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Screenshots - Unispec

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Information - Unispec

GenreGraphics - AnimationYear1989
Language[unknown]PublisherTrio Engineering
Developer[n/a]Distributor-
ControlsMouseCountryUSA
Box / InstructionsEnglishSoftwareEnglish
Programmer(s)

[unknown]

LicenseCommercial
SerialST TypeST, STe / 0.5MB
ResolutionLowNumber of Disks1 / ?
Dumpdownload atari Unispec Download / STMIDI
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Additional Comments - Unispec

Animation add-on for Spectrum512.

Instructions - Unispec

         UNISPEC v. 1.11 UPDATE
         This addendum describes the new features of v. 1.11 (compared
         to v. 1.0).  Except for one small addition to the 16-color
         converter, all these new features have to do with making
         512-color delta animations. Also, with this Unispec release
         we included a utility program which converts Spectrum picture
         files into 256-color GIF files (you'll find it in the GIF
         folder). GIF (Graphics Interchange Format) was developed by
         Compuserve to allow exchange of computer images between
         different systems. GIF is supported by Macintosh, Amiga and
         IBM.

         First, the 16-color converter addition: now when you save
         16-color pictures to disk you can choose either Degas
         low-resolution format (.PI1) or NEOchrome format (.NEO).
         Press "P" to save as .PI1 or "S" (Save) for .NEO. If you
         press "P", the picture is automatically saved under the name
         UNISPEC.PI1 ("S" saves as UNISPEC.NEO).  If you use UNISPEC's
         Picture Ram disk, keep in mind that it has room for only one
         picture; so, if you've used .NEO and then switch to .PI1
         during the same session, you must first drag UNISPEC.NEO to
         the trash can to make room for UNISPEC.PI1.

         512-Color Delta Animation

         UNISPEC 1.11 allows you to save the difference between any
         two 512-color pictures to disk ("delta file"). Deltas are
         very useful for animation: typically, you want your animation
         to move smoothly, and that means changing your image only a
         little bit with each step. If you save each frame of your
         animation as a separate picture file, they still take a lot
         of disk space (up to 50K each), no matter how little you
         change them.  With delta files it's a different story: the
         smaller the change the smaller the file size.  It can be as
         small as a few bytes, but most often it's between hundreds of
         bytes and several K.

         UNISPEC 1.11 creates deltas by comparing any full screen
         image in the picture buffer with the image on the main
         screen.  The differences between these two images (or
         "Frames") are determined, and saved as a Delta file on disk.

         Let's see how it works.  Load any picture to UNISPEC's main
         screen (or draw something) and copy the whole picture to the
         buffer (select BLOCK PIC-BUF and double-click anywhere, use
         the COPY mode so that a copy of your picture remains on the
         main screen).  Now change your picture a little - for
         instance, draw a short line with DRAW.  What you have on the
         screen now is the 'current frame' of your animation; the
         original that you copied to the buffer is the 'previous
         frame'.  Press the function key F10 to take a look at the
         previous frame, just to make sure it's there (F10 always
         exchanges the last full screen in the buffer with the main
         screen).  Press F10 again to put it back.
         To create a delta between your two frames press CONTROL-F10.
         The standard file selector will appear, with the preset
         filename extension .SPD (for SPectrum Delta). Type a filename
         and click Ok (you don't need to type the extension, it will
         be added automatically).

         Note that you can set the pathname (disk and folders) for
         saving deltas separately from the one used for pictures, and
         it will be remembered when you save your next delta.  The
         same is true for the load delta pathname (see below).

         You can exit to the desktop and take a look at the delta file
         you just created.  It should be pretty small.  That's all
         there is to saving deltas.  Deltas are always created between
         the picture on the main screen and any full-screen picture in
         the buffer (partial blocks in the buffer are ignored).  If
         you have several full-screen pictures in the buffer you can
         specify any of them by pressing CONTROL and the appropriate
         function key - the same function key that brings that picture
         to the main screen when you press it without CONTROL.  We
         used F10 in the above example for convenience. F10 always
         indicates the last picture in the buffer, no matter how many
         are there.  Notice also, that CONTROL-Fn does not exchange
         the screen in the buffer with the main screen.  Your 'current
         frame' is still displayed.

