			

               		    ARTWORX V1.1




			Published in the UK by
			   THE POWER HOUSE




			     Written by
		 Ariel S. Frailich & David C. Ridge




		    Copyright 1986 by NovelSoft

		    ALL RIGHTS. THE POWER HOUSE

DISCLAIMERS AND ACKNOWLEDGEMENTS
All rights to the programs ARTWORX and ZXGALLERY and the accompanying
documentation are owned by NovelSoft, copyright 1986. All rights
reserved worldwide. No part of this publication may be reproduced,
transmitted, transcribed, stored in any retrieval system by any means
without written permission from:
NovelSoft
106 Seventh Street,
Toronto, Ontario,
Canada M8V 3B4.
Phone: 416-259-8682
CompuServe: 70416,1435
NovelSoft makes no warranties as to contents of this manual or
software product. Further, NovelSoft specifically disclaims any
implied warranties of merchantability or fitness for any particular
purpose. NovelSoft reserves the right to make changes to the
specifications of the software product and the contents of this manual
without obligation to notify any person or organization of such
changes.
*NovelSoft wishes to thank W.E. O'Neill and Debbie Shaggi for their
contributions to this program.
*Portions of this program were created using the TIMACHINE compiler
written by Cameron Hayne - copyright 1986.
----------------------------------------------------------------------
*ARTWORX V1.1 and the accompanying documentation were written by Ariel
S. Frailich and David C Ridge.
*ZX   Spectrum, Spectrum+, ZXPrinter and ZXMicrodrive are registered
trademarks of Sinclair Research Ltd.

ALL UK RIGHTS RESERVED TO THE POWER HOUSE 1987.                
				
				3

CONTENTS

PART 1 - READ THIS

Definition of terms..................................................5


PART 2 - ARTWORX V1.1
Installing the program...............................................6
Getting started......................................................7

DESCRIPTION OF FEATURES
TOOLS................................................................9
View-Brush-Spray-Fill-Zoom-Cls-Undo-Info
WINDOW..............................................................12
Move-Copy-Turn-Big-Small-FlipV-FlipH-Clear
ATTR................................................................14
Ink-Paper-Border-Bri-Fla-Ovr-lnv-Grid
SHAPE...............................................................17
Circ-Arc-Oval-Line-Ray-Box-Tri-Dot
TEXT................................................................19
ZX-Bold-Ultra-Ital
FILE................................................................20
Load-Save-Print


PART 3 - GALLERY
Installing the program..............................................20
Getting started.....................................................21


PART 4 - APPENDICES
Appendix A
Tips for getting professional results...............................22
Appendix B
Using the pictures in your own programs.............................23
				
				4

DEFINITION OF TERMS

ATTRIBUTE:
Attributes modify the appearance of the screen by applying PAPER and
INK colours, BRIGHT and FLASH to specific areas.

CURSOR:
A screen reference marker, showing the current position for applying
information to the screen (the arrow in the case of ARTWORX).

FONT
A generic term describing a specific character set.

GREY SCALE:
With the proper software, a full-sized dot-matrix printer can produce
a copy of the screen using varying dot densities (shades) to represent
the screen colours. This method of reproduction is known as
"GREYSCALE".

INTERFACE:
A hardware device which allows the computer to communicate (hook up
with) a specific peripheral device; e.g., printer, modem, disk drive,
etc.

MENU:
A list of options on the screen allowing control and/or selection of
the program features.

PIXEL:
The smallest addressable dot on the screen. This can be seen using the
DOT feature of ARTWORX.

RAM:
Stands for "RANDOM ACCESS MEMORY" and is the amount of free space your
computer has for yourprograms.

				5

ROM:
Stands for "READ ONLY MEMORY" and is the brain of your computer. This
section of memory cannot be written to or changed by the user. The ROM
contains all instructions needed to tell the computer what to do.

SCREEN$:
Pronounced "SCREEN STRING" - this is the Sinclair keyword (below the K
key) which tells the computer to save the screen or picture as a byte
file.

Note that this command has no significance for the use of the ARTWORX
program. The picture is sometimes referred to as a "SCREEN$".

