CAD-M.DOCS
FILE INFORMATION
FILENAME(S): CAD-M.DOCS
FILE TYPE(S): PRG
FILE SIZE: 34.8K
FIRST SEEN: 2025-11-30 18:12:17
APPEARS ON: 1 disk(s)
FILE HASH
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FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| LOADSTAR 64 S 4 | CAD-M.DOCS | PRG | Sailor, Ganheden | 4 | 4 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
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000083E0: 20 43 41 4E 20 47 45 54 20 42 59 20 48 4F 4C 44 | CAN GET BY HOLD|
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00008410: 52 45 20 55 53 49 4E 47 20 C3 C1 C4 2D CD 20 4D |RE USING ...-. M|
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000084D0: 20 20 20 20 20 20 20 20 20 20 0D 20 20 20 20 20 | . |
000084E0: 20 20 20 20 20 28 C8 45 58 41 44 45 43 49 4D 41 | (.EXADECIMA|
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00008520: 20 20 28 20 20 31 36 36 2D 20 20 31 38 32 29 20 | ( 166- 182) |
00008530: 49 4E 43 4C 55 53 49 56 45 0D 20 20 20 20 20 20 |INCLUSIVE. |
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00008550: 20 20 20 20 20 20 20 28 20 20 37 33 37 2D 20 20 | ( 737- |
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00008580: 20 20 28 31 34 38 34 38 2D 36 35 35 33 35 29 0D | (14848-65535).|
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000086B0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
000086C0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 C2 | .|
000086D0: C1 D3 C9 C3 20 43 4F 4E 54 52 4F 4C 0D 0D 0D 0D |.... CONTROL....|
000086E0: 55 50 44 41 54 45 44 20 57 48 49 4C 45 20 54 48 |UPDATED WHILE TH|
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00008710: 45 45 4E 2E 20 20 D4 48 45 53 45 0D 53 43 52 45 |EEN. .HESE.SCRE|
00008720: 45 4E 53 20 42 4C 4F 43 4B 53 20 41 52 45 20 41 |ENS BLOCKS ARE A|
00008730: 54 3A 0D 0D 20 20 20 20 20 24 34 30 30 30 2D 24 |T:.. $4000-$|
00008740: 35 C2 37 C6 20 20 20 20 20 20 20 20 28 31 36 33 |5.7. (163|
00008750: 38 34 2D 32 33 34 32 33 29 20 49 4E 43 4C 55 53 |84-23423) INCLUS|
00008760: 49 56 45 0D 20 20 20 20 20 24 C1 30 30 30 2D 24 |IVE. $.000-$|
00008770: C2 C2 37 C6 20 20 20 20 20 20 20 20 28 34 30 39 |..7. (409|
00008780: 36 30 2D 34 37 39 39 39 29 0D 0D 0D C4 C9 D3 D0 |60-47999).......|
00008790: CC C1 D9 20 C6 C9 CC C5 0D 0D 0D 20 20 20 20 20 |... ....... |
000087A0: C1 46 54 45 52 20 42 4F 4F 54 49 4E 47 20 55 50 |.FTER BOOTING UP|
000087B0: 20 C3 C1 C4 2D CD 20 59 4F 55 20 57 49 4C 4C 20 | ...-. YOU WILL |
000087C0: 46 49 4E 44 20 54 48 41 54 20 C2 C1 D3 C9 C3 20 |FIND THAT ..... |
000087D0: 4F 4E 4C 59 20 48 41 53 0D 41 42 4F 55 54 20 31 |ONLY HAS.ABOUT 1|
000087E0: 32 2C 38 30 30 20 42 59 54 45 53 20 46 52 45 45 |2,800 BYTES FREE|
000087F0: 2E 20 20 D4 48 45 20 C4 C9 D3 D0 CC C1 D9 20 C6 |. .HE ....... .|
00008800: C9 CC C5 20 57 49 4C 4C 20 53 54 41 52 54 20 41 |... WILL START A|
00008810: 54 20 54 48 45 20 54 4F 50 0D 4F 46 20 54 48 49 |T THE TOP.OF THI|
00008820: 53 20 46 52 45 45 20 42 4C 4F 43 4B 20 41 4E 44 |S FREE BLOCK AND|
00008830: 20 47 52 4F 57 20 44 4F 57 4E 20 49 4E 20 4D 45 | GROW DOWN IN ME|
00008840: 4D 4F 52 59 2C 20 46 55 52 54 48 45 52 20 52 45 |MORY, FURTHER RE|
00008850: 44 55 43 49 4E 47 20 54 48 45 0D 4E 55 4D 42 45 |DUCING THE.NUMBE|
00008860: 52 20 4F 46 20 42 59 54 45 53 20 41 56 41 49 4C |R OF BYTES AVAIL|
00008870: 41 42 4C 45 20 54 4F 20 C2 C1 D3 C9 C3 2E 0D 0D |ABLE TO ........|
00008880: 20 20 20 20 20 C5 41 43 48 20 50 4F 4C 59 47 4F | .ACH POLYGO|
00008890: 4E 20 49 4E 20 54 48 45 20 C6 C9 CC C5 20 52 45 |N IN THE .... RE|
000088A0: 51 55 49 52 45 53 20 31 33 20 42 59 54 45 53 20 |QUIRES 13 BYTES |
000088B0: 50 4C 55 53 20 36 20 42 59 54 45 53 20 46 4F 52 |PLUS 6 BYTES FOR|
000088C0: 0D 45 41 43 48 20 50 4F 49 4E 54 20 49 4E 20 54 |.EACH POINT IN T|
000088D0: 48 45 20 50 4F 4C 59 47 4F 4E 2E 20 20 C9 46 20 |HE POLYGON. .F |
000088E0: 59 4F 55 20 44 52 45 57 20 32 35 32 20 50 4F 4C |YOU DREW 252 POL|
000088F0: 59 47 4F 4E 53 20 28 54 48 45 20 4D 41 58 49 4D |YGONS (THE MAXIM|
00008900: 55 4D 0D 41 4C 4C 4F 57 45 44 29 2C 20 41 4E 44 |UM.ALLOWED), AND|
00008910: 20 45 41 43 48 20 50 4F 4C 59 47 4F 4E 20 48 41 | EACH POLYGON HA|
00008920: 44 20 41 4E 20 41 56 45 52 41 47 45 20 4F 46 20 |D AN AVERAGE OF |
00008930: 36 20 50 4F 49 4E 54 53 2C 20 54 48 45 4E 20 54 |6 POINTS, THEN T|
00008940: 48 45 0D C4 C9 D3 D0 CC C1 D9 20 C6 C9 CC C5 20 |HE........ .... |
00008950: 57 4F 55 4C 44 20 52 45 51 55 49 52 45 20 41 50 |WOULD REQUIRE AP|
00008960: 50 52 4F 58 49 4D 41 54 45 4C 59 20 28 36 2A 36 |PROXIMATELY (6*6|
00008970: 2A 32 35 32 29 2B 28 31 33 2A 32 35 32 29 20 3D |*252)+(13*252) =|
00008980: 0D 31 32 33 34 38 20 42 59 54 45 53 2E 0D 0D 20 |.12348 BYTES... |
00008990: 20 20 20 20 D3 49 4E 43 45 20 59 4F 55 20 53 54 | .INCE YOU ST|
000089A0: 41 52 54 45 44 20 57 49 54 48 20 31 32 38 30 30 |ARTED WITH 12800|
000089B0: 20 42 59 54 45 53 20 59 4F 55 20 57 4F 55 4C 44 | BYTES YOU WOULD|
000089C0: 20 48 41 56 45 0D 31 32 38 30 30 2D 31 32 33 34 | HAVE.12800-1234|
000089D0: 38 20 3D 20 34 35 32 20 42 59 54 45 53 20 46 52 |8 = 452 BYTES FR|
000089E0: 45 45 20 46 4F 52 20 C2 C1 D3 C9 C3 2E 20 C8 4F |EE FOR ...... .O|
000089F0: 57 45 56 45 52 2C 20 53 55 43 48 20 41 20 4C 41 |WEVER, SUCH A LA|
00008A00: 52 47 45 0D C4 C9 D3 D0 CC C1 D9 20 C6 C9 CC C5 |RGE........ ....|
00008A10: 20 53 48 4F 55 4C 44 20 42 45 20 41 20 52 41 52 | SHOULD BE A RAR|
00008A20: 45 20 43 41 53 45 2E 20 D4 48 45 52 45 20 53 48 |E CASE. .HERE SH|
00008A30: 4F 55 4C 44 20 55 53 55 41 4C 4C 59 20 42 45 0D |OULD USUALLY BE.|
00008A40: 45 4E 4F 55 47 48 20 4D 45 4D 4F 52 59 20 46 4F |ENOUGH MEMORY FO|
00008A50: 52 20 41 20 4D 45 44 49 55 4D 20 4C 45 4E 47 54 |R A MEDIUM LENGT|
00008A60: 48 20 C2 C1 D3 C9 C3 20 50 52 4F 47 52 41 4D 2E |H ..... PROGRAM.|
00008A70: 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |. |
00008A80: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00008A90: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00008AA0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00008AB0: 20 20 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D | ..............|
00008AC0: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D |................|
00008AD0: 0D 0D 0D 0D 20 20 20 20 20 20 20 20 20 20 20 20 |.... |
00008AE0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | |
00008AF0: 20 20 20 20 20 20 20 20 20 20 2D 32 34 2D 0D 0D | -24-..|
00008B00: 0D |. |
.... C
A D - M....
