+---------------------------------------------------------------+ | Copyright | | | | STICKER III and all other data with STICKER III | | | | by | | | | Shapoor E. Engineer | | ------------------------------------------------------------- | | Pictograms | | | | by | | | | Peter C. Behrens | | ------------------------------------------------------------- | | Printer Driver for 24-Pin Printers | | | | by | | | | A good friend who wants to remain anonymous | | ------------------------------------------------------------- | | Manual for STICKER III | | | | by | | | | Frank Steinmetz | +---------------------------------------------------------------+ This program is Shareware. In spite of that, or exactly because of that, you should, if you give it to friends and acquaintances, provide them with ALL of the data in the original. Changes in the program or manual and commercial distribution will be legally pursued. Notice: Whoever falsifies STICKER III or imitates it or distributes imitated or falsified versions of STICKER III will be punished to writing and using not less than 3 ST-Basic programs (version 1.0 1985). Whoever enjoys STICKER III and who uses it frequently should send the $10 to the address below. Whoever is interested inthe GFA source code should send $15. In return you will receive a disk with the latest version of STICKER and the GFA source code. You need not send a disk or a self addresed evelope, these costs are coverd by the extra $5 DM. Please send to: Shapoor E. Engineer Hudeland 5 D 5760 Arnsberg-1 West Germany Many thanks for your understanding. MANUAL FOR STICKER III - Label-printing program V3.2 The following files should be set up in folders as below: - folder STICKER III - STICK_3E.PRG - STICK_3E.DAT - DEFAULT - folder MANUAL - folder ASCII .TXT - SHORTCUT.TXT - STICK_3E.TXT - folder WORDPLUS.DOC - STICK_3E.DOC - FSB .IMG - LABEL .IMG - EDITOR .IMG - FUNKTION.IMG - folder PICTOS - PICTO_1 .ADD - PICTO_2 .ADD - NO_NAME .ADD To enable you to use of all of the functions of STICKER III (Editor, loading in of pictograms), a minimum of 1 megabyte is necessary, with no .ACCs. You can't use .ACCs from within STICKER III, anyway. In the event that you only have 512 kilobytes available, you may run into problems using the Editor (overloading the computer with too many pictograms resulting in a crash), but practice will help avoid such problems. After loading STICKER III with a doubleclick on STICK_3E.PRG, a picture menu will appear through which you can perform all functions. You will surely wonder where the pull-down menus are. Not that the developer couldn't have provided them,but use is simplified without them. In this picture menu you will find a blank label that will be filled in by your actions. After starting, STICKER III asks you which printer you are using. Thereafter STICKER III will automatically provide the data for a 9- or 24-pin printer. It is not necessary to save your selection. If STICKER III doesn't ask you this question, then there is already a file by the name of PRINTER on your disk, which is the printer driver. You should trash it if you don't know whether it is for your printer or not. For the testing of this program, a STAR NL10, RITEMAN F+, NEC P6/P7, NEC P2200, and EPSON LQ 850 were used, and none of them had problems with performance. MAKING LABELS THE FILE-SELECTOR-BOX Above the FSB you'll see the actual path the computer is following (for example A:\*.*). In the box below are the filenames from the disk in Drive A. You can scroll through this list by clicking on the arrows or double arrows on the right side of the box. The diamond-shaped symbol in the middle of these arrows serves to close opened folders. Below the list of filenames are two Drive icons for selection of the drive (A or B) from which the filenames are to be read. In the row below the Drive icons you will find boxes with a diamond- shaped folder symbol (which can be used as a symbol of a folder on the label you create if it is clicked on) and a box called EXT (which, when clicked on, will cause the extension (for example .PRG) of a filename to appear on the label you create). In addition, you can choose whether or not to include information regarding the size or date on the label you create. On the bottom row of the FSB you can decide whether you want to list folder contents or to take over the folder name into the label. THE LABEL On the left in the picture menu screen you'll see the actual label which should later be expelled by your printer exactly as you have assembled it on the screen. You can get blank labels to fit this program's products from Disks-To-Go (Phone 609-456-7172) and similar sources; you'll need the larger size that wrap around the top of the 3 1/2" disk (2 3/4" X 2 3/4"). You can fill the label in two ways: You can use the mouse to click on the appropriate filename in the FSB and then click on each line area of the label (i.e., between any two lines) so that the filename will then appear in the specified line area of the label OR you can click on any line area on the label and type in what you want printed on that line. The label areas are as follows: - REAR TEXT-- rear side of the label which wraps around the back of the disk)--up to 15 letters/spaces. - MONITOR-- click on it to specify COLOR (C) or MONO (M) - EDGETEXT-- the edge of the label where it wraps around)-- up to 20 characters. - FRONT TEXT--7 lines on the front of the label, of which the first will be printed in boldface (you can't do anything about that except write for the source code and change it). - GRAPHIC AREAS--the two near squares at the left and right near the bottom of the label for graphics. - GRAPHIC TITLE areas--line areas under each graphic for the title of the graphic. - DISKNUMBER AREA--the first o f five lines between the two graphics for the disk number. - SMALL TEXT--4 line areas for little notes between the graphics at the bottom of the label. REAR TEXT------------ ------- MONITOR EDGE TEXT------------ DISK N0.