God Paint [Falcon030]

Search
Votes / Statistics
Rating 
N/A
Hits: 86
Downloads: 33
Votes: 0
My Atarimania
Comments (0)

Screenshots - God Paint [Falcon030]

God Paint [Falcon030] atari screenshot
God Paint [Falcon030] atari screenshot
God Paint [Falcon030] atari screenshot
God Paint [Falcon030] atari screenshot

Information - God Paint [Falcon030]

GenreGraphics - Picture EditingYear1994
LanguageMachine LanguagePublisher[no publisher]
DeveloperReservoir GodsDistributor
ControlsMouseCountryUnited Kingdom
Box / InstructionsEnglish, SpanishSoftwareEnglish
Programmer(s)

O'Reilly, Leon [Mr. Pink]

LicensePD / Freeware / Shareware
SerialST TypeFalcon030 / 4MB
ResolutionVGA / RGBNumber of Disks1 / Double-Sided
Dumpdownload atari God Paint [Falcon030] Download / MSAMIDI
Protection

Additional Comments - God Paint [Falcon030]

Other version with the same title:


[no publisher] (version [preview]) ().

Instructions - God Paint [Falcon030]

                              GOD PAINT
                              ~~~~~~~~~

                           CODED BY MR PINK

                       (C) 1995 RESERVOIR GODS


1.0 INTRODUCTION

The Atari Falcon is blessed with  a highly impressive true colour mode
allowing over 65,000 colours  on  screen  in  a multitude of different
resolutions. As traditionally Atari  art  packages  have been bitplane
based, newer programs quickly  adapted  to  the  8 bitplane 256 colour
mode, but less was made of the more advanced true colour mode.

Frustration with the speed and reliability of the existing true colour
art packages drove me to writing  God-Paint.  It was initially to be a
sprite editor for in-house development, but  grew into a fully fledged
art package in its own right.

God-Paint is written in 100% 68030  assembly  language and has its own
custom WIMP environment, dispensing with  the  sluggishness of GEM. It
supports a multitude of  file  formats,  has  functions other packages
could only dream of and supports full 16-Bit true colour mode with all
64 green levels.


1.1 SYSTEM REQUIREMENTS

God-Paint requires 4  megabytes  of  memory  to  run.  It  will run on
televisions, RGB monitors and VGA monitors. God-Paint will happily run
from either hard drive or floppy  disk.  It is primarily controlled by
mouse, but will also support the Reservoir Gods "PowerMouse" Power-Pad
mouse emulator.

For obvious reasons, God-Paint will not run on an SM124 monitor.


1.3 INSTALLATION & LOADING

God-Paint consists of a single program file,  which is all it needs to
run. It can be installed on the desktop as icon. It fully supports the
command line and the "drag  and  drop"  protocol. You can drag graphic
files onto God-Paint and will automatically load and display them.

God-Paint  doesn't  need  to  load   any  external  files  during  its
execution, everything is contained in the main program file.



2.0 THE INTERFACE

God-Paint discards the slow GEM/AES/VDI interface and replaces it with
a sparkling new WIMP environment. The  majority  of input is made with
the mouse, although there are some keyboard short cuts.

The RIGHT  and  LEFT  mouse  buttons  will  usually  perform different
effects when clicking on icons on arrows. For example, clicking on the
zoom window scroll arrows with the  left  mouse button will scroll the
image by one pixel, whilst the right mouse button scrolls the image by
a screen.

2.1 DIALOGUE BOXES

Most of the functions in God-Paint  are controlled via dialogue boxes.
Input in these boxes is  made  via  radio  buttons,  which can be sub-
categorised into:

 _Boxed Text_

There will be a number of  different pieces of text, each representing
a different option. The current option  will  be boxed. To change to a
different option, simply click on the  desired  piece of text with the
left mouse button.

Example: Draw Type gives you  the  option  of drawing in "Continuous",
"Broken" or "Point" mode. The  default  is "Continuous" which is boxed
on loading. Click on either "Broken"  or "Point" to select this option
and deselect "Continuous"

 _Popup Text_

Pop-up text is an altogether  more  exiting and compact system. Simply
click with the left mouse button on the piece of text representing the
currently set option and a box  pops  up  with all the choices you can
make. As you move the mouse  pointer  over them, each different choice
is highlighted. Click with the left mouse button on the new choice and
box disappears and the new choice is displayed.

Example: Load Palette Type has the default option of "God Paint".
Click on this text with the left  mouse  button  and a box will pop up
with three entries: "God Paint", "Indypaint"  and "Delm Paint". As you
move the mouse pointer over them each individual entry is highlighted.
Click with the left mouse button on  "Indypaint" and this file type is
now  selected,  the  box  disappears   and  the  text  "Indypaint"  is
displayed.

 _Plus & Minus Boxes_

Used for the entry of  numbers  for  such things as screen coordinates
and colour values. Plus and minus  boxes  appear on the right and left
of a number respectively. To  increase  the displayed number, click on
the plus box. To decrease the displayed number click on the minus box.

Clicking on a box with the left mouse button will cause that number to
change by one and then wait for  another click. Clicking on a box with
BOTH the left and right mouse buttons  held down will cause the number
to change rapidly.

Example: Grid Mode's X step is displayed as 16. Click on the minus box
once with the left button - the X  step is now 15. Click with the left
button twice on the plus box,  the  X  step  is now 17. Click with the
left button on the plus box and  then hold down the right mouse button
and watch the X step increase dramatically!

 _RGB Boxes_

These coloured  boxes  represents  the  separate  components  of pixel
colour, Red, Green and Blue.  They  often  appear in dialogue boxes to
graphically illustrate numeric  entries.  On  rare  occasions, the RGB
boxes can actually be clicked  on  themselves  to indicate changes are
wanted in that particular component.

Example: Swap colour allows you to swap one of the RGB components of a
picture with another. On the left and right are the dialogue are boxes
of Red Green and Blue. Click with the  left button on a RED box on the
left and with the left button on a GREEN box on the right. These boxes
will now be highlighted, indicating we wish to swap red with green.

2.2 EXITING DIALOGUE BOXES

Dialogue boxes are exited  with  a  single  click  of  the right mouse
button.

Some Dialogue boxes have a "Cancel" option.  Click on this to exit the
box.


3.0 THE WORK SCREENS

God-Paint is split into 4  main  work  screens,  The Canvas, The Tools
Screen, The Pen Studio and  the  Zoom  Studio. Most operations concern
the canvas and tools screen.

3.1 SWAPPING SCREENS

The tool screen and  canvas  can  be  swapped  between by clicking the
right mouse button or pressing space.

Clicking the right mouse button has  different effect when over icons,
so in the tools screen position the  mouse over some clear white space
and click the right mouse button to enter the canvas screen.

