OSDC Series Pattern Editor Ped/Win User s Manual

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1 # $ 5.07 OSDC Series Pattern Editor Ped/Win User s Manual

2 1. Circuit diagrams utilizing Fujitsu products are included as a mean of illustrating typical semiconductor applications. Complete information sufficient for construction proposes is not necessarily given. 2. The information contained in this document has been carefully checked and is believed to be reliable. However, Fujitsu assumes no responsibility for inaccuracies. 3. The information contained in this document does not convey any license under the copy right, patent right to trademarks claimed and owned by Fujitsu. 4. Fujitsu reserved the right to change products or specifications without notice. 5. No part of this publication may be copied or reproduced in any form or by any means, or transferred to any third party without prior written consent of Fujitsu. 6. The products described in this document are not intended for use in equipment requiring high reliability, such as marine relays and medical life-support systems. For such applications, contact your Fujitsu sales representative FUJITSU LIMITED Printed in Japan

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4 #$ Preface Ped/Win is a Utility Editor for creating and editing patterns for use in Fujitsu s OnScreen Display Controller (OSDC). Ped/Win creates and edits patterns in windows using the cursor or the Mouse pointer and it outputs Pattern Data files stored in ROM. You can also print out the patterns you create. You can use Ped/Win with Microsoft Windows (Windows 98SE, Me, 2000 or XP). Refer to the Online Help or the User s Manuals for information on Microsoft Windows. Refer to the User s Manual for information on the OSDC. Microsoft Windows (Windows 98SE, Me, 2000 or XP) is a registered trademark of Microsoft Corporation USA.

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6 # $ Contents Cover Preface Chapter 1 General Description 1.1 Function 1.2 Operating Environment Chapter 2 Installing Ped/Win 2.1 Installing 2.2 Uninstalling Chapter 3 File Configuration of Ped/Win 3.1 File Configuration of Ped/Win Chapter 4 File Handled by Ped/Win 4.1 Project File 4.2 Pattern File 4.3 Color Palette File 4.4 OSDC Type File 4.5 OSDC Type Driver Chapter 5 Data Handled by Ped/Win 5.1 Projects 5.2 Patern Data 5.3 Sheets 5.4 Character Attributes 5.5 Basic Character Attributes 5.6 Display Character Attributes Chapter 6 Basic Operations 6.1 Starting up Ped/Win 6.2 New Projects 6.3 Initial Screen when Creating a New Project

7 6.4 List Sheet 6.5 Display Character Attributes Set 6.6 Basic Character Attributes Set 6.7 Read Pattern Data from the Pattern File 6.8 Write Pattern Data to Pattern File 6.9 Compare Pattern File and Pattern Data 6.10 Pattern File Information 6.11 Convert Pattern to FJ-Mask Pattern File 6.12 Pattern File Information of Converted FJ-Mask 6.13 Read Pattern Data from the Bitmap File 6.14 Print Pattern List 6.15 Undo Dot Trimming Dot Trimming 6.18 Character Format Chapter 7 Windows 7.1 Edit Window Editing with the Display Image Editing Using the Basic Character Attributes in Units of Characters Editing Using Character Data in Units of Characters Dot Inversion Delete the Specified Range Cut and Copy the Specified Range to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard Data to the Specified Position Move the Specified Range Set the Display Character Attributes in the Edit Window Set the Mouse Button Operation in the Edit Window 7.2 Display Window Graphic Character Attributes of OSDCM20x and MB9131x Set Display Character Attributes in the Display Window Set Basic Character Attributes in the Display Window Delete Specified Range Cut and Copy the Specified Range to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard data in the Specified Area Move the Specified Area Repeat the Picture Screen Background Character Display

8 7.3 Code Map Window Setting Display Character Attributes With the Code Map Window 7.4 List Window Set the Basic Character Attributes Using the List Window Set the Display Character Attributes Using the List Window Delete the Specified Range Cut the Specified Range and Copy to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard Data to the Specified Position Move the Specified Area Display the Specified Character Code 7.5 Print Window Chapter 8 Menus 8.1 [File(F)] 8.2 [Edit(E)] 8.3 [View(D)] 8.4 [Set(S)] 8.5 [Window(W)] 8.6 [Help(H)] Chapter 9 Dialog Boxes 9.1 [New Project] Dialog Box 9.2 [Comment Set] Dialog Box 9.3 [Compare Pattern Files] Dialog Box 9.4 [Mouse Button Set] Dialog Box 9.5 [Sheet Set] Dialog Box 9.6 [Display Character Attribute Set] Dialog Box 9.7 [Basic Character Attribute Set] Dialog Box 9.8 [List Sheet] Dialog Box 9.9 [Color Palette Set] Dialog Box 9.10 [Pattern List] Dialog Box 9.11 [Option] Dialog Box 9.12 [Print Form] Dialog Box 9.13 [Change Ram Codes Range] Dialog Box 9.14 [Input 3 Point Address & Data] Dialog Box 9.15 [Pattern File Information] Dialog Box (Special Tool) 9.16 [Pattern File Information] Dialog Box 9.17 [Read Bitmap Pattern File] Dialog Box

9 9.18 [Code Range Choice] Dialog Box 9.19 [Merge of a Pattern File] Dialog Box Chapter 10 Tool Bar Chapter 11 Status Bar Appendix A Pattern File Format (Preliminary) A.1 Motorola-S1/S2 Format Files A.2 Pattern Data Formats A.3 Storage Type A.4 Pattern File Storage Type Example

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11 #$K Chapter 1 General Description 1.1 Function 1.2 Operating Environment 1

12 #$#K 1.1 Functions Ped/Win includes the following functions. Pattern Creation and Editing for the new 12-dot OSDC Series (For Font RAM) Pattern Creation and Editing for the new 24-dot OSDC Series (For Font RAM) Pattern Creation and Editing for the new 12-dot OSDC Series Pattern Creation and Editing for the new 24-dot OSDC Series Read and Write of old OSDC Series Data (#1) Saving of Created Pattern Data (Project File and Motorola Hex Format Files) (#2, #3) Printing of Created Patterns Read of Bitmap File (#4) (#1) Reading and writing are possible only with MB90089 and MB90091A. (#2) OSDCM101 can read and write a source format pattern file for RAM. MB90091A of a function limitation edition can read and write FJ-Mask format pattern file. (#3) OSDCM20x, MB90050 and MB91319 can read and write a source format pattern file for RAM. OSDCM20x can read and write a special format pattern file for ROM. (#4) Reading is possible except MB90089 and OSDCM101. 2

13 #$ K 1.2 Operating Environment Ped/Win operates under the following environment. Personal computers operating with Microsoft Windows 98SE, Me, 2000 or XP Recommendation image resolution is more than 256 colors. The operation of the PC, which this condition isn't satisfied in, isn't assured. $ Operating Environment 3

14 #$ K Chapter 2 Installing Ped/Win 2.1 Installing 2.2 Uninstalling $ Installing Ped/Win 4

15 #$ K 2.1 Installing 1. Insert the accessory CD into the CD-ROM drive of your computer. 2. Uninstall PedWin being installed before. 3. Execute "setup.exe" in each file directories in accordance with the PC and the way. JP(Japanese) Formal(Formal Edition) Limit(Limitation Edition) US(English) Formal(Formal Edition) Limit(Limitation Edition) 4. Follow the directions on the screen. 2.2 Uninstalling 1. Execute Start" - "Setup" - "Control Panels" - "Execute and Delete Applications menus. 2. Left click PedWin in the Application list in the Setup and Delete tab. 3. Press the Add and Delete button. 4. The software will be uninstalled. Follow the directions on the screen. $ Installing Ped/Win, Installing, Uninstalling 5