I N T R O D U C T I O N.... WELCOME
TO CAD-M (COMPUTER ASSISTED DESIGN). TH
IS IS A TRUE.3D GRAPHICS PROGRAM FOR THE
COMMODORE 64. IT IS BOTH.FULL-FEATURED
AND EASY TO USE. CAD-M FEATURES ABOUT
80 COMMANDS.THAT YOU CAN QUICKLY SELECT
FROM 4 DIFFERENT MENUS... THIS PROGR
AM DOES NOT REQUIRE THE USER TO DEAL WIT
H A LOT OF.NUMBERS, AS ONE MIGHT EXPECT
FROM A PROGRAM THAT HANDLES 3.DIMENSIONS
. PICTURES CAN BE DRAWN BY EYE. NO MAT
H IS NECESSARY..ALTERNATELY, IF YOU ENJO
Y LOTS OF NUMBERS, PRECISION PICTURES CA
N.BE QUICKLY ENTERED BY COORDINATE NUMBE
RS. AS EACH NUMBER IS.TYPED IN, THE OBJ
ECT IS BUILT UP RIGHT BEFORE YOUR EYES.
THE.OBJECT CAN BE VIEWED FROM ANY ANGLE
AS IT IS BEING CREATED. WHEN.THE OBJEC
T IS DONE, SAVE IT TO DISK. A NUMBER OF
OBJECTS CAN BE.MERGED. YOU CAN DRAW A
HOUSE, AND SAVE IT TO DISK. LATER DRAW
A.CAR, AND MERGE IT WITH THE HOUSE. COM
PLEX SCENES CAN BE BUILT.UP. ..
BASIC CONCEPTS..W
ORLD BOX... WHEN YOU FIRST LOAD THE
PROGRAM, 3 SIDES OF A BOX APPEAR ON.THE
SCREEN... THIS THE "WORLD BOX" IN WH
ICH YOU CAN DRAW YOUR OBJECT. .THIS BOX
IS AN EXACT CUBE; EACH SIDE IS 16,896 UN
ITS LONG...CURSOR, POINTS AND LINES..
IN THE CENTER OF THE SCREEN IS A LITTL
E FLASHING "+". THIS.IS THE 3D CURSOR.
IT ALWAYS HAS A POSITION WITHIN THE WOR
LD BOX,.AND IS NEVER OUTSIDE IT... T
HE "+" CURSOR CAN MOVE IN 3 DIMENSIONS (
AXES). THESE AXES.ARE:... X AXIS: L
EFT TO RIGHT (IF FRONT VIEW).. Y AXI
S: BOTTOM TO TOP.. Z AXIS: OUT OF TH
E SCREEN............
INTRODUC
TION.... THE 3D CURSOR CAN BE MOVED
VIA KEYBOARD OR JOYSTICK. WITH.EITHER,
A POINT CAN BE PLACED ANYWHERE IN THE WO
RLD BOX. A POINT.IS THE BASIC BUILDING
BLOCK OF CAD-M. POINTS ARE AUTOMATICALL
Y.JOINED BY STRAIGHT LINES EACH TIME A P
ICTURE IS DISPLAYED. EVERY.SHAPE DRAWN
BY CAD-M IS JUST A NUMBER OF POINTS AUTO
MATICALLY.JOINED BY STRAIGHT LINES...POL
YGON.. A NUMBER OF POINTS MAKE UP A
POLYGON. A POLYGON IS A.MANY-SIDED FLAT
SHAPE SUCH AS A TRIANGLE, SQUARE OR ANY
OTHER.NUMBER OF SIDES. A CURVE OR CIRC
LE IS ACTUALLY MADE UP OF LOTS.OF POINTS
JOINED BY STRAIGHT LINES. IN CAD-M THE
LAST POINT OF A.POLYGON IS ALWAYS AUTOM
ATICALLY JOINED TO THE FIRST POINT TO MA
KE.AN ENCLOSED POLYGON..SKETCH MODE - WI
RE FRAME DRAWINGS.. POLYGONS APPEAR
AS DOTTED LINES WHEN VIEWED FROM THE BAC
K. .WHEN A POLYGON IS FIRST DRAWN, THE S
IDE THAT FACES THE VIEWER IS.NOTED. WHE
N YOU TURN THE OBJECT TO LOOK AT THE BAC
K, THE POLYGON.WILL APPEAR AS A DOTTED L
INE. THIS MAKES IT MUCH EASIER TO DRAW.
A COMPLICATED OBJECT.....
**** NO-NOS ****..PLEASE
READ THIS BEFORE YOU START..(1) DO NOT
DRAW TWISTED POLYGONS.. A TWISTED POL
YGON IS LIKE TWISTED TAFFY...(2) DO NOT
ADD UNNECESSARY POINTS IN A STRAIGHT LIN
E...(3) DON'T DRAW TWO POLYGONS PASSING
THROUGH EACH OTHER... BREAK LARGE POL
YGONS INTO SMALLER POLYGONS TO AVOID THI
S...(4) AVOID DRAWING 2 POLYGONS ON EDGE
TO EACH OTHER... THIS IS THE LEAST I
MPORTANT OF THE NO-NOS..................
. -
2-...
SETUP....
**** SETUP ***.
..-SYSTEM REQUIREMENTS-.. 1541 DISK
DRIVE - OTHER DISK DRIVES SUCH AS IEEE T
YPE DRIVES.WILL WORK IF THEY USE ONLY ME
MORY LOCATIONS $D000 TO $DFFF....-KEYBOA
RD CONTROLS-.. ONLY YOUR KEYBOARD IS
NEEDED TO OPERATE CAD-M... THE CURS
OR KEYS OPERATE THE SAME AS DIRECTIONS O
N THE.JOYSTICK... PRESSING SHIFT AND
CLR/HOME WILL SET THE OBJECT TO FRONT.V
IEW OR CURSOR TO CENTER IT, AND SET MAGN
IFICATION = 9... THE COMMODORE OR CB
M KEY IS THE SAME AS SAME AS THE JOYSTIC
K.FIRE BUTTON... THE STOP KEY WILL S
TOP THE DIRECTORY LISTING AT ITS CURRENT
.POSITION OR STOP THE SKETCH COMMAND BEF
ORE IT HAS COMPLETED A.PICTURE. ..NOTE:
PRESSING CTRL WHILE COMMANDS ARE EXECUTI
NG WILL GIVE A.FINER INCREMENT (THE OBJE
CT WILL NOT MOVE AS FAR BETWEEN STEPS)..