WINDOW:
A variable-sized box, used to define an area on the screen.

INSTALLING THE PROGRAM
The cassette contains programs in this order:
- ARTWORX V1.1
- ZXGALLERY
- Examples: ART1 to ARTS
To load ARTWORX. simply type LOAD"" and press ENTER. In a few minutes,
a blip will notify you that the program has finished.

NOTE: All references to control in this manual are for joystick use.
If you are using keyboard control, then simply substitute the cursor
keys (unshifted 5, 6, 7, 8) for the joystick and the 0 key for the
fire button.

			    ***WARNING***
ARTWORX uses a unique method for accessing the menu: two presses of
the fire button in rapid succession. Bear this in mind at all times.
If you get overly anxious while toggling a feature on, you may call
the menu accidentally. A sloppy press of the fire button can cause
"button bounce" and this too can cause accidental menu calls.

				6

GETTING STARTED

Upon running ARTWORX, you are presented with a blank screen with the
main menu pulled down. This menu is the only menu n the entire program
so you don't have to worry about being confused by endless menus and
sub-menus. The title of each feature category is listed along the top
of the menu with the features themselves listed underneath. You will
also notice that the rectangular selection box is already in the
upper-left corner, surrounding the VIEW feature. The menu will always
come down with the selection box in the upper-left corner.

Features are selected by moving the box to the feature you wish to
select and pressing the fire button. Go ahead and use the joystick
now, to get a feel for moving this box around the screen. All features
of ARTWORX are controlled with the joystick. The only time you need to
use the keyboard is tor text entry.

ARTWORX is so friendly and natural to use that there is really only
one rule for the novice user to remember: The menu is called down by
rapidly pressing the fire button twice. Well, now we're ready to
experiment a little!

Use the joystick to move the selection box to BRUSH and press the fire
button. The BRUSH menu will pull down with the selection box appearing
at the top. This menu provides six different brushes (the blank one at
the top is also a brush, see BRUSH under DESCRIPTION OF FEATURES) for
painting on the screen. Move the selection box to the bottom brush and
press the fire button. Now the menu disappears and the arrow cursor is
in the middle of the screen.

				7

You will use this cursor to apply all features to the screen.
Experiment with moving it around. Notice that this cursor has an
automatic speed control. At first, its movement is slow and
controllable. But, the longer you hold the stick in any direction, the
faster the cursor will go! The speed will reset to slow when the stick
returns to the rest position (cursor stopped).

This "intelligent cursor" is very handy indeed. It's smart enough to
know that if you're doing a lot of starts and stops with the joystick,
then you probably want a slow speed for detailed work. If you're
holding the stick in one direction for more than a few seconds, then
it's a fair bet that you want to cover a large portion of the screen,
so the speed increases.

Now, remember that brush we selected? Well, it's still there, waiting
to be used. Simply hold the fire button down and start moving the
cursor. The brush is active only while the fire button is held down.
Now, let's select a different brush. Press the fire button rapidly,
two times, and the menu will come down.

This time, select the second BRUSH and draw a small enclosed shape.
Make sure that there are no gaps around the edges of the shape. Now
call the menu down and select FILL. Move the arrow inside the shape
and press the fire button. Presto

Call the menu and move the selection box to INK (under ATTR). Use the
fire button to cycle through the colours until you get to the one you
want. Then move back to TOOLS and select SPRAY. Spray works just like
BRUSH with the spray active while the fire button is held down.

				8

You can erase by toggling INVERSE (under ATTR) on with the fire button
(an asterisk indicates "on"), then select a brush. The brush will now
erase when the fire button is held down. For a more thorough
understanding of erasing, study INVERSE under the "DESCRIPTION OF
FEATURES" section.

Okay, now you know the "fun"-damentals. At this point we urge you to
read the "DESCRIPTION OF FEATURES" section and avoid experimenting
blindly with all the features. By experimenting as you read, you will
be sure to master all features in an hour. If we had a dime for all
the times a customer asked about something which is explained in the
manual, the plush, well-lit offices of NovelSoft would truly be plush
and well lit! PLEASE READ!


