DRAW MODES

Drawing modes (effects) (Key:'E') This button opens a menu where you can switch on or off the different drawing modes. In this menu, the "All off" button switches all the drawing modes off. The [Del] key is the keyboard shortcut for this button. The "Feedback" button is only used in "Shade", "Quick-shade, "Transparency" and "Smooth" modes. When it is set, it means that the _current_ state of the picture has to be taken into account for the effect instead of the state in which the image was when you started to click for drawing. The best, as often, is that you try by yourself with and without Feedback to see the difference. The other buttons are the following:

SHADE

It consists in increasing or decreasing the color number within a user-defined range. This shows its real dimension when used with a range of colors that shade off. Then, you can work on a part of your picture where colors belong to the same range without having to change your brush color all the time. You can choose the incrementation or decrementation of the color by pressing the left or right mouse button while drawing. If you click on a color that does not belong to the range, it will remain unchanged. LEFT CLICK (Key : F5) Switches the Shade mode. RIGHT CLICK (Key: Shift+F5) Opens a menu where you can define one table of shades within a range of 8 memorised by the program. The different sections of this menu are: - Palette: You can define in it the color blocks that will be inserted into the table of shades. - Scroller: Used to change flick through the tables of shades. - Table of shades definition area: The 512 squares should be widely sufficient to define the different shades since every 256 colors of the palette cannot be present more than once in each table. - A window (on the top-right side) permits you to visualize the different shades defined in the current table. - Copy: Copy the contents of the table in a buffer. (Each time you open this menu, the current table is automatically transferred into this buffer). - Paste: Copy the contents of the buffer above in the current table. - Clear: Reset the "shades" table. - Insert: Used to insert the block selected in the palette at the cursor's position in the table of shades. IF you click with the left mouse button on this button THEN IF a block of more than one color is selected in the table THEN It is deleted and the block defined in the palette is inserted. ELSE The block defined in the palette is inserted at the position just before the selected square. END IF ELSE The block defined in the palette is inserted by erasing the colors following the beginning of the bloc selected in the table. END IF - Delete: Delete the block selected in the table. - Blank: Follows this algorithm: IF you click with the left mouse button on this button THEN Replace the block selected in the table by blank squares. ELSE IF a block of more than one color is selected in the table THEN Insert blank squares to the left and to the right of the block. (this is useful for isolating a shade quickly) ELSE Insert blank squares to the left of the selected square. END IF END IF - Invert: Invert the order of the block selected in the table. - Swap: Allows you you move a block (this exchanges it with what is where you want to move it). - Undo: Cancel the last modification of the table. - The 2 numbers displayed on the right of these buttons are: (above) - the number of the color selected in the palette if only one color is selected. (below) - the number of the color contained in a square in the shades table if this square is the only one selected. - The "mode" button displays 3 different modes: "Normal": Shades in the range and saturates to its boundaries. "Loop": Shades in the range and loops if boundaries are passed. "No saturation": Shades in the range and doesn't saturate if boundaries are passed. If the Step (see below) is set to 1, this option does exactly the same as the Normal mode. - Set/Disable: If you want to define several shades in the same table but you'd like these shades not to be effective at the same time, you can mask (disable) some parts of the table so that they will be interpreted a blank squares. To do that, select a block in the table of shades and click on "Set". The block will be underlined with a white line; this means that it is disabled. - Clear/Enable: This does exactly the opposite as the button above. - Step: Defines the step of incrementation of the shade. The bigger, the faster you run through the colors of the shade. For example: if the step is 2 and that you have defined a shade with the colors 0,1,4,5,9 and that you click on a pixel of color 1, it will take the value 5 which is 2 positions next in the la table. (We are sorry for these technical considerations quite far from a purely artistic point of view; but know that this effect is really very useful and it is preferable that you understand its whole functionment if you want to fully take advantage of it).

QUICK SHADE

This drawing mode has about the same effect as Shade mode's except that it is faster to configurate but a little bit less powerful. When you draw on a color of the image which is between the fore- and the back-color in the palette, the color tends towards the fore-color (according to the step defined) if you draw with the left mouse button, or it tends towards the back-color if you are using the right mouse button. LEFT CLICK (Key: Ctl+F5) Switches the Quick-shade mode. RIGHT CLICK (Key: Ctl+Shift+F5) Opens a menu with a few parameters that mean exactly the same as in the menu of Shade mode. These parameters are the step and the loop/satu- ration mode (normal, loop, no saturation).