On the canvas  screen,  the  right  mouse  button  is  often  used for
clearing the current effect. If, for example, you are in the middle of
drawing a polygon and want to return to the tools screen you will have
to click once to clear the polygon  and  once again to enter the tools
screen.

Using SPACE to swap screens has  a  special significance as it doesn't
clear the currently cut block,  allowing  you  to change block effects
and revert back to the canvas without losing your block.

3.2 THE CANVAS

This is your main drawing area.  Its  size is dependent on the current
screen mode you are working in.  You  will  see a small mouse pointer,
this represents the position on the  canvas you currently wish to draw
one.

The canvas screen is exited with space or the right mouse button.

3.3 THE TOOLS SCREEN

The tools screen is divided into 5 main sections:

 _Zoom Window_

This appears on the top left of the screen and enables fine editing of
pictures. The zoom window has controls  for scrolling around the image
and increasing/decreasing the zoom level.

 _Tool Box_

This comprises of all the current  functions of God Paint. The current
tool can be  selected  with  the  left  mouse  button  and a parameter
dialogue box brought up with the right mouse button

 _Colour Slider Bars_

The current colour is displayed  above  the  bars.  New colours can be
created by changing the  different  Red,  Green  and  Blue levels. The
intensities are displayed graphically and numerically.

 _Pen Head Grid_

This defines the current pen head  for  drawing operation. This can be
altered and custom pens can  be  created.  The  pen studio can also be
entered from here for fine pen editing.

 _Information Bar_

This contains textual information about  the  current function. As you
move across the tools screen,  text  is displayed corresponding to the
current icon or area the mouse is over.

3.4 THE PEN STUDIO

This enables total control over pen  editing. New pens can be selected
from here, and pens can be loaded and saved.

3.5 THE ZOOM STUDIO

This is a more advanced version of  the zoom found on the tools screen
and covers a larger area  of  the  screen.  The  X  and  Y zoom can be
altered individually and a real-size  duplication  of the current zoom
area is displayed.


4.0 THE FUNCTIONS

In this section we  shall  look  at  all  of  God Paint's functions in
detail. Function are selected in the  Tools  screen by clicking on the
relevant icon with the  left  mouse  button.  A  dialogue  box for the
function's parameters can  be  selected  by  clicking  the right mouse
button on the icon.

4.1 PEN MODE

This is the default function and  the  first  the top left function in
the icon display. This  allows  you  to  draw  on  the canvas with the
currently defined pen head in the currently defined pen colour.

 4.1.1 PEN MODE PARAMETERS

Clicking with the right mouse button  on  the  pen mode icon brings up
the parameters box.

  4.1.2 PEN MODE - DRAW TYPE

This defines the current drawing  mode  of  the  pen, and is linked to
left mouse button actions. Options are chosen via boxed text.

  _Continuous_

The default mode. As  long  as  the  left  mouse  button is held down,
pixels are drawn in a  continuous  stream.  As  you move the move, its
position may jump by, say, 10 pixels  from its last position. All this
pixels are filled in giving drawing a brush stroke like quality.

TECH NOTE: Points are connected by a Bresenham line.

  _Broken_

This gives the user more flexibility,  but  gives drawing a more rough
edge. Points are only  drawn  at  the  current  mouse position. If the
mouse jumps ten pixels then all the  positions between the old and new
mouse position are ignored. The pen head  is only drawn at the current
mouse position when the left button is held down.

  _Point_

This  is  useful  for  very  fine  editing,  drawing  stars  or  other
assortments of dots, not for lines!

The pen head is only drawn on  a  left  mouse button click - you can't
hold down and draw. To  draw  some  more,  click the left mouse button
again.

  4.1.3 PEN MODE - PLOT

This gives control over the  way  the  current pen head interacts with
the screen data. Options are selected via pop-up text.

NOTE: This also affects line drawing.

  _Move_

The default mode. The pen head,  in  the current mode, is simply moved
straight to the screen ignoring all data underneath it.

  _Add_

The current colour of the pen head  is  ADDed to the screen data below
it. This allows you to build  up  effects of translucency and shading.
For example, if the pen colour is  very  low  (1 Red, 2 Green, 1 Blue)
you can very subtly shade the picture by drawing over it in ADD mode.

  _Sub_

Similar to add mode but the current pen head colour is SUBtracted from
the screen data below  it,  allowing  you  to  darken  sections of the
image.

  _And_

The pen head colour is logically ANDed with the picture data below it,
allowing you to mask areas of colour.

  _Or_

The pen head colour is logically  ORed  with the picture data allowing
you to create new colours.

  _Eor_

The pen head data is Exclusively ORed  with the data below it allowing
you invert colour attributes.

  _Nor_

The pen head colour and the  screen  data  are  combined by means of a
logical NOT and OR.

  _Nand_

The pen head colour and the  screen  data  are  combined by means of a
logical NOT and AND.

  4.1.4 PEN MODE - CLIP

This defines the area of the screen over which the pen can move.
Options are selected via pop-up text.

  _Free Move_

This is the default option. The  pen  can  move anywhere on the screen
including off the edges of the screen.  Part  of the pen can move over
the border of the screen.

  _Edge Stop_

The pen is limited at the borders  of  the  screen, and no part of the
pen may move off the screen.

4.2 LINE MODE

Behind pen mode, this is probably the  second most used option and was
an ideal candidate for the second icon!

To draw a line, first determine whereabouts on the canvas you want the
line to begin. Click on  this  point  with  the left mouse button. Now
move the mouse - you will see  the  line being draw from the origin to
the current mouse position. Once  you  have  reached your desired line
end point, click again with the  left  mouse button. The line will now
be drawn.

If you are not happy with the current line, click with the right mouse
button to clear it. This  can  only  be  done whilst defined the line,
once the end point has been set, you  will have to press UNDO to clear
it.

Whilst defining the line,  it  is  NOTed  with  the  background, so no
matter what colour the image is,  you  will  always see the line. Once
the second point is defined,  the  line  is  drawn  in the current pen
colour.

TECH NOTE: The lines are  drawn  with  an  algorithm developed by J.E.
Bresenham. Although this is not the  fastest  method of line drawing -
certain not the routine I  use  in  my  3D  polygon  code - it is more
accurate then other faster methods,  and  draws  a more balanced line,
without the tendency to "jerk" near the start and end points.

 4.2.1 LINE MODE PARAMETERS

Clicking with the right mouse button  on  the line mode icon brings up
the line mode parameters.

The plot mode of the line is defined  in the Pen Mode dialogue box, it
is the same as the current pen plot mode.

 4.2.2 LINE MODE - LINE TYPE

This is the only parameter in  the  line mode dialogue box and defines
the type of line you wish to draw.

  _Normal_

The default option.  This  draws  lines  of  one  pixel  width  in the
currently defined pen colour.

