. After DOS READY

    TYPE: BASIC and press RETURN

  4. After READY

    TYPE: CMD"T" and press RETURN

  5. After READY

    TYPE: RUN "CSHAPES" and press RETURN

COLOR MAPPING

  1. After DOS READY

    TYPE: LOAD KPLOT/CMD and press RETURN

  2. After DOS READY

    TYPE: COLOR1 and press RETURN

  3. After DOS READY

    TYPE: MAPCR and press RETURN

You are now in the MAPCR PROGRAM and should refer to the MAPCR instructions.

An application is to load in a standard Radio Shack game program. Then determine on the color screen the areas and colors to be mapped. Use a felt marker to indicate these areas. Once this is done load in the MAPCR program.

Map the colors as discribed in the instruction and save this to disk. The final step would be to load in the mapped colors, then lead in the game program. You now have a color game program.


SUPER SKETCH

by W. J. Carter

This program will allow you to draw figures in high resolution black and white.

LOADING

SUPER SKETCH (SS) consist of two (2) programs, GRR1/CMD and a BASIC program entitled DRAW1. Please note this program will run on the LNW80 only. It will not run on the TRS80. Use the following procedure to load:

  1. After the system is up and prints DOS READY

    Type GRR1 and press RETURN

  2. After DOS READY

    Type BASIC and press RETURN

  3. After READY

    Type CMD"T" and press RETURN

  4. After READY

    Type RUN"DRAW1 and press RETURN

  5. You may draw after SS prints PLEASE PROCEED

COMMAND SUMMARY

All SS commands are single-key commands.

For example if you wish to clear the graphic screen press The graphic will be erased from the screen.
A summary of all SS commands follows.

A
Will advance the cursor one (1) dot in the direction the cursor was moving prior to pressing "A".
If SS is in the erase mode then "A" erases one dot.
If in the draw mode "A" draws one dot.
B
Blinks the cursor.
This command is very useful if you are in the erase mode.
C
Draws a circle with center at current position of the cursor.
SS prints the coordinates of the cursor and the maximum radius of the circle.
You must then enter the radius and number of desired points.
You may enter as many points as you wish.
However, you get the best circle when the number of points is equal to or less than the radius.
Small radius (R < 20) circles are an exception and may require more points.
D
Dumps a picture from disk.
This command use NON-STANDARD disk I/O.
Use with command "S".
E
Reserved
F
Files or saves a picture to disk.
This command must be used with standard file I/O.
Use with "G".
G
Load a picture from disk.
This command must be used with standard file I/O.
H
Reserved.
L
Draws a line between two points.
Place the cursor at one end of the line and press "W".
Place the cursor at the other end and press "L".
The program will connect the two points with a line.
The starting point, which was located by pressing "W" remains in the program until it is relocated by pressing "W" somewhere else.
This means you may draw multiple lines with the same beginning point simply by pressing "L" at the new end point.
P
Plots any figure by connecting coordinates.
This routine has two modes, the grid mode and the standard LNW80 screen mode.
The grid mode divides the screen into an invisible grid with the origin at the center of the screen.
In this mode you may enter negative or positive values for X and Y.
X may have any value between -240 and +240, Y may have values between -96 and +96.
You need not enter the + sign.
If you reply "N" to the grid question SS enters the standard mode.
In this mode X ranges between 0 and 480 and Y between 0 and 196.
The program prompts you for the number of lines and coordinates.
Remember, each line has two sets of coordinates.
Therefore, the number of coordinates equals the number of lines plus one (1).
One line........... two coordinates,
two lines.............. three coordinates, etc.
If you wish to close the loop, that is draw a square, triangle, etc the first and last set of coordinates must be the same.
R
Toggles between the erase made and the draw mode.
SS comes up in the erase mode and starts in the upper left corner.
You move the cursor by pressing the arrow keys.
Any combination of vertical or horizontal arraw keys may be pressed.
While in the erase mode anything in the path of the cursor will be erased.
To switch to the draw mode press "R".
When in the draw mode the cursor leaves a trail behind it.
As with the erase mode, you may use any combination of arrow keys in the draw mode.
To switch back to the erase mode, press "R".
If you wish to move the cursor without disturbing the graphic, then hold down the space bar while pressing the appropriate arrow keys.
S
Saves a picture to disk.
Use with command "D".
W
Writes the coordinates of the current cursor location.
The "W" command also marks the beginning of a line (see the "L" command).
Z
Zaps or clears the graphic screen.
The one reserved commands will be implemented in the near future.

Commands:

A
Advances the graphic cursor one (1) step in any of the four direction.
After pressing "A" press the appropriate arrow key.
Pressing the "@" key will exit to the main program.
B
Places a user specified Background color.
C
Clears the graphic screen.
E
Exits to DOS
F
Fills the designated area with a user specified color.
The boundaries of the area must be marked (M) before pressing "F".
L
Loads a picture from disk.
One picture occupies 10 grans.
M
Marks the boundaries of the area to be filled.
P
Display the current coordinates of the cursor.
S
Saves a picture to disk.