------------------------------------------------------------ Foreword to CRACK ART ------------------------------------------------------------ CRACK ART is now Shareware and must not be used for any commercial purpose. The Program is allowed to be copied only if all files are included. If you intend using CRACK ART then please register by sending us 20 DM (No Monopoly money please...!). The Source text for CRACK ART is made up as follows: - 13080 Lines GFA-Basic. - 148 Assembler Routines (approx. 1.5 MByte). Programmers interested is seeing the GFA-Source Code (including Assembler-INLINEs and Graphics) can get a copy for ~0.5734 Pfennigs per Line. The total cost is then 75 DM. The programmers assume no liability for Hard- or Software compatibility with CRACK ART. (After 3 years of development work most things have been dealt with but it would be surprising if there were not still a few problems lurking somewhere...) Future plans include a commercial release. Negotiations are currently currently under way with a well-known company, watch this space! Self-congratulations: The Genesis of CRACK ART is an entertainment in itself, but probably more so for the people directly involved. What follows is a brief history of ourselves and our work, as of the beginning of 1990: Jan 'JayBee' Borchers --------------------------------- It all started with the old ATARI 800 8-bit computer - the first computer I ever owned. When the new XL-Series was announced, I immediately upgraded first to a 600 XL model and subsequently to an 800 XL. In 1987 along came the 1040 STF, and it was obviously an exceptional machine, but a little expensive for me. So I made do with a 520 ST instead. After spending much time programming and testing I was still wishing for the bigger computer, so my trusty 520 was put on sale. Finally it was sold and I could at last purchase a 1040 ST! Since then my system has expanded at an appalling rate. Now comprising: PC-Compatible. 2 Drives, Modem, switchable Operating-System, Hardware Video-Digitizer, Soundsampler... Next no doubt I will be looking for a TT8 or something... (Don't tell my wife!) But to get back to CRACK ART: Why this Name? CRACK of course refers to the functions of a Disk Monitor and its ability to work with just about any file format. This isn't the complete answer but it's the only one you'll get here! The project we set ourselves was to produce a pixel-oriented art program which provided the maximum possible range of facilities. The artistic talent was clearly in evidence in computing circles, all that was lacking was the Software... Detlef 'Roy' Ruttger -------------------------------- My first contact with cpmputers was at a friends house, where he was showing off his latest toy. This was an ATARI 400 (and cost in those days about 1250 DM!). Many things were possible with this excellent computer and my interest was stimulated. A short while later I bought myself one of the new model ATARIs, the 800 XL. It wasn't long before the ST range was released and my first upgrade was to a 260 ST. At this point I still had the old 800 XL. After many months constructing programs and learning how to get the best from this new machine I had learnt a great deal about how the ST works, and had some good ideas for stretching the computers facilities to the utmost. One of these was a desire to produce a good drawing program... CRACK ART just grew and grew. There were always more ideas for improvements and developments which just HAD to be implemented. Naturally, all such programs require a picture format of their own. Packers and depackers are provided for various other art programs, and the best of the packing algorithms have been used for CRACK ART's own format. The 'CA1' Files on the Disk are Low Res pictures in CRACK ART Format. CA2 and CA3 are of course Medium and High Res respectively. The Packer uses some very clever tricks for compressing data. I know of no other graphics program that produces smaller picture files than CRACK ART. Developments (as of May 1991): ------------------------------ Don't listen to people who tell you that the TT is 'uncompatible'. Rubbish. CRACK ART works fine on it!!! Most of the Assembler routines have been optimised for the fatser processor if available. ----------------------------------------------------------------------- CRACK ART Handbook 1.00 TT+ Copyright Detlef Ruttger and Jan Borchers, 1991 ----------------------------------------------------------------------- CRACK ART works on both the ATARI ST/TT with at least 1Mbyte RAM, TOS in ROM and Color Monitor. At least 1.5 MByte is recommended. (The STE has not yet been tested, but we don't expect any problems). The Handbook: ------------------------ We recommend that this Handbook be printed out where possible for reference while yo use CRACK ART. We have tried to cover all the many functions of the program as thoroughly as possible and hope that you will find that it answers all your questions. At the end of this manual you will find a list of all the keyboard commands and their functions. Finally there is an Appendix called 'HAVE YOU EVER SEEN...?' Which contains hints and tips on using the program. MENU CONSTRUCTION: ---------------------- The different Functions are represented on the menu by Icons. You will immediately see that there are 5 groups of Icons: - Icons for the basic drawing functions. [Gray Scale] - Icons for Block operations. [Multi-coloured] - Icons for Disk Operations. [Disk icon] - Icons for selecting screens. [Numerals] - Icons for Special Functions. [Other] The Functions are accessed with the Mouse button. In some of the drawing functions, it is also necessary to set a Parameter. The right Mouse button switches between the Menu and the working screen. You may terminate work and leave the Program with the Desktop Icon at the lower right edge. Remember to save your work before closing the program! DATE and TIME is pretty self-explanitory. The day of the week will automatically be calculated. The clock runs only if you have selected the appropriate menu item. GENERAL INFORMATION ON ALERT/DIALOG BOXES ------------------------------------------- The Alert boxes: ------------------ The Alert Boxes used in CRACK ART are completely self-contained and have been specially programmed for ease-of-use. All Alert Boxes contain up to ten lines of text and as many buttons as necessary . If a button is outlined in red, then this can be selected simply by pressing the RETURN key. Otherwise use the mouse to pick the option you require. All Buttons have Exit-Status. The Dialog Boxes ------------------ The Dialog Boxes are designed to be much more flexible than the Alert Boxes. The first line is the title of the Box, describing its function. Then follows several lines containing the relevant data and information, and the appropriate buttons for you to enter settings etc. The last line always comprises the Buttons 'OK' and 'CANCEL'. The default settings are highlighted in red. Note that any new parameters you enter will only take affect when you exit the Dialog Box by clicking on 'OK'. Selecting CANCEL will leave the old settings unchanged. The File Selector Box ----------------------- This will be explained under the heading 'Disk Operations'. The Menu Icons ---------------- MENU