  _Pen Line_

This draws a line with the currently  selected pen head in the current
pen colour. This  allows  you  to  dramatically  alter  the  width and
texture of a line.

4.3 K-LINES

This is a simple but  effective  addition  to the line drawing family.
Lines are drawn in the current  pen  colour,  but  the end of the last
line becomes the start of the next line allowing you to quickly define
enclosed shapes.

The current K-Line is ended by pressed the left mouse button.

 4.3.1 K-LINE PARAMETERS

None. Parameters are defined under "Line Mode : Line Type"  and
"Pen Mode : Plot".

4.4 RAYS

Another addition to the line mode family. All lines are drawn from the
same central point.

First define the central point by  clicking once with the left button.
Then move to your first line  position  and  click again. You can hold
down the left mouse button and draw an arc.

The current ray is ended by clicking the right mouse button.

Evan Dando said "its a shame about  Ray". He obviously hadn't seen God
Paint's Ray function.

 4.4.1 RAYS - PARAMETERS

None. Parameters are defined under "Line Mode : Line Type"  and
"Pen Mode : Plot".

4.5 POLYGON

This function allows you  to  create  two dimensional polygons. Define
all the points of the polygon by  clicking the left mouse button. Once
all points are defined, the polygon will be displayed.

At any point during definition, press  the right mouse button to clear
the polygon.

 4.5.1 POLYGON PARAMETERS

Clicking with the right mouse button on  the polygon box brings up the
parameters dialogue box.

 4.5.2 POLYGON - POINTS

Define the number of vertices  in  the  current polygon. For example a
triangle has 3 points, a square 4, a pentagon 5 etc.

Polygons can range from 3-15 points.

 4.5.3 POLYGON - TYPE

This defines the current shading type of the polygon.

  _Line_

The default mode. This simply draws a non-shaded lined polygon.

  _Fill_

This draws a polygon filled in the current pen colour.

  _Shade Fill_

This gives a lovely shading effect similar to gourad shading. The fill
colour is defined below.

Every polygon line is filled from  the  start colour to the end colour
and back again. The individual  Red  Green  and Blue components of the
START and END colours are defined below.

The default polygon shades from a low blue (10) to full blue (31). You
can change this, for example, by  setting  start and end blue to zero,
setting start red to 10 and end red to 31 for a red filled polygon.

4.6 LINE BOX

This draws a box in the  current  pen colour between two points. Click
with the left button to define one  corner  of a box, move the move to
the desired end position and click again  to the define the end corner
of the box.

At any point during definition press  the  right mouse button to clear
the box.

 4.6.1 LINE BOX PARAMETERS

None.

4.7 FILL BOX

As above, but this draws a filled box in the current pen colour.


 4.7.1 FILL BOX PARAMETERS

None.


4.8 COLOUR BOX

The box is defined as above,  but  is  has a much more complex shading
technique.

  4.8.1 COLOUR BOX PARAMETERS

Clicking with the right mouse button  on  the colour box icon bring up
the colour box parameters dialogue box.

The colour box shades  in  two  directions simultaneously - vertically
and horizontally. The shade in the top  left  corner of the box is the
start colour. As you move across  the box horizontally, this colour is
shaded towards the X END colour.  As  you move down the box vertically
this colour is shaded to the Y END colour.

The individual RGB components of  the  3  colours  can  be set in this
dialogue box.

Example: The default colour box set up has  a start colour of 0 Red, 0
Green, 31 Blue. The X END colour is 31 Red, 0 Green and 0 Blue. As you
move horizontally across the box, the Red  is shaded from 0 to 31, the
green remains constant at zero and blue is shaded from 31 down to 0.
The Y END colour is 0 Red,  63  Green,  31 Blue. As we move vertically
down  the  box,  red  approaches  0,  green  approaches  63  and  blue
approaches 31.

You can easily create  some  very  impressive  shaded areas using this
colour box function.

4.9 CIRCLE

This draws a circle in  the  current  pen  colour. Click once with the
left mouse button to define  the  origin  of  the  circle and move the
mouse to define the circles radius.  Click  with the left mouse button
again to draw the circle.

At any point during definition the  right  mouse button can be pressed
to clear the circle

TECH NOTE: This circle algorithm was based on art to maths wizard J.E.
Bresenham's routine which SH3 sent  me.  As with most circle function,
it looks slightly odd when the radius is very small!

 4.9.1 CIRCLE PARAMETERS

None.

4.10 FILLED CIRCLE

As above but the circle is filled according to defined fill setting.

 4.10.1 FILLED CIRCLE PARAMETERS

The filled circle parameters dialogue  box  is entered by clicking the
right mouse button on the filled circle icon.

Here you can define the type of shading you wish to employ.

 _Solid_

The default mode,  simply  flat  shades  the  circle  in the currently
defined pen colour.

 _Shade_

This shades the circle from the  circumference to the centre according
to the defined start and end colour.

The start colour  defines  the  colour  of  the  circumference  of the
circle. As you move towards the centre of the circle, it shades to the
end colour.

TECH NOTE: For smoothness,  full  circles  are  drawn  for every shade
level, not simple step shaded rims.  This  slows down the shade circle
drawer, even so it is  still  faster  then  most other true colour art
packages.

4.11 MAGNIFY STUDIO

Clicking on this icon takes you  into  the magnify studio. The area of
the canvas over which the mouse was last is magnified at the left hand
side of the screen. On the right  hand  side  of the screen there is a
real-size representation of the current  zoomed  area, allowing you to
see what changes look like.

Clicking with the right mouse  button  over  a  non-active area of the
screen returns you to the tools screen.

At the top of the screen is a row of icons.

 4.11.1 MOVE MAG LEFT


Clicking with the left mouse button moves the zoom window one pixel to
the left. Hold down the left mouse button for one pixel scroll.

Click with the right mouse button to  move the zoom window one page to
the left. The size of a page is equal to the current zoom size.

 4.11.2 MOVE MAG RIGHT

Clicking with the left mouse button moves the zoom window one pixel to
the right. Hold down the left mouse button for one pixel scroll.

Click with the right mouse button to  move the zoom window one page to
the right. The size of a page is equal to the current zoom size.

 4.11.3 MOVE MAG UP

Clicking with the left mouse  button  moves  the zoom window one pixel
up. Hold down the left mouse button for one pixel scroll.

Click with the right mouse button to move the zoom window one page up.
The size of a page is equal to the current zoom size.

 4.11.4 MOVE MAG DOWN

Clicking with the left mouse  button  moves  the zoom window one pixel
down. Hold down the left mouse button for one pixel scroll.

Click with the right mouse  button  to  move  the zoom window one page
down. The size of a page is equal to the current zoom size.

