APPLICATIONSCREATION GRAPHIQUE ★ DESIGN YOUR OWN GRAPHICS ★

User Defined Graphics : Design Your Own Graphics (Amstrad Action)Applications Creation Graphique
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A great type-in utility to allow you super-fast graphic symbol creation

This classy listing is going to appeal to two sorts of people. On one level it can be used for some enjoyable doodling as a clever little art program. But it can also be put to very sophisticated use by anyone wanting to create their own graphic symbols for use in programs - hence the program's title User Defined Graphics.
If you're a programmer you'll know that the computer stores letters, punctuation symbols and various other graphic shapes coded with numbers ranging from 33 to 255 (the so-called ASCII codes). You can print these on screen using the command CHR$. For example PRINT CHR$(65) will print the letter A.

What this listing does is to allow you to redefine the graphic shape associated with each of these numbers. So if you wanted to change the shape of the “a” or turn it into a little space-ship or a telephone or a face, this program will let you do that very easily. You could use it to design a new character set which you could load in and run every time you got tired of the type of print Arnold normally uses. Or, if you don't want to mess around with the keyboard, you can simply define graphic shapes for the numbers above 128 and then make use of these in your own programs - once you're happy with the shapes you've created, this listing will actually create the program lines needed to generate them again instantly whenever needed.
Many thanks (and a nice cheque) to the author, DAVID MUIR of Plymouth.

Program instructions

When the program is run a grid cf nine large squares is displayed on screen. Each of these represents a single user-defined graphic and is further divided into a grid of 64 small squares. There is a cursor in the grid top left. To the right is a block of nine numbers which is simply a guide to the numbering of the large squares.
The cursor can be moved around the grid with the cursor keys If the COPY key is pushed then the small square at the cursor position will be filled if empty, or emptied if filled. If SHIFT is pressed while using the cursor keys, a continuous drawing (or erasing) effect is possible.

There are a host of commands to save you time. As a general rule, there are two types of command: a small letter + number (1 -9) operates on the specified large square, while a capital letter operates on the whole grid.

E - EMPTY the whole grid.

F - FILL the whole grid H horizontally MIRROR grid.

V - vertically mirror grid A ROTATE grid 90 degrees anti-clockwise.

C - rotate grid 90 degrees clockwise.

The commands e,f,h,v,a and c followed by a number (1 -9) have the equivalent effect to the above on the specified UDG square
U(number) MOVE the whole grid design up the specified number of squares

D(riurnber) - the same, but down L(number) the same, but left R(number) - the same, but right

m(number 1)(number 2) - COPY the contents of UDG square 1 to square 2

P(0-2)-PICTURE the grid design . This reveals what the grid would look like in each of the three graphics modes 0-2 N - CREATE program lines to store your UDGs. For each of the nine in turn you will be asked if you want to save it. Answer ' Y" and you are asked to input the ASCTI code number you wan: to store it under (33-255). If you press ENTER here instead of a number, the program will store the first UDG at 255. the next at 254 and so on. Next you are asked to press 0 on the numeric keypad to store the UDG and take you on to the next one

Z - DELETE the program from memory leaving just the new lines you've created (if any) starting from z i ogram ime 1000 Don't use this command until you've finished all your designing

If you then want to save the program lines you've created you should do so using the ordinary SAVE command To get your program to print out the shapes you ve created. add new lines with the command PRINT CHR$(number) where the number is the relevant ASCII code (33-255).

AMSTRAD ACTION #4

★ PUBLISHER: AMSTRAD ACTION
★ YEAR: 1985
★ CONFIG: 64K + AMSDOS
★ LANGUAGE:
★ LiCENCE: LISTING
★ AUTHOR: DAVID MUIR
 

★ AMSTRAD CPC ★ DOWNLOAD ★

Type-in/Listing:
» User  Defined  Graphics    (Amstrad  Action)    ENGLISHDATE: 2021-02-03
DL: 202
TYPE: ZIP
SiZE: 5Ko
NOTE: 40 Cyls
.HFE: Χ

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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.