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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
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The Project 64 etext of Rolf Harris' Picture Builder manual, converted
to etext by anonymous.

PICBLD10.TXT, February 1997, etext #169.

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ROLF HARRIS' PICTURE BUILDER
Written by Paul Jay


Setting Up

Read all instructions carefully.  Check you have followed the correct
procedure for setting up your COMMODORE 64.

Before switching on, check that your Commodore Cassette Unit is
correctly plugged in and ready to use.  If you are using a joystick
then insert it into Control Port 1.  Ensure that the Cassette Unit is
kept as far away as possible from the TV.  Now switch on both your
COMMODORE 64 and TV and turn up the volume.  The screen will display
the 'Ready' signal with a flashing cursor.

Note: It is always advisable to turn the COMMODORE 64 off then on again
before loading a new program.  This clears all the memory locations and
minimises load errors.

How to Load the Program

 1. Insert the cassette into the cassette unit.
 2. Ensure that the tape is fully rewound to the beginning.
 3. Hold down the SHIFT key and press the RUN/STOP key.
 4. Press PLAY on the cassette unit.
 5. The initial screen is displayed once the program has loaded.
 6. Press STOP on the cassette unit.


Description

Build up pictures using graphic characters in any of 16 colours.  Use
either keyboard or joystick to position the characters on the screen. 
Pictures may be saved on tape or disk.


Controls

 KEYBOARD              or JOYSTICK
         1 = Up
        <- = Down
      CTRL = Left
         2 = Right
 SPACE BAR = FIRE

How to use the Program

You are asked which character set you require.  Using either the
joystick or keyboard position the cursor box over the "C" pf "CBM" if
you want the character set shown on the key fronts of your 64, or over
the "S" of "Special" if you want the special character set designed for
art work.  Press FIRE (either the FIRE button or SPACE BAR) and the
drawing screen appears.

A palette of 16 colours can be seen along the top of the screen, and a
row of 17 characters along the bottom.  Select a colour by moving the
cursor box over the colour you require, then press FIRE.  Select a
character in the same way. Each character set consists of 254 shapes. 
To see the full range of characters, place the cursor box over the "@"
in the bottom right-hand corner of the screen and press FIRE.  Each of
16 rows of characters appears in turn. Release the FIRE button or SPACE
BAR when the row containing the required character is visible, then
select your character.

Note: The solid block in the bottom left-hand corner of the screen is
available with each row of characters.  This block is useful for
"erasing" by overdrawing with a solid block of the background colour.

Once you have selected a character, place it in any position on the
screen by moving the cursor box to the required location and pressing
FIRE.  A line of characters can be drawn by holding down the FIRE
button or SPACE BAR as you move the cursor box.

Characters and colours can be changed as many times as you wish by
simply selecting new ones in the normal way.


Clearing the Screen

Move the cursor over the "C" at the top right of the screen then press
FIRE. As a safety measure you are asked if you are sure you want the
screen cleared. Move the cursor over the "Y" and press FIRE to confirm
your choice.  The screen is cleared.


Changing the Background Colour

To change the background colour, move the cursor box over the "B" at
the top right of the screen and press FIRE.  The background will change
to each of the 16 colours in turn.  Release the FIRE button or SPACE
BAR when the required colour appears.


Filling the Screen

To fill the screen with any character, simply select the character and
colour required, move the cursor over the "F" at the top right of the
screen and press FIRE.  You are asked if you are sure.  Move the cursor
over the "Y" and press FIRE to confirm your choice.  The screen is then
filled with that character/


Saving Pictures

Move the cursor over the "S" at the top right of the screen and press
FIRE. You are asked if you are sure you want the picture saved.  Move
the cursor over the "Y" and press FIRE to confirm your choice.  Enter
the name of the picture by spelling it out using the alphabet at the
top of the screen.  Place the cursor over each letter in turn and press
FIRE.  Words can be seperated by placing the cursor over a blank space
then pressing FIRE.  The name is printed at the bottom of the screen as
you select the letters.  An error can be deleted by placing the cursor
over the "<-" and pressing FIRE.  Only one letter can be deleted in
this way.  If the delete function is used a second time it has no
effect unless FIRE is held down, in which case the whole line is
deleted.