16 #$K Chapter 3 File Configuration of Ped/Win 3.1 File Configuration of Ped/Win 6

17 #$K 3.1 File Configuration of Ped/Win When Ped/Win is installed normally, the following file directories (folders) are setup in the destination of the installation. Also, the MFC Common DLL File and the C Runtime Library Common DLL File are copied into the [system (system32 for NT)] directory. These files may be stored in destination of the installation by the version. PedWin -- Types --OSDC12RAM.dll Driver for 12-dot OSDC (For Font RAM) --OSDC24RAM.dll Driver for 24-dot OSDC (For Font RAM) --OSDCM201.dll Driver for 24-dot OSDC (For Font RAM) --OSDC24I.dll Driver for 24-dot OSDC (For Font RAM) --OSDC12.dll Driver for 12-dot OSDC --OSDC24.dll Driver for 24-dot OSDC --OSDC100.dll Driver for OSDC100 (Old Version) --OSDC160.dll Driver for OSDC160 (Old Version) --OSDC260.dll Driver for OSDC260 (Old Version) --OSDC360.dll Driver for OSDC360 (Old Version) --*.typ Files for Each OSDC --PedWin.exe Ped/Win Execution File --PedWin.hlp Ped/Win Help --PedWin.cnt Ped/Win Help Context --_PedWin.ini PedWin.ini Initial Values 7

18 #$K Chapter 4 File Handled by Ped/Win 4.1 Project File 4.2 Pattern File 4.3 Color Palette File 4.4 OSDC Type File 4.5 OSDC Type Driver 8

19 #$ KKK 4.1. Project File The Project Files are binary files with.prj extensions that save the Project Data of the Pattern Data edited by Ped/Win. The Project Files store the Pattern Data, sheet data, type data, options and other data for the operating environment. When editing Pattern Data using Ped/Win, use the Project File. The project file of many character s kind handles only the character kind of the chosen code range. When wanted to edit all pattern data, create a project file in every chosen code range. $ File Handled by Ped/Win, Project File 9

20 #$ KKK 4.2 Pattern File The Pattern Files are text files with.hex extensions for use in storing patterns to the ROM. Pattern Files store Pattern Data using the format specified by each type. The Pattern Files are called the Motorola S Format and are in hexadecimal format. And, the some OSDC types are able to create a special pattern file, and read a bitmap file. See Appendix A. The project of many character s kind outputs only the pattern data of the chosen code range. When wanted to create the pattern file with all pattern data, use the function to merge some pattern data of the chosen code range into perfect pattern file. $ File Handled by Ped/Win, Pattern File 10

21 #$ KKK 4.3 Color Palette File The Color Palette Files are text files with.pal extensions for use in describing color information of maximum 16 colors. Use the Color Palette Files to exchange a color data between the different OSDC types, and between the different projects. The OSDC type name, the number of color and each color values are stored in the Color Palette File. The contents of the Color Palette File are as the following. [General] Name Num [Palette] Color00~Color15 This section stores the OSDC type information. This entry stores the OSDC type name. ex. Name=MB90098 (If MB90098 type) This entry stores the number of color. ex. Num=16 (If the number is 16) This section stores the color information This entry stores the color values of each palette's number. The color value is in the RGB value of decimal format. ex. Color00= (If the color is blue) Color00=255 (If the color is red) $ File Handled by Ped/Win, Color Palette File 11

22 #$ KKK 4.4 OSDC Type File The OSDC Type Files are text files with.typ extensions for listing each type of the individual data of the OSDC. The OSDC Type Files are stored in the Types directory below the installation destination directory. The OSDC Type File stores each type of data such as the type name, type driver name, pattern size and each of the default values. $ File Handled by Ped/Win, OSDC Type File 12

23 #$ KKK 4.5 OSDC Type Driver The OSDC Driver is the DLL format file (Dynamic Link Library) listing process dependant on the OSDC Type. Normally, the OSDC Type driver is stored in the types directory below the installation destination directory and is registered in the OSDC Types File. The following DLL are provided in the current version. OSDC 12RAM.dll OSDC 24RAM.dll OSDCM201.dll OSDC 24I.dll OSDC 12.dll OSDC 24.dll Driver for the new 12-dot OSDC (For Font RAM). Driver for the new 24-dot OSDC (For Font RAM). Driver for the new 24-dot OSDC (For Font RAM). Driver for the new 24-dot OSDC (For Font RAM). Driver for the new 12-dot OSDC. Driver for the new 24-dot OSDC. The following OSDC Type drivers are specialized for the read of the Pattern Data. OSDC100.dll Driver for the old OSDC, the OSDC-100 OSDC160.dll Driver for the old OSDC, the OSDC-160 (52, 16 x 170, 180) (#1) OSDC260.dll Driver for the old OSDC, the OSDC-260 OSDC360.dll Driver for the old OSDC, the OSDC-360 The specialized type for read can be used just for the pattern file read function ([File-Read Pattern File] menu). (#1) The OSDC160.dll has old OSDC series data read and write function only with MB $ File Handled by Ped/Win, OSDC Type Driver 13

24 #$K Chapter 5 Data Handled by Ped/Win 5.1 Projects 5.2 Patern Data 5.3 Sheets 5.4 Character Attributes 5.5 Basic Character Attributes 5.6 Display Character Attributes 14

25 #$ KKK 5.1 Projects Projects are single units of work and are comprised of mainly 1 type data, 1 Pattern Data, multiple sheets and pattern character attributes. The project of many character s kind handles only the pattern data of the chosen code range when you create a new project. Ped/Win can open 1 Project at a time. When editing patterns, it manages each of the above data in a format called a Project. Projects can be stored as Project Files. Projects are managed by Project File names. When you want to open a Project, you can specify the Project by its Project File name. When using mask release, use this Project File. $ Data Handled by Ped/Win, Projects 15

26 #$ K K K 5.2 Pattern Data Pattern Data means, literally, the data of the pattern that is going to be edited. Pattern Data are composed of multiple codes and 1 code is composed of m n dots. Also, normally, 1 dot is composed of 1 bit (or plural bits in the case of graphic characters). Usually, the code range defined in the OSDC Type File is included in the Pattern Data of 1 Project. The project of many character s kind includes only the pattern data of the chosen code range. These are output as pattern files when storing their pattern data in the ROM. Plural pattern file outputted by the chosen code range combines each division pattern file into the pattern file which has all pattern data by merge function. There is OSDC type that can be read and write separately for Font ROM/RAM. $ Data Handled by Ped/Win, Pattern Data 16

27 #$ KKK 5.3 Sheets Sheets are the units for pattern display and editing. 1 or a multiple of pattern codes can specify the format in 1 sheet, so it is possible to display and edit when actually using them. Normally, 1 Project can be composed of a multiple of sheets and each sheet can be a combination of formats and characters. Sheets do not include Pattern Data as they are. Sheets are only composed of the data that indicates which data is to be edited and in what format. Therefore, you can specify the same pattern code using a multiple of sheets. You can set the sheets in the List Sheet dialog box. [To List Sheet] $ Data Handled by Ped/Win, Sheets 17

28 #$ KKK 5.4 Character Attributes Character attributes are the data that define what format was used to create each pattern code and what format is to be used to display and edit them. Character attributes include Basic Character Attributes and Display Character Attributes. 18