STENCIL

It is used to prevent some colors from being modified if you draw on them. The main application of the stencil is when you want to change one color or more into another. LEFT CLICK (Key: F6) Switches the Stencil mode. RIGHT CLICK (Key: Shift+F6) Opens a menu where you can define a stencil. The different sections of this menu are: - Clear: No color is protected. - Invert: Colors that were protected are unprotected and vice versa. - Palette: Select colors that should be protected with the left mouse button or unprotect colors with the right mouse button.

MASK

This effect could have been called "True stencil" because it protects some parts of the picture instead of some colors. The colors you tag represent the pixels in the spare page, corresponding to the pixels in the current page, that you don't want to alter. For example, draw a simple white figure on a black background in the spare page. Then, tag the black color in the menu of the Mask mode. When you'll draw in the current page, only the pixels corresponding to the white (non-black) ones in the spare page will be modified. LEFT CLICK (Key: Alt+F6) Switches the Mask mode. RIGHT CLICK (Key: Alt+Shift+F6) Opens a menu where you can set the colors of the Mask. This menu works the same way as the one of the Stencil, so please refer to the Stencil paragraph to know how to use it.

GRID

This is useful to snap the cursor to the cross-points of a grid. It's generally used to draw a grid before drawing sprites of the same size such as a font or tiles, or for drawing figures or grabbing brushes with their dimensions multiple of the step of the grid. LEFT CLICK (Key: 'G') Switches the Snap-to-grid mode. RIGHT CLICK (Key: Shift+'G') Opens a menu where you can define the grid parameters. These parameters are: - X,Y: Steps of the grid. - dX,dY: Offsets of the grid. The following shortcut hides or shows the grid in the magnified view: Alt+Shift+'G' The grid size will be according to your snap-to-grid settings.

SIEVE

This effect allows you, by defining a pattern, to draw only on particular points of the picture. If you are a Manga drawer, you might find this useful to make patterned shades or color transitions. LEFT CLICK (Key: Ctl+'G') Switches the Sieve mode. RIGHT CLICK (Key: Ctl+Shift+'G') Opens a menu where you can define the Sieve parameters. This menu consists in: - 16x16 drawing area: You can define a pattern in it (left click => white pixel / right click => black pixel). All the white pixels indicate that, when you'll draw, pixels will be applied on the picture at the corresponding positions whereas black pixels won't modify the picture: whites pixels are the "holes of the sieve". - 12 default patterns: They can be copied to the drawing area. - "Transfer to brush": Copies the pattern to the brush (white pixels => Fore-color / black pixels => Back-color). - "Get from brush": Puts the brush into the drawing area (back-color => black pixels / others => white pixels). - Scrolling 4-arrows pad: Scrolls the pattern in the drawing area. - Resizing 4-arrows pad: Defines the dimensions of the pattern. - Default-value (black or white square): Indicates which value must be inserted when you increase the dimensions of the pattern. - "Clear": Sets the whole pattern with the default value (see above). - "Invert": It... inverts :) ... black and white pixels. (Key: Ctl+Alt+'G')

TRANSPARENCY

This allows you to mix the color(s) of the paintbrush with the colors of the picture. It's used to make transparency effects like with watercolors. You can also use the following shortcuts to activate transparency mode and assign an amount of opacity: 10% : '1' 20% : '2' 30% : '3' 40% : '4' 50% : '5' 60% : '6' 70% : '7' 80% : '8' 90% : '9' 100% : '0' If you use two of these shortcuts quickly, the second will set the units for finer control. Ie: 4 5 makes 45%, 0 9 makes 9%. LEFT CLICK (Key: F7) Switches the Transparency mode. RIGHT CLICK (Key: Shift+F7) Opens a menu where you can define the Transparency parameters. These parameters are: - Interpolation rate: Indicates the percentage of the applied color that will be considered upon the replaced color. - Interpolation method: Uses an interpolation algorithm to compute the color, according to the interpolation rate. - Additive method: Uses the lightest colors to choose the color to apply. For example: if you want to apply a color RGB:30,20,40 on a color RGB:10,50,20, the color applied will be the one, in the palette, that is the closest to the theoretic color RGB:30,50,40. - Subtractive method: uses the darkest colors to choose the color to apply. For example: if you want to apply a color RGB:30,20,40 on a color RGB:10,50,20, the color applied will be the one, in the palette, that is the closest to the theoretic color RGB:10,20,20.