.-SELECTING COMMANDS-.. THIS SECTION
WILL BE MUCH EASIER TO UNDERSTAND IF TH
E CAD-M.PROGRAM IS RUNNING, AND YOU TRY
OUT THE KEYBOARD OR JOYSTICK.CONTROLS AS
YOU READ ALONG... ASSUMING YOU HAVE
JUST BOOTED THE PROGRAM THERE SHOULD BE
3.LINES OF COMMANDS AT THE BOTTOM OF TH
E SCREEN. THIS IS COMMAND.MENU #1. IF
YOU HAVE ALREADY BEEN PLAYING AROUND AND
ARE IN ONE.OF THE OTHER MENUS, PRESS TH
E RETURN KEY A COUPLE OF TIMES, AND.YOU
WILL RETURN TO MENU #1... MOVE THE K
EYBOARD OR JOYSTICK BACK AND FORTH. THE
MENU.CURSOR WILL JUMP FROM COMMAND TO C
OMMAND. AS LONG AS THE CBM KEY.OR FIRE
BUTTON IS NOT PRESSED, THE JOYSTICK WILL
MOVE THE MENU.CURSOR... MOVE THE ME
NU CURSOR SO THAT THE SLIDE COMMAND IS F
LASHING. .PRESS THE CBM KEY AND RELEASE
IT. THE MENU CURSOR WILL CENTER.ITSELF.
RELEASING THE CBM KEY WILL ALWAYS CENT
ER THE CURSOR.WHILE YOU ARE IN MENU #1..
. MOVE THE MENU CURSOR UP TO THE MEN
U 2 COMMAND. PRESS THE.CBM KEY. MENU #
2 SHOULD APPEAR ON THE SCREEN. MOVE THE
MENU.......
-3-...
SETUP
....CURSOR OVER A BLANK SPACE AND PRESS
THE CBM KEY. MENU #1 WILL.REAPPEAR...
IF THERE IS A LITTLE FLASHING "+" CUR
SOR IN THE CENTER THEN.SKIP THE REST OF
THIS PARAGRAPH. MOVE THE MENU CURSOR OV
ER THE.MENU 2 COMMAND AND PRESS THE CBM
KEY. WHEN MENU #2 APPEARS MOVE.OVER THE
NEW COMMAND (LOWER RIGHT OF SCREEN). PR
ESS THE CBM KEY.AND HOLD IT DOWN UNTIL T
HE SCREEN CLEARS AND MENU #1 APPEARS. .T
HERE IS NOW A LITTLE FLASHING "+" CURSOR
ON THE SCREEN. MOVE.THE MENU CURSOR OV
ER THE CURSOR COMMAND AND HOLD THE CBM K
EY.DOWN. THE KEYBOARD OR JOYSTICK WILL
NOW CONTROL THE LITTLE "+".CURSOR. MOVE
THE "+" CURSOR TO ONE EDGE OF THE WORLD
BOX. .RELEASE THE CBM KEY AND MOVE THE
MENU CURSOR OVER THE COMMAND.ROTATE. HO
LD THE CBM KEY AND USE THE KEYBOARD OR J
OYSTICK TO.ROTATE THE WORLD BOX. THE SL
IDE COMMAND WORKS IN THE SAME.MANNER. .N
OTE: YELLOW COMMANDS ARE CONTROLLED BY T
HE FOUR POSSIBLE.POSITIONS OF THE KEYBOA
RD OR JOYSTICK. GREY COMMANDS ARE.CONTR
OLLED BY TWO POSSIBLE POSITIONS OF THE K
EYBOARD OR.JOYSTICK........
***** MENU #1 ****..ENT
ER..[ENTER ANY POLYGON INTO THE DISPLAY
FILE].. CAD-M USES A DISPLAY FILE.
THE FILE IS MADE UP OF POLYGONS.THAT HAV
E BEEN FINISHED AND ENTERED. WHEN YOU S
TART A NEW.POLYGON BY PLACING 1 OR MORE
POINTS ON THE SCREEN, THIS.UNFINISHED PO
LYGON IS KEPT IN A SEPARATE PART OF THE
COMPUTER'S.MEMORY. WHEN YOU HAVE ADDED
ALL THE POINTS TO THE POLYGON AND IT.IS
FINISHED, THEN ENTER WILL PLACE THE NEW
POLYGON IN THE DISPLAY.FILE. A NEW POLY
GON CAN THEN BE STARTED... THE FIRST
8 COMMANDS OF THE "1 POLYGON" SECTION O
F MENU #2.ALL CREATE POLYGONS WHICH ARE
NOT IN THE DISPLAY FILE. IF YOU.SELECT
A PREVIOUSLY ENTERED POLYGON FOR STRETCH
ING, TIPPING, ETC,.IT IS REMOVED FROM TH
E DISPLAY FILE. AFTER YOU HAVE FINISHED
.STRETCHING OR TIPPING IT, ENTER WILL PL
ACE IT BACK IN THE DISPLAY.FILE, AND TUR
N OFF THE CURRENT MODE (TIP OR STRTCH, E
TC).... A NUMBER OF COMMANDS (SUCH A
S DUPLICATE) WILL AUTOMATICALLY.CAUSE AN
Y UNENTERED POLYGONS TO BE ENTERED. THE
COMMANDS THAT.DON'T AUTOMATICALLY ENTER
WILL GIVE THE MESSAGE "UNENTERED.POLYGO
N" WHEN THEY CANNOT EXECUTE.........
-4-...
MENU 1......PUT PNT..[
PUT A POINT OR SEARCH FOR A POINT] THIS
HAS TWO DIFFERENT.MEANINGS....(1) IF THE
"+" CURSOR IS ON:.. PUT PNT WILL PL
ACE A POINT AT THE 3D POSITION OF THE "+
". CURSOR. A "P" WILL APPEAR OVER T
HE "+" CURSOR TO INDICATE A. POINT W
AS PLACED.. . IF DRAG, TIP, STRT
CH, GROW, MOVE 1, CIRCLE OR BOX ARE ON,.
THEN PUT PNT COMMAND DOES NOTHING..
..(2) IF THE "O" CURSOR IS ON:..
PUT PNT WILL SEARCH THROUGH THE DISPLA
Y FILE AND THE. UNENTERED POLYGON FO
R ANY POINT WITHIN THE "O". IF IT FINDS
. A POINT, ALL THE POINTS OF THAT PO
LYGON WILL FLASH, AND THE. ACTUAL PO
INT THAT WAS FOUND WILL APPEAR LARGER TH
AN THE. OTHER FLASHING POINTS. FROM
NOW ON THIS POINT WILL BE. REFERRED
TO AS THE "BIG FLASHING POINT".. .
IF YOU PREVIOUSLY SELECTED THE "O &
+" COMMAND, THEN THE "+". CURSOR WIL
L BE PLACED AT THE BIG FLASHING POINT AS
WELL...SLIDE..[REPOSITIONS OBJECT ON TH
E SCREEN].. THE OBJECT CAN BE MADE T
O SLIDE UP, DOWN, LEFT OR RIGHT WITH.THE
KEYBOARD OR JOYSTICK...MENU #2..[SELECT
S MENU #2 CMDS]...CURSOR..[ENABLES CURSO
R MOVEMENT]... IF THE "+" CURSOR IS
ON THEN THE COORDINATE READOUT WILL.INDI
CATE ITS 3D POSITION... THE CURSOR C
OMMAND WILL ONLY MOVE THE "+" CURSOR IN
2 AXES.FOR ANY GIVEN VIEWING ANGLE. THI
S WILL ALWAYS APPEAR TO BE UP OR.DOWN AN
D LEFT OR RIGHT ON THE SCREEN. THE CURS
OR COMMAND WILL.......
-5-...
MENU 1....NOT MOVE THE "+" CURSOR AL
ONG THE AXIS THAT IS POINTING DIRECTLY.O
UT OF THE SCREEN. YOU MUST ROTATE THE O
BJECT THRU 90 DEGREES TO.MOVE THE CURSOR
IN THE AXIS THAT WAS POINTING OUT OF TH
E SCREEN...ROTATE..[ROTATES THE OBJECT I
N DIRECTION INDICATED]...COORDS..[ALLOWS
USER TO TYPE IN NEW "+" CURSOR POSITION
].. THE TYPING CURSOR WILL APPEAR IN
THE COORDINATE READOUT. .USE THE CURSOR
KEYS TO MOVE AROUND. TYPE IN THE POSIT
ION THAT.YOU WANT THE "+" CURSOR TO MOVE
TO. WHEN YOU PRESS RETURN, THE."+" CUR
SOR WILL APPEAR AT THE NEW POSITION...