29 # $KKKK 5.5 Basic Character Attributes Basic Character Attributes are the assignment of the Pattern Data to each code. Mainly, it is data that defines what was the objective for the creation of that character. Basic Character Attributes have the following setting items. Character Codes Identifier for the Pattern Data Undefined Undefines the pattern. Graphic Character This displays the pattern as a graphic character (Specifying depends on the OSDC type.) CC Character Line This displays the line which shows a area for the CC (Closed Caption) character on the Edit Window. (Specifying depends on the OSDC type.) Character Horizontal Size The following items are included (Numerical values depend on the OSDC type.) However, Sprite Characters are fixed at a LARGE size when selected as the Picture Screen Background Character. LARGE Large Size MIDDLE Middle Size SMALL Small Size Character Vertical Size The following items are included (Numerical values ranges depend on the OSDC type.) HA Character Vertical Size HA HB Character Vertical Size HB Trimming Control This specifies the type of control for trimming (This item depends on the OSDC type.) Trimming Kind This specifies the kind of trimming (This item depends on the OSDC type.) View Mode The following items are included. 19

30 Normal Character This displays the pattern in Normal Characters. Sprite Character This displays the pattern in Sprite Characters. Picture Screen Background Character Size This displays the pattern in Picture Screen Background Characters. Picture Screen Background Character Vertical Size This is the character vertical size when the Picture Screen Background Character is selected by the Display Mode (Numerical value ranges depend on the OSDC type.) Picture Screen Trimming Background This is the trimming control when the Picture Screen Background Character is selected by the Display Mode (This item depends on the OSDC type.) Sprite Character Vertical Size This is the character vertical size when the Sprite Character is selected by the Display Mode (Numerical value ranges depend on the OSDC type.) Sprite Character Trimming This is the trimming control when the Sprite Character is selected by the Display Mode (This item depends on the OSDC type.) Color Screen Background Color Picture Screen Background Character Color Picture Screen Background Character Trimming Color Sprite Character Color Line Background Color Character Background Color Character Color Line Trimming Color Basic Character Attributes are specified in the [Basic Character Attribute Set] dialog box. When you open a new Project, Basic Character Attributes are created automatically for all patterns. At this time, these are based on the default Basic Character Attributes set by the Type Data. 20

31 #$KKKK 5.6 Display Character Attributes Display Character Attributes are assignment one each in code assigned to the sheets. Mainly, it indicates the attributes in the display in per sheet. Display Character Attributes have the following setting items. Note: The following setting units are included in the following items. [Screen Units] [Line Units] [Character Units] This specifies all codes assigned to the sheets. This specifies all codes on the same line as the code that is specified. This reflects only the code that is specified. Character Code Identifier for the Pattern Data Undefined Undefines the pattern. Graphic Character This displays the pattern as a graphic character (Specifying depends on the OSDC type.) Italic This displays a pattern with the Italic style on the Display Window. (Specifying depends on the OSDC type.) Under Line This displays the Under Line on the Display Window. (Specifying depends on the OSDC type.) CC Character Line This displays the line which shows a area for the CC (Closed Caption) character on the Edit Window. (Specifying depends on the OSDC type.) Character Horizontal Size The following items are included. (Numerical values depend on the OSDC type.) However, Sprite Characters are fixed at a LARGE size when selected as the Picture Screen Background Character. LARGE Large Size MIDDLE Middle Size SMALL Small Size 21

32 Character Vertical Size The following items are included (Numerical values ranges depend on the OSDC type.) H1 Character Vertical Size H1 H2 Character Vertical Size H2 Trimming Control Trimming Kind This specifies the type of control for trimming (This item depends on the OSDC type.) This specifies the kind of trimming (This item depends on the OSDC type.) Display Mode The following items are included. Normal Character This displays the pattern in Normal Characters. Sprite Character This displays the pattern in Sprite Characters. Picture Screen Background Character This displays the pattern in Picture Screen Background Character. Picture Screen Background Character Vertical Size This is the character vertical size when the Picture Screen Background Character is selected by the Display Mode (Numerical value ranges depend on the OSDC type.) Picture Screen Background Character Trimming This is the trimming control when the Picture Screen Background Character is selected by the Display Mode (This item depends on the OSDC type.) Sprite Character Vertical Size This is the character vertical size when the Sprite Character is selected by the Display Mode (Numerical value ranges depend on the OSDC type.) Sprite Character Trimming This is the trimming control when the Sprite Character is selected by the Display Mode (This item depends on the OSDC type.) Color Picture Screen Background Color Picture Screen Background Character Color Picture Screen Background Character Trimming Color Sprite Character Color Line Background Color Character Background Color Character Color 22

33 Line Trimming Color Display Character Attributes are specified in the [Display Character Attribute Set] dialog box. [To Display Character Attributes Set] 23

34 #$K Chapter 6 Basic Operations 6.1 Starting up Ped/Win 6.2 New Projects 6.3 Initial Screen when Creating a New Project 6.4 List Sheet 6.5 Display Character Attributes Set 6.6 Basic Character Attributes Set 6.7 Read Pattern Data from the Pattern File 6.8 Write Pattern Data to Pattern File 6.9 Compare Pattern File and Pattern Data 6.10 Pattern File Information 6.11 Convert Pattern to FJ-Mask Pattern File 6.12 Pattern File Information of Converted FJ-Mask 6.13 Read Pattern Data from the Bitmap File 6.14 Print Pattern List 6.15 Undo Dot Trimming Dot Trimming 6.18 Character Format 24

35 #$ K K 6.1 Starting up Ped/Win Execute the PedWin.exe on the Windows system from the destination of the installation the PedWin directory. 25

36 #$ KKK 6.2 New Projects A sheet is automatically created for all pattern codes when you create a new Project using the [New Project] dialog box. Pattern codes are automatically assigned to the sheets based on the default sheet ([Type Data] dialog box [Sheet Button]) set by the Type Data. For example, if the default sheet is composed of 6 characters 3 characters, pattern codes are assigned in groups of 18 characters starting from the lower ones. The last remaining code of the sheet that did not have 18 characters is assigned a lower code number. When created the project of many character s kind, choose the code range that is handled in the [Code Range Choice] dialog box after the [New Project] dialog box executed. You can assign unit names to each sheet, but the assigned code range is in the unit name of the sheet that is automatically created. 26

37 #$KKK 6.3 Initial Screen When Creating A New Project The following screen is opened when you execute [New Project]. 27

38 #$ KKKK 6.4 List Sheet The combination of patterns, their display types, and the sheet for setting their attributes are displayed in the Project that is opened. You can create multiple Projects on one sheet. The following shows the List Sheet procedures. Changing the Existing List Sheet 1. Select a sheet. Use the following procedures to select the sheet. Start up the [List Sheet] dialog box from the [View] [List Sheet] menu and select the sheet you want to set. Display the back or forward sheets currently being displayed using the [View] [Back Sheet] or [View] [Forward Sheet] menus. Directly specify the sheet number using the [List Sheet] dialog box that you open in procedure Select the [Set] [Sheet Set)] menu and startup the [Sheet Set] dialog box Dialog Sheet. 3. Set each parameter and press the [OK] button. 4. Turn ON the [Window] [Code Map Window] menu to display the Code Map Window. 5. Right Click the pattern of the position you want to edit on the pattern code that is registered in the sheet on the Code Map Window. The [Display Character Attributes] dialog box will be displayed. Set the Display Character Attributes on the Code Map Window in the dialog box. 6. Select the Character Code using the [Display Character Attributes] dialog box and set the other parameters, if necessary. Press the [OK] button. 7. Set for the other codes by the same step. Creating a New Sheet 1. Startup the [List Sheet] dialog box using the procedures of Creating the Existing List Sheet. 2. Press the [New] button. 3. Set the parameters of the new sheet. 4. Press the [OK] button. The current sheet will become the newly created sheet at this time. 5. In the same way as in Creating the Existing List Sheet select the pattern to display in the Code Map Window. 28