DESCRIPTION OF FEATURES


TOOLS

VIEW
This feature allows the drawing screen to be viewed, uncluttered by
the menu or cursor. Useful for screen photography or simply examining
your creation. Note that during VIEW mode, the screen is "dead", i.e.,
no cursor or prompts. The menu is called back in the usual manner of
two rapid presses of the fire button.

BRUSH
Provides six different brush shapes for free-hand sketching. Upon
selection of BRUSH, a pull-down brush menu will appear. Note that the
first brush, at the top of the brush menu, is blank. This is actually
a brush, but it plots no ink and, therefore doesn't set any pixels.
This brush is very handy for painting with attributes only.

				9

You can use it to add BRIGHT, FLASH, or PAPER colour to a local area
without disturbing or altering the pixels that are already set in that
area. This concept may seem a little difficult to grasp at first so
feel free to experiment. Refer to the ATTR section of this manual for
a more thorough understanding of the attributes.

SPRAY
Provides a spray paint simulation which is active while the fire
button is held down. Note that, as the speed of the cursor increases,
the density of the spray will decrease slightly. Useful for shading
effects.

FILL
Fills (sets all pixels) any enclosed shape with the current attribute
selection. Note that if the walls (boundaries) of the shape being
filled have any holes (gaps), the fill will leak out and either
contact the next object or, if there is none, stop filling.

To activate FILL, simply move the cursor inside the boundary of the
shape and press the fire button. When filling complex shapes, small
pockets may be left unfilled. Just move the cursor to these pockets
and press the fire button again.

ZOOM
This feature allows a small area of the screen to be magnified eight
times for working at the pixel level. Upon selection, the "ZOOM
window" will appear in the centre of the screen. Move the window over
the area you wish to zoom in on ad press the fire button. Everything
in the window will now be blown up eight times with a grid indicating
pixel locations.

				10

You can now toggle individual pixels on or off with the fire buton.
When you're finished editing, press the fire button twice and the
image will return to its original size in its new edited form.

CLS
This feature clears the screen. IF YOU CLEAR THE SCREEN ACCIDENTALLY,
THERE IS NO NEED TO PANIC! Simply select UNDO immediately, and the
picture will return (remember - UNDO will undo anything done since the
last menu call) Always remember that when you clear the screen, your
current ATTR settings will be applied to the entire screen. You can,
therefore, use CLS to apply BRIGHT, FLASH or PAPER colour to the
entire screen before drawing on it.

UNDO
Erases all information which has been added to the screen (picture)
since the last menu call. So. if you're unhappy with what you've drawn
since that last time you called the menu, just call the menu down and
select UNDO. Note that UNDO must be selected immediately after calling
the menu.After selecting UNDO, the screen is "dead" to alow you to
contemplate the drawing and decide what to try next. Two pushes of the
fire button and the menu is back.


       			    ***WARNING***
	UNDO IS NOT AVAILABLE AFTER USING ZOOM - SEE UNDO.

				11

WINDOW

NOTE:
The window used in all the WINDOW features grows uPward, and to the
right of the cursor. When the wndow reaches its maximum size, it will
simply stop growing. The maximum size of the window is determined by
the area of the window. Thus, if you reduce it in one plane, it can be
grown in another.

MOVE
This feature provides the ability to move large pieces of the picture
anywhere on the screen! After selection, move the cursor to a suitable
starting location for growing the window (remember that the window
grows upward, and to the right of the cursor) and press the fire
button. Next,use the joystick to grow the window around the object you
wish to move and press the fire button again. Now you can move the
image anywhere you like!

Note that only pixels are moved. The attributes of the image will stay
behind; e.g., if you have a white screen and you move an image
containing some red PAPER colour, the red PAPER area will remain
behind and the image will be applied to the screen using the current
ATTR settings.

COPY:
Works the same as MOVE except that the original image remains on the
screen, thus "duplicating" the image. Note that COPY can be used to
change the colour of an image by selecting the desired colour, then
defining and committing the image in the same location.