THE COORDS COMMAND CAN ALSO BE USED W
HILE IN THESE MODES:.. DRAG. FIL
E DRAG. BOX. CUBE. MOVE 1..M
AG..[MAGNIFY THE OBJECT ON THE SCREEN]..
PULLING THE KEYBOARD OR JOYSTICK TO
WARD YOURSELF WILL PULL.THE OBJECT TOWAR
DS YOURSELF, AND MAGNIFY IT...IF THE PER
SPECTIVE IS = 0 OR 1 THEN MAG JUST INCRE
ASES THE SIZE.OF THE OBJECT ON THE SCREE
N...IF THE PERSPECTIVE IS = 2 OR 3 THEN
MAG MOVES THE OBJECT TOWARDS.THE VIEWER.
THE VIEWER CAN EVEN BE RIGHT INSIDE TH
E OBJECT. .PERSPECTIVE IS NOT AFFECTED B
Y HIGH MAGNIFICATIONS....CLOCKWS..[TURN
THE OBJECT CLOCKWISE OR COUNTER CLOCKWIS
E ON THE SCREEN].. MOVING THE KEYBOA
RD OR JOYSTICK TO THE RIGHT CAUSES THE.O
BJECT TO ROTATE CLOCKWISE ON THE SCREEN.
MOVING TO THE LEFT.CAUSES COUNTER CLOC
KWISE ROTATION....
THE COORDINATE READOUTS.........
-6-.
..
MENU 1.....
X +00000. . Y -002
45. T. Z -12700. ...
IF THE "+" CURSOR IS ON THEN THESE READ
OUTS SHOW ITS CURRENT.POSITION. THE SIN
GLE WHITE "T" OR "F" TO THE RIGHT OF THE
.COORDINATE READOUT INDICATES WHETHER TR
UE OR FALSE MODE IS ON....TRUE MODE..
THE CENTER OF THE WORLD BOX IS ALWAYS
AT 0,0,0 (X,Y,Z) IN.THE TRUE MODE. Y AX
IS (+8448,+8448,+8448)....FALSE MODE..
THE LOCATION 0,0,0 IN THE FALSE
MODE CAN BE SET TO. ANYWHERE IN THE
WORLD BOX BY THE COMMAND F0COOR. AFTER
THIS. COMMAND HAS BEEN GIVEN, THE CO
ORDINATE READOUT WILL READ ALL. 0'S,
BUT THE "+" CURSOR WILL STILL BE ANYWHE
RE IN THE WORLD. BOX. THIS MAKES IT
EASY TO DRAW ANY ONE POLYGON TO GIVEN.
MEASUREMENTS. JUST GIVE THE F0COOR
COMMAND WHEN YOU START. THE POLYGON,
AND WORK FROM THE 0,0,0 POSITION. YOU
CAN THEN. SWITCH BETWEEN FALSE MODE
AND TRUE MODE. THE FALSE. COORDINAT
E 0,0,0 POSITION WILL NOT CHANGE UNTIL Y
OU AGAIN. GIVE THE F0COOR COMMAND...
.RANGE OF THE COORDINATE READOUT...
INTERNALLY THE COMPUTER ALWAYS USES A WO
RLD BOX THAT RUNS.FROM -8448 TO +8448.
BUT FOR CONVENIENCE, WHILE DESIGNING AN.
OBJECT, YOU CAN MULTIPLY THESE VALUES BY
2, 4, OR 8 IN THE.COORDINATE READOUT.
THIS DOES NOT ACTUALLY INCREASE THE.RESO
LUTION, BUT THE DIFFERENT RANGE MIGHT BE
BETTER SUITED TO THE.SIZE OF THE OBJECT
BEING DRAWN...CAUTION: IF IN THE FALSE
MODE AND THE RANGE IS SET TO MAXIMUM.(+/
- 67584), IT IS POSSIBLE TO GET A VALUE
OF OVER 99999. IN.THIS CASE THE 1ST DIG
IT WILL APPEAR TO BE MISSING............
.....
-7-...
MENU 2.....
**** MENU #
2 ****... ON THE FOLLOWING PAGES THE
MENU COMMANDS ARE EXPLAINED.STARTING FR
OM THE LEFT COLUMN....
**** CURSOR COMMANDS ****..THE
NEXT 9 COMMANDS ARE ALL TO DO WITH THE "
+" OR "O" CURSORS...T COOR (TRUE COORDIN
ATES)..[SETS COORDINATE READOUT TO TRUE
MODE].. THE CENTER OF THE WORLD BOX
IS ALWAYS 0,0,0 IN THE TRUE.MODE....F CO
OR (FALSE COORDINATES)..[SETS COORDINATE
READOUT TO FALSE MODE].. IF YOU SEL
ECT THE F COOR COMMAND BEFORE GIVING THE
F0COOR.COMMAND, THE COORDINATE READOUT
NUMBERS WILL BE THE SAME AS THE.TRUE MOD
E. THIS IS BECAUSE THE FALSE 0,0,0 IS A
T TRUE 0,0,0 WHEN.THE PROGRAM IS LOADED.
ONCE THE F0COOR COMMAND IS GIVEN THE.F
ALSE READOUT WILL BE DIFFERENT FROM THE
TRUE READOUT...F0COOR..[SETS COORDINATE
READOUT TO 0,0,0 FALSE].. THIS COMMA
ND WILL CAUSE THE COORDINATE READOUT TO
BE SET TO.0,0,0 FALSE AT WHATEVER POINT
THE "+" CURSOR IS AT. NOW AS YOU.MOVE T
HE CURSOR YOU CAN EASILY MEASURE DISTANC
E FROM THIS NEW.STARTING POINT....+ (PLU
S COMMAND).[TURNS ON THE "+" CURSOR]..
THE "+" CURSOR IS ALWAYS WITHIN THE W
ORLD BOX... IF THERE IS A BIG FLASHI
NG POINT ON THE SCREEN THEN THE "+".CURS
OR WILL BE PLACED ON THE BIG FLASHING PO
INT... IF THERE IS NOT A BIG FLASHIN
G POINT ON THE SCREEN THEN THE."+" CURSO
R WILL BE PLACED AT THE SCREEN CENTER...
........
-8-...
MENU 2....
O AND +..[O (SEARCH) CURSOR CHANGING TO
THE "+" CURSOR WHEN THE POINT IS.FOUND].
.. WHEN THIS COMMAND IS GIVEN THE "O
" (SEARCH) CURSOR WILL.APPEAR. USE THE
KEYBOARD OR JOYSTICK TO POSITION THE "O"
OVER.THE POINT IN A POLYGON THAT YOU WA
NT TO FIND. GIVE THE PUT PNT.COMMAND.
THE COMPUTER WILL SEARCH FOR THE POINT.
IF THE POINT.IS FOUND THE "+" CURSOR WI
LL APPEAR ON THE EXACT 3D LOCATION OF.TH
E POINT (WHICH WILL NOW BE THE BIG FLASH
ING POINT)....O ONLY..[TURNS ON "O" (SEA
RCH) CURSOR ONLY].. WHEN THIS COMMAN
D IS GIVEN THE "O" (SEARCH) CURSOR WILL.
APPEAR. USE THE KEYBOARD OR JOYSTICK TO
POSITION THE "O" OVER.THE POINT IN A PO
LYGON THAT YOU WANT TO FIND. GIVE THE P
UT PNT.COMMAND. THE COMPUTER WILL SEARC
H FOR THE POINT. IF THE POINT.IS FOUND
ALL THE POINTS OF THE POLYGON WILL FLASH
AND THE POINT.ITSELF WILL CHANGE TO THE
BIG FLASHING POINT (IT WILL APPEAR.BIGG
ER THAN THE OTHERS)....- (MINUS COMMAND
)..[TURNS OFF BOTH THE "+" AND "O" CURSO
RS AND STOPS FLASHING ALL.POINTS]..CENTE
R..[CENTERS CURSOR POSITION].. THE O
BJECT WILL BE MOVED ON THE SCREEN SO THE
"+" CURSOR.WILL APPEAR IN THE CENTER OF
THE SCREEN. THIS DOES NOT CHANGE.THE P
OSITION OF THE CURSOR WITHIN THE WORLD B
OX...FOLLOW..[TOGGLES FOLLOW MODE] - FOL
LOW THE EDGE OF THE FLASHING POLYGON...