39 #$ KKK 6.5 Display Character Attributes Set The [Display Character Attributes Set] dialog box sets the Display Character Attributes for the pattern combinations and display types. You can startup the [Display Character Attributes Set] dialog box by selecting the pattern to set the Display Character Attributes in the Window that is displaying the pattern (Edit Window, Display Window and Code Map Window). Set Display Characters Attributes with the Edit Window. Set Display Characters Attributes with the Display Window. Set Display Characters Attributes with the Code Map Window. [Set] Menu It is probably best to set the displayed pattern code in the first Code Map Window when creating sheets. 29

40 #$ K KK 6.6 Basic Character Attributes Set You can create information indicating the objective of the Pattern Data as the Basic Character Attributes. The Basic Character Attributes are set for each Pattern Data. The Basic Character Attributes are set by the [Basic Character Attributes Set] dialog box. You can startup the [Basic Character Attributes Set] dialog box from the Display Window or the List Window. Set the Basic Character Attributes with the Display Window. Set the Basic Character Attributes with the List Window. [Set] Menu. 30

41 #$ KKK 6.7 Read Pattern Data from the Pattern File This reads-out pattern files as the current Project. Read-out of the Pattern File is performed using the following procedures. 1. Select [File] - [Read Pattern File] to startup the [Read Pattern File] dialog box. 2. Select the pattern file you want to read. (#1)(#2)(#3) 3. Press the [Open] button. (#1) About the OSDC Types for the ROM/RAM Select either the ROM mode or the RAM mode in the [Memory Mode] dialog box before the [Read Font Data (ROM/RAM)] dialog box startup. After that, select each pattern file of the ROM or the RAM in the [Read Font Data (ROM/RAM)] dialog box. When a RAM pattern file is read, if a file name is written with the specification form of the RAM range, a present RAM range is updated. And if a file name isn't written with the specification form, a present RAM range is made the target. When it is written, a RAM range is updated at the time of reading, and a pattern file is read. At this time, when there is a code of outside of the RAM range, the confirmation message is displayed. The other side, when it isn't written, a code inside the present RAM range is read from the pattern file. But, the pattern file isn't read when it is short of the number of codes inside the RAM range. The user ROM number of the chip and the RAM code range are written in the specification form of the RAM file name. [nnn-xxx]-ramyyy-zzz nnn This is the OSDC type name of English and the number. ex. OSDCM RAM000-1FF xxx This is the use ROM number. yyy This is the start number in the RAM code range. zzz This is the end number in the RAM code range. (#2) About the special format file Some OSDC types handle the special format pattern file. A corresponding OSDC type name and a file format are written in the following. OSDCM101 OSDCM20x MB91319 Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) 31

42 MB90050 MB90091A OSDCM20x Source format file (For RAM of hexadecimal format) FJ-Mask format file Special hexadecimal format file (For ROM) When reading out Pattern Files, you can read the old version Pattern Data. You will need the OSDC Type Driver (.dll) and the OSDC Type File (.typ). Only the pattern of the code range of the Project currently open can be read out when you are reading different type Pattern Data. (#3) About the OSDC type of many character s kind If the pattern file includes all pattern data, only the pattern data of the chosen code range are read when you create a new project. And, when the pattern file that was outputted by different project of the chosen code range, choose whether you read the pattern data by the confirmation message into the code range of the present project. 32

43 #$ K KK 6.8 Write Pattern Data to Pattern File The following procedures save the Pattern Data of the current Project as the pattern files. 1. Select [File] - [Write Pattern File] to startup the [Write Pattern File] dialog box. 2. Select the pattern file you want to save. (#1)(#2)(#3) 3. Press the [Save] button points address and data for confirmation are displayed on the [Pattern File Information] dialog box that started. The middle data alone is able to display again by pushing the [Reset] button after the optional middle address, which you want to display, is set. But, this function isn't applied except for the S format file and a part of the OSDC type. (MB90092, RAM pattern file, etc.) (#1) About the OSDC Types for the ROM/RAM Select either the ROM mode or the RAM mode in the [Memory Mode] dialog box before the [Write Font Data (ROM/RAM)] dialog box startup. After that, input the pattern file name of the ROM or the RAM in the [Write Font Data (ROM/RAM)] dialog box. A normally S format file is outputted in the case of the ROM mode. The other side, a source format file is outputted in the case of the RAM mode. (The code form of microcomputer software, etc.) (#2) About the special format file Some OSDC types handle the special format pattern file. A corresponding OSDC type name and a file format are written in the following. OSDCM101 OSDCM20x MB91319 MB90050 MB90091A OSDCM20x Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) FJ-Mask format file Special hexadecimal format file (For ROM) The Project is saved using the format of the Project that is currently opened when you are saving to Pattern Files. (#3) About the OSDC type of many character s kind Only the pattern data of the chosen code range are written when you create a new project. If you want to create the pattern file, which includes all pattern data, use the merge function which combines plural division pattern file outputted by a chosen code range with the perfect 33

44 pattern file. 34

45 #$ K KK 6.9 Compare Pattern File and Pattern Data The following procedures compare the current Project Pattern Data to the existing Pattern Files. 1. Select [File] - [Compare Pattern File] to startup the [Compare Pattern File] dialog box. 2. Select the pattern file you want to compare. (#1)(#2)(#3) 3. Press the [Compare Start] button. (#1) About the OSDC Types for the ROM/RAM Select either the ROM mode or the RAM mode in the [Memory Mode] dialog box before the [Compare Pattern File] dialog box startup. After that, input the pattern file name of the ROM or the RAM in the [Compare Pattern File] dialog box. (#2) About the special format file Some OSDC types handle the special format pattern file. A corresponding OSDC type name and a file format are written in the following. OSDCM101 OSDCM20x MB91319 MB90050 MB90091A OSDCM20x Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) Source format file (For RAM of hexadecimal format) FJ-Mask format file Special hexadecimal format file (For ROM) The result, which compared a pattern data and a pattern file, is displayed in the dialog box. (#3) About the OSDC type of many character s kind If the pattern file includes all pattern data, only the pattern data of the chosen code range are compared when you create a new project. And, when the pattern file that was outputted by different project of the chosen code range, choose whether you compare the pattern data by the confirmation message with the code range of the present project. K K Pattern 35

46 #$KKKK 6.10 Pattern File Information The following procedures display the 3 points address and the data, for the FJ-Mask data specification from the specified optional pattern file in the [Pattern File Information] dialog box. 1. Select [File] - [Pattern File Information] to startup the [Choose a Pattern File Name] dialog box. 2. Select the pattern file to startup the [Pattern File Information] dialog box. Each value of the top, middle and end address is displayed. 3. When the [Reset] button is pressed after the optional middle address was inputted, the data of middle address is displayed. 4. The [Close] button is pressed, and the [Pattern File Information] dialog box is closed. 36

47 #$KKKK 6.11 Convert Pattern to FJ-Mask Pattern File The following procedures convert the pattern data of present projects to the FJ-Mask pattern file. This function is only the limitation edition. 1. Select [File] - [Special Tool] - [Convert Pattern into FJ-Mask File] to startup the [Input 3 Point Address & Data] dialog box. 2. Press the [OK] button after you inputted middle address and each data. If a result is inconsistent, input right data again. 3. Convert the pattern file after you inputted the file name. 4. The 3 points address and the data of the converted file is displayed on the [Input 3 Point Address & Data] dialog box. 37