SMOOTH

It provides an easy but not as efficient anti-aliasing as any artist's touch. Anyway this effect finds a better use in making a blurry aspect. LEFT CLICK (Key: F8) Switches the Smooth mode. RIGHT CLICK (Key: Shift+F8) Opens a menu where you can define the Smooth matrix or choose one among the 4 ones predefined. The middle square represents the pixel on which you draw and the 8 others represent the neighbour pixels. Then, the point on which one draw will be replaced by the weighted average (according to values of each squares) of the 9 defined points.

SMEAR

It smears pixels in the direction you are moving your paintbrush, just as if you wanted to spread fresh paint with your fingers. You can combine this effect with the transparency effect. (Key: Alt+F8) Switches the Smear mode.

TILING

It consists in displaying parts of the brush that are adjusted on a tiling when you are drawing. It's mainly used for quickly drawing a background with a pattern, but there is a great number of other possibilities. LEFT CLICK (Key: Alt+'B') Switches the Tiling mode. RIGHT CLICK (Key: Alt+Shift+'B') Opens a menu where you can define the Tiling parameters. These parameters are the offsets of the tiling.

TILEMAP

This mode analyses the current image to define identical rectangular tiles. After that, anything you draw is repeated on all other occurrences of the same tile. The tile dimensions are defined by the Grid settings (but the grid mode doesn't have to be active). LEFT CLICK (Key: None) Switches the Tilemap mode. Note that it is set separately for the main and spare page. RIGHT CLICK (Key: None) Opens a menu where you can define the following options for the tilemap mode: * Detect mirrored : When this is active, Grafx2 detects tiles that are exact mirrored versions of another. It can be set separately for X and Y. * Show count : Briefly displays the number of unique tiles after each analysis.

8 BIT

This mode enable constraints of the vintage 8bits computers video modes, such as the ZX Spectrum, Commodore 64, etc. LEFT CLICK Open the menu if no constraint type has been already selected. Else enable/disable the constraints RIGHT CLICK Open the menu to choose the type of constraints. Block modes ZX Spectrum, Game Boy Color, Thomson MOTO, Mega Drive, C64 MultiColor and C64 HiRes are modes with block constraints. Only a limited count of different colors is allowed in a pixel block. Game Boy Color All pixels within a 8x8 block should be in same 4 colors palette. There are 8 palettes: colors #0-#3, #4-#7, ..., #28-#31. Advice: put common colors at the same position within the palettes. eg if you need a black background, set colors #0, #4, #8, etc. to black. Color #0 of each palette is transparent for Game Boy sprites. Sega Mega Drive / Genesis The constraints are similar to GBC mode, there are 4 palettes of 16 colors each. Color #0 of each palette is transparent. ZX Spectrum The two colors of the 8x8 block must share the same bightness bit. C64 Flexible Line Interpretation (FLI) - Layer 1 contains the background colors, one per line. - Layer 2 contains the Color RAM with one color per 4x8 block. - Layer 3 contains the bitmap and Screen RAM Two colors from the Screen RAM can be used per 4x1 block. Amstrad CPC Mode5 This mode works on 5 layers pictures with a width multiple of 48. - Layer 1 defines INK 0 for the full screen. The whole layer is filled at once. - Layer 2 defines INK 1 for each line. Any paint fills a full line in this layer - Layer 3 defines INK 2 for each line. Any paint fills a full line in this layer - Layer 4 defines INK 3 for 48x1 blocks. A whole block is filled at once. - Layer 5 defines which INK is displayed for the pixel. All pixels are addressables. Layers 1-4 must be filled with CPC Hardware colors, ie 64-95 (0x40-0x5F). INKs 0-3 are selected in layer 5 with colors 0-3. Amstrad CPC Rasters This mode works on 5 layers as Mode5. Layer layout and function are the same. The difference lies in the fewer constraints in INK changes. They need to happen in 32pixels or more, at 8 pixels boundaries. Amstrad CPC EGX/EG2 Theses modes mix lines in mode0/mode1 (EGX) and mode1/mode2 (EGX2). Odd lines have pixels twice as wide as even lines but with twice as much possible colors Apple II HGR This mode is basically a monochrome 280x192 mode which can be outputed as 6 colors. The colors are formed by 0101 pixel patterns. Layer 1 is the monochrome picture. Layer 2 is its color view, emulating output of a "Le Chat Mauve" Apple //c RGB adapter When drawing in Layer 2, a pixel pair is modified at once. The purple/green or blue/orange palette is selected for a 7x1 pixel block. Apple II DHGR Layer 1 is the monochrome picture as for HGR and Layer 2 is the color view, emulating a "Le Chat Mauve" Apple //c RGB adapter in "mixed" DHGR mode. Color pixels are 4 b&w pixels wide.