IF THIS COMMAND IS GIVEN WHEN THE FO
LLOW MODE IS ON (THERE.IS A "*" SIGN BES
IDE THE FOLLOW COMMAND WHEN IT IS ON) TH
EN THE.FOLLOW MODE WILL BE TURNED OFF.
THE "+" CURSOR WILL NOW MOVE.NORMALLY...
IF THIS COMMAND IS GIVEN WHEN THE F
OLLOW MODE IS OFF THEN.THE FOLLOW MODE W
ILL BE ACTIVATED. A LITTLE "F" WILL APP
EAR OVER.THE CURSOR.........
-9-...
MENU 2....IF THE FOLLOW MODE I
S TURNED ON:.. IF THERE IS A FLASHIN
G POLYGON THE "+" CURSOR WILL APPEAR ON.
THE BIG FLASHING POINT. MOVING THE KEYB
OARD OR JOYSTICK UP OR.DOWN (WHILE PRESS
ING FIRE BUTTON OR CBM KEY) WILL CAUSE T
HE "+".CURSOR TO FOLLOW AROUND THE EDGE
OF THE POLYGON... IF THERE IS NOT A
FLASHING POLYGON THEN THE "O" CURSOR WIL
L.APPEAR. MOVE THE "O" CURSOR OVER A PO
INT OF THE POLYGON YOU WANT.TO FOLLOW.
GIVE THE PUT PNT COMMAND. THE "+" CURSO
R WILL.APPEAR. MOVING THE KEYBOARD OR J
OYSTICK UP OR DOWN (WHILE.PRESSING FIRE
BUTTON OR CBM KEY) WILL CAUSE THE "+" CU
RSOR TO.FOLLOW AROUND THE EDGE OF THE PO
LYGON... ****
EXIT COMMANDS ****...EXIT..[CLEARS THE
BOTTOM THREE LINES AND EXITS TO BASIC]..
THE BASIC "READY" PROMPT WILL APPEA
R. YOUR PICTURE CAN.STILL BE SEEN ON TH
E UPPER PART OF THE SCREEN. YOU COULD R
UN A.BASIC PROGRAM OR JUST DO A BASIC CA
LCULATION IN THE DIRECT MODE... TO R
ETURN TO CAD-M TYPE "CAD" AND PRESS RETU
RN...EX&CLR (EXIT AND CLEAR)..[EXITS TO
BASIC & CLEARS THE SCREEN]...
**** SINGLE POLYGON COMMAND
S ****...DRAG..[DRAGS THE FLASHING POLYG
ON TO A NEW LOCATION].. THIS COMMAND
WILL PLACE THE "+" CURSOR ON THE BIG FL
ASHING.POINT. THE LETTERS "DRG" WILL AP
PEAR OVER THE CURSOR... WHEN THE DRA
G COMMAND IS GIVEN, THE FLASHING POLYGON
IS.REMOVED FROM THE DISPLAY FILE FOR MA
NIPULATING. THE DRAG MODE IS.TURNED OFF
BY THE ENTER COMMAND, WHICH PUTS THE PO
LYGON BACK IN.THE DISPLAY FILE...BOX..[D
RAWS A BOX STARTING AT THE "+" CURSOR PO
SITION].. USE THE CURSOR COMMAND TO
MOVE THE "+". THE BOX CAN ONLY BE.DRAWN
PARALLEL TO ONE OF THE SIDES OF THE WOR
LD BOX. USE THE TIP.......
-10-...
MENU 2....COMMAND IF YOU WANT
THE BOX TO LIE AT AN ANGLE...TIP..[TIPS
THE FLASHING POLYGON].. THE "+" WILL
APPEAR AT THE BIG FLASHING POINT. MOVE
THE.JOYSTICK TO THE RIGHT OR LEFT (WHIL
E PRESSING FIRE OR THE CBM.KEY) TO TIP T
HE POLYGON. PRESSING CTRL WILL GIVE FIN
ER.INCREMENTS...STRTCH..[STRETCHES THE F
LASHING POLYGON].. YOU CAN STRETCH O
R SHRINK A POLYGON EITHER VERTICALLY OR.
HORIZONTALLY. PULLING THE JOYSTICK TOWA
RDS YOU (WHILE PRESSING.FIRE) WILL MAKE
THE POLYGON BIGGER IN THE VERTICAL AXIS.
LEFT OR.RIGHT WILL MAKE IT STRETCH IN
THE HORIZONTAL AXIS. PUSHING.FORWARD WI
LL MAKE THE POLYGON SHRINK...CIRCLE..[DR
AW A CIRCLE AROUND THE "+" CURSOR]..
A SMALL CIRCLE WILL APPEAR AROUND THE "
+" CURSOR. MOVING.DOWN (WHILE PRESSING
CBM) WILL CAUSE THE CIRCLE TO GROW...
THE CIRCLE MODE IS TURNED OFF BY THE E
NTER COMMAND, WHICH.WILL ENTER THE CIRCL
E INTO THE DISPLAY FILE... IF THE CU
RSOR IS TOO CLOSE TO WORLD BOX BOUNDARY
WHEN THE.CIRCLE COMMAND IS GIVEN THE ERR
OR MESSAGE "OUT OF BOUNDS" WILL.APPEAR.
TO GET AROUND THIS PROBLEM, TRY EITHER
OF THE.FOLLOWING:.. (1) MOVE THE CUR
SOR AWAY FROM THE BOUNDARY, GIVE THE CIR
CLE. COMMAND, ADJUST ITS SIZE, AND F
INALLY DRAG IT INTO POSITION.. OR:.
. (2) INCREASE THE MAGNIFICATIO
N. THIS WILL GIVE A SMALLER. ACTUAL
SIZE OF CIRCLE TO START WITH....GROW..[
CAUSES THE FLASHING POLYGON TO GROW EVEN
LY IN BOTH DIRECTIONS].. GROW ALLOWS
YOU TO EXPAND OR REDUCE A POLYGON EVENL
Y IN BOTH.THE VERTICAL AND HORIZONTAL AX
IS. THIS MEANS A CIRCLE WILL STAY.ROUND
AND A SQUARE WILL STAY A SQUARE. THE "
+" CURSOR WILL.APPEAR AT THE BIG FLASHIN
G POINT. THIS POINT DOES NOT MOVE.DURIN
G GROWING. MOVING DOWN (WHILE PRESSING
CBM) WILL CAUSE THE.......
-11-...
MENU 2....POLYGON TO GROW...
THE GROW MODE IS TURNED OFF BY THE ENT
ER COMMAND, WHICH WILL.ENTER THE POLYGON
INTO THE DISPLAY FILE...CAUTION: THE GR
OW COMMAND DOES NOT AFFECT THE AXIS THAT
IS.POINTING OFF OF THE SCREEN. IF THE
POLYGON IS LYING AT SOME.ANGLE (SAY 45 D
EGREES) TO THIS AXIS THEN GROWING THE PO
LYGON WILL.CHANGE THE ANGLE...CUBE..[CRE
ATE A SOLID FROM THE FLASHING POLYGON]..
THE CUBE COMMAND IS SO NAMED BECAUS
E IT CAN MAKE A 6-SIDED.CUBE OUT OF A SI
NGLE SQUARE FLAT POLYGON. THE CUBE COMM
AND WILL.ALSO MAKE A CYLINDER OUT OF A C
IRCULAR POLYGON. ANY SHAPE OF.POLYGON C
AN BE USED TO CREATE A MANY-SIDED SOLID.