48 #$KKKK 6.12 Pattern File Information of Converted FJ-Mask The following procedures display the 3 points address and the data, from the specified optional pattern file before and after convert in the [Pattern File Information] dialog box. 1. Select [File] - [Special Tool] - [Pattern File Information] to startup the [Choose a Pattern File Name] dialog box. 2. Select the pattern file to startup the [Pattern File Information] dialog box. Each value of the top, middle and end address is displayed. 3. When the [Reset] button is pressed after the optional middle address was inputted, the data of middle address is displayed. 4. The [Close] button is pressed, and the [Pattern File Information] dialog box is closed. 38

49 #$KKKKK 6.13 Read Pattern Data from the Bitmap File The bitmap file is read as a pattern file. You can specify the reading start coordinate position of the bitmap, the number of reading characters, graphic character conversion and normal character conversion. After reading, the characters are set specified characters(graphic or normal). And so the bitmap and the characters are the same one pixel or dot. Read colors of graphic character are the palette-color-numbers which approximates the RGB value of the bitmap. And, there are 8 colors and 16 colors in the number of palette by the OSDC type. The dot configuration of the graphic characters is different in the OSDC type. The read configuration is each forms of "1Character 1Line" to "32Character 16Lines". Moreover, you can specify the write code position, and can create the result output file. The following procedures read the converted pattern from bitmap. 1. Select [File] - [Read Bitmap Pattern File] to startup the [Read Bitmap Pattern File] dialog box. 2. Select the bitmap file. Specify the result output file if you are necessary. 3. Select a character to convert from the graphics and normal. If it is normal a character, select the mode of the dot decision from the white base and the black base. Moreover, specify a dot decision level. 4. Select reading start coordinate position of the bitmap, number of reading characters, write code position, and read configuration form. 5. The patterns are read by pushing the [Open] button. Ex. In graphic character and the case of MB90092: The palette color number (by 3 bits), which approximates the RGB value are set in the graphic character dot. Reading image size is 128x256 pixels when the bitmap size is read with "16Character 8Lines", because one character is 8x32 pixels. 1 pixel of graphic character Convert (to palette color number) Bitmap (8x32 pixels) Character (24x32 dots) #The graphic character of MB90096, MB90098, and MB90050 is 2x2 dots around 1 pixel. They use the 4 bits of the character width dot in turn. #The graphic character of MB9131x, and OSDCM20x is 1x1 dots around 1 pixel. They use the 4 bits of the character width dot in turn. 39

50 40

51 #$KKKK 6.14 Print Pattern List The following procedures print the pattern of the current Project. 1. Turn ON the check mark for [Window] [Print Window] to display the Print Window or to make the currently displayed Print Window active. 2. Select [File] [Print Form] menu and select the print format using the [Print Form] dialog box. 3. Select [File] [Print] menus and start printing by setting the printer from which you want to print on the [Print] dialog box. Print Form has the following three formats. Print Form 1: Display and print the Pattern Data as it is regardless of the character attributes. Print Form 2: Display and print the Pattern Data with the Basic Character Attributes. Print Form 3: Display and print the Pattern Data with the Display Character Attributes. Use Print Form 2/3 when you are printing graphic characters. About the OSDC type for ROM/RAM: When the OSDC type for ROM/RAM, a range select controls are displayed in the [Print Form] dialog box. The only ROM, only RAM, or both can be printed. 41

52 #$ KKK 6.15 Undo The last item edited is deleted which allows you to return to the previous operation when you execute [Edit] [Undo]. A maximum of 20 edits are stored. However, the storage of edits is cleared under the following conditions. You change Projects You change sheets (on the sheet) 42

53 #$ KKKK dot Trimming Trimming Control Trimming Kind 8 Direction (Normal Trimming) <No Setting> Right Lower Trimming Right Slanted Lower Right + Right Slanted Lower Right Slanted Lower + Lower Right + Right Slanted Lower + Lower Left Upper Trimming Left Slanted Upper Left + Left Slanted Upper Left Slanted Upper + Upper Left + Left Slanted Upper + Upper 43

54 #$ KKKK dot Trimming Trimming Control Left and Right Right Left None Trimming Kind Horizontal Trimming 1 Horizontal Trimming 2 Pattern Background 1 Pattern Background 2 44

55 #$ KKKKKK 6.18 Character Format LARGE Large sized characters. Displays in 24-dot or 12-dot. MIDDLE Middle sized characters. Displays in 18-dot or 9-dot. SMALL Small sized characters. Displays in 12-dot or 6-dot. (In a 24-dot system, displays in 12-dot; In a 12-dot system, displays in 6-dot.) 45

56 #$ K Chapter 7 Windows Graphic Character Attributes of OSDCM20x and MB9131x 7.1 Edit Window Editing with the Display Image Editing Using the Basic Character Attributes in Units of Characters Editing Using Character Data in Units of Characters Dot Inversion Delete the Specified Range Cut and Copy the Specified Range to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard Data to the Specified Position Move the Specified Range Set the Display Character Attributes in the Edit Window Set the Mouse Button Operation in the Edit Window 7.2 Display Window Set Display Character Attributes in the Display Window Set Basic Character Attributes in the Display Window Delete Specified Range Cut and Copy the Specified Range to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard data in the Specified Area Move the Specified Area Repeat the Picture Screen Background Character Display 7.3 Code Map Window Setting Display Character Attributes With the Code Map Window 7.4 List Window Set the Basic Character Attributes Using the List Window Set the Display Character Attributes Using the List Window Delete the Specified Range Cut the Specified Range and Copy to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard Data to the Specified Position Move the Specified Area Display the Specified Character Code 46

57 7.5 Print Window 47

58 #$KKK 7.1 Edit Window You can edit the patterns registered in the current sheets in units of dots with the Edit Window. There are three ways to edit with the Edit Window. You can select the following with the [Sheet Set] dialog box. Editing with the Display Image Editing in units of characters with the Basic Character Attributes Editing in units of characters with the Character Data You can perform the following operations in the Edit Window. Dot Inversion Delete the Specified Range Cut and Copy the Specified Range to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard Data to the Specified Position Move the Specified Range Set the Display Character Attributes Set the Mouse Button 48

59 #$KK Editing with the Display Image You can edit the pattern with the image displayed in the display window when the Display Area is in the Edit Mode. 49

60 #$ KK Editing Using the Basic Character Attributes in Units of Characters You can edit the pattern registered in the current sheet in units of characters when you are in the mode for editing patterns using the Basic Character Attributes in units of characters. The trimming and character format are the mode set by the Basic Character Attributes. 50

61 #$ KK Editing Using Character Data in Units of Characters You can edit the pattern registered in the current sheet in units of characters when you are in the mode for editing patterns using the character data in units of characters. The Pattern Data is edited as it is without the trimming and character format specified for the Pattern Data. 51

62 #$ KKKKK Dot Inversion When Using Normal Characters Mouse 1. Either turn ON the / button on the Tool Bar or turn ON the check for the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn ON the Pen Mode / Brush Mode. 2. Click with your left Mouse on the dot that you want to edit to set that dot. Clicking with your right Mouse will reset it. (This movement is different by the setup of the mouse button.) Keyboard 1. Move the cursor with the [Arrow] key to the dot you want to invert and press the [Enter] key. When Using Graphic Characters Mouse 1. Either turn ON the / button on the Tool Bar or turn ON the check for the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn ON the Pen Mode / Brush Mode. 2. Select the color to set from the Color Palette Set dialog box and press the [OK] button. 3. Click with your left Mouse on the dot that you want to edit to set that dot. Clicking with your right Mouse will set it to the #0 color of the Palette. (This movement is different by the setup of the mouse button.) Keyboard 1. Select the color to set from the Color Palette Set dialog box and press the [OK] button. 2. Move the cursor with the [Arrow] key to the dot you want to invert and press the [Enter] key. Pen Mode and Brush Mode 1. The Pen Mode paints 1 dot. And the Brush Mode paints 2x2 dots. 52