				12

TURN
After defining the window, the original image is erased, turned 90
degrees clockwise, and reproduced. The image can be rotated
repeatedly. If the image would go off the screen when rotated, the
feature will abort and the "ABORT" will flash at the bottom of the
screen.

BIG
After defining the window, the original image is erased and is
reproduced using a magnification factor of two. The image can be
magnified repeatedly. Note that if the image being magnified will go
off the screen, then the magnification will be aborted and the "ABORT"
message will flash at the bottom of the screen.

SMALL
After defining the window, the original image is erased and is
reproduced using a reduction factor of two. The image can be reduced
repeatedly. When using SMALL, a certain amount of image distortion or
"information loss" will take place. This will not be apparent while
viewing the reduced image. However, it will be very apparent if you
try to restore the image to its original size using BIG. Better to use
UNDO in this case.

FLIPV
After defining the window, the image is erased and then mirrored
vertically. This is like holding a mirror up to the top or bottom of
the image.

FLIPH
After defining the window, the image is erased and then mirrored
horizontally. This is like holding a mirror up to the side of the
image.

CLEAR
After defining the window, the original image is erased.

				13

ATTR

See "Attributes" in the "DEFINITION OF TERMS" section.

INK, PAPER and BORDER
(Ink, Pap, Bor)
These attributes are selected by positioning the selection box around
the desired feature and then "cycling" through the different colours
with the fire button. All eight colours are available with INK and
PAPER also having a "transparent" setting - "tr". Transparent simply
means that attributes already on the screen will remain dominant;
i.e., if you have INK set at "tr". then whatever you draw on the
screen will adopt the same INK colour as what you are drawing over.
The same goes for PAPER.

INK is simply the colour the pixels will be set to. You're probably
accustomed to thinking of PAPER colour as a global attribute, i.e.,
affecting the entire screen at once. ARTWORX allows you to apply PAPER
colours locally! It may help you to understand if you think of local
PAPER colour as a background colour and INK as the foreground colour.

Now, this is where things get a little tricky, so pay attention.
Unfortunately, the Spectrum has "low resolution colour". This means
that, although the computer is capable of relatively high resolution
graphics (large numbers of addressable pixels), there are restrictions
on how close different coloured pixels can be together.

Try to think of the screen as being divided up into two different
resolutions. One is the "pixel" resolution of

				14

256 pixels horizontally and 176 pixels vertically. The second is the
colour or "attributable" resolution of 32 horizontally and 22
vertically. The "pixel" resolution is made up of the smallest dots of
the screen (see "Pixel" in the "Definition of Terms" section). The
"attribute" resolution can be seen by selecting GRID.

Think of these GRID squares as "attribute blocks". The attributes INK,
PAPER, BRIGHT and FLASH will affect an area no smaller than one
attribute block. Read that last sentence again! What this all means is
that you apply different BRIGHT, FLASH, PAPER or INK values to two or
more different pixels sharing the same attribute block.

BRIGHT, FLASH, OVER, INVERSE
(Bri, Fla, Ovr, Inv)
These features are toggled on/off using the fire button, with an
asterisk indicating "on".

BRIGHT will brighten the screen in attribute block locations and is
used mainly for highlighting an area of the screen. It also
effectively doubles the number of colours available in PAPER and INK
due to the different shades it creates. Note that all BRIGHT areas of
the screen will be removed by GRID.

FLASH also affects the screen in attribute block locations and is
mainly used for highlighting or emphasizing.

OVER sometimes causes a little confusion, so listen carefully. It's
quite simple, really. The pixels of the image being applied to the
screen, will be set opposite to what is already there. In other words,
if you are setting some pixels and there are already some pixels set
in this area, then they will be "unset". If there are no pixels set in
this area then they will set.

				15

To illustrate this, choose a brush and draw an enclosed shape. Now
FILL the image. Call the menu and flag (turn on) OVER. Choose a brush
and draw on the screen, both in the blank areas and through the filled
shape. Notice that the unset pixels in the path of the brush are now
set and the previously set pixels are now unset.

INVERSE is sort of like half an OVER! If INVERSE is flagged and no
pixels in its path are set, they will be left unchanged. However, set
pixels will be unset.