THE SOLID.ITSELF IS MADE UP OF AS MANY
SINGLE POLYGONS AS IT HAS SIDES. A.CUB
E MADE FROM A SQUARE POLYGON WILL CONTAI
N 6 POLYGONS (A TOP,.BOTTOAND 4 SIDES).
A CYLINDER WILL CONTAIN 18 POLYGONS...
WHEN THE CUBE COMMAND IS FIRST GIVEN
, THE NEW SOLID IS DRAWN.SQUASHED FLAT.
THE KEYBOARD OR JOYSTICK IS USED AS IN
THE DRAG.MODE TO MOVE THE NEWLY CREATED
END TO THE DESIRED POSITION. THE.LETTER
S "CUB" AND "A" ALSO APPEAR OVER THE CUR
SOR. THE "A".INDICATES THE ALL MODE IS
ON. THIS MEANS THAT ALL THE SIDE.POLYGO
NS WILL BE DRAGGED ALONG WITH THE END PO
LYGON... TO TURN OFF THE CUBE MODE G
IVE THE ENTER COMMAND. IF YOU.HAVE JUST
CREATED A SOLID WITH A LOT OF SIDES, EN
TER MAY TAKE UP.TO 10 SECONDS TO COMPLET
E... IF YOU WANT TO MODIFY ONE END O
F THE NEW SOLID, YOU CAN GO.DIRECTLY TO
TIP, GROW OR STRTCH. YOU DO NOT HAVE TO
FIRST ENTER.THE SOLID...MOVE..[MOVE THE
BIG FLASHING POINT]..THIS COMMAND WILL
PLACE THE "+" CURSOR ON THE BIG FLASHING
POINT.. THE CURSOR COMMAND CAN THEN MOV
E THE POINT...TO TURN OFF THE MOVE 1 MOD
E GIVE THE ENTER COMMAND...ALL..[TURN ON
ALL MODE].. WHEN A POLYGON IS BEING
CHANGED BY STRETCHING, TIPPING, ETC,.TH
ERE ARE OFTEN OTHER POLYGONS TOUCHING IT
. THE ALL MODE ENABLES.ALL THE POLYGONS
TOUCHING THE POLYGON CURRENTLY BEING CH
ANGED TO.......
-12-...
ME
NU 2....CHANGE WITH IT... THE ALL MO
DE MAY BE TURNED ON DURING THE FOLLOWING
POLYGON.ALTERING MODES:..
. DRAG. TIP
. STRTCH. GR
OW. MOVE 1... THE ALL
MODE WILL ONLY WORK IF THE THE POLYGONS
ARE EXACTLY.TOUCHING. THE POINTS WHERE
EACH POLYGON TOUCHES MUST BE AT.EXACTLY
THE SAME LOCATIONS. WHEN YOU ARE DRAWIN
G 2 POLYGONS THAT.ARE TOUCHING, BE SURE
TO ATTACH 1 TO THE OTHER (SEE THE "O & +
".COMMAND). LATER WHEN YOU DECIDE TO MO
VE 1 OF THEM, JUST TURN ON.THE ALL MODE.
DO THE TIPPING OR STRETCHING, OR WHATE
VER, AND THE.2 POLYGONS WILL STAY ATTACH
ED THROUGH THE ALTERING PROCESS... Y
OU WILL NOT ACTUALLY SEE THE OTHER POLYG
ONS MOVE. TO SEE.THE RESULT GIVE THE SK
ETCH COMMAND OR MOVE THE OBJECT ON THE.S
CREEN TO GET THE COMPUTER TO REDRAW THE
OBJECT... THE ALL MODE IS INDICATE B
Y A LITTLE "A" OVER THE CURSOR... IF
YOU SELECT ALL MODE BUT NO OTHER POLYGO
NS ARE TOUCHING,.THE "A" WILL NOT APPEAR
OVER THE CURSOR... IF THERE IS NO P
OLYGON ALTERING MODE WHEN THE ALL COMMAN
D IS.GIVEN, THE DRAG MODE WILL BE SELECT
ED... THE ALL MODE IS TURNED OFF BY
THE ENTER COMMAND...DUPLCT..[DUPLICATE T
HE FLASHING POLYGON].. A DUPLICATE O
F THE FLASHING POLYGON WILL APPEAR IN TH
E SAME.LOCATION. THE MODE WILL THEN CHA
NGE TO DRAG. THIS DUPLICATE CAN.BE DRAG
GED TO A NEW LOCATION....ENCLOS..[ENCLOS
E THE UNFINISHED POLYGON].. WHEN CRE
ATING A NEW POLYGON USING THE PUT PNT CO
MMAND TO ADD.POINTS, THE LAST LINE (FROM
THE LAST POINT TO THE FIRST) IS NOT.NOR
MALLY DRAWN UNTIL THE POLYGON IS ENTERED
. ENCLOSE DRAWS THE.LAST LINE BUT DOES
NOT ENTER THE POLYGON INTO THE DISPLAY F
ILE.........
-13-...
MENU
2.... ENCLOSE IS TURNED OFF BY THE E
NTER COMMAND...ADDPNT..[ADD POINTS TO TH
E FLASHING POLYGON].. THE "+" CURSOR
WILL BE PLACED ON THE BIG FLASHING POIN
T, AND.A BREAK IN THE POLYGON WILL APPEA
R. USE THE PUT PNT COMMAND TO.ADD MORE
POINTS...ADDPNT IS TURNED OFF BY THE ENT
ER COMMAND...DELPNT..[DELETE THE BIG FLA
SHING POINT]..DELPLN..[DELETE THE FLASHI
NG POLYGON]....COL 1.COL 2.COL 3..[SET A
CTIVE COLOR TO COLOR 1,2 OR 3].. IF
THERE IS AN UNENTERED POLYGON ITS COLOR
WILL BE CHANGED.TO THE NEW ACTIVE COLOR.
ANY NEW POLYGONS THAT ARE STARTED WILL
.BE GIVEN THIS COLOR...COLCHG..[CHANGE T
HE FLASHING POLYGON TO THE ACTIVE COLOR]
...1 FACE..[CHANGE THE FLASHING POLYGON
TO FACE IN 1 DIRECTION].. THIS COMMA
ND CHANGES THE FLASHING POLYGON TO FACE
TOWARD THE.VIEWER (AS THE VIEWER IS NOW
VIEWING IT). THE POLYGON IS.CONSIDERED
TO FACE THE VIEWER WHEN IT APPEARS AS SO
LID LINES IN.THE SKETCH MODE. IF YOU GI
VE THIS COMMAND, AND LATER TURN THE.POLY
GON TO LOOK AT THE BACK SIDE, IT WILL AP
PEAR AS DOTTED.LINES...2 FACE..[CHANGE T
HE FLASHING POLYGON TO FACE BOTH DIRECTI
ONS].. AFTER GIVING THIS COMMAND, TH
E POLYGON SHOULD APPEAR AS.......
-14-...
MENU 2....SOLID LINES WH
EN VIEWED FROM EITHER SIDE...ABFACE (ABO
UT FACE)..[CHANGE THE FLASHING POLYGON T
O FACE OPPOSITE DIRECTION]..SEE THE 1 FA
CE COMMAND FOR AN EXPLANATION OF FACE DI
RECTION....
**** DISPLAY ****..THE FOLLOWING COMMA
NDS ARE ALL TO DO WITH THE PICTURE DISPL
AY.THAT THE COMPUTER GENERATES EVERY TIM
E ROTATE, MAG, OR SLIDE THE.OBJECT ON TH
E SCREEN...SKETCH..[SKETCH THE OBJECT]..
THE SKETCH COMMAND WILL GENERATE A
WIRE-FRAME PICTURE OF THE.OBJECT....BNDR
Y (BOUNDARY)..[TOGGLE THE BOUNDARY]..
IF THE BOUNDARY OF THE WORLD BOX WAS N
OT PREVIOUSLY VISIBLE.THEN THIS COMMAND
WILL MAKE IT VISIBLE... IF THE BOUND
ARY OF THE WORLD BOX WAS PREVIOUSLY VISI
BLE THEN.THIS COMMAND WILL REMOVE IT FRO
M THE PICTURE...PERS 0.PERS 1.PERS 2.PER
S 3..[CHANGE THE PERSPECTIVE TO 0, 1, 2
OR 3]. . PERS 0 SETS NO PERSPECT
IVE AT ALL. A POLYGON LOOKS THE SAME.