 4.11.5 INCREASE X MAGNIFICATION

Click with the left mouse  button  to  increase X magnification by one
pixel. This means that every pixel  is  represented by 1 more x pixels
in the zoom window, so appears wider.

Click  with  the  right  mouse  button   to  increase  both  X  and  Y
magnification. This has the effect  of  zooming into the image without
distorting the proportions.

 4.11.6 DECREASE X MAGNIFICATION

Click with the left mouse  button  to  decrease X magnification by one
pixel. This means that every pixel  is  represented by 1 less x pixels
in the zoom window, so appears narrower.

Click  with  the  right  mouse  button   to  decrease  both  X  and  Y
magnification. This has the effect of zooming out of the image without
distorting the proportions.

 4.11.7 INCREASE Y MAGNIFICATION

Click with the left mouse  button  to  increase Y magnification by one
pixel. This means that every pixel  is  represented by 1 more y pixels
in the zoom window, so appears taller.

Click  with  the  right  mouse  button   to  increase  both  X  and  Y
magnification. This has the effect  of  zooming into the image without
distorting the proportions.

 4.11.8 DECREASE Y MAGNIFICATION

Click with the left mouse  button  to  decrease Y magnification by one
pixel. This means that every pixel  is  represented by 1 less x pixels
in the zoom window, so appears shorter.

Click  with  the  right  mouse  button   to  decrease  both  X  and  Y
magnification. This has the effect of zooming out of the image without
distorting the proportions.

 4.11.9 SEGMENTATION

This places a border around every pixel so it is clearly visible where
every pixel begins and ends.  Clicking  with  the left mouse button on
this icon toggles segmentation mode on/off. The default is off. If the
picture is greatly  zoomed  out,  segmentation  will  have  an adverse
effect on the clarity of the image in the zoom window.

 4.11.10 SET MAG SIZE

This allows you to define  the  X  and  Y  size  in pixels of the zoom
window. The default size is 16  x  16.  This is particularly useful if
drawing sprites or other objects of  fixed size. The entire sprite can
be contained exactly in the zoom  window  for editing, and you can see
its real-size representation on the right.

 4.11.11 THE ZOOM WINDOW

Click with the left mouse button  to  draw  a pixel in the current pen
colour. Click with the right mouse  button  to  pick the colour of the
pixel the mouse is over, and load it into the pen colour.

 4.11.12 THE MINI SLIDER BARS

Allow  you  to  select  the  current   pen  colour.  A  more  detailed
description of the slider bars can be found in section ????

 4.11.13 ZOOM STUDIO PARAMETERS

None.

4.12 FLOOD FILL

Allows you to fill an area  of  colour  with the currently defined pen
colour.

TECH NOTE: This is a properly functioning recursive routine that takes
the minimum of  memory  and  will  fill  the  most complex structures,
unlike some fills in other art package  that will fill so far and then
stop!

 4.12.1 FLOOD FILL PARAMETERS

None.

4.13 BLOCK MODE

This allows the cutting and pasting of blocks.

Block definition is similar to  box  definition.  Click first with the
left button on one corner of  the  area  you  wish to cut, move to the
opposite corner and click again with the  left button to cut the area.
The mouse pointer will now disappear  and  instead you can control the
block position by moving the mouse  around. Click with the left button
to place the block at the current mouse position.

At any point  the  current  block  can  be  cleared  and mouse pointer
restored by clicking the right mouse button.


The blocked can be flipped in the x  and y axis by pressing the cursor
keys. 90 degree rotation is achieved by using INSERT or CLR/HOME.

 4.13.1 BLOCK MODE PARAMETERS

Blocks come in three types:

  _Solid_

The entire defined block is used in all operations.

  _X-Ray_

The currently defined  background  colour  (as  defined  in the colour
palette) is ignored from  all  block  operations.  For example, if the
background colour is black (the  default)  and  you  cut a block, when
pasting elsewhere the black is  ignore  and just the non-black colours
of the block are pasted.

  _Back_

The block can only be placed on  the background, all other colours are
"locked" and cannot  be  altered.  Useful  for  placing  images behind
objects.

  4.13.2 BLOCK MODE - MOVE TYPE

  _Move_

The default mode. The  block,  in  the  current  mode, is simply moved
straight to the screen ignoring all data underneath it.

  _Add_

The current block is ADDed to  the  screen  data below it. This allows
you to build up effects of  translucency  and shading. For example, if
the block consists of a very low  colour  (1 Red, 2 Green, 1 Blue) you
can very subtly shade the picture by  drawing the block over it in ADD
mode.

  _Sub_

Similar to add mode  but  the  current  block  is  SUBtracted from the
screen data below it, allowing you to darken sections of the image.

  _And_

The block is logically ANDed with  the picture data below it, allowing
you to mask areas of colour.

  _Or_

The block colour is logically ORed  with the picture data allowing you
to create new colours.

  _Eor_

The block is Exclusively  ORed  with  the  data  below it allowing you
invert colour attributes.

  _Nor_

The block and the screen data are  combined  by means of a logical NOT
and OR.

  _Nand_

The block and the screen data are  combined  by means of a logical NOT
and AND.

  4.13.3 BLOCK MODE - SIZE

This option chooses how the size of the block should be defined.

  _Define_

Block size is user-defined by cutting with the mouse. This gives total
flexibility over block size.

  _Box_

This is one  of  the  most  useful  functions  in  god  paint. You can
physically define the size of a box,  so  when you go to cut your box,
you already see the size of it and just need to move it to the correct
position. This is vastly useful  when  working with sprites or objects
of a fixed size.

The X and Y size can  be  defined  underneath  with the plus and minus
buttons.

4.14 LETTER BOX

An unique function to God Paint, and  one that will warn the hearts of
fans of postmen everywhere.

Letterbox draws a frame  -  you  effectively  define  two boxes and it
shades between them. The boxes  can  overlap and it will intelligently
calculate the areas to shade.

 4.14.1 LETTER BOX PARAMETERS

These give you control over the letter box shading.

  _Solid_

The default mode. The letter  box  is  flat  shaded in the current pen
colour.

  _Shade_

The letter box is shaded from the  first frame to the second according
to the defined colours.

For example, the default start colour  is  0  Red, 0 Green, 0 Blue and
the end colour is  31  Red,  0  Green,  0  Blue.  This  will produce a
graduated red-shaded letter box.

4.15 SPRAY

Allows you to recreate the "banging"  hip-hop "rush" of spray graffiti
in the comfort of your own armchair! You too can daub "Darren woz ere"
on your monitor (but quickly delete  it  when  mum comes in the room).
Its subversive,  it's  superficial,  it's  supersonic  (our  kid) it's
spray!

Simply click on the desired area to spray and hold down the left mouse
button. The longer you hold down the button, the more is sprayed.

  4.15 SPRAY PARAMETERS

These are accessed by clicking the  right  mouse button over the spray
icon.