SETS: The first Button in the Menu deals with general Parameters in CRACK ART. Parameter: Bootvirus Test: On/ Off Double Click: Slow/ Normal/ Fast Mouse Shape: Shaded/ Normal/ Stripes Mouse Color: Red /Yellow/ Green/ Blue Mouse Shadow: On/ Off Menu Frames: Red /Yellow /Green /Blue SAVE SETTINGS will store these parameters in the file CRACKART.INF for future use. WORK SETS: There are only three parameters to set here: Parameter: Preview Zoom: On /Off Zoom Grid: On /Off Colors: Neochrome/ Cube Preview Zoom switches the Real Time Zoom and the Zoom Range between the Function keys and SHIFT+Function keys. Zoom Grid switches on or off the grid lines. Colors allows you to select a new colour by double clicking on a colour in the colour menu. ASM : Should you need a function not presently incorporated in CRACK ART, this provides the possibility of writing your own Assembler routine to supply the mssing facility. Length of these routines should be kept to about 5000 Bytes . This Routine cannot address the work screen area on the Stack , the address of the colour pallette and more than three screens. The working-memory should not be more than 32000 Bytes, since this could cause embarrassing overhead errors and might crash the entire program. To give you some idea, here is an example: .TEXT ; Save the contents of the Register before Execution movem.l d1-d7/a0-a6,-(sp) ; This Address is held on the Stack until fetched later move.l 60(sp),a0 ; Address of screen move.l 64(sp),a1 ; Address of colour pallette (16 Word) move.l 68(sp),a2 ; Address of 1st. Workscreen move.l 72(sp),a3 ; Address of 2nd. Workscreen move.l 76(sp),a4 ; Address of 3rd. Workscreen ; The previous 5 Lines can also be written as: ; movem.l 60(sp),a0-a4 ; Your Routine starts here... . . . ; and finishes here.... ; Restore the Registers before returning to CRACK ART movem.l (sp)+,d1-d7/a0-a6 rts .DATA .EVEN ; Memory can still be used inside the 5000 Bytes restriction label_1: .DC.W ... ... label_n: .DC.W ... .END ;-------------------------- The Routine must be totally PC-relative and must contain no Block Storage Segments (.BSS). Then compile it to a .PRG file. ------------------------------------------------------------------------- Drawing Functions: ------------------------------------------------------------------------- +* Draw D = Freehand Drawing + Eraser E = Eraser + Point P = Single Point/pixel + Line L = Draw a line +* K-Line K = Draw connecting lines + Rays R = Rays + Frame F = Rectangle +* Circle C = Circle and Ellipse * Airbrush A = Spraycan +* Box X = Filled rectangle +* Disc Y = Filled Circle and Ellipse +* Polygon W = Filled shape - user defined * Spline I = Two different Spline algorithms and a Curve Routine * Smear S = Blurring effect * Outline O = Outlining + Fill Z = Fill with selcted colour * Mirror M = Symmetrical Drawing * Text T = Insert Text The functions noted with '+' will also operate on Blocks. The functions noted with '*' can be Double Clicked on to open up a parameters menu. The Letter after the Drawing function is the 'Hot-Key' which can be pressed on the keyboard to give immediate access to each command. A colour border to an Icons indicates that it has been selected. Drawing functions can be terminated by pressing the Right Mouse Button. ----------------------------------------------------------------------- About the Drawing Functions ----------------------------------------------------------------------- DRAW : Freehand drawing by means of the Mouse. Brush or Block. Parameter: Tint: Opaque/ Scrape Source: 1/ 2/ 3 /4 / 5/ 6/ 7 /8/ 9 In Opaque, the drawing colour is solid. In Scrape the underlying pattern will show through. Qualifications - In Opaque in Block Mode lines cannot be easily stretched. Suggestion: Use very slow movement of the Mouse. - Scrape works only with pixels and not with Blocks. POINT : Place single Point/Pixel. Brush or Block. Set Point, in connection with the keys SHIFT and CONTROL. SHIFT: The Block will be copied behind the existing picture. CONTROL: The Block will be copied on top of the existing picture. With the last Function you can create complicated Blocks (specially in OBJECT Mode). LINE : Draw a line between the start- and end points. Brush or Block. K-LINE : Draw connected lines using the Mouse. After ending a line the Mouse will be located on the centre of the line, making it easy to produce concentric designs etc. The Lines are terminated with the Right Mouse Button. Brush or Block. Parameter: Mode: Free/ Regular Edges: 3/ 4/ 5/ 6 /7/ 8/ 9 FRAME : Draws a rectangle. Using the Mouse you can specify two border points to determine the rectangle. Brush or Block. CIRCLE : Draws Circles and Ellipses. After setting the circle, the Mouse will again be located in the centre, making it easy to draw concentric circles etc. Brush or Block. Parameter: Mode: Center/ 2-Point/ 3-Point In Centre-Mode you specify the centre of the circle, which is then drawn in two equal hemispheres. The ALTERNATE key can be used to quit the function during drawing. In 2-Point you supply two edge points and the circle is drawn between them. In 3-Point you need to give three edge points for more precise drawing. Qualification: - CIRCLE only works in Centre-Mode with Blocks. ERASER : Brush: You specify a rectangle which will be the size of the Eraser. This rectangle is then used to remove the unwanted parts of the picture. The frame of the rectangle is always visible. Use the Right Button to select a new size. Block: The Block is used in the same manner as the Brush Form. The shape depends on the Block Mode (see later). AIRBRUSH : Spraycan. Parameter: Form: Flat Center - Sprays thickest in the middle. Flow: Low /Medium /High - Speed of coverage. Qualification: - Only works in Brush Mode. RAYS : Draws lines from a central start-point. Brush or Block. POLYGON: Draws a filled polygon. Use the Right Mouse Button to determine the end of each side of the polygon shape. Brush: The Polygon will be filled with the current Fill Pattern. Block: The Polygon will be filled with the current Block Fill Pattern. Qualification: - A maximum of 128 endpoints is permitted ! BOX : Draws a filled rectangle. Two corner points can be specified with the Mouse to draw a Box. Parameter: Tint : Opaque/ Scrape/ Glass/ Effects Source : 1/ 2/ 3/ 4 /5/ 6/ 7/ 8/ 9 Opaque: Brush: The area will be filled with the current Fill Pattern. Block: The area will be filled with the current Block Fill Pattern. Scrape: A rectangular area of the screen will be 'scraped' with the selected colour. Glass: The current colour will be spread over the picture in 'transparent' form. Effects: Will apply the chosen Effect to the area. These are the Effects available. 