         We'll guide you through the procedure of creating a series of
         deltas that form an animation in a moment.  First let's try
         loading deltas from disk into UNISPEC using the delta we just
         created.  Bring your original picture (the 'previous frame')
         to the main screen.  (Pressing F10 should do it, if it's
         still in the buffer).  Press the INSERT key. The file
         selector will come up.  Select the delta file you created a
         moment ago, and click Ok.   The delta file will be loaded and
         immediately applied to the picture on the main screen,
         transforming it into the second picture (the one we called
         'current frame' when creating our delta).  This is what
         deltas do: a delta between two pictures -- we'll call them
         picture #1, picture #2 -- transforms one into the other. The
         delta itself is not a picture, you can't see it.  It's just
         data that performs that transformation.

         Deltas are symmetrical: if you apply the same delta to
         picture #2 (by loading that delta while picture #2 is on the
         main screen), you get picture #1.  Try it now, by pressing
         INSERT and selecting our delta file in the file selector.
         Likewise, when you create a delta it doesn't matter which of
         the two pictures is on the main screen and which is in the
         buffer - the result is the same. Load delta operation cannot
         be UNDOne, but don't worry: since deltas are symmetrical,
         loading the same delta again will restore the original
         picture.

         To create a long animation you simply save many consecutive
         deltas.  Since deltas are not pictures themselves, they must
         have a starting point, an initial picture that deltas are
         applied to.  In the case of Spectrum deltas this is any
         regular UNISPEC screen that represents the first frame of the
         animation.  This 'initial frame' is saved to  disk (as a
         regular picture file) along with its associated deltas.
         Together they contain all of the information needed to
         playback our animation in real time.

         The basic procedure in UNISPEC goes like this: You draw
         picture #1, save it to disk (the initial frame), then draw
         picture #2, create a delta between #1 and #2, save it, and
         store picture #2 in the buffer.  Then you draw picture #3,
         create a delta between #2 and #3, save it,and store #3 in the
         buffer, and so on.  In the end you'll have one picture (#1)
         and many deltas.

         Let's create a simple animation of an object moving across
         the screen.  First we'll create our initial frame and get set
         up for delta creation.

         Load any picture to the main screen.  We'll use it as a
         background (an empty screen is ok, too).  Clear everything
         from the buffer (select BLOCK BUF-PIC and Alt-left-click on
         each block you have there).  Copy your background picture to
         the buffer (select BLOCK PIC-BUF and double-click on the
         picture).  We are going to use this background picture many
         times, so it's handy to have it at the top of the buffer.

         For the sake of simplicity our moving object will be one of
         the Spectrum brushes. So, select any brush you like and stamp
         it, let's say, near the upper left corner of the screen.  We
         just created our picture #1 (the initial frame). Before going
         any further, SAVE it to disk.  Remember, without this initial
         frame all of our deltas will be useless.  When saving use the
         uncompressed format (you'll see why later). Finally, Copy the
         whole picture #1 from the main screen to the buffer (while
         you are at it, switch the BLOCK mode to OPAQUE, we'll need it
         later).  Now all preparations are finished.  The background
         picture is in buffer screen 1, the previous frame is in
         buffer screen 2, and we're ready to proceed.

         Operations in this paragraph can be repeated any number of
         times.  Select BLOCK BUF-PIC (you must be in the OPAQUE
         mode), double-click on our background picture (screen 1) and
         then left-click to copy it to the main screen.  Select the
         same brush you used before and stamp it somewhat to the right
         of where it was on the previous picture.  You can take a
         quick look at the previous picture by pressing F2, just to
         get an idea where to stamp this time (don't forget to put
         everything back by pressing F2 again!).  Now press CONTROL-F2
         to save the delta between the current picture and the
         previous one. Use a filename something like BRUSHAA (the next
         time BRUSHAB, BRUSHAC and so on, changing the last two
         letters in alphabetical order -- AA through ZZ).  When the
         delta is saved, press F2.  The current picture moves to the
         buffer screen 2 and becomes the previous picture.  That
         completes the cycle!  Now you can go back to the start of
         this paragraph to continue.