  4.15.1 SPRAY - PLOT

  _Move_

The default mode. The  spray,  in  the  current  pen colour, is simply
moved straight to the screen ignoring all data underneath it.

  _Add_

The pen colour of the spray is ADDed to the screen data below it. This
allows you to  build  up  effects  of  translucency  and  shading. For
example, if the pen colour is very  low  (1  Red, 2 Green, 1 Blue) you
can very subtly shade the picture by drawing over it in ADD mode.

  _Sub_

Similar to add  mode  but  the  current  pen  colour  of  the spray is
SUBtracted from the  screen  data  below  it,  allowing  you to darken
sections of the image.

  _And_

The pen colour of the spray  is  logically ANDed with the picture data
below it, allowing you to mask areas of colour.

  _Or_

The pen colour of the spray  is  logically  ORed with the picture data
allowing you to create new colours.

  _Eor_

The spray is Exclusively  ORed  with  the  data  below it allowing you
invert colour attributes.

  _Nor_

The spray colour and  the  screen  data  are  combined  by  means of a
logical NOT and OR.

  _Nand_

The spray colour and  the  screen  data  are  combined  by  means of a
logical NOT and AND.

  4.15.2 SPRAY - FLOW

Allows you to define the percentage  of  the spray area that is filled
on every mouse click.

  4.15.3 SPRAY - SPEED

Allows you to define how quickly this area is filled.

  4.15.4 SPRAY - BOX SIZE

Defines the area in which the spray will fall.

  4.15.5 SPRAY - HEAD

Spraying comes in two modes:

  _Dot_

The default. Spray  consists  of  single  pixels  of  the  current pen
colour.

  _Pen_

Spray consists of small sprites the size and colour of the current pen
head. Good for building up textures.

4.16 SMOOTH

Smooth is a powerful function  that  really  exploits the potential of
true colour mode. It is used to reduce jagged edges around images - to
make sure lines  don't  appear  "stepped".  It  is  also  used to make
colours blend into one another to create a more natural image.

Simply move the smooth box over the image and click once with the left
mouse button  to  apply  a  smooth.  Hold  down  the  left  button for
continuous smoothing.

 4.16.1 SMOOTH PARAMETERS

Click with the right button on the  smooth icon to bring up the smooth
parameters.

 4.16.2 SMOOTH - BOX SIZE

This defines the smooth area. The default is  10 X 10, but this can be
reduced to a single pixel and increased up the size of a screen!

 4.16.3 SMOOTH - SMOOTH STEP

This defines the minimum  difference  between  component  shades for a
smooth to be carried out.

For example, the default values for this are 2 for Red, Green and Blue
so this means that there all  colours  will be smoothed until there is
only a marginal differences  between  them  and  surrounding colours -
only 2 levels of intensity.

If smooth step is set to zero, colours will be smoothed until there is
absolutely no difference between them.

If a colour component is set to full, it will not be smoothed. You may
just want to smooth the green sections of the picture, and not the red
and blue. In this case, set the Red and  Blue to 31 and the Green to a
low value such as 2.

The higher the smooth step, the less the colour is smoothed.
The lower the smooth step, the more the colour is smoothed.

4.17 PICK COLOUR

This option allows you  to  pick  a  colour  from  the current canvas.
Simply select this  option  by  clicking  on  it  with  the left mouse
button, go onto the canvas screen and move over the colour you wish to
select.

As you move over different colours  in  the picture, a box will appear
at the top  or  bottom  of  the  screen  (depending  on  the mouse's y
position). This box contains a large  section  of colour - the current
colour the mouse is over. Underneath this are 3 smaller coloured boxes
with numerical values by them. These represent the Red, Green and Blue
components of the colour respectively.

The numerical value represents the  intensity  of  the colour, and the
small box by it is  a  graphical  representation  of that component at
that intensity.

 4.17.1 PICK COLOUR PARAMETERS

None.

4.18 FRACTAL

An entertaining function  that  was  put  into  God  Paint  after much
mandlebrot mallarkey during the first Reservoir Gods convention.

The fractal allows you to  draw  mandlebrot  or  Julia fractals at any
place on the image in any size or in any colour.

Simply define a box on the image and the fractal is drawn in the box.

  4.18.1 FRACTAL PARAMETERS

Clicking with the right mouse button  on  the fractal icon brings up a
very daunting dialogue box.

Each number in the box is a  decimal  number  between -2 and +2 and is
represented to 3 decimal points. Each significant figure of the number
has a plus and minus box  above  and  below it respectively and can be
individually edited.

  4.18.2 FRACTAL - TYPE

This defines the sort of fractal to be drawn.

  _Mandlebrot_

This is the default type of fractal, and  all the values are set up to
draw a standard mandlebrot set.

  _Julia_

The fractal is not set up to  draw  Julia curves, and you will have to
change the A, B, P and Q values to display Julia curves.

  4.18.3 FRACTAL - ITERATIONS

This represents the maximum amount of times the fractal checks whether
it is in or out of the unit circle.

In laymans terms, this is the amount of colours in the fractal! Reduce
the iterations for faster but less colourful fractals.

The fractal colours  are  mapped  onto  the  palette  colours.  On the
default of 33 iterations, the first  33 palette colours are used. Edit
these for different colour fractals.

  4.18.4 FRACTAL - VARIABLES

These define the start and end  positions  of the fractal and the zoom
level. Edit these for different fractals.

4.19 GREY SCALES

This converts the entire image into grey scales.


Simply click once with the left mouse  button on this icon to turn the
whole image into grey shades.

  4.19.1 GREY SCALES - PARAMETERS

None.

4.20 SWAP COLOURS

This allows you to remap  the  current  picture by swapping individual
RGB components with  each  other.  For  example  a  red  font could be
recoloured blue by  using  this  option,  or  a  green  logo  could be
recoloured red.

Click the left mouse button on the icon to perform a colour swap.

  4.20.1 SWAP COLOURS PARAMETERS

Click with the  right  mouse  button  on  the  icon  to  bring  up the
parameters dialogue box.

On the left of the box are three  colours - Red, Green and Blue. These
three colours also appear on the right of the box. Click on one colour
from each side to choose which colours to swap with each other.

Example click on Red on the left and Blue on the right, this will have
the effect of swapping Red and  Blue  next  time you click on the swap
colours icon.

NOTE: Selecting Red on  the  left  and  Blue  on  the  right will have
exactly the same effect as selecting Red  on the right and Blue on the
left.

4.21 MASK SCREEN

This allows you to filter the  screen,  changing the RGB levels of all
of  the   colours.   You   can   lighten   images,   darken   them  or
increase/decrease the intensity of one of the RGB components.

Click with the left mouse button on this icon to perform a mask.