63 #$ K KKK Delete the Specified Range The following procedures delete the specified range on the Edit Window. Mouse 1. Turn OFF the / button on the Tool Bar or turn OFF the check in the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn OFF the Pen Mode / Brush Mode. 2. Move the Mouse Cursor over the upper left side of the range you are going to select and press the left Mouse button. 3. Move the Mouse to the lower right of the range that you are selecting, while holding down the left Mouse button, and release the left Mouse button. 4. Execute the [Edit] [Delete] menu. Keyboard 1. Press the [Ctrl + I] keys to turn OFF the Pen Mode. Press the [Ctrl + B] keys to turn OFF the Brush Mode. 2. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 3. Press the [Shift + Arrow] keys to change the range of the cursor. 4. Press the [DEL] key. 53

64 #$ K KKK Cut and Copy the Specified Range to the Clipboard The following procedures copy the specified range to the Clipboard and cut the specified range on the Edit Window. Mouse 1. Turn OFF the / button on the Tool Bar or turn OFF the check in the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn OFF the Pen Mode / Brush Mode. 2. Move the Mouse Cursor over the upper left side of the range your are going to select and press the left Mouse button. 3. Move the Mouse to the lower right of the range that you are selecting, while holding down the left Mouse button, and release the left Mouse button. 4. Either press on the Tool Bar or execute the [Edit] [Cut] menu. Keyboard 1. Press the [Ctrl + I] keys to turn OFF the Pen Mode. Press the [Ctrl + B] keys to turn OFF the Brush Mode. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Press the [Shift + Arrow] keys to change the range of the cursor. Press the [Ctrl + X] keys. 3. The range of the pattern that you cut is copied to the Clipboard and the dots after cutting are reset. 54

65 #$ K KKK Copy the Specified Range to the Clipboard The following procedures copy the specified range in the Edit Window. Mouse 1. Turn OFF the / button on the Tool Bar or turn OFF the check in the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn OFF the Pen Mode / Brush Mode. 2. Move the Mouse Cursor over the upper left side of the range you are going to select and press the left Mouse button. 3. Move the Mouse to the lower right of the range that you are selecting, while holding down the left Mouse button, and release the left Mouse button. 4. Either press on the Tool Bar or execute the [Edit] [Copy ] menu. Keyboard 1. Press the [Ctrl + I] keys to turn OFF the Pen Mode. Press the [Ctrl + B] keys to turn OFF the Brush Mode. 2. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 3. Press the [Shift + Arrow] keys to change the range of the cursor. 4. Press the [Ctrl + C] keys. The range of the pattern that you specified is copied to the Clipboard. 55

66 #$ K KKK Paste the Clipboard Data to the Specified Position The following procedures paste the data in the Clipboard to the specified position in the Edit Window. Mouse 1. Turn OFF the / button on the Tool Bar or turn OFF the check in the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn OFF the Pen Mode / Brush Mode. 2. Move the Mouse Cursor to the position of the dot where you want to paste. 3. Either press on the Tool Bar or execute the [Edit] [Paste] menu. Keyboard 1. Press the [Ctrl + I] keys to turn OFF the Pen Mode. Press the [Ctrl + B] keys to turn OFF the Brush Mode. 2. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 3. Press the [Ctrl + V] keys. 56

67 #$ KKKK Move the Specified Range The following procedures move the pattern of the specified range in the Edit Window. Mouse 1. Turn OFF the / button on the Tool Bar or turn OFF the check in the [Edit] [Pen Mode] menu / [Edit] [Brush Mode] menu to turn OFF the Pen Mode / Brush Mode. 2. Move the Mouse Cursor to the upper left of the area that you want to select and press the left Mouse button. 3. Move the Mouse Cursor to the bottom right of the are a you want to select while holding the left Mouse cursor, and release the left mouse button. 4. Position the Mouse Cursor with the center of the cursor and move the pattern while dragging it. 5. When released from the left mouse button, move is completed. Keyboard 1. Use Cut and Paste to move the pattern using when you want to use your keyboard. 57

68 #$ K K Set the Display Character Attributes in the Edit Window The following procedures set the pattern display attributes in the Edit Window. 1. Move the cursor to the pattern whose Display Character Attributes you want to change. 2. Execute the [Set] [Display Character Attribute] menu to startup the [Character Attribute Set] dialog box. 3. Change the attributes on the [Set Display Character Attribute] dialog box and press the [OK] button. 58

69 #$ K KKKK Set the Mouse Button Operation in the Edit Window The following procedures set the operations of the left and right Mouse buttons in the Edit Window. 1. Execute the [Edit] [Mouse Button Set] menu to startup the [Mouse Button Set] dialog box. 2. Set the operations using the [Mouse Button Set] dialog box and press the [OK] button. 59

70 #$KK 7.2 Display Window The Display Character Attributes displays the pattern set by the sheet in the Display Window. Editing Range Frame: This shows what range in the currently displayed Edit Window is going to be edited. About the special graphic character: Graphic Character Attributes of OSDCM20x and MB9131x You can do the following operations in the Display Window. Set Display Character Attributes Set Basic Character Attributes Delete Specified Range Cut and Copy the Specified Range to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard data in the Specified Area Move the Specified Area Repeat the Display 60

71 #$KK Graphic Character Attributes of OSDCM20x and MB9131x The graphic character attribute is displayed by using 4 characters as 1 character in OSDCM20x and MB9131x. 1 dot of the graphic character is composed of 4 bits in 4 characters. The graphic character must be the combination of the consecutive codes that start from the boundary of the 4 characters. About the setup and the release of the graphic character attribute on the sheet When a graphic character attribute is set up, 3 characters after that character are removed, and it is packed to the left. 3 hidden characters are added on the extreme right of the same line. When a graphic character attribute is released, 3 hidden characters with that character are removed, and it is packed to the right to add the consecutive codes into the space. The graphic character attribute can't be set up if there are not 3 normal characters from that position. It can't be set up when the extreme right of the line on the seat and when a graphic character are included, too. About the editing operation of the graphic character attribute on the sheet When copy & paste, It can't be pasted if a graphic character attribute can't be set up in the character of the paste position. If the already graphic character attribute, can be pasted. When cut, the pattern and attribute are initialized by default value. After that, the hidden characters on the extreme right of same line are removed, and it is packed to the right to add the consecutive codes into the space. When the graphic character is chosen with the cursor in the plural and is edited, be careful to process them in turn. About the setup and the release of the graphic character attribute on the List Window 3 characters after the graphic character attribute don't display original pattern. The special pattern is indicated as a character, which composes the graphic character attribute. 61

72 #$KK Set Display Character Attributes in the Display Window The following procedures set the pattern Display Character Attributes in the Display Window. Mouse 1. Move the Mouse Cursor to the pattern whose Display Character Attributes you want to change and press the right Mouse button. 2. When the [Display Character Attributes Set] dialog box opens, change the Display Character Attributes and press the [OK] button. Keyboard 1. Move the Mouse cursor using the [Arrow] key to the pattern whose display character attribute you want to set. 2. Press the [Enter] key to open the [Display Character Attribute Set] dialog box. 3. Set the attributes with the [Display Character Attribute Set] dialog box and press the [OK] button. Plural Selection 1. Move the Mouse cursor using the [Arrow] key to the pattern whose display character attribute you want to set. And, Select the pattern range using the [Shift+Arrow] key. 2. Press the [Enter] key to open the [Display Character Attribute Set] dialog box. 3. Set the attributes with the [Display Character Attribute Set] dialog box and press the [OK] button. 62