         Please note that CONTROL-Function key combinations for
         creating deltas work only in a normal drawing state: no menus
         down, no color matrix, no block paste box.  One reliable way
         to get to a normal drawing state is to select DRAW in the
         menu.

         You can stop any time you like.  Now that you saved your
         deltas to disk you can examine the whole sequence.  Load
         picture #1 from disk (the uncompressed initial frame we saved
         earlier) to the main screen, then press INSERT and select the
         first delta (BRUSHAA.SPD in our example).  When it loads
         picture #1 will transform into picture #2.  You could
         continue in the same fashion (press INSERT and select
         BRUSHAB.SPD), but there's a more convenient way: just press
         the up cursor key (the up arrow).  This increments the
         filename automatically (in the alphabetical order) and loads
         the next delta.

         You can press the up cursor key repeatedly to walk through
         your animation.  Likewise, the down cursor key lets you go
         backward (it decrements filenames).  If you reach either end
         UNISPEC simply displays "TOS error #33", which means "File
         not found".  That tells you that you're at the very start or
         the very end. This cursor key feature depends on delta
         filenames being in unbroken alphabetical order.  You can use
         filenames of any length from 1 to 8 letters.  The last letter
         is continuously incremented; when it reaches Z it goes back
         to A and the previous letter is incremented, and so on.  With
         8 letters you can have billions of different filenames. Just
         using the last two letters -- AA through ZZ yields 676
         different names.  Remember, before stepping through frames
         with the cursor keys, you must start by selecting a delta
         with the INSERT key.  This is the only way UNISPEC will know
         the delta filename to increment.

         Note that each delta should only be applied to either of the
         two pictures it was created with.  If you load a delta when
         the main screen contains some picture unrelated to this
         delta, you simply get some colorful garbage.  Keep this in
         mind in case you decide to edit some picture in your
         sequence.  For instance, if you change picture #1 and try to
         use the original deltas you'll get some unwanted changes on
         all other pictures too.  You can edit any picture in the
         sequence, just remember that this requires modification of
         both deltas, the preceding one and the following one.

         Let's say you want to modify picture #10 in your sequence.
         Using the cursor keys as described above, display pictures
         #9, #10 and #11 and copy each of them to the buffer. Make any
         changes you like to picture #10.  Now create a delta between
         the new picture #10 and the old picture #9.  Save it under
         the same filename you used for the old #9-to-#10 delta,
         thereby replacing it.  Do the same for the #10 - #11 pair,
         and you're all done.  If you want to modify picture #1, you
         need to update only one delta, between #1 and #2.  Store the
         old picture #2 in the buffer, modify picture #1, then create
         a delta between them.  In this special case, don't forget to
         re-save picture #1 itself!

         Finally, there's a special Block paste feature in this
         version of UNISPEC that makes possible a considerable
         reduction in the sizes of delta files.  Block paste is often
         used when making animations.  Yet if the normal Block paste
         is used (for instance, replacing a simple brush in the
         example above with some small block cut from another
         picture), you'll soon discover that the deltas are much
         larger than they were with the brush.

         Even if you paste a very narrow block, the block paste
         procedure must reprocess the entire width of the raster lines
         affected by this block.  Areas to the right and to the left
         of the block look unchanged to your eye, but the way these
         same dots and colors are represented digitally may change
         completely (this is a necessary side effect of the 512-color
         display).  In this case the size of the delta is proportional
         not to the area of the block itself (which is normally
         small), but to the area of the horizontal slice of the screen
         containing the block, which is considerably larger.

         So, here's the remedy: When pasting blocks with UNISPEC 1.11,
         you can specifically instruct the block paste procedure to
         process colors in such a way that the change from the
         previous frame will be as small as possible.  How does it
         know what the previous frame is?  You tell it by using an
         alternative method when performing the actual paste.  This
         alternative method involves using the Function keys, but
         should not be confused with the use of those keys when
         creating deltas as described above.

         When using this method you do everything as you normally
         would when pasting a block, up to the point where you would
         normally Left-Click to complete the operation.  With this
         special block paste method, a Function key press -- instead
         of the usual Left Click -- completes paste operation.  By
         pressing the appropriate function key -- the one
         corresponding to the position of the previous frame in the
         buffer (it has to be in the buffer, of course) -- you inform
         UNISPEC that the picture indicated by that function key
         should be used as a guide for color changes.