  4.21.1 MASK SCREEN PARAMETERS

Click with the right mouse button on  the mask screen icon to bring up
the parameters dialogue box.

In this box you define the change  values in the RGB components. These
are signed values between -31 and +31  (Red  and Blue) and -63 and +63
(Green).

For example, we want to increase just the green in the picture by 5.
Change green change to +5 and the other two to zero.

Example: we want to lighten the image.  Change  red to +1, green to +2
and blue to +1.  This  will  have  the  effect  of subtly lighting the
image. Keep clicking on the mask  screen  icon until the desired level
of brightness is achieved.

4.22 RESIZE SCREEN

Allows you to resize an  image  without  losing picture clarity. It is
based around a reshading  algorithm  which  will intelligently reshade
the picture as it is scaled down, keeping the picture smoothness. This
option doesn't chop  off  pixels,  it  uses  the  true  colour mode to
effectively create a smaller shaded sketch of the big image.

The size of the box you define  will  contain the entire screen data -
it will be resized into these dimensions.

  4.22.1 RESIZE SCREEN PARAMETERS

None.

4.23 SLOW DRAW

This limits the  mouse  movement  when  drawing  to  one  pixel in any
direction giving you total control over drawing movements.

Slow draw affects all drawing functions and  can be toggled on and off
with the left mouse button.

 4.23.1 SLOW DRAW PARAMETERS

None.

4.24 GRID MODE

This define a grid for mouse movement on the canvas.

  4.24. GRID MODE PARAMETERS

This allows you to define the X and Y size of the grid.
The default is 16 x 16.

4.25 CO-ORDINATES

When this option is  turned  on,  the  current  mouse co-ordinates are
displayed on the canvas.  The  position  of  the  box is intelligently
moved so it doesn't get in the way of mouse operations.

  4.25.1 CO-ORDINATE PARAMETERS

None.

4.26 CYCLE COLOURS

When this option is  on,  the  pen  colour  is  cycle  between the set
parameters.

The option can be toggled on  and  off  with the left mouse button and
effects all functions that use the pen colour.

 4.26.1 CYCLE COLOURS PARAMETERS

The cycle colours parameter box  is  entered  by  clicking on the icon
with the left mouse button.

Here you define the START colour of  the  cycle, the END colour of the
cycle and the STEP of the cycle.  The  colour cycles from the START to
the END colour in steps of STEP and then back down to the start colour
in steps of STEP.

4.27 CLEAR SCREEN

This will clear the current canvas screen to black.

A dialogue box will appear  asking  if  you  want  to carry out such a
drastic task.

  4.27 CLEAR SCREEN PARAMETERS

None.

4.28 CHANGE SCREEN MODE

This allows you to change the resolution of the picture.

God Paint will try to retain as  much  as possible of the image during
the resolution change, but it is  strongly  advised that you save your
picture before changing resolution.

The screen modes are:

 _320 x 200_

RGB/VGA none overscan mode.

 _320 x 240_

RGB/VGA y overscan mode. This is the  default VGA mode and is emulated
on RGB monitors, although you don't see the entire image.

 _320 x 400_

RGB only interlace mode.

 _384 x 240_

RGB only. The default RGB mode - x and y overscan.

 _640 x 200_

RGB only. 80 column mode. (USAGE NOT RECOMMENDED!)

 _768 x 240_

RGB only. 80 column mode with overscan. (USAGE NOT RECOMMENDED!)


NOTE: The extended screen  modes  (640x200,  768x240)  require a great
amount of memory and may cause the machine to crash if you have only 4
mb. It is not advised to work in these mode!

4.29 HELP

Click with the left  mouse  button  on  this  icon  to  enter the help
screens. There is some brief help on these screens that is very out of
date!

  4.29.1 HELP MODE PARAMETERS

Click with the right mouse  button  on  the  help icon and the current
time and date will be displayed.

4.30 DISK OPERATIONS

Click with the left  mouse  button  on  this  icon  to access the disk
operations menu. This  gives  you  access  to  God-Paint's loading and
saving facilities.

  _Load Picture_

This allows you to load  full  screen  pictures  of the specified file
format.  The  loading  routine  will  automatically  detect  the  file
extension of the picture and choose the appropriate loading routine.

If the file extension  is  not  recognised,  it  will  use the loading
routine specified as the current "load picture type"

If the picture is bigger than the current canvas, the "reduction" type
is checked. If it is set to "window" mode you will see a window of the
current image - as much as can fit onto the current canvas.
If "reduction" is on scale mode then the entire image will be rescaled
to fit into the current screen. This is an intensive calculation so be
prepare for a short wait ;)

  _Load Block_

Allows you to load a  block  file  of  the  type specified under "load
block type". The block will be loaded into the top left hand corner of
the screen, unless you specify the "block  dest" as being mouse in the
disk parameters menu. Then  the  block  will  be  loaded  to the mouse
pointer, and after loading you  can  press  space  to go to the canvas
screen with the block loaded into  the  mouse. Move the mouse to where
you wish to position the block and click once to place it.

  _Load Palette_

Allows you to load  a  palette  into  God-Paint's palette. The palette
type is specified in the parameter menu under "load palette type".

  _Save Picture_

Saves the full screen in the  specified picture type. The default save
type is  God-Paint.  You  can  define  different  save  types  in  the
parameter menu under "save picture type"


  _Save Block_

Allows you to save an area of  the screen in the specified "save block
type" format. After clicking on  this  you  will  return to the canvas
where you can cut the block you wish to save. After the block has been
defined, the file selector will  appear  asking  you to specify a file
name.

  _Save Palette_

Allows you to save the current palette.  The save type is specified in
the parameter menu under "save palette type"

 4.30.1 DISK OPERATION PARAMETERS

Clicking the right mouse button on  the  disk  icon brings up the disk
preferences menu. Here  you  can  define  all  the  loading and saving
types.

 4.30.2 LOAD FILE TYPE

God-Paint can load a vast  array  of  file  formats,  all of which are
converted to true colour mode and the current canvas proportions.

  _Auto_

In this mode god-paint  will  intelligently  detect  the format of the
picture being loaded and choose the appropriate routine.

  _God Paint_ *.GOD

God-Paint's own format - simple and elegant.


  _Indy Paint_ *.TRU

True  colour  picture   format   from   Indy   Paint   by   Photon  of
Lazer/Independent.

  _Egg Paint_ *.TRP

Another true colour picture format, although  I haven't seen the paint
package myself (is it by Eclipse?)

  _True Paint_ *.TPI

HiSoft's dreadful "art" package. Supports  all resolutions and picture
sizes.

  _Fuck Paint_ *.PI9

256 colour picture format from appropriately named package.

  _Delm Paint_ *.DEL

Another 256 colour picture format from  an  art package by Mr. Coke of
Avena. It also handles compressed delmpaint files.