1 = ANTI 4 5 = EROSION 2 = ANTI 8 6 = MEDIAN - 3 = ROUND 7 = MEDIAN 4 = CONTRAST 8 = MEDIAN + 9 = DILATATION Qualification: - BOX only works in Opaque-Mode with Blocks. DISC : Draws a filled circle or ellipse. Brush or Block. Parameter: Mode: Center/ 2-Point/ 3-Point In Centre-Mode you specify the centre of the circle, which is then drawn in two equal hemispheres. The ALTERNATE key can be used to quit the function during drawing. In 2-Point you supply two edge points and the circle is drawn between them. In 3-Point you need to give three edge points for more precise drawing. In Brush Mode the Disc is filled with the current Fill Pattern, and in Block Mode with the current Block Fill Pattern. TEXT : Write a line of text with a standard or user-defined Font. Settings are made in the Standard Text-Parameter section of the colour menu. Further Parameter: User-defined character sets: Maximum 32*32 Pixel s in 16 colours. ATTENTION! A user-defined character set will always be loaded into the work screen. Settings: Width - Width of the Character. Height - Height of the Character. Distance - Distance between two Characters in Proportional script. Screen - Screen number in user-defined character sets. Save Parameters: Will generate a file with the same name as the screen, the extension 'DEF' is used and the file also contains the parameter settings. On Loading a picture in the Format CA1, IC1, PI1 and PC1 CRACK ART will look for an appropriate 'DEF' file, and if not found will load in the default parameters. Load E24 Font: Loading of SIGNUM! Fonts. The character set will be displayed on the screen. The Characters have a size of 16*24 Pixels and are always in colour 15. (You can change the colour with EXCHANGE in the Colour Menu). This value is set automatically. DISTANCE is also found under the Colour Menu, EXTRA and PROP may be chosen for use with the current character set. Load FNT Font: Allows you to load miscellaneous Fonts. (TEMPUS, EDIMAX, DEGAS...) The size of these is 8*16 Pixels. Remarks: ESCape deletes the text line. If the text line is already empty, this will switch between TEXT and DRAW functions. OUTLINE : Outlines an area with colour. Use the Mouse to select the working area on the screen. Parameter: Form: Round/ Square - Border outline shape. Part: Local/ Global - Only works on the clicked area or all areas of the same colour. Mode: Initial/ All - Only outlines the clicked colour or all areas of the same colour. Type: Stay /Grow - The inside area to stay the same or be deleted. Qualification: - Does not operate on the background colour. FILL : Fill a specified area. (Flood Fill). Brush: Fill with the current Fill Pattern. Block: Fill with the current Block Fill Pattern. SMEAR : Blurs the selected Pixels. Parameter: Flow: Low/ Medium/ High - Operating speed of the SMEAR-FUNCTION. Size: 02 04 08 16 - Border length of the Smear Area in pixels. Qualification: - Only works in Brush-Mode. MIRROR : Generates symmetrical forms. Parameter: Mirror Mode: Horizontal - Symmetry in the horizontal axis. Vertical - Symmetry in the vertical axis. Both - Symmetry on both axis simultaneously. Qualification: - Does not operate with : ERASER, AIRBRUSH, TEXT, OUTLINE, FILL, SMEAR OR SPLINE If this Function is called when MIRROR is active, you will be automatically switched to DRAW and MIRROR switched off. SPLINE : Draw Splines with two different Algorithmes and between two specified points. Parameter: Mode: Bezier - Spline using Bezier curves. Smooth - Spline using specified endpoints. Curve - Curve between two endpoints. Intersection: 04 06 08 10 - Number of supporting places between 2 points. Qualification: - Does not operate with Blocks. ------------------------------------------------------------------------ THE WORKING SCREEN ------------------------------------------------------------------------ At the lower left on the Main Menu there are a number of buttons. The 'Light Emitting Diodes' represent the available screen/s. The number of usable screens depends on the amount of free RAM that the program finds on startup. These are indicated by the 'LED's'. (The blue LEDs have another purpose involving screen animation, see later.) The actual work screen is indicated by a red LED. Choice between screens is achieved by means of the Mouse or corresponding keys on the keyboard. The Right Mouse Button switches you between the work scren and the Main Menu. From the Main Menu, the ESC key will also switch to the working screen. ESC, however, also has other functions (Clipping of Blocks for example). WORK-SCREEN FUNCTIONS: ---------------------- Delete: Place the Mouse on the appropriate screen Icon and drag it on to the Dustbin. You will be prompted as to whether you really wish to delete this screen. Copy, Swap, Fill: Move the screen Icon to the chosen function. A Dialog Box will appear with the following options: ALL / PICTURE / COLOUR PALLETTE COPY / SWAP / FILL In Animations: Double-Clicking on a screen Icon will light the blue LED. This screen is then entered on the Animation List. (See ANIMATION) SHOW : (The gray button) Next to the nine screen buttons, is what be termed a SUPER Button. This makes it possible to view all screens at once. A Double-click on this Button allows you to alter the settings: Parameter: Mode: Monochrome / Color (/ TT-View) In Monochrome all screens are translated into shades of gray. Each picture will be contained in its own frame, with the picture title below. Unused frames will have the legend DISUSED. In Colour Mode all nine screens, so far as available, will be represented in their true colour pallettes. By using the Cursor keys, you can 'scroll' around the various screens in whatever direction you wish. In TT-View, screens 1-4 are shown in TT-Medium Resolution with their actual colour pallettes. BLOCKS: How do you cut out Blocks from a picture? CRACK ART offers 4 possibilities. In each case you must use the ESC key. The Right Mouse Button will always terminate Block cutting, and if you already have a Block this will be retained. 1. Cut out a rectangular Block: ------------------------------- After pressing the ESC Key a cross-hair cursor will appear, together with a display of the X- and Y-Coordinates. Locate the Crosshairs on one corner of the area to be clipped, press and hold the Left Button while you drag the mouse over the desired area to open up the rectangle. The direction of dragging is not important, you can move in any direction you wish. When you release the Mouse Button, the crosshairs will disappear and the Block will be outlined with a frame. All normal Block functions are now available. Note that if you wish to use the Fill function, then you must first make sure that a Fill Pattern has been selected. Pressing the 'D' key will immediately switch you into DRAW Mode. Pressing the 'B' key switches between BRUSH and BLOCK Modes. 