         This may sound complex, but the method is simple: Grab the
         block as usual, position the empty box where you want to
         paste it, and then press the function key (instead of
         clicking the left mouse button, which performs the normal
         paste). You can use any pasting mode, flip, resize, etc.

         When you use this feature the block paste procedure is not
         free to choose the best possible colors, so you may notice
         some deterioration of picture quality (often, though, it's
         barely noticeable).  But it can reduce delta sizes rather
         dramatically (4, 5 or even 10 times), so it's worth it.  To
         accommodate all possible cases we provided an adjustable
         parameter which controls the tradeoff between picture quality
         and delta sizes.  You can change it by pressing CONTROL-Q
         while in any normal drawing state (like DRAW).  It's called
         'Delta color tolerance'.  Initially it's set to 250, which is
         a reasonable value for most cases.  You can change it to
         anything from 0 to 99999.  The smaller it is, the better the
         picture quality, the larger the delta sizes.  Very high
         settings produce smallest possible deltas, but colors may
         become very different from the original ones. Note that using
         this block paste feature doesn't produce any deltas by
         itself.  After pasting you have to exit the paste mode by
         clicking the right button, then create a delta as usual, by
         pressing CONTROL and the appropriate Function key. Also
         remember that CONTROL-Function key combinations for creating
         deltas work only in a normal drawing state: no menus down, no
         color matrix, no block paste box.

         Assembly and Playback

         Open the ANIMATE folder on your UNISPEC disk.  It contains
         two small programs: DELTA6.PRG and ANISPEC.PRG. Once you
         created your picture #1 and deltas with UNISPEC, you can
         assemble all these separate files into one .SPS (SPectrum
         Sequence) file with DELTA6.PRG and then play it back in real
         time with ANISPEC.PRG.

         Let's do it for our 'moving brush' animation.  We'll need
         DELTA6.PRG and also a special delta file FULLSCRN.SPD from
         the ANIMATE folder.  Double-click on DELTA6.PRG.  When it
         loads it immediately displays the file selector with
         extension .SPU (Spectrum uncompressed format).  At this
         moment it expects picture #1 of your animation (that's why it
         was necessary to save it using the uncompressed format). Load
         the picture.  After that you'll see a dialog box showing the
         number of frames assembled so far (1), remaining free memory,
         and three control buttons.  You can choose to add many frames
         at once, a single frame, or end the process by choosing
         'none'.  Select 'many'.  The file selector comes up, showing
         files with extension .SPD.  Select the first delta of your
         animation (BRUSHAA.SPD, or whatever other name you used).  If
         your delta filenames are in unbroken alphabetical order
         DELTA6.PRG will load all of them one by one.  If not, you'll
         have to load them one at a time by clicking on 'one' in the
         dialog box.  It's just a matter of convenience.  After
         loading your last delta choose 'one' in the dialog box and
         load FULLSCRN.SPD (we'll explain it later).  After that
         choose 'none'.  Next it will ask you whether you want to add
         a cycle delta.  Choose 'no'.  Finally, the file selector will
         come up with extension .SPS .  Type a filename and click Ok
         to save the sequence file.

         Now you can play it back.  Double-click on ANISPEC.PRG,
         choose 'Load sequence' and load your sequence file.  Playback
         starts as soon as it loads.  You can adjust the speed by
         pressing any of the Function keys.  F1 is the slowest, 1
         frame per second; F10 - the fastest, 60 frames per second.
         You can freeze playback by pressing the Space bar, advance
         frames manually with Return, exit to the title screen by
         pressing Help, or to the desktop by pressing Undo.  This
         animation can only be played in ping-pong mode, because
         there's no cycle delta in it (see below).

         Now let's discuss various options in detail.  As you can
         imagine, 512-color animation places an extreme burden on ST's
         main processor (but don't worry, it won't harm it in any
         way!).  It spends three quarters of its time just maintaining
         512 colors on the screen, leaving only one quarter for
         animation as such.  It may still be enough if changes between
         successive frames of your animation are small.  But as they
         grow larger the playback speed starts to slow down.  If this
         is unacceptable, you can increase the speed considerably by
         reducing the 512-color display area to just a part of the
         screen.  It always has to be full-screen wide, and it has to
         start at the very top, but you can end it at any raster line
         before reaching the bottom.  In fact, DELTA6.PRG
         automatically cuts off the 512-color display area at a
         certain line if your image doesn't change below that line
         through the whole length of your animation.  In other words,
         it shows in 512 colors only what is moving (or changing in
         other ways).