  _Prism Paint_ *.PNT

Multiple resolution format. Prism Paint  is  a  GEM based package that
saves in a variety of  resolutions  and  screen  sizes. God Paint will
convert all images to true colour. It can also handle compressed prism
paint files.

  _Spectrum 512_ *.SPU

Uncompressed spectrum 512 images. This was  an ST art package that did
a lot of palette switching to  get  around 40 colours per scanline and
coding the converter was a real pain.

  _Compressed Spectrum 512_ *.SPC

This handles the compressed format spectrum 512 pictures.

  _Degas PI?_ *.PI? (PI1, PI2, PI3)

This will load good old uncompressed  degas  images of low, medium and
high resolution.

  _Degas PC?_ *.PC? (PC1, PC2, PC3)

This will handle  compressed  degas  images.  They  used  an appalling
packing method -  Run  Length  Encoding  -  I  almost  wonder why they
bothered!

  _Neochrome_ *.NEO

This will load images from Degas's rival package NEOchrome.

  _Art Director_ *.ART

This will load images created on Art Director.

  _Crack Art_ *.CA1


This will load images created on excellent ST art package "Crack Art".
Compressed images are also handled.

  _Overscan_ *.KID

This will load ST overscan pictures of 'KID' format.

  _PIC_

Will load PIC images as used by Delta Force in Disk Maggie.

  _GEM Image_ IMG/XIMG

Will attempt to load GEM's  IMG/XIMG  format, although this routine is
not 100% perfect.

  _XGA_

Will load raw true colour pictures of XGA format.

 4.30.3 SAVE FILE TYPE

This defines the format of saved files:

  _Auto_

Automatically  detects  what  type  to  save  in  from  the  currently
specified file extension.

  _God Paint_ *.GOD

God-Paint's own file format. This is the recommended save format.

  _Indy Paint_ *.TRU

Indy Paint picture file

  _Egg Paint_ *.TRP

Egg paint picture file

   _True Paint_ *.TPI

True Paint picture file.

  4.30.4 LOAD BLOCK TYPE

Defines the file format for loading blocks.
Formats as above.

  4.30.5 SAVE BLOCK TYPE

Defines the file format for saving blocks.
Formats as above.

  4.30.6 LOAD PALETTE TYPE

Defines the file format for loading palettes.

  _God Paint_

God Paint's own palette format

  _Indy Paint_

Indypaint palette format

  _Delm Paint_

Delm paint format

  4.30.7 SAVE PALETTE TYPE

Defines the file format for saving palettes.
Formats as above

  4.30.8 REDUCTION

Defines how images larger then the  current canvas size will be fitted
onto the screen.

  _Window_

You will only get see as much of the image as can be squeezed onto the
screen.

  _Scale_

The image will  be  resized  to  the  current  screen dimensions. This
involves some very hefty calculations so be prepared for a short wait.

  4.30.9 BLOCK DEST

Defines the destination of loaded blocks.

  _Screen_

Blocks are loaded directly to the top left corner of the screen.

  _Mouse_

Blocks are loaded into the mouse pointer. After loading press space to
go onto the canvas. Move the  block  to your desired position with the
mouse and click with the left button to place it.

4.31 QUIT

Gives you the option of leaving God Paint (not that you will ever want
to).

A box will appear asking you  to  confirm your decision and giving the
option of going back and saving your picture.

  4.31.1 QUIT PARAMETERS

None.


5. THE ZOOM BOX

The zoom box is situated  in  the  top  left  hand corner of the tools
screen. This features a zoomed  representation  of  the area the mouse
point was last of in the canvas  screen.  To pick the area to zoom, go
onto the canvas screen, move  the  mouse  to  the desired position and
return to the zoom screen. You  will  now  see  the area the mouse was
over zoomed.

You can draw on the zoom window, just  click on it with the left mouse
button and you will draw in the currently defined pen colour.

Click with the right  mouse  button  to  "pick"  the  colour the mouse
pointer is over. This will be loaded  into  the pen colour and you can
now draw with it.


5.1 DECREASE ZOOM

The minus button at the top right  of the zoom box decreases the zoom.
If you want to continuously zoom down you can hold down the left mouse
button. To move down one zoom level  you can click once with the right
mouse button.

Keyboard Equivalent: CLR/HOME

5.2 INCREASE ZOOM

The plus button at the top right  of  the zoom box increases the zoom.
If you want to continuously zoom up  you  can hold down the left mouse
button. To move up one zoom  level  you  can click once with the right
mouse button.

Keyboard Equivalent: INSERT

5.3 DEFAULT ZOOM

The black box on the top  right  below  the  plus button will take the
zoom window into default zoom mode -  a 16 x 16 pixel area.

Keyboard Equivalent: #

5.4 MOVE ZOOM WINDOW UP

The up arrow at the bottom right  corner  of the zoom box controls the
up movement. Clicking on this with the left mouse button will move the
zoom area up one pixel. Clicking with the right mouse button will move
the zoom area up by one "page".

Keyboard Equivalent: UP ARROW

5.5 MOVE ZOOM WINDOW DOWN

The down arrow at the bottom right corner of the zoom box controls the
down movement. Clicking on this with  the  left mouse button will move
the zoom area down one  pixel.  Clicking  with  the right mouse button
will move the zoom area down by one "page".

Keyboard Equivalent: DOWN ARROW


5.5 MOVE ZOOM WINDOW LEFT

The left arrow at the bottom right corner of the zoom box controls the
left movement. Clicking on this with  the  left mouse button will move
the zoom area left one  pixel.  Clicking  with  the right mouse button
will move the zoom area left by one "page".

Keyboard Equivalent: LEFT ARROW


5.5 MOVE ZOOM WINDOW RIGHT

The right arrow at the bottom  right  corner  of the zoom box controls
the left movement. Clicking on  this  with  the left mouse button will
move the zoom area  right  one  pixel.  Clicking  with the right mouse
button will move the zoom area right by one "page".

Keyboard Equivalent: RIGHT ARROW

6 THE SLIDER BARS

These are used for  defined  the  current  pen  colour. Each different
colour on a computer is  made  up  from three primary components: Red,
Green and Blue. By setting these  to  different left you get different
colours.

The slider bars are split into 4 areas:

 6.1 CURRENT COLOUR

A box above the slider bars displays the currently defined colour.

 6.2 THE RGB BARS

There is a bar for  each  RGB  component  which  ranges  from 0 at the
bottom (a very dark shade) to full at the top (a very bright shade).
Full for red and blue is 31, whereas  full for green is 63 - God Paint
uses all 65,536 colours available (unlike certain other art packages).

The change the RGB level, just click  on  a  place on the bar with the
left mouse button. You  will  notice  the  colour  above the bars gets
updated, as do the colour values below.