SIZE NO MATTER HOW FAR AWAY.. .
PERS 1 SETS A LITTLE PERSPECTIVE..
PERS 2 SETS THE NORMAL PERSPECTIVE..
PERS 3 SETS AN EXAGGERATED PERSPECTIV
E....SHOW..[SHOW ALL POLYGONS].. ALL
POLYGONS WILL SHOW (BE VISIBLE) IN THE
PICTURE.......
-15-...
MEN
U 2....REGARDLESS OF THE DIRECTION THEY
ARE FACING...DOTS..[DOTS THE POLYGONS FA
CING AWAY].. DOTS IS THE MODE HALFWA
Y BETWEEN SHOW AND HIDE. IF THE.SKETCH
MODE IS ON, ANY POLYGON FACING AWAY FROM
THE VIEWER WILL.APPEAR AS DOTTED LINES.
..HIDE..[HIDE THE POLYGONS FACING AWAY].
. ANY POLYGONS FACING AWAY FROM THE
VIEWER WILL NOT BE.VISIBLE...
**** VIEW ****..
THE FOLLOWING COMMANDS WILL ALL CAUSE
THE OBJECT TO TURN AND.SHOW A SPECIFIC S
IDE...DEFLT (DEFAULT)..[SHOW DEFAULT VIE
W (FRONT), SET MAG = 9, CENTER OBJECT]..
.LEFT.RIGHT.TOP.UNDER.BACK.FRONT..[TURNS
THE OBJECT TO THIS VIEW].. THESE VI
EWS ARE ALSO USED WHEN YOU WANT TO SEE A
N OBJECT.ROTATE ON ITS OWN AXIS....MENU
3..[SELECTS MENU #3 COMMANDS].. TO E
XIT MENU #3 PRESS THE RETURN KEY...DISC.
.[SELECTS DISC MENU COMMANDS]..NEW..[STA
RT A NEW OBJECT - ERASE OLD DISPLAY FILE
].......
-16-...
MENU 2...
.. THIS COMMAND WILL COMPLETELY ERAS
E THE OBJECT YOU CURRENTLY.HAVE IN MEMOR
Y, SO BE CAREFUL...NOTE: AS A SAFEGUARD
YOU MUST HOLD THE FIRE BUTTON OR THE CBM
KEY.DOWN FOR A FULL SECOND BEFORE THE N
EW WILL TAKE PLACE...F DRAG (FILE DRAG).
.[DRAG THE ENTIRE DISPLAY FILE]. PER
HAPS YOU HAVE HALF FINISHED AN OBJECT WH
EN SUDDENLY YOU.REALIZE THE REST OF THE
OBJECT WILL NEED TO POKE THROUGH THE SID
E.OF THE WORLD BOX. AS THIS CANNOT BE DO
NE, THE F DRAG COMMAND CAN.BE USED TO DR
AG THE WHOLE OBJECT WITHIN THE WORLD BOX
TO MAKE.MORE ROOM ON ONE SIDE... US
E THE F DRAG COMMAND TO POSITION EACH OB
JECT BEFORE SAVING.IT TO DISK. WHEN THE
Y ARE MERGED, THEY WILL (HOPEFULLY) BE I
N.THE CORRECT RELATIVE POSITIONS. THE D
ISPLAY FILE IS DRAGGED IN.ANY DIRECTION
USING THE CURSOR OR THE COORDS COMMANDS.
....... **
** MENU #3 ****..THE MENU COMMANDS ARE E
XPLAINED BELOW STARTING FROM THE LEFT.CO
LUMN...DECIMAL POINT SETTING..XXXXX..XXX
X.X.XXX.XX.XX.XXX.X.XXXX..XXXXX..[SET TH
E DECIMAL POINT IN THE COORDINATE READOU
T].. THE DECIMAL POINT POSITION IS F
OR DESIGN CONVENIENCE ONLY. .THE NUMBERS
IN THE ACTUAL DISPLAY FILE ARE NOT AFFE
CTED. THE NEW.DECIMAL POINT SETTING MAY
JUST MAKE IT EASIER TO RELATE TO THE.UN
ITS YOUR ARE USING FOR MEASUREMENT....RA
NGE SETTING... 08448. 16896.....
..
-17-...
MENU 3....
33792. 67584..[SETS MAXIMUM RANGE OF
THE COORDINATE READOUT]...NEWCOL (NEW C
OLOR)..[CHANGE THE COLORS OF THE DISPLAY
].. A SMALL CURSOR WILL APPEAR IN TH
E COLOR MENU BELOW. MOVE.OVER THE COLOR
YOU WANT AND PRESS THE FIRE BUTTON OR T
HE CBM KEY..PRESS RETURN TO RETURN TO TH
E UPPER PART OF MENU #3. PRESS.RETURN A
GAIN TO RETURN TO MENU #1...NOTES..[WRIT
E SOME NOTES].. A SMALL CURSOR WILL
APPEAR IN THE BOTTOM 2 LINES. TYPE ANY.
NOTES HERE THAT YOU WOULD LIKE TO SAVE W
ITH YOUR OBJECT WHEN IT.IS PUT ON DISC.
THEY WILL REAPPEAR IN THE NOTES THE NEX
T TIME.YOU LOAD THE FILE. PRESS RETURN
TO RETURN TO THE UPPER PART OF.MENU #3.
PRESS RETURN AGAIN TO RETURN TO MENU #1
.....................................
-18-.
..
MENU 3.....**** DISC
MENU ****..LOAD..[LOAD A DISPLAY FILE F
ROM DISK].. TO BE SURE THAT YOU TYPE
THE NAME OF THE FILE CORRECTLY, USE.THE
DIRECTY COMMAND FIRST TO SEE THE NAME O
F THE FILE. ALL CAD-M.FILES HAVE "SEQ"
FOLLOWING THEIR NAMES, TO INDICATE THEY
ARE NOT.PROGRAMS... AFTER LOADING, A
N OBJECT WILL APPEAR IN THE DEFAULT VIEW
.POSITION (FRONT) IN THE SKETCH MODE. I
F YOU HAVE A BIG BASIC.PROGRAM IN MEMORY
, THE LOAD ROUTINE MIGHT GIVE THE MESSAG
E "OUT.OF MEMORY" AND ABORT THE LOAD ROU
TINE.....SAVE..[SAVE THE DISPLAY FILE TO
DISK].. IF THERE IS ALREADY A FILE
ON THE DISK CALLED BY SAME NAME.SEE THE
SAV&REP COMMAND...SCRATCH..[SCRATCH A FI
LE FROM DISK]...RETURN..[RETURN TO MENU
#1]..PRESSING THE RETURN KEY WILL HAVE T
HE SAME EFFECT...MERGE..[MERGE A FILE FR
OM DISK WITH THE FILE IN MEMORY]..THE MO
RE COMPLICATED AN OBJECT OR SCENE BECOME
S, THE HARDER IT IS.TO DRAW. TOO MANY L
INES APPEAR ON THE SCREEN AT ONCE MAKING
THE.PICTURE CONFUSING. ROTATING OR SLI
DING THE OBJECT TAKES A LONG.TIME. THE
SOLUTION IS TO DRAW THE OBJECT OR SCENE
IN SECTIONS. .THE MERGE COMMAND CAN THEN
MERGE THE 2 (OR MORE) SECTIONS TO.PRODU
CE THE FINAL OBJECT OR SCENE... TO M
ERGE ANOTHER OBJECT WITH THE OBJECT IN M
EMORY TYPE THE.NAME OF OBJECT YOU WANT M
ERGED AND PRESS RETURN... THE TOTAL
NUMBER OF MERGED POLYGONS CANNOT EXCEED
252.........
-19-...
DISK MEN
U....DIRECTY (DIRECTORY)..[LIST THE DIR
ECTORY]...NEWDISC..[FORMAT A NEW DISK]..
........................................
..........