         What if you do want to show some nice static 512-color
         background in the lower portion of the screen where there's
         no motion?  Simple.  You just make some insignificant change
         in the lowermost line that you want to be shown in 512
         colors.  It's enough to do it on just one picture of your
         animation, for instance, by putting a single dot anywhere on
         that lowermost line in picture #2.  That is exactly what our
         special delta, FULLSCRN.SPD, does - it changes one pixel at
         the very bottom of the screen.  It was created between two
         pictures: one was completely blank (black screen), another -
         a singe dot of some dark color at the very bottom of the
         screen.  Any time you want to show the entire screen in 512
         colors, you can just add FULLSCRN.SPD to your animation. Of
         course, when extending the 512-color area you don't have to
         do it all the way to the bottom. The height of the 512-color
         area affects the animation speed considerably: just using 150
         lines instead of 200 doubles the maximum speed; using 100
         lines triples it.

         Let's suppose now that speed is important to you and you
         decided to show only a part of the screen in 512 colors. As
         was mentioned above, DELTA6.PRG will cut off 512-color
         display automatically starting with the first line with no
         motion (or other changes) below it.  What is going to be
         displayed in that area not covered by 512 colors?  You can
         leave it completely blank if you like.  In this case just
         make sure that it's totally black when you are creating your
         pictures with UNISPEC -- otherwise you'll see some randomly
         colored lines there when playing back with ANISPEC.PRG.  You
         can also use that area below the 512-color display to show a
         slice of any normal low-resolution 16-color picture.  This
         can be your animation's title or anything you like.  You can
         create this 16-color picture with NEOchrome, Degas, some
         other 16-color program, or UNISPEC itself - by converting any
         Spectrum picture to 16 colors.  The picture has to be in
         Degas low resolution format (.PI1).  During assembly
         DELTA6.PRG will ask you if you want to add '.PI1 title'.
         Answer 'yes' and then select your .PI1 picture in the file
         selector.  This option is available only if there's some room
         below the 512-color area, at least one line (that's why we
         didn't see it when assembling our full-screen 512-color
         'moving brush' animation).  Of course, only the lower part of
         your 16-color picture (whatever falls below the lowest
         'active' 512 color line) will be included in the .SPS file.
         It doesn't matter what is in the upper part, anything covered
         by the 'active' 512 color area will not be included.

         And finally, 'cycle delta'.  ANISPEC.PRG can show any
         animation in ping-pong mode -- going from start to end, then
         back from end to start.  To be able to use the cycle mode -
         jumping immediately from end to start - requires special
         'cycle' delta.  It's just a normal delta created between the
         first and the last pictures of your animation.  You can make
         it with UNISPEC any time: Load your picture #1, copy it to
         the buffer, then 'walk' to the end of your animation by
         loading the first delta with INSERT and the rest with the up
         cursor key, then create a delta between the last picture on
         the main screen and picture #1 in the buffer. When saving it
         give it some distinct name, so that DELTA6.PRG will not
         confuse it with regular (alphabetically named) deltas.
         Remember, when you choose the 'many' option in DELTA6.PRG, it
         loads as many files in unbroken alphabetical order as it can
         find.  The cycle delta has to be added separately, when
         DELTA6.PRG asks you to do just that.  When you play back an
         .SPS file with a cycle delta in it, you can switch to the
         cycle mode by pressing F. Note that if you want your cycle
         animation to look "seamless" (to jump from the last frame to
         the first one at exactly the same speed as anywhere in the
         middle), your animation must contain an even number of
         frames. If the number of frames is odd, there will be a
         slight delay when it returns from the end to the start.