Note: A picture name may contain no more than 16 characters including
spaces. Once the name is correct, move the cursor over the "@" (CBM
characters) or "OK" (Special characters) and press FIRE.

You are now asked what you want on the top line.  This will only be
printed if you load the picture without the Picture Builder program,
and will replace the colour palette.  Spell out the required text in
the same way as you did the picture name.  If you do not require
anything on the top line then move straight to "@" or "OK" and press
FIRE.  Repeat the process for the bottom line.  This will replace the
row of characters if the picture is loaded without Picture Builder.

Note: No more than 40 characters may be entered on the top or bottom
line. If you are saving your picture on disk then insert a formatted
disk into the disk drive.  If saving on tape, insert the tape in the
cassette unit and wind it forward slightly to clear the loader tape. 
Each picture uses approximately 9 blocks of disk space or 1 minute of
tape.

You are now asked if you are saving on tape or disk.  Move the cursor
over "T" or "D" and press FIRE.  If you are saving on tape then press
RECORD and PLAY on the casstte unit.


Loading Pictures

Pictures can be loaded with or without the Picture Builder program.

To load a picture from within the program simply move the cursor over
the "L" at the top right of the screen and press FIRE.  You are asked
whether you are loading from disk or tape.  Move the cursor over the
"D" or "T" and press FIRE.

Spell out the name of the picture exactly as you did when saving it
then move to "@" (CBM characters) or "OK" (Special characters) and
press FIRE. Alternatively, if you are loading from tape, the first
picture on the tape can be loaded by going straight to "@" or "OK" and
pressing FIRE.

Pictures drawn with the CBM character set can be loaded from disk
without Picture Builder by typing:

   LOAD "picture name",8

then pressing RETURN.  If loading from cassette type:

   LOAD "picture name"

then press RETURN.

Instead of the words "picture name", be sure to substitute the name you
gave the picture when you saved it.  Note that the name must be
enclosed in quotes.

If the picture was drawn using the Special Character set you will need
to load the characters first.  If loading from disk, insert the program
disk into the disk drive and type:

   LOAD "SET",8

then press RETURN.  If loading from cassette, insert the program tape
into the cassette unit and type:

   LOAD "SET"

and press RETURN.

Type RUN and press RETURN then follow the instructions for loading the
actual picture.


Demonstration Pictures

Ten pictures have been recorded on tape to demonstrate what can be
drawn using Picture Builder.  Five were drawing using the Special
Character set:

   HOME   SKULL   CHRICO   ROLFHARRIS   LAURELHARDY

and five using the CBM Character set:

   TRAIN   HOUSE   JUMBO   BLOCKS   SPACEMAN

Follow the normal loading instructions to display these pictures.


Copying "Set"

The Special Character Set may be copied onto another tape or disk along
with your pictures.  This will make it easier when loading pictures
without the Picture Builder program.  To copy "Set" from tape, insert
the program tape into the cassette unit, rewind to the beginning, type:

   LOAD "SET"

and press RETURN.  Press PLAY on the cassette unit.  The computer will
find Picture Builder plus two unnamed files before finding and loading
"Set", if loading from disk, insert the program disk into the disk
drive, type:
   
   LOAD "SET",8

then press RETURN.

"Set" may then be saved onto another tape by inserting the new tape,
typing:
   
   SAVE "SET"

and pressing RETURN.  Press RECORD and PLAY on the cassette unit.

If saving to disk, insert a formatted disk into the disk drive, type:
   
   SAVE "SET",8

and press RETURN.

Note: The following information may be useful for machine code
programmers who wish to use pictures created with Picture Builder in
their own programs -

 Locations
 2048-2070 Contains the BASIC lines:
           10 SYS 4072
           20 GOTO 20
 2072-2071 Contains character data
 3072-4071 Contains colour data
 4072-4171 Contains machine code program which moves the character data
           to 1024-2023 (screen), and the colour data to 55296-56295.

Pictures created with Picture Builder use only 2K of memory as opposed
to approximately 11K for high resolution pictures.

COMMODORE BUSINESS MACHINES PTY LTD
5 Orion Road, Lane Cove NSW 2066, (02) 427 4888.

MADE IN AUSTRALIA

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End of the Project 64 etext of Rolf Harris' Picture Builder manual.

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