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%OP%HE/%H2%Z88 Users' Club Library
%OP%FO/%H2%Z090%H2%//@P@/
%CO:A,12,72%            %H1% %H2%UDG-MAGIC BY PAUL STEVENS (2918) OCTOBER 1989%H2% %H1%


This program was written after seeing Mark Ambrose's request in the 
September/October issue of %H2%Z88 EPROM%H2%, asking for a UDG utility program. 
(This is also my first Z88 or BBC basic proggie!)


%H1%SCREEN LAYOUT:

You have a 6x8 enlarged pixel grid on the left of the screen to 
actually create your characters on.   Right next to each of the grid's 
rows is displayed the actual data number needed for this arrangement of 
pixels.  The main area across the top of the display shows all the 
commands available to you whilst the small 0-9 display at the 
bottom/left is your character storage area.

Between the designer grid, and the <> command area, is another display 
of your saved characters, but all in a block (two rows of 5) so you can 
use this to see how characters look together, as in the start-up Z88 
picture demo.


%H1%HOW TO USE IT:

THE MAIN CHARACTER GRID: This is used to design your own shape; to     
design any character simply use the 4 cursor keys (bottom right of 
keyboard) to move the small cursor around the grid. The space bar is 
used to toggle between a filled or empty box/pixel.  The actual data 
you need will be calculated in real time whilst you are designing your 
character...

SPECIAL FUNCTIONS: These are all accessed by first pressing the <> 
(diamond) key, then the appropriate letter of your choice. It is all 
very straight forward, but I shall run through them all.

<> F = Fill the grid with pixels.
<> C = Clear the grid.
<> M = Mirror whatever your design is (right becomes left etc)
<> X = Flip whatever your design if (top becomes bottom etc)
<> U = Move all the pixels UP one (with wrap-around)
<> D = Move all the pixels DOWN one (with wrap-around)
<> R = Move all the pixels RIGHT one (with wrap-around)
<> L = Move all the pixels LEFT one (with wrap-around)
<> E = Allows you to enter data directly onto the grid.
<> S = Save the current character to your 0-9 storage area.
<> G = Get your stored character from storage & put on grid.
<> A = Animate frames by flipping between your chosen range.
<> B = Basic listing of defining "@" to your current shape. 
<> P = Print-out data or whole program.

All of the above commands are easy to understand and use, you will be 
asked to enter numbers etc if needed.  On the following page are a few 
of the more complex options explained:


0-9 STORAGE AREA: Whilst designing a character you will probably wish 
to store it, so you can define another.  To do this press <>S and 
select a number between 0-9  to save your shape to one of these storage 
boxes.  By using the <>G command you may call back one of your saved 
characters to the main display.  The characters are initially defined 
into a picture of a Z88!

ANIMATE FRAMES: When activated this will ask for a starting and ending 
number (from your frame store) then quickly flip through the images to 
give the appearance of animation, you can change the speed whilst it is 
animating by pressing either F for faster or S for slower.

BASIC LISTING: This will automatically generate a two line BASIC 
program to redefine the "@" character (64) into the shape on your main 
grid.  Simply copy this down, and put it in your own program.  To do 
more that one character simply replace the 64 in both lines for another 
larger number, 65,66,67,68 etc etc......

PRINTOUT: By selecting this option you will be asked to press either 
key 1 or 2. Option 1 will print out just one line of data taken from 
the current main display grid whilst option 2 will print out a complete 
basic program which will define and display all 10 of your saved 
characters.  Before selecting the print out option please make sure you 
have your printer connected and on-line!

OK - that's about it!  If you have any problems or queries you can 
contact me on:

TEL: 0293-820502 (evenings)
                                    Have fun...   Paul...
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