         Note that you can play back very short sequences of frames at
         high speed from inside Unispec itself, without going through
         the assembly process described above. This method has nothing
         to do with deltas, it works even with UNISPEC 1.0. You simply
         put any sequence of full-screen pictures in the buffer in the
         order you want to play them. Then set the SNAP grid to
         exactly 25 pixels vertically (turn the magnifier on to be
         able to see the mouse coordinate      readout, press Right
         Shift, move the mouse exactly 25 pixels down, release Right
         Shift). Return to the buffer and start scrolling up and down.
         With this SNAP setting the buffer scrolls exactly one screen
         at a time, thus creating the animation effect. The length of
         these sequences is very limited, of course, but they can be
         useful if you just want to try something out quickly.

         A couple of notes concerning memory and disk space
         limitations.  When you create an animation with UNISPEC,
         there's no limit on its size: deltas are saved to disk one by
         one, and if you run out of space on the first disk you can
         continue with another.  We noticed that TOS places some limit
         on a number of files that can be saved on a floppy disk, even
         if they are very small and their combined size is far below
         the disk capacity (the limit seems to be just over a hundred
         files).  However, this is so only with the main directory: if
         you save your files to a folder you can put there as many
         files as you like. Also, the standard file selector starts to
         skip some filenames when the number of files it has to show
         in its window approaches 100 (if you know the file is present
         on the disk, just type its filename and click Ok; it will
         still be loaded).

         You can run into memory problems when you start assembling
         deltas with DELTA6.PRG.  At this stage all of your deltas
         have to fit in RAM.  When using DELTA6.PRG to assemble a
         large animation, run it without any desk accessories or
         memory-resident programs.  If you run out of memory during
         assembly, DELTA6.PRG simply stops asking you for more deltas
         and skips to the end of the assembly process.  Adding .PI1
         title never poses a problem, because this procedure only
         replaces a portion of already assembled file.  With or
         without .PI1, you can then save your partially assembled file
         to disk.

         When saving .SPS files you can run out of disk space. If
         DELTA6.PRG can't save an .SPS file in its entirety, it saves
         as much of it as it can, then redisplays the file selector to
         let you try saving it to another disk.  It's a good idea to
         have a blank formatted disk ready when working with
         DELTA6.PRG .  Of course, if your .SPS is larger than the
         largest available disk, nothing more can be done.  Partially
         saved .SPS files can still be played back with ANISPEC.PRG,
         but your animation, of course, becomes shorter.

         Summary of the new keyboard commands.

         (Fn means any of the function keys F1-F10)

         Normal drawing state:

         CONTROL-Fn     Create a delta between the main screen
         and the  n-th full screen picture in the      buffer

         INSERT     Load a delta (apply it to the picture on      the
         main  screen)

         UP CURSOR KEY     Show next frame (delta filenames have
         to be in  the unbroken alphabetical      order)

         DOWN CURSOR KEY     Show previous frame

         CONTROL-Q     Change Delta color tolerance

         Block paste state:

         Fn     Paste with minimum difference from the      n-th full
         screen picture in the buffer

         ST Control

         UNISPEC 1.11 is not an animation program by itself - it
         cannot create a series of frames in one operation. Making
         very long animations one frame at a time is too tedious to be
         practical. Trio Engineering now offers a new program
         specifically designed to automate long sequences of
         operations performed by any program, including UNISPEC. It's
         called ST Control. ST Control is a universal script language
         which controls the mouse and keyboard. It looks very much
         like Basic - it has all the usual commands like GOTO,
         FOR-NEXT, IF-THEN, etc. - except that its output consists of
         mouse clicks and keypresses. This allows it to 'drive' any
         program - select items in its menus, type text, cut and paste
         blocks - anything that you can do with this program manually.
         ST Control itself is a desk accessory, thus it can can run
         simultaneously with any regular program (including non-GEM
         programs - ST Control can be accessed from programs without
         the menu bar!). ST Control scripts can be interactive - doing
         different things depending on where you click the mouse or
         which keys you press during the script execution. When used
         with UNISPEC 1.11 ST Control will allow you, for instance, to
         specify only the two end points of your object's motion path,
         then watch as it pastes the object in any number of
         intermediate positions (along a straight line or a curve),
         creates deltas and saves them to disk. The real beauty of ST
         Control is that it's fully programmable - you can always edit
         your script to create a new tool by combining the basic
         functions available in the controlled program.

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