2. Cut out a rounded Block: --------------------------- If you need to select a Block of circular shape, then simply press CONTROL + ESC. You will again be presented with the crosshairs cursor. This is used to specify the centre of the circle. Press and hold the Left Mouse Button while dragging out the required size and shape. When you release the Button the Block will be clipped out ready for use. 3. Cut out a user-defined shape (Lasso): ---------------------------------------- Suppose that a circle or a rectangle is not really what you need. What then? Don't worry, CRACK ART offers another possibility. The opportunity to cut out a random shape to your exact requirements. Press the SHIFT+ESC keys. This time a smaller crosshair appears. Locate the cursor wherever you wish to start cutting out your Block and briefly press the Left Button once to set the start position. You can now outline the desired shape with up to 1000 endpoints. The resulting Block is regarded as an OBJECT. Here are a few tips: Remember that when creating your Block outline, there must be no 'intersections' drawn ! You can also form a Block with a single line drawn continuously around the required area of the screen. These Blocks are also regarded as OBJECTs. In the previous three Block Functions it is possible, by holding down the ALTERNATE key, to completely remove an area from the screen. UNDO will restore it if you wish. 4. Cut out a Block to be used as a Fill Pattern: ------------------------------------------------- If you want to use a section of the screen as a Fill Pattern, then simply press the ALTERNATE + ESC keys and select the desired area of the screen. The border of the Block will be Pixel Colour 0 (the background colour). This again is regarded as an OBJECT. XRAY -: In this Mode all areas of the Block have the background colour (Colour 0). OBJECT : This Block Mode is something really special. It will generally be produced by the CIRCLE or LASSO functions. All areas inside this Block Mask become opaque. If this is inactive, you can still use the Menu to generate an Object-Mask (See CUT,OBJECT.) BLOCKED : In this Block Mode all areas of the block become opaque. About the Block Modes: -------------------------- You may switch between the Block Modes XRAY and BLOCKED without and loss of picture information etc. However, if you switch an OBJECT to a differnet Block Mode, the Object-Mask will be destroyed. Block Borders and the screen border: ---------------------------------------- With the Buttons FREE-MOVE and EDGE-STOP or the keys '/' and '*' you can switch between the various types of border. When using EDGE-STOP the Block may not pass over the screen border. FREE -MOVE makes it possible to do this should you require it. ------------------------------------------------------------------------- THE COLOUR MENU ------------------------------------------------------------------------- The Colour Menu gives access to several functions. Not only to colour changes but also to direct Picture and Block manipulation. It should not be under-stated as an important function of CRACK ART. CRACK ART allows you to work with up to nine different work screens, each with its own individual colour pallette. It therefore makes good sense to provide an easily accessible means of adjusting and setting of colours. Press either the SPACEBAR or the Right Mouse Button and you will be rewarded with a Pop-Up-Menu on the screen. The 16 available colours are shown. At the top and bottom of the colour registers you will see an arrow. The upper arrow marks the present drawing colour and the lower arrow shows the EXCHANGE- Colour. To select a colour, click briefly on the respective Registers. At the right-hand side of the Menu there are three sliders, for the Red, Green and Blue segments of the colour. Use the Mouse to set these as required. By pointing at the MOVE-Button on the left-hand side of the screen and holding down the Left Button, you can move the Menu around the screen to whatever location you prefer. Also visible are two large square areas containing the current Fill Pattern and the current character set (font). Clicking on the Fill Pattern box will produce another menu containing 80 pre-defined Fill Patterns for you to choose from. The presently selected pattern will be outlined. Point and click with the Mouse to select a new pattern. This will remain the active pattern until you change it. Editing of these 80 basic patterns is not possible. Usually you will find something there to suit you. Also, remember that you can define a Block as a Fill Pattern and this gives almost unlimited possibilities for you to design your own custom fill patterns. The Character Set display always displays the letter 'A' in the currently selected Font. (In user-defined Fonts there is a control for setting the correct proportions). The Attribute of a Character Set are altered with the boxes: SYSTEM, EXTRA and PROP. The current settings are shown in reverse video. You can change the size of each character in the SYSTEM set with the '<==' and '==>' buttons. This doesn't work with user-defined character sets . In the Option EXTRA, parameters can be chosen by double-clicking on the TEXT-Icon in the Mian Menu. If the Option PROP is selected, the user-defined character set will be switched into Proportional script mode. Colour Manipulation Options: -------------------------------- PRE-DEFINED PALLETTES: The Function Keys give you access to 20 pre-defined colour pallettes. Palette F1 corresponds to the Original-ST-Palette, Palette F2 the CRACK ART basic pallette. Pallettes F11 to F20 are accessed by pressing SHIFT + F1 to F10. Many of the are intended for gray-scale pictures and digitised or scanned images. Copying a colour to another Register: ------------------------------------- Point to a colour Register, press and hold the Left Mouse Button while you move the colour to another location,. Releasing the Button terminates the copy action. Exchange of two colour Registers: --------------------------------- To exchange two colours follow the same procedure as for Copying colours. However, press the ALTERNATE Key while releasing the Mouse Button. Symmetrical patterns: ---------------------- To produce a symmetrical colour pattern between two Registers, select one, then press ALTERNATE while selecting the second. Drawing Colour: --------------- If you move outside the Menu border, the cursor will take on the crosshairs form. Pressing the Left Mouse Button will fill the relevant pixel with the currently selected colour. Direct Colour Selection: ------------------------ Double-clicking on a colour Register or directly in the Colour Menu will produce a grid showing more than 16 colours simultaneously. The composition of the Rasters can be stored in WORK SETS with the command COLORS. NEOCHROME sets up the pallette as it would be in the program Neochrome, in CUBE you have a graduated scale. Set the required colour value into the register using the left Mouse button, exit with the Right button. Special Functions: ------------------ SORT: Sorts the colours according to shade, Pixels in pictures and Blocks are altered to match. INV: Inverts the colour pallette. Using the ALTERNATE button in conjunction with this will produce a 'photo-negative' pallette. INV+EX: Analog to INV,. STATS: Creates a table based on the present Working Screen, or of the Block after selection of BRUSH or BLOCK in the Main Menu. EXCHANGE: Swaps two colours using the Arrow located underneath the colour registers. (E.G. choose the first colour,and then use the Exchange-Arrow to pick the second colour. All pixels containing the first colour will now contain the second colour. (IMPORTANT! When calling the colour menus, if a Block is active, then all Exchange-manipulations will affect only the Block!!) The following key-combinations may prove useful. Hold down the appropriate key while clicking on Exchange. With SHIFT + EXCHANGE all Exchange-Colours are moved to the left. With CONTROL + EXCHANGE all Exchange-colours are moved to the right. SET PLANES: Makes it possible to fade out a single Bitplane using the buttons 0 to 3. Setting of the Plane parameters can be done by double- clicking on SET PLANES. Exit the Function with the right Mouse button. BRIGHT+-: Brightens or darkens the colour pallette. RGB+-: Alters the colours of the pallette. Most functions of the colour-manipulations can be reversed by pressing UNDO. Note this only affects the last change you made. Exit the colour Menus by pressing the SPACEBAR or the Right Mouse Button. BLOCK OPERATIONS ---------------- X-RAY: Function: The Object Mode will be set to X-RAY. The Function creates a Mask making all parts of the picture which are not Colour 0 transparent. Block Mode afterwards: X-RAY OBJECT : Function: Creates an OBJECT Mask for the currentBlock. This Mask will be opaque. Block Mode afterwards: OBJECT BLOCKED : Function: The Object Mode will be set to BLOCKED. The Function creates a rectangular Mask the size of the Block. The whole Block area will be opaque. Block Mode afterwards: BLOCKED SIZE : Function: Change the size of the current Block. The current Block will be displayed at the upper left of the screen. A frame will outline the presently selected size. X- and Y- coordinates of the frame will be shown underneath. Changing the frame size will alter the size of the Block accordingly. Key operations: * UNDO: Returns the Block or Frame to its original condition. * LEFT BUTTON: Carries out the operation. * ALTERNATE: Limited alteration in the vertical Direction. * SHIFT: Limited alteration in the Horizontal Direction. * CONTROL: Maintains the proportions. Block Mode afterwards: XRAY ROTATE : Function: Rotate a Block to a new angle. The current Block will be displayed in the middle of the screen, with a Frame marking the present alignment. A Line from the centre-point to the cursor-position allows you to make a precise adjustment. The Rotation Angle is shown underneath. Key operations: * UNDO: Return the Block or Frame to its original condition. I.e an angle of zero degrees. * LEFT BUTTON: Carries out the operation. * HELP: Non-aliasing Rotate. * BACKSPACE: Modular Rotate, fills the whole screen with the rotated Block. * RIGHT BUTTON: Retutn to the Menu. Block Mode afterwards: XRAY H-SKEW : Function: Horizontal skewing of a Block. The current Block will be displayed in the middle of the screen. A Parallelogram indicates the present Skew position. Precise alterations to the shape are possible and this will be reflected in the Block. Key Operations: * UNDO: Returns the Block or Frame to its original condition. * LEFT BUTTON: Left button carries out the operation, the right button exits back to the Menu. Block Mode afterwards: XRAY V-SKEW : As above, but on the Vertical axis. H-PERSP : Function: Horizontal trapezoid distortion of a Block. The current Work Screen will be displayed. A Trapezoid indicates the present Position and Shape of the Block. By changing the Trapezoid, precise alterations can be made to the Block. Press the left Mouse button and the cursor will jump to the next corner position. As long as the button is pressed, you can continue to move the corner. Repeat this with each corner as required until you achieve the desired shape. Key Operations: * ALTERNATE+LEFT BUTTON: Carry out the operation. * RIGHT BUTTON: Return to the Menu. Block Mode afterwards: XRAY V-PERSP : As above but on the Vertical axis. CURL : Function: Radial distortion of a Block. This Block function can be used in conjunction with the BULGE Routine. The right Mouse button terminates the operation. Use the Left Button to set a Start- and an End-Angle. The Block will then be defined. The maximum figure possible is a circular Block with a Diameter of 200 Pixels. Block Mode afterwards: OBJECT NOTE: No UNDO is possible with this operation!! (There was a problem in the Demo version which showed the angles available as being from 0 to 1! This is actually 0 to 359. Give it a try). BULGE : Function: Round distortion of a Block. This Block function is possibly the most successful Routine in the whole Program, both in terms of speed and results. First of all a rectangle appears, in which is shown a mirror-symmetrical filled curve. Press the Right Mouse Button to commence Block transformation with this Function . Play around for a while to get the feel of it. The only limits are in your imagination. By pressing the Left Button it is possible to alter the curve to whatever you require. Experimentation is the name of the game. It works best with medium to large Blocks. The maximum size available for this function is a circle of 200 Pixels Diameter. After this the Block Mode is an OBJECT. NOTE: No UNDO is possible with this function !! TUBE : Function: Roll a Block around a tube-form. Draw out the tube and adjust the angle using the Mouse. The function is activated by the Left Button. Block Mode afterwards: X-RAY NOTE: No UNDO is possible with this function !! FIT-IN: Function: Horizontal insert of a Block into a freely definable form. The current screen will be shown in the background. Use the Right Mouse Button to terminate the function. Use the Mouse cursor to define a starting-point. Up to 1000 points can be used in each form. The Right Button determines the edge. Use the Left Button to select the desired part of the Form. Before the actual Routine operates, the form will be made "horizontally convex". I.e. the furthest left and the furthest right points on each line will be joined together. The Block will then be transformed into the resulting form. Block Mode afterwards: OBJECT NOTE: No UNDO is possible with this function !! DITHER : Function: Routine to alter the colour/pattern of a Block. IMPORTANT: The apparition which will result from this depends on the Block Mode! V-DITHER: Vertical Dithering. Pattern is generated from top to bottom. H-DITHER: Horizontal Dithering. Pattern is generated from left to right. S-DITHER: Gradiated Dithering. The pattern is generated from a central Rhomboid out to the edges. M-DITHER: Max Dithering. The pattern is generated from a central square out to the edges. R-DITHER: Radial Dithering. The pattern is generated from a central circle out to the edges. After selecting the wanted form, a section of the Colour Menu will appear, showing the 16 Colour Registers with an arrow above and below. With the upper arrow you can select the colour of the upper (V), left (H) or central (S,M,R) target. The lower arrow controls the colour of the lower (V), right (H) or the edge (S,M,R) target. Terminate the function with the Right Button. V- and H-DITHER work in real-time and start immediately. Alternatively, the Block can be selected by stretching out a rubber-band rectangle. Point with the Mouse and press the Left Button inside the rectangle to indicate the centre of the Dithering effect. Whereupon the Mouse cursor disappears and the Function will move to the background. (Unfortunately this takes a little while. For R-DITHER needs to calculate up to a maximum of 64000 roots!). If the Block is too small, or an unacceptable number of colours have been selected for the work, then S-, M- and R- Dither will not function. Three different Dither matrix sizes are available in this Routine. (That givens a maximum of 64 'layers' between two colours!) The actual Dithering will dependon the Block Mode form. BLOCKED Mode gives you a Dithered Rectangle. In X-RAY Mode the Dithering is only visible in certain colours. (I.e. An empty Block dithered with X-Ray Mode will remain empty and will therefore contract to 1*1 Pixel.) Try R-DITHER with