-20-...
BASIC CONTROL.
....**** BASIC CONTROL ****.. CAD-M
CAN BE CONTROLLED BY A BASIC PROGRAM. I
F YOU ARE.FAMILIAR WITH BASIC, YOU KNOW
HOW EASY IT IS TO WRITE A BASIC.PROGRAM
THAT WILL PRINT MESSAGES, ASK QUESTIONS,
AND USE TIME.DELAYS. IN ADDITION TO AL
L THAT YOU CAN NORMALLY DO WITH BASIC,.Y
OU CAN ALSO LOAD CAD-M DISPLAY FILES, SH
OW THEM ON THE SCREEN,.TURN THEM, MAGNIF
Y THEM, AND MOVE THEM AROUND. YOU CAN P
RINT.MESSAGES UNDER THE PICTURES WHILE T
HEY CHANGE ON THE SCREEN... THE FULL
POWER OF BASIC IS AVAILABLE. YOUR "MOV
IE" CAN.INTERACT WITH THE VIEWER. IT CA
N ASK QUESTIONS, WAIT FOR.REPLIES, AND T
AKE DIFFERENT COURSES OF ACTION... T
O USE CAD-M FROM WITHIN A BASIC PROGRAM,
GIVE THE COMMAND."CAD". THIS WILL TRAN
SFER CONTROL FROM THE BASIC INTERPRETER
TO.CAD-M, AND COMMANDS FOLLOWING WILL BE
TREATED AS CAD-M COMMANDS... WHEN T
HE COMMAND "CAD" HAS BEEN GIVEN IN A BAS
IC PROGRAM,.THE TEXT FOLLOWING IS EXPECT
ED TO CONTAIN CAD-M COMMANDS. THE.COMMA
NDS ARE VIRTUALLY THE SAME AS THE ONES Y
OU SELECT FROM THE.MENUS WHEN YOU ARE OP
ERATING CAD-M MANUALLY. THE NAMES HAVE
JUST.BEEN SHORTENED TO 2 LETTERS TO SAVE
MEMORY... THE COMMANDS ARE LISTED I
N APPROXIMATE ALPHABETICAL ORDER....CAD
SWITCH FROM NORMAL BASIC TO CAD-M COMMA
NDS..CLOCKWISE.. CC COUNTER CLOCKWI
SE ROTATION.. CW CLOCKWISE ROTATION
..COLOR..CO REPAIRS THE COLORS ON THE UP
PER PART OF THE SCREEN. THIS.COMMAND IS
NOT IN ANY OF THE MENUS. IT IS INCLUDE
D HERE BECAUSE.BASIC CAN DAMAGE THE SCRE
EN COLORS. IN YOUR BASIC PROGRAM YOU.MI
GHT CLEAR THE SCREEN AND PRINT A MESSAGE
AT THE TOP. IF YOU.RETURNED TO CAD-M T
HE PICTURE COLOR WOULD LOOK PRETTY STRAN
GE. .THE CO COMMAND WILL FIX THE COLOR..
. THE CO COMMAND SHOULD ALSO BE USED
IMMEDIATELY AFTER A LOAD.("LD" COMMAND)
. THE "LD" COMMAND DOES NOT RESET THE CO
LORS.IMMEDIATELY, AS THE COLOR CHANGE WO
ULD AFFECT ANY BASIC MESSAGE.YOU MIGHT H
AVE ON THE SCREEN....DRAW MODE........
-21-
...
BASIC CONTROL.... DS
SHOW. DD DOTS. DH HIDE...LOAD.
.LD "NAME" CAD-M CANNOT LOAD A PROGRAM
AND MAINTAIN A SPLIT.SCREEN AT THE SAME
TIME. DURING A LOAD THE PREVIOUS PICTU
RE.CANNOT BE REMAIN VISIBLE ON THE UPPER
PART OF THE SCREEN. BEFORE.USING THE "
LD" COMMAND YOU SHOULD PRINT A CLR/HOME
IN BASIC AND.THEN PRINT SOMETHING FOR TH
E VIEWER TO READ WHILE THE LOAD TAKES.PL
ACE...MAG.. M+ MAGNIFICATION INCREA
SE. M- MAGNIFICATION DECREASE..OUTL
INE.. O+ OUTLINE ON. O- OUTLIN
E OFF..PERSPECTIVE.. P0. P1.
P2. P3...ROTATE.. RD DOWN.
RL LEFT. RR RIGHT. RU UP....
SKETCH.. SK SKETCH...SLIDE.. SD
DOWN. SL LEFT. SR RIGHT.
SU UP........
-22-...
BASIC CON
TROL....VIEW.. VD DEFAULT (FRONT, M
AG=9, AND OBJECT CENTERED).. VB BOT
TOM. VF FRONT. VL LEFT. VR
RIGHT. VT TOP. VU UNDER..EX&
CLR.. XC COMMANDS FOLLOWING THE "XC
" ARE EXPECTED TO BE NORMAL. BASIC C
OMMANDS.. ..EXIT.. XX LEAVES BO
TTOM 3 LINES CLEAR WITH A BLACK BACKGROU
ND. THE. CURSOR WILL BE ON THE 3RD L
INE UP FROM THE BOTTOM, AND. PRINTIN
G FROM HERE ON WILL OCCUR IN WHITE..
.SEE THE ENHANCED DEMO ON THIS DISK FOR
AN EXAMPLE OF INTEGRATING.CAD-M WITH BA
SIC. .. FOR SIMPLICITY, THERE IS NO
COMMAND TO GIVE FINER.INCREMENTS, AS YOU
CAN GET BY HOLDING THE CTRL KEY DOWN WH
EN YOU.ARE USING CAD-M MANUALLY...**** T
ECHNICAL DATA ****....MEMORY USAGE..
THE FOLLOWING LOCATIONS ARE USED BY CAD
-M AND SHOULD BE.AVOIDED BY YOUR BASIC O
R MACHINE LANGUAGE PROGRAMS.. .
. (HEXADECIMAL)
(DECIMAL). $00A6-$00B6
( 166- 182) INCLUSIVE. $02E
1-$02E6 ( 737- 742). $
3A00-$FFFF (14848-65535).
. BASIC 0 PAGE IS SWAPPED OUT
WHILE CAD-M IS RUNNING....VIDEO MEMORY
USAGE... CAD-M USES 2 SEPARATE MEMOR
Y BLOCKS FOR THE BIT SCREEN.(PICTURE SCR
EEN) DURING THE SKETCH MODE. ONE SCREEN
BLOCK IS.......
-23-...
BASIC CON
TROL....UPDATED WHILE THE OTHER IS VISIB
LE ON THE TV SCREEN. THESE.SCREENS BLOC
KS ARE AT:.. $4000-$5B7F (163
84-23423) INCLUSIVE. $A000-$BB7F
(40960-47999)...DISPLAY FILE...
AFTER BOOTING UP CAD-M YOU WILL FIND THA
T BASIC ONLY HAS.ABOUT 12,800 BYTES FREE
. THE DISPLAY FILE WILL START AT THE TO
P.OF THIS FREE BLOCK AND GROW DOWN IN ME
MORY, FURTHER REDUCING THE.NUMBER OF BYT
ES AVAILABLE TO BASIC... EACH POLYGO
N IN THE FILE REQUIRES 13 BYTES PLUS 6 B
YTES FOR.EACH POINT IN THE POLYGON. IF
YOU DREW 252 POLYGONS (THE MAXIMUM.ALLOW
ED), AND EACH POLYGON HAD AN AVERAGE OF
6 POINTS, THEN THE.DISPLAY FILE WOULD RE
QUIRE APPROXIMATELY (6*6*252)+(13*252) =
.12348 BYTES... SINCE YOU STARTED WI
TH 12800 BYTES YOU WOULD HAVE.12800-1234
8 = 452 BYTES FREE FOR BASIC. HOWEVER, S
UCH A LARGE.DISPLAY FILE SHOULD BE A RAR
E CASE. THERE SHOULD USUALLY BE.ENOUGH M
EMORY FOR A MEDIUM LENGTH BASIC PROGRAM.
.
..............
....................
-24-...
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