Keyboard Equivalents: (Numeric Keypad)

( - Increase red
) - Increase green
/ - Increase blue
7 - Decrease red
8 - Decrease green
9 - Decrease blue
4 - Full red
5 - Full green
6 - Full blue
1 - No red
2 - No green
3 - No blue

 6.3 THE RGB BUTTONS

To the right of the slider  bars  are  three buttons with arrows above
and below  them.  These  can  "lock"  the  individual  RGB  components
allowing you to easily change shades.

For example, you want to change  just  the  red and green of a colour.
Click on  the  red  and  green  boxes  -  they  will  now  be outlined
indicating these components are locked.  You  can  now click on the up
arrow to increase the shade or the down arrow to decrease the shade.

Keyboard Equivalents: (numeric keypad)

*  Lock red
-  Lock green
+  Lock blue
0  Increase shade
.  Decrease shade

 6.4 RGB INFO

Below the bars there is some information about the current colour.

Below each bar is a value representing that components level.

Below this is a single value  that  represents the word value (in hex)
of the current colour. This is useful for programmers.

7.0 THE PEN HEAD DEFINER

In the bottom left of the  tools  screen  is  a pen head definer. This
defines the head of the drawing tool. It can be just a single pixel or
a complex pattern.

The pen head is defined on an  8x8  grid.  To set a pixel in the grid,
click with the left mouse  button.  To  clear  a pixel, click with the
right mouse button.

When drawing, all set pixels will be  drawn in the current pen colour,
and all cleared pixels ignored.

By the pen head definer is  a  'P'  icon  which takes you into the pen
studio.

8.0 THE PEN STUDIO

The pen studio gives you advanced pen editing tools.

On the top of the screen there are a series of icons.

 8.1 SCROLL PEN LEFT

Shifts the current pen one pixel to the left.

 8.2 SCROLL PEN RIGHT

Shifts the current pen one pixel to the right.

 8.3 SCROLL PEN UP

Shifts the current pen one pixel up.

 8.4 SCROLL PEN DOWN

Shifts the current pen one pixel down.

 8.5 HORIZONTAL FLIP

Flips the pen around the X axis.

 8.6 VERTICAL FLIP

Flips the pen around the Y axis.

 8.7 90 DEGREE FLIP

Flips the pen by 90 degrees

 8.8 INVERT PEN

All the set pixels are cleared, and all the clear pixels are set.

 8.9 FILL PEN

All pixels are set to on.

 8.10 CLEAR PEN

All pixels are cleared

 8.11 SEGMENTATION

This gives a border around each pen head pixel.

 8.12 INCREASE MAGNIFICATION

Increases the magnified size of the pen head (for easier editing).

 8.13 DECREASE MAGNIFICATION

Decreases the size of the magnified pen head.


At the top left of the screen you will see the pen control icons.
You can have up to 100 pens  in  memory  at once and flip between them
with the click of an icon. Pens can also be loaded and saved.

 8.14 NEXT PEN

Brings up the next pen in the set.

 8.15 PREVIOUS PEN

Brings up the previous pen in the set.

 8.16 LOAD/SAVE PENS

Gives you the following options:

 _Load Penset_

Will load a set of 100 pens.

 _Save Penset_

Will save the current penset of 100 pens.


9 THE PALETTE

Pressing [Return] or both mouse  buttons  simultaneously on the canvas
screen brings usp the palette. This  displays 256 colours which can be
useful in the construction of the picture.

If you press [G] on the  keyboard  the  256  most used colours will be
grabbed for use in the palette.

 9.1 CHOOSE

The default palette mode. This allows you  to choose any colour in the
palette by clicking on it with the left mouse button. This colour will
be loaded into the current pen colour. Press the right mouse button to
exit the palette.

Choose is also used for picking colour spaces for general use.

 9.2 PICK

This allows you to load  a  colour  into the current palette position.
Click on "choose" and choose the space  you want the colour to occupy.
Click on "pick" and you will return  to the canvas. Move to the colour
you wish to pick and click the  left  mouse button. This colour is now
loaded into the palette.

 9.3 SWAP

Allows you to swap the positions  of  two colour in the palette. Click
on the first colour you wish to  swap,  click on "swap", then click on
the second colour and they will be swapped.

 9.4 COPY

First choose the colour you want  to  copy,  then click on "copy" then
click on the destination slot to copy to.

 9.5 RANGE

This will create all the shades  of  colour between two defined poles.
First click on your start colour, then  click on "range" then click on
your end colour. All the spaces in between them will be filled in with
the shades between these two colours.

 9.6 MIX

This will mix one colour  with  another.  First  click on "choose" and
click on a colour. This is  the  destination colour. Then click on mix
and choose a colour to  mix  it  with.  The  colours will be mixed and
stored in the destination colour.

 9.7 CREATING COLOURS

To create a new colour, first click  on "choose" and the then click on
the space you want the new  colour  to  occupy. On the bottom right of
the palette you will see  three  boxes  with  numbers  by them - these
represent the RGB level of the current  colour.  Click on a box and it
will become "locked" (like  on  the  slider  bars).  Click on the plus
button to increase the shade or minus to decrease it.

 9.8 THE NUMBER OF COLOUR

On the far right at  the  bottom  of  the  box,  the current number of
colour that the mouse  pointer  is  over  is  displayed.  If the mouse
pointer is not over a  colour,  then  the currently selected colour is
displayed.

                               APPENDIX

GOD PAINT FILE FORMAT
---------------------

The god paint file format is as follows:

WORD: File ID ("G4")
WORD: Picture X size (in pixels)
WORD: Picture Y size (in pixels)
WORDs: screen data (x size * y size words)


THE BUGS
--------

Unfortunate as it  is,  one  or  two  bugs  may  have  crept into this
package. If you do  come  across  any,  please  notify  me  as soon as
possible and I will fix them.

The main problem is when working in a high resolution mode such as 768
x 240. My advice is stick to 384 x 240.


THE FUTURE
----------

If there is enough interested in  God-Paint, then I will finish coding
God-Paint 2. This will feature:

o DSP enhanced functions for extra speed
o Custom VIDEL handling for enhanced screen modes
o Handling of many extra picture formats
o Custom file selector - GEM is totally abandoned for extra memory
o Block rotation & texture mapping
o 3D polygon definition
o Multiple work screens (including virtual work screens)
o Dynamic memory handling
o Sprite studio
o Virtual canvas sizes
o User defined fills
o Support for 256, 4 and 2 colour modes

CONTACT
-------

For further information contact:

Leon O'Reilly
Cwm Isaf
Abermule
Montgomery
Welshpool
Powys
SY15 6JL

   email: mrpink.rg@zetnet.co.uk
homepage: http://rg.atari.org

Instructions - God Paint [Falcon030]

About Us - Contact - Credits - Powered with Webdev - © Atarimania 2003-2025