the same pre-defined pallette on a circular Block in X-RAY Mode. (See DEMO/DEMO3.CA1 ) CUT : Function: X- and Y-Reductionof a Block. The Block will, if possible, be reduced by the omission of empty spaces. NOTE: Will not operate in Block Mode OBJECT. In the Working Screen, this function can be accessed with the HELP key. OTHER BLOCK FUNCTIONS IN THE WORKING SCREEN: -------------------------------------------- Key: BACKSPACE Function: Rotate Block 90 Degrees to the right. The current Block will be rotated 90 degrees to the right when the BACKSPACE key is pressed. This is a much quicker way of achieving a 90 deg. turn than going first to the Menu screen and specifying Block rotation there. The Function rotates everything around the the pixel in the centre of the Block. The effect is of the left-hand edge of the Block becoming the top edge... Pixels with an X-Coordinate greater than 199 will go under the edge of the Block and be lost. To retain a straight right-hand edge, you should first use the cursor keys to Flip the Block, then rotate. Key: RETURN Function: Align the Block with the current Colour Palletts. If a Block on the Working Screen contains a different colour pallette, you can use this function to try out the active pallette on it. Key: CURSOR KEYS Function: Flips a Block. Block and Mask will be flipped over according to which cursor key was pressed. THE ZOOM -------- In the Main Menu you will find, on the top line, a button called WORK SETS. This allows you to set the zoom parameters. Clicking on it will produce a Dialog Box showing the present settings of the Preview Zoom and Zoom Grid switches. Preview Zoom means to preview the magnificationof a screen segment. This will be a four-fold magnification factor. Pressing F10 will generate a Zoom factor of 12*12, which represents a 16-fold increase. With this real-time magnification it is possible to go right up to the edge of the screen, unlike some Monochrome art programs, which have a problem with this. The real-time Zoom works in all ten magnification factors. If you switch Switch the Preview Option off, then the magnification area will be outlined by a frame showing the size of the screen segment. With the Option Zoom Grid, you can alter the appearance of the magnified segment. If Zoom Grid is on, a lined grid is drawn over the screen in the background colour. This makes it easier to work accurately in small areas. Working with the Zoom function While on your Working screen, you can call up 10 different Zoom functions using the Function Keys. After setting the parameters, real-time Zoom is available on the Function Keys, and Frames with SHIFT + Function Keys (Preview Zoom on), or the reverse if Preview Zoom is off. In each case both can be refined to your requirements. Choose the required screen segment by pressing the left mouse button and pulling the mouse around the desired area of the screen. This is the are which will be magnified. Zoom functions: The magnification factor can be changed at any time by pressing one of the Function keys. The centre of the Zoom area will always stay the same, regardless of magnification factor. A new central point can be selcted simply by clicking with the left Mouse button. This will produce another Zoom frame. Terminate the Zoom function by pressing the right Mouse button. There are two choices for the current drawing colour: Click on the wanted colour in the colour palletts with the left Mouse button, or click in the magnified area with the right button. This allows you to quickly select a colour while in the magnified segment. Pixels are draw in the Zoomed area with the left Mouse button, the corresponding pixels are immediately altered in the main picture. The last action can be reversed with the UNDO Key. It is also possible while in Zoom Mode to cut out a Block. Press the ESC Key and a double cross-hair will appear. Use this to set the corner of the Block. Afterwards the Block will be marked by a double frame.in the same manner as for a normal clipped-out Block. Hold down the ALTERNATE key while letting go of the Mouse button and the Block will be deleted from the Zoom area. It can be inserted once more by pressing UNDO. This function is only available in the Working screen. Drawing in Zoom Mode takes a little time and if you're trying to fill an area with one colour it can get a bit boring. Fear not, there is a way! Hold down ALTERNATE and press the left button with the Mouse in the area to be filled. Easy, wasn't it? DISK OPERATIONS ------------------- General: -------- The Symbol for Disk Operations is shown on the Menu as a pictogram of a floppy disk. (3.5" naturally!). LOAD: Load a picture. SAVE: Save a picture. SHOW: Slide Show. DISK MENU: Diskinfo / File delete / Virus Check / Formatting. CRACK FILE: Search for pictures and sprites in files. CRACK DISK: Search for pictures on disk tracks/sectors. These six functions can also be accessed directly through the Function Keys F1 to F6. A File Selector Box will open for most Disk Operations. Calling the File Selector ------------------------- In the top line is shown the current search Path, or the latter part of it if the full Path is too large to be shown all together. Below this Line is where you should enter the search criterion for files including the extension, and the On/Off button for Disk-Verify. On the next Line are two buttons with the inscriptions BACK and REREAD. BACK will exit the function. REREAD will read in a new disk directory. On the right-hand side of the screen there will be up to 16 Disk symbols. These represent the available drives and/or Hard Disk partitions. If you only have one Drive, this too will be recognised. There being no point in showing a phantom Drive 'B' in the File Selector Box! The letters A to P are valid Drive identifiers. The active Drive is shown in red, the others being blue. Switching between Drives is done with the Left Mouse Button. Clicking on an active Drive with the Right Button will produce information on the current Path together with the free and used disk space. Another click will terminate the function and cause you to leave this display. Underneath BACK and REREAD there will be up to 12 entries displayed. Filename and file length are shown after each Folder name. With the Slider on the right-hand side you can scroll up and down the list of files. A vertical line below the Slider indicates the relationship between the Window and the various files. In the Functions LOAD and SAVE, you can click the Window with the right Mouse button to select from a total of 25 picture formats. A PICTURE-TYPE Menu will be displayed, showing the different formats with buttons containing their usual file extenders. Their is also the opportunity to choose whether or not to apply compression to the picture file. ('U'=uncompressed, 'C'=compressed). There is also a colour coding used here: Red for Low Res, Yellow for Medium Res and Blue for High res pictures. Red/Blue means all resolutions. Picture Format: --------------- When a picture format is selected from the PICTURE-TYPE Menu, the extender will be automatically inserted into the File Search Path. Therefore only those files ending with the appropriate three leters will be listed. (Example: An uncompressed picture in DEGAS-Format must not have the extension 'PI1' or else it will not be properly recognised. In such a case you should adjust the search path to read '*.