FILLING WITH ATTRIBUTES
Yes, just when you thought things couldn't possibly get any more
complicated, you can fill with attributes! Try this example and you'll
see how useful this can be. Select CIRCLE from the SHAPE category and
create a circle about three inches in diameter (this is done by
defining the centre point of the circle with the fire button, growing
the circle with the joystick, then committing the circle with the fire
button). Then create another circle, about two inches in diameter, in
the centre of the first circle.

FILL the space between the two circles with red ink. Now, FILL the
centre of the smaller circle with green ink. What a mess! Because of
the bleeding, you might well think that curved surfaces in closed
proximity to each other, such as this example, cannot be two different
colours.

Well, that's true, but we can create the illusion that they can. Try
this! Call the menu and select UNDO to get rid of the green mess. Now,
flag INVERSE and select transparent (tr) INK and green PAPER. Okay,
now FILL the smaller circle. Neat!

				16

There is still a rough, blocky mess of green on the screen but since
it is PAPER colour, it remains in the background and the INK colours
are always in the foreground. In fact, if you change the PAPER colour
back to white and erase the INK, you will see this to be true.

SPECIAL NOTE ABOUT INVERSE

ERASING
You may have noticed that "erase" features are conspicuous by their
absence. Quite the opposite is true, however! Due to the sophisticated
methods we have employed regarding attributes, virtually EVERY feature
is an eraser when INVERSE is flagged. Since INVERSE unsets pixels, any
feature which sets pixels will now unset them!

SHAPE

CIRCLE
(Circ)
Define the centre of the circle with the fire button, then grow the
circle to the desired size using the joystick. The rate of growth is
related to the speed of the cursor. The circle can be grown in any
direction. Once the desired circle is defined, press the fire button
to commit it.

ARC and OVAL
These features use a triangle for visual reference of the three
boundaries. Use the fire button to define the starting point, then
grow the first axis of the triangle to the length and angle you wish.
Press the fire button again and you can now use the joystick and fire
button to define the third point of the triangle. The shape will be
drawn, using the tips of the triangle to determine the start, finish
and deflection points.

				17

For best results, always try to define the amount of deflection (the
third point) in the centre of, and perpendicular to, the first two
points. Note tnat you can define the arc or oval at any angle!

If you create an arc which goes off the screen edge, then the error
trapping routine will call the menu down. This is a universal response
to system errors. If you create an oval which goes off the screen
edge, the oval will simply stop drawing when it reaches the edge.

LINE and RAY
Define the starting position with the fire button and then use the
joystick to grow the line to the desired length and angle. Press the
fire button to commit the line. The only difference between LINE and
RAY is that the lines in RAY have a common centre.

BOX
This feature works the same way as the WINDOW features except that
there is no restriction on the size of the box.

TRIANGLE
(Tri)
You have already used this feature in ARC and OVAL. It works the same
way except that the triangle remains on the screen.

DOT
Sets individual pixels each time the fire button is pressed.

				18

TEXT
After selecting a text font, move the text cursor to the desired start
location and press the fire button. Now you can enter text as you
normally would from the keyboard. CAPS SHIFT and CAPS LOCK work as
normal and DELETE provides a backspace. The text will automatically
wrap around at the screen edge but will not justify.

When you are finished entering your text, press ENTER to return to the
beginning of the feature. Remember that all ATTR settings are
applicable to the text, so experiment. Note that the text is applied
to the screen in attribute block locations but you may shift the
position of the text anywhere you like using MOVE. Use GRID to help
you plan where your text will go initially.

Also note that you are not limited to the four fonts which are
provided. The text can be enhanced in many different ways with
creative use of BIG, SMALL, ATTR, etc. Some distortion in the lower
case ITALIC was unavoidable, so certain letters may seem a little
unusual. This is due to the limitations of the computer.

				19

FILE
LOAD and SAVE
This category provides I/O (input/output) for saving and loading your
pictures to tape or Microdrive. Just answer the prompts and you can't
go wrong! Note that the maximum length for a filename is ten
characters. ARTWORX V1.1 supports both tape and Microdrive. The five
sample pictures included with ARTWORX can be loaded into either
GALLERY or ARTWORX. These samples are located immediately after
ZXGALLERY.