73 #$KK Set Basic Character Attributes in the Display Window The following procedures set the pattern Basic Character Attributes in the Display Window. Mouse 1. Move the Mouse Cursor to the pattern whose Basic Character Attributes you want to change and press the left Mouse button. A range frame will be displayed around that character. 2. Execute the [Set] [Basic Character Attribute] menu. 3. When the [Basic Character Attribute Set] dialog box is open, change the settings of the Basic Character Attributes and press the [OK] button. Keyboard 1. Move the Mouse cursor using the [Arrow] key to the pattern whose basic character attribute you want to set. 2. Press the [Enter] key to open the [Basic Character Attribute Set] dialog box. 3. Set the attributes with the [Basic Character Attribute Set] dialog box and press the [OK] button. Plural Selection 1. Move the Mouse cursor using the [Arrow] key to the pattern whose basic character attribute you want to set. And, Select the pattern range using the [Shift+Arrow] key. 2. Press the [Enter] key to open the [Basic Character Attribute Set] dialog box. 3. Set the attributes with the [Basic Character Attribute Set] dialog box and press the [OK] button. 63

74 #$KKKK Delete Specified Range The following procedures delete the specified range (Dot Reset) on the Display Window. Mouse 1. Move the Mouse cursor to the upper left of the range that you want to select and press the left Mouse button. 2. Move the Mouse to the lower right of the range that you are selecting, while holding down the left Mouse button, and release the left Mouse button. 3. Execute the [Edit] [Delete] menu. Keyboard 1. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Press the [Shift + Arrow] keys to change the range of the cursor. 64

75 #$KKKK Cut and Copy the Specified Range to the Clipboard The following procedures cut the specified range on the Display Window and copy the specified range to the Clipboard. Mouse 1. Move the Mouse Cursor over the upper left side of the range your are going to select and press the left Mouse button. 2. Either press on the Tool Bar or execute the [Edit] [Cut] menu. Keyboard 1. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Press the [Ctrl + X] keys. The range of the pattern that you cut is copied to the Clipboard and the dots after cutting are reset. 65

76 #$ K KKK Copy the Specified Range to the Clipboard The following procedures copy the specified range in the Display Window. Mouse 1. Move the Mouse Cursor over the upper left side of the range your are going to select and press the left Mouse button. 2. Either press on the Tool Bar or execute the [Edit] [Copy] menu. Keyboard 1. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Press the [Ctrl + C] keys. The range of the pattern that you specified is copied to the Clipboard. K K Copy K Edit K 66

77 #$KKKK Paste the Clipboard data in the Specified Area The following procedures paste the data in the Clipboard to the specified position in the Display Window. Mouse 1. Either press on the Tool Bar or execute the [Edit] [Paste] menu to display the pattern to be pasted in the upper left of the window. 2. Move the Mouse Cursor to the center of the pattern you want to paste. 3. Move to the position you want to paste while pressing the left Mouse button. 4. Release the left Mouse button (Press [ESC] key if you want to cancel the pasting at this point.) 5. You can either continue with another operation or complete the pattern paste operation by releasing the left Mouse button. Keyboard 1. Display the pattern you want to past on the upper left of the window by pressing the [Ctrl + V] keys. 2. Press the [Arrow] key to move to the position where you want to paste the pattern. 3. If you want to cancel at this point, press the [ESC] keys. 4. You can either continue with another operation or end the pasting by press the [Enter] key. 67

78 #$KKKK Move the Specified Area The following procedures move the pattern of the specified range in the Display Window. Mouse 1. Move the Mouse Cursor to the upper left of the area that you want to select and press the left Mouse button. 2. Execute the [Edit] [Move (C)] menu. 3. Position the Mouse Cursor with the center of the pattern and move the cusor. 4. Move to the position while pressing the left Mouse button. 5. Release the left Mouse button. If you want to cancel the pasting at this point, press the [ESC] key. 6. You can either continue with another operation or end the moving by release the left Mouse button for the pattern that you are moving. Keyboard Use Cut and Paste to move the pattern using when you want to use your keyboard. 68

79 #$KK Repeat the Picture Screen Background Character Display You can repeat the display of the screen background character pattern by 3 3 (characters) in the Display Window. Also, only the characters in the center of the screen can be edited in the Display Window. 69

80 #$KK 7.3 Code Map Window Setting the Display Character Attributes in the Code Map Window combines pattern codes. You can open the Code Map Window by executing the [Window] [Code Map Window] menu. You can perform the following operation using the Code Map Window. Set Display Character Attributes 70

81 #$KK Setting Display Character Attributes With the Code Map Window You can startup the [Display Character Attribute Set] dialog box by selecting the pattern using either of the following methods when you have selected the Code Map Window. Mouse 1. Move the Mouse to the pattern code whose Display Character Attributes you want to set and click the right Mouse button. Keyboard 1. Move the inverted display to the pattern that you want to set using the [Arrow] key. 2. Press the [Enter] key. Plural Selection 1. Move the Mouse cursor using the [Arrow] key to the pattern whose display character attribute you want to set. And, Select the pattern range using the [Shift+Arrow] key. 2. Press the [Enter] key to open the [Display Character Attribute Set] dialog box. 3. Set the attributes with the [Display Character Attribute Set] dialog box and press the [OK] button. Menu 1. Execute [Set] [Display Character Attribute] menu to set the Display Character Attribute of the code that has been inverted in the display. 71

82 #$KK 7.4 List Window The List Window displays the list of the current Project Pattern Data in order of their codes. The display of the patterns follows the Basic Character Attributes. You can perform the following operations in the List Window. Set the Basic Character Attributes Using the List Window. Set the Display Character Attributes Using the List Window. Delete the Specified Range Cut the Specified Range and Copy to the Clipboard Copy the Specified Range to the Clipboard Paste the Clipboard Data to the Specified Position Move the Specified Range Display the Specified Character Code When characters on the List Window are displayed with display character attributes, if you modify the display character attributes selected, a character modified is reflected on the character in all sheets. When plural same code exists on the same sheet or the plural sheet, a display character attribute of the code, which exists in front, is modified. When you copy, cut, and paste a character data, a character attribute is handled at the same time. 72

83 #$KK Set the Basic Character Attributes Using the List Window. The following procedures set the Basic Character Attributes of the pattern in the List Window. Mouse 1. Move the Mouse Cursor to the pattern whose Basic Character Attributes you want to set and click the right Mouse button. The [Basic Character Attribute Set] dialog box is displayed. 2. When the [Basic Character Attribute Set] dialog box is open, change the Basic Character Attributes and press the [OK] button. Keyboard 1. Move the Mouse Cursor to the pattern whose Basic Character Attributes you want to set using the [Arrow] key. 2. Press the [Enter] key. The [Basic Character Attribute Set] dialog box is displayed. 3. Set the attributes in the [Basic Character Attribute Set] dialog box and press the [OK] button. Plural Selection 1. Move the Mouse cursor using the [Arrow] key to the pattern whose basic character attribute you want to set. And, Select the pattern range using the [Shift+Arrow] key. 2. Press the [Enter] key to open the [Basic Character Attribute Set] dialog box. 3. Set the attributes with the [Basic Character Attribute Set] dialog box and press the [OK] button. 73