*' (all files). Original EXT Resolution Compression --------------------------------------------------------------------------- CA1 CRACK ART Low Compressed/Uncompressed CA2 Medium CA3 High IC1 IMAGIC Low Compressed/Uncompressed IC2 Medium IC3 High PC1 DEGAS Low Compressed PC2 Medium PC3 High PI1 DEGAS Low Uncompressed PI2 Medium PI3 High PAC STAD High Compressed PIC SCREEN Low/Mid/High/VGA Uncompressed CMP F.Mathy Low/Mid/High Compressed SPU SPECTRUM 512 320*199 Uncompressed SPC 320*199 Compressed ART ARTDIRECTOR Low Uncompressed NEO NEOCHROME Low Uncompressed IFF AMIGA 320*200 4/5/(6)Planes Compressed/Uncompressed IMG GEM Monochrome Compressed LOAD - (F1): ------------ When a picture in the wanted format is chosen from the File Selector Box, it will immediately be loaded into the current Working Screen if this is empty. If the active work screen is already occupied, then an Alert Box will appear, giving the user the opportunity to either over-write the screen or load the new picture into another (empty) screen. If all available screens are occupied then the only option is to overwrite one of them with the new data, or elese clear one of the existing screens first. Special handling of different picture formats or resolutions: ------------------------------------------------------------- Loading a picture in Low Res Format will proceed without any difficulty or need for data conversion. Pictures in Medium Res Format will be converted by CRACK ART into ten colours, but otherwise will appear exactly as in Medium Resolution. Monochrome Pictures undergo two different Conversions. After loading the picture information, the User will be asked whether he wishes to overwrite all the picture ('WHOLE') or only a part ('SPECIAL'). If 'WHOLE' is selected, the entire picture will be displayed in 5 shades of gray. In 'SPECIAL' the picture will appear on the screen and the User will have the option to select an area of up to 320*200 Pixels from the 640*400 Pixel large picture. Only a quarter of the original picture is shown on the Working screen, and no grayscale will be produced. SPECTRUM 512: ------------- Pictures in SPECTRUM 512 Format present still further possibilities: After loading in the picture, the User will be asked how the colour pallette should be configured. WHOLE: The whole picture will undergo colour conversion. SPECIAL: This Option is used to specify the location of the picture using a frame rectangle to choose a portion of the screen. The original SPECTRUM 512 picture will be shown here with all colours !! Unfortunately during this operation the Mouse must be switched off so as not to interrupt the picture display Routine. Therefore you must use the cursor keys to move the crosshair around the screen for the moment. Note that greater steps of movement can be obtained by pressing the SHIFT key along with each cursor key. With the HELP-Key you can define the corners of another rectangle. The contents of this new rectangle will then be deleted, and the colour pallette adjusted. Afterwards the entire picture will be displayed in the new pallette. (Each Conversion takes only about 3 Seconds, the SPECTRUM 512 Conversion program: SPECDEG.TTP requires 16 Seconds !!!) CURRENT: The colour pallette of the current Working screen will be used for conversion. For all Conversions from valid SPECTRUM 512 pictures: A certain amount of memory is required, and this may cause Block Masks to be erased. The Block Mode after loading a SPECTRUM 512 picture is always XRAY. IFF Format: ----------- CRACK ART can load IFF pictures without any problems, using a resolution of 320*200 Pixels in 16 (4 Bitplanes) and 32 (5 Bitplanes) colours. Pictures with 64 colours (6 Bitplanes) in Half-Bright-Mode on the AMIGA are unfortunately not supported. The Routine to do this has not yet been perfected. Hold-And-Modify pictures are also loaded and converted without problems. The HAM pictures again are not yet supported and may not be possible, sorry! SAVE - (F2): ------------ If you wish to save the picture on the current Working screen, then select the Function SAVE use the PIC-TYPE-Menu to select the desired format. Click on the appropriate extension and select the Drive from the table. Enter the filename or double-click on an existing name. Remember to make sure the filename extension matches the chosen picture format. If the filename chosen already exists then you will be asked to confirm whether or not it should be overwritten. Conversion: ----------- Pictures in Medium Resolution are saved in four shades of gray. Pictures in High Resolution are saved using 22 dithered patterns The calculation of colours into dithered patterns is done with linear reference to the Option BRIGHTNESS, squared with the COLOURS in the manner of FLOYD STEINBERG. The square of the colour value is used to determine the CONTRAST. The grayscales can either be saved as a pattern (PATTERN) or by Error- Diffusion (RANDOM). (RANDOM usually produces better results). SHOW - (F3): ------------ Slide Show using the File Selector Box to determine Path etc. DISK MENU - (F4): ----------------- [1] INFO Brief information on the disk (Drive A and B.) [2] VIRUS Boot virus check (Drive A and B.) [3] DELETE Files (Not Folders!) can be erased using this option. [4] FORMAT Should you be stranded without a free disk when you badly need to save some work, then this section is just for you! CRACK ART has formatting routines built in to allow you to format either single or double sided disks with nine or ten sectors and 80 or 82 tracks. Drive A and Drive B can be formatted. A Dialog Box is used to obtain your choices of formatting parameters. Note that when you click on 'FORMAT', the disk will be formatted without further confirmation. A small animation accompanies this process showing the progress of the format. If any disk problems are encountered, an error message will be displayed. These are the formatting parameter settings: CRACKART .SS Single Sided / 80 Tracks .SS+ Single Sided / 82 Tracks .DS Double Sided / 80 Tracks .DS+ Double Sided / 82 Tracks An anti-virus Bootsector will also be written after formatting. This reports: 'ANTI VIRUS BOOTER BY JAYBEE 1991', accompanied by a tone. This means you don't actually have to watch the Monitor when booting up. The tone gives audible confirmation that all is well. If the tone does NOT sound, then CHECK THAT DISK! CRACK FILE - (F5): ------------------ The Graphic File Monitor. With this Function you can search files for graphics screens and pallettes. The routines involved in this Function are extremely complex and cannot really be covered in depth in this Handbook. Tip: Load goes much quicker using a straight Offset. NOTE: On safety grounds, SAVE is activated by a double-click! CRACK DISK - (F6): ------------------ The Graphics Disk Monitor. Use this function to search disks for graphics data and colour pallettes. Before calling this Routine, you should set the required parameters (Sides, Tracks, Sectors) with the DISK MENU and the sub-heading DISK INFO. This function too is very complicated and will not be explained in full in this Handbook. EFFECTS: -------- The EFFECTS-Button in Menu provides