If a tape error is encountered during loading or saving, you will
receive a flashing warning and the program will restart with no loss
of picture information.

			    ***WARNING***
Microdrive errors are not trapped. If you get a Microdrive error
during loading or saving, enter GOTO 0 to restart the program. DO NOT
USE RUN OR YOU WILL LOSE YOUR PICTURE!

GALLERY
INSTALLING THE PROGRAM
GALLERY is an interesting little bonus program we provide with ARTWORX
which allows you to create a slide show using your ARTWORX
masterpieces! You may load in up to five pictures and cycle through
them at any time interval you like. It is even possible to create some
crude animation by selecting the fastest cycling time of .01 seconds
(a smaller interval will cause GALLERY to pause).

ZXGALLERY is located on the tape immediately after ARTWORX. Simply
enter LOAD "" or LOAD "ZXGALLERY".

				20
GETTING STARTED
Initially, GALLERY is empty and option 1 should be selected first.
ARTWORX comes with five samples of artwork and these are located
immediately after ZXGALLERY. We suggest that you load all five so that
you can become familiar with GALLERY.

Section option 1 and enter 5 for the number of pictures. Next,
position the tape just past ZXGALLERY, enter the name of the first
sample (ART1) and play the tape. Stop the tape immediately after the
first sample has loaded. You will be prompted to enter a BORDER
colour, then to enter the name of the second sample and so on until
all five have loaded.

After the last picture has loaded, the menu will return. You may now
select option 4 to view GALLERY. Note that when viewing GALLERY, there
are three hidden controls:

-  you can "fast forward" the pictures by pressing "F".
-  you can pause the screen by pressing "P".
-  you can return to the menu by pressing the space bar.

There is no on-screen menu for these controls, so the screen will be
free of distractions for the show.

Option 2 allows you to save the entire show under one filename so that
it can be loaded back in at a later date using option 3.

Option 5 allows you to change the viewing time. The default setting is
one second.

				21

APPENDIX A

TIPS FOR GETTING PROFESSIONAL RESULTS

1. You will find it far easier and more natural to complete the
outline of your drawing before adding any attributes (colour, BRIGHT,
etc.).

2. Use ZOOM when creating small images.

3. Fast and excellent results can be achieved by first tracing a
picture or photograph onto clear acetate and then taping it to the
T.V. or monitor. Then use the various tools available in ARTWORX to
trace the image onto the screen. Use the ARC feature for best results
when tracing complicated images.

4. When using the WINDOW routines, note that the boundaries for
movement around the screen are determined by the window size and not
the shape within it. Therefore, be sure to "hug" the image closely
when defining the window.

5. Different hues or tones of colour can be created by manually
filling an area with individual dots, leaving a one pixel space
between each. This is best done using the ZOOM feature.
6. Use OVER to apply text to an area  which already has pixels set,
e.g., a filled shape.
7. Use OVER with some of the larger brushes for a very interesting
effect. This is caused by the brush half erasing itself while it is
being drawn.
8. Use OVER with SPRAY to erase in a spray pattern.

				22

APPENDIX B
USING THE PICTURES IN YOUR OWN PROGRAMS
The pictures created with ARTWORX can be used as loading screens for
your own programs. To load them into the computer when ARTWORX is not
present, use the SCREEN$ (extended mode/SYMBOL SHIFT K) command as
follows:

LOAD "name" SCREEN$

Follow the example below to create a suitable loader:

10 LOAD "name" SCREEN$
20 LOAD "your program"

Save the loader on the tape, then the picture, then your program. Note
that ARTWORX saves the pictures as code, but the pictures can be
loaded as SCREEN$.

You will notice that when you load a SCREEN$ into the computer, you
are able to watch the picture being assembled as it loads. It is
sometimes desirable to reveal the picture to the viewer after it has
loaded. One easy way to do this is to set the INK and PAPER colours to
the same value while the picture is loading. If this is done, the
picture will not be revealed unli the last few hundred bytes of the
SCREEN$ (the attribute file) are loading.

				23