84 #$KK Set the Display Character Attributes Using the List Window. The following procedures set the Display Character Attributes of the pattern in the List Window. Mouse 1. Move the Mouse Cursor to the pattern whose Display Character Attributes you want to set and click the right Mouse button. The [Display Character Attribute Set] dialog box is displayed. 2. When the [Display Character Attribute Set] dialog box is open, change the Display Character Attributes and press the [OK] button. Keyboard 1. Move the Mouse Cursor to the pattern whose Display Character Attributes you want to set using the [Arrow] key. 2. Press the [Enter] key. The [Display Character Attribute Set] dialog box is displayed. 3. Set the attributes in the [Display Character Attribute Set] dialog box and press the [OK] button. Plural Selection 1. Move the Mouse cursor using the [Arrow] key to the pattern whose display character attribute you want to set. And, Select the pattern range using the [Shift+Arrow] key. 2. Press the [Enter] key to open the [Display Character Attribute Set] dialog box. 3. Set the attributes with the [Display Character Attribute Set] dialog box and press the [OK] button. 74

85 #$KKKK Delete the Specified Range The following procedures delete the specified range (Dot Reset) on the List Window. Mouse 1. Move the Mouse cursor to the upper left of the range that you want to select and press the left Mouse button. 2. When you are selecting several, continuing to hold the left Mouse button and move the Mouse to the lower right of the range that you are selecting and release the left Mouse button. 3. Execute the [Edit] [Delete] menu. Keyboard 1. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Press the [Shift + Arrow] keys to change the range of the cursor. 3. Press the [DEL] key. 75

86 #$KKKK Cut the Specified Range and Copy to the Clipboard The following procedures cut the specified range on the List Window and copy the specified range to the Clipboard. Mouse 1. Move the Mouse Cursor over the upper left side of the range your are going to select and press the left Mouse button. 2. When selecting several, continue holding the left Mouse button and move the Mouse to the lower right of the range you are selecting and remove the left Mouse button. 3. Either press on the Tool Bar or execute the [Edit] [Cut] menu. Keyboard 1. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Change the range of the cursor using the [Shift + Arrow] keys. 3. Press the [Ctrl + X] keys. The range of the pattern that you cut is copied to the Clipboard and the dots after cutting are reset. 76

87 #$KKKK Copy the Specified Range to the Clipboard The following procedures copy the specified range in the List Window. Mouse 1. Move the Mouse Cursor over the upper left side of the range your are going to select and press the left Mouse button. 2. When selecting several, continue holding the left Mouse button and move the Mouse to the lower right of the range you are selecting and remove the left Mouse button. 3. Either press on the Tool Bar or execute the [Edit] [Copy] menu. Keyboard 1. Move the Mouse Cursor with the [Arrow] key and position the cursor on the upper left of the range that you are selecting. 2. Change the range of the cursor using the [Shift + Arrow] keys. 3. Press the [Ctrl + C] keys. The range of the pattern that you specified is copied to the Clipboard. 77

88 #$KKKK Paste the Clipboard Data to the Specified Position The following procedures paste the data in the Clipboard to the specified position in the List Window. Mouse 1. Either press on the Tool Bar or execute the [Edit] [Paste] menu to display the pattern to paste on the upper left of the window. 2. Move the Mouse Cursor to the center of the pattern you want to paste. 3. Move to the position you want to paste while pressing the left Mouse button. 4. Release the left Mouse button. If you want to cancel at this point, press the [ESC] key. 5. You can either continue with another operation or complete the pattern paste operation by releasing the left Mouse button. Keyboard 1. Display the pattern you want to paste on the upper left of the window by pressing the [Ctrl + V] keys. 2. Press the [Arrow] key to move to the position where you want to paste the pattern. 3. If you want to cancel at this point, press the [ESC] key. 4. You can either continue with another operation or end the pasting by press the [Enter] key. 78

89 #$KKKK Move the Specified Area The following procedures move the pattern of the specified range in the List Window. Mouse 1. Move the Mouse Cursor to upper left of the range that you want to select and press the left Mouse button. 2. When selecting several, continue holding the left Mouse button and move the Mouse to the lower right of the range you are selecting and remove the left Mouse button. 3. Execute the [Edit] [Move (C)] menu. 4. Move the Mouse Cursor to the center of the pattern that you want to move. 5. Move to the specified position while holding the left Mouse button. 6. Release the left Mouse button. If you want to cancel the operation at this point, press the [ESC] key. 7. You can either continue with another operation or complete the pattern move operation by releasing the left Mouse button. Keyboard Use Cut and Paste when you want to use the keyboard to move the pattern. 79

90 #$KK Display the Specified Character Code Specified character codes are displayed in other windows on the List Window. The following are the procedures. Mouse 1. Move the Mouse Cursor over the character code you want to select. Press the left Mouse button. 2. When there are a multiple of sheets where the specified character codes exist, the sheet list is displayed. Select from there. Keyboard 1. Move the Cursor over the character code you want to select. Press the Space button. 2. When there are a multiple of sheets where the specified character codes exist, the sheet list is displayed. Select from there. 80

91 #$KKK 7.5 Print Window The Print Window displays the pattern in the print font format. There are three print formats. Print Form 1: This is the format that prints the Pattern Data as it is. Print Form 2: This is the format that prints the Pattern Data with the Basic Character Attribute. When you are using graphic characters, use Print Form 2. Print Form 3: This is the format that prints the Pattern Data with the Display Character Attribute. When you are using graphic characters, use Print Form 3. 81

92 There are three print characters in the print format. 8 8 Character Printing: This prints 1 page with 8 8 Character codes Character Printing: This prints 1 page with Character codes Character Printing: This prints 1 page with Character codes. Execute the [File] [Print Form] menu to startup the [Print Form] dialog box to set the Print Character Format. Execute the [Set] [Option] menu to startup the [Option] dialog box to set the print characters. You can print the data in the print window by making the print window active and selecting [File] [Print] menu. You can change the page to print using the Page Change button on the bottom right. 82

93 #$K Chapter 8 Menus 8.1 [File(F)] 8.2 [Edit(E)] 8.3 [View(D)] 8.4 [Set(S)] 8.5 [Window(W)] 8.6 [Help(H)] 83

94 #$KK 8.1 [File] [New Project] [Open Project] [Close Project] [Save Project] [Save As Project] [Comment Set] [Read Pattern File] [Write to Pattern File] [Compare Pattern Files] [Merge Pattern File] [Pattern File Information] [Special Tool] This creates new Projects. This opens new or existing Projects. This closes the current Project. This saves the current Project in the Project File. This saves the current Project to the specified file with a specified filename. This starts up the [Comment Set] dialog box. This reads a Pattern Data from the Pattern File as the current Project. This writes the current Pattern Data to the Pattern File. This compares the Pattern Data and pattern File. This merges the pattern file. This displays the 3 points address and the data, for the FJ-Mask data from S format pattern file. 84

95 - [Convert Pattern into FJ-Mask File] This converts the pattern data to the FJ-Mask pattern file. - [Pattern File Information] This displays the 3 points address and the data, from PED7576 format pattern file and FJ-Mask pattern file. [Read Bitmap Pattern File] This reads a bitmap file as the pattern data. [Read Color Palette File] This reads a color palette file. [Write Color Palette File] This writes a color palette file. [Print] This prints the pattern of the Print Window. [Print Form] This sets the print format currently displayed in the print window. [Print Set Up] This sets the printer. [Recent File] This displays previously opened Project Files. [Exit Application] This quits the application. 85

96 #$KK 8.2 [Edit] [Undo] [Cut] [Copy] [Paste] [Delete] [Pen Mode] [Brush Mode] [Mouse Button Set] This returns the last edit to its previous state. This cuts the Pattern Data of the specified range in the currently selected window and stores it in the Clipboard. This copies the Pattern