access to the many picture processing functions of CRACK ART, which are not available direct from the keyboard. After selecting a button you will be returned to the current working screen. On the right-hand side of the screen there will be a new menu allowing you to select from the various effects available. The Menu is organised into Fileds by name and number. The numerical Field sets the number of the working screen. Clicking on a number takes you to that particular screen. For all Functions: The UNDO-Key reverses the last action. Work screen and pallette are restored. Note that if you switch to a different screen, then you can no longer UNDO any action on the screen you have left. When you terminate the function, the Effects-Menu will once again be displayed on screen. Return to the Main Menu by clicking the right Mouse button. Effects-Functions: ------------------ ANTI 4 : Function: Four-point antialiasing function. When you click on the ANTI 4 Field, the whole screen will be processed from top to bottom. Multiple processing is possible with this function to generate different results. The function takes into account four conditional points. If you feel this is not sufficient to produce the result you want, then try using the ANTI 8 option. The Antialiasing function works best on colour pallettes containing at least four shades of each colour. ANTI 8 : Function: Eight-point anti-aliasing. See above. Processing for eight conditional points rather than four produces a totally different effect. Inevitably, it is a lot slower in operation but hopefully the result will be worth the extra delay. ROUND: Function: Rounded edges. The ROUND Function can be used in conjunction with the ANTI 4 processing to reduce the incidence of 'jagged-edge syndrome'. Again, multiple-use can be beneficial. REL M: Function: Conversion of a colour picture into a Relief Picture with three grayscales. After calling this function, the whole screen will be processed in a diagonal from lower left-hand corner to upper right-hand corner. The mode of operation is really quite simple, the larger the greater the colour number of the pixel, the greater the length of the shading. The shading starts at Colour 0 (black), levels out at Colour 4 (gray) and at the top end becomes Colour 7 (white). If the resulting Relief picture is not to your liking then you can try the various facilities provided on the Colour Menu, such as: SORT, INVERT and EXCHANGE). In the colour pallette you will find the three colours. This also applies to the anti-aliasing function. You can of course use this menu to change them to whatever you wish. The shading can also be altered by simply 'flipping' the screen. REL C: Function: Generates a Pseudo-Relief. This function works in a similar manner to RELIEF M. The picture processing facilities are also the same as for RELIEF M. GREY : Function: Converts a picture to Grayscales. Each colour value will beconverted according to its brightness into shades of gray. The possibility also exists to experiment wih different colour pallettes on the same picture. The resulting monochrome image will look completely different according to the various colours used in each pallette. RES 2: Function: Reduces the resolution of a picture by one quarter. The function operates on a 2*2 Pixel area, commencing at the top left-hand corner. It averages the colours present and set the adjacent pixels to the same colour. Repeated use will have no further effect. This Function can produce astonishing effects when use in conjunction with REL M, REL C, OUT 4, OUT 8 and EDGE (see later). RES 4: Function: Reduces the resolution of a picture by a 16th. The results are similar to RES 2, but more abstract! PIXEL: Function: Pixelieren it Bildes on 2*2 Pixel Results are similar to that in RES 2, however it does not achieve its purpose by simple leaving out areas of the picture. Instead of working with a 2*2 Pixel sized square, 9 Pixels at a time are processed. Multiple use will have little or no further effect. OR: Function: Generates a Mask from the Graphics data. All Pixels with a colour number greater than zero will be converted to colour 15. Multiple use will have little or no further effect. This function can be useful to generate Masks for graphics areas with the assistance of the Block operations. MASK: Function: Generates an Inverse Mask from the graphics data. All Pixel with a colour number equal to zero will be converted to colour 15, and the remaining pixels will be deleted. Further use will switch back and forth between a normal and inverted Mask. (I.e. the second use corresponds to an OR.) Usage is exactly the same as in OR. SEPARATE: Function: Delete corresponding Pixels on a second screen. Now click on the screen symbol which represents the current working screen for comparison. The Operation will delete a pattern of Pixels on the working screen, if there is a corresponding Pixel on the comparison screen. The comparison screen will not be changed in any way. OUT 4: Function: Edges of filled areas are process with regard to the four adjacent pixels. The inner area of a filled segment will be deleted and only the border will remain. Complimentary function to EDGE. The function can be used in conjunction with RES 2, RES 4, PIXEL, REL M and REL C to produce more elaborate results. OUT 8: Function: Edges of a filled area are processed with reagrd to the adjacent 8 pixels. Operation as in OUT 4. The function can be used in conjunction with RES 2, RES 4, PIXEL, REL M and REL C to produce more elaborate results. EDGE : Function: Delete the edges of a filled area. The edges of a filled area will be deleted. It is possible to use the function to separate to adjacent areas. Complimentary function to OUT 4. MED-: Function: Median Filterung with light to dark. The RGB-Value of five pixels will be compared and separated, then sorted and the second darkest pixel will be set. Belongs to the group ERO, MED-, MED, MED+ ,DILAT MED: Function: Median Filter. The RGB-Value of five pixels will be compared and separated, then sorted and the middle value set. Belongs to the group ERO, MED-, MED, MED+, DILAT MED+: Function: Median Filter with brightening. The RGB-Value of five pixels will be compared and separated, then sorted and the second brightest set. Belongs to the group ERO, MED-, MED, MED+, DILAT ERO: Function: Erosion. The RGB-Value of five pixels will be compared and separated, then sorted and the darkest one set. Belongs to the group ERO, MED-, MED, MED+, DILAT CONTR: Function: Contrast enhancement. If the middle of an eight-pixel group is lighter than the surrounding pixels, then the middle one will be set darker. DILAT: Function: Dilation. The RGB-Value of five pixels will be compared, separated, then sorted and the lightest will be set. Belongs to the group ERO, MED-, MED, MED+, DILAT UNZAG: Function: Rounds off borders. The UNZAG function is similar to the ROUND function. This can be a very useful facility. H-SHAT: Function: Horizontal 'shatter' effect. Two neighbouring pixels are off-set. This function can be reversed . (See V-SHAT) V-SHAT: Function: Vertical 'shatter' effect. Two neighbouring pixels are off-set. This function can be reversed . (See H-SHAT) USER: Function: User-defined Filter . In a 3*3 Matrix a value between 100