----------------------- -------RIGHT GRAPHIC AREA LEFT GRAPHIC--------- ----------------SMALL TEXT AREA AREA -------UNDERTITLE To fill the 7 lines you have only to click the appropriate filename in the FSB and then click the line area on the label where you want it to appear (left button both times). To fill the left graphic square, click with the left mouse button on a pictogram. To fill the right graphic square, click with the right mouse button on a pictogram. When you use the right mouse button, the graphic title (if any) will automatically appear in the title area below it. With the right mouse button, you can put certain previously-determined text under the LEFT graphic (Date, Original, Backup, Workdisk). With the left button you can put text of your own choosing in any of the line areas (or remove what is there): click the left mouse button on the line area in question; a box will appear to receive your typing. If you click the right mouse button in the four line areas between the graphics, you can put previously-determined text on those lines (Protect, Unprotect, Format,...) Text input: By all text inputs, the present text is displayed and is editable. The following comands enable you to manipulate the text: - ESC --> Deletes the line - BACKSPACE --> Deletes the the letter behind the cursor - DELETE --> Deletes the letter under the cursor - INSERT --> Flips between insert and overwrite mode šberschreibmodus - RETURN & ENTER --> Take over text PICTOGRAMS As described briefly above, at the bottom of the screen you'll find a row of picto- grams, the graphics to be included on your label. There are six of these icons next to each other in a row. At the right and left of this row are arrows which permit scrolling through various rows of graphics, so that many of these pictograms are available to you. Between the right scrolling arrow and the FSB there is an info line which shows you how many rows are in memory and which of these rows is curently in use. When STICKER III starts up, it automaticly loads the pictogram files listed in the file DEFAULT. With STICKER III it is possible to put together a default set of pictograms which are loaded at program start. To do this you have to make a DEFAULT file in which the names of the files to be loaded are written under one another. You can use any text editor to do this, the only thing you have to take care of is that the DEFAULT file is saved as pure ASCII-Code. The files to be loaded have to be in the folder PICTOS and the folder PICTOS must be on the same dirctory level as STICK_3E.PRG and STICK_3E.DAT. You can load up to 150 pictograms (25 rows), trying to load more won't work. STICKER III will automaticly stop loading when it's belly is full. THE BUTTONS The upper two buttons are for loading and saving your labels for further use, so you don't have to make new ones all the time. In the second row you will find a button by the name of ADD-A-ROW. After clicking this button you will be asked if you want to LOAD more pictograms or CREATE new ones. If you choose to LOAD more, you will be asked if you want to add new pictograms to those already loaded in, thus keeping the ones that are now loaded, or to replace those now loaded with the picto- grams you plan to load. Icon data is indicated with the extension ".ADD". Whatever you chose, a maximum of 150 pictograms can be loaded. After you reach the magic number of 150 loading will automaticly terminate. If you chose to CREATE pictograms you will find youself in the pictogram editor, but more about that later. The button with the name of PRINT IT does exactly that, it prints your label. In the bottom row you will find two buttons, the one on the left clears the label and gives you a new one to work on. The right button beams you back to the Desktop. THE EDITOR If you choose to create new pictograms, a new EDITOR screen will appear with 24 empty icons and a menu list. Under the Menu Option LOAD, finished icons can be loaded into the editor. (Note that this does not make them automatically available from the main label-making screen). With SAVE, you can save one or more rows from the icon grouping above the menu as an .ADD file. To do this choose the row or rows you want to save (by clicking on them), and then click "OK" before you are presented with a file- selector-box. If you want to title an icon you have designed, choose the Menu Option NAME. Your graphic will appear and you can provide each picture with a name and a index, a letter which will automatically appear last in the disk number field of any label using that graphic (for example, you might want to choose T for Tools if your disk-numbering system distinguishes these types of programs). With COPY and SWAP you can duplicate and move the pictograms around. You can quit the editor in two ways. With END you leave the editor and return to the label making part of sticker without any fuss. If you chose TAKE you have the posibility to take the pictograms with you. To do this you simply click the rows you want to take with you and then click on OK. Through the choice of "EDITOR", you can change icons or design new ones with a limited drawing program. Actually the editor is self-explanatory, but there are a few things worth mentioning: All the drawing functions are begun by holding down the left mouse button and ended by letting go. The right mouse button provides for an "undo"-- click it to undo the last thing you drew. Setting points and deleting them: Wherever you click the left mouse button in the drawing window, a point will either be placed or removed. If you start by clicking on a black point, you'll be "drawing" in white (removing everything you passover); if you start by clicking on a white point, you'll be drawing in black. Scissors: This function allows you to cut a rectangular piece from a full-screen picture. However, the picture must first be loaded in by clicking "BILD LADEN". Only Doodle and Degas (.PI3) pictures can be loaded and cut. You have two options: - 1-1 --> Cuts a pictogramm sized piece out of a picture. - AUTO --> Automaticly scales the cut out piece to picto- gram size. You can create erase areas of the picture with a little trick: 1. Choose the solid black pattern (MUSTER). 2. Choose the filled rectangle drawing shape. 3. Invert the picture. 4. Cover the area to be deleted with the filled rectangle. 5. Reinvert the picture. Additional Notes I have converted this documentation file to WordWriter St format for inclusion into Desktop Publisher, both excellent products of Timeworks, Inc. Also included in this program are additional pictogram files created by myself and others who remain unknown. A grateful thank you goes to Shapoor E. Engineer, Peter C. Behrens, Frank Steinmetz, and the anonymous friend who made this superb program actually print on my 24 pin NEC P2200. I would like to especially like to thank Shapoor for providing me with the source code and English translation of both the program and the documentation. If you use STICKER III, please send the requested fee to Mr. Engineer so that he may continue to provide us with his excellent programs. Peter Schefsky, President Packerland Atari Computer Users Society 2714 South 11th Place Sheboygan, WI 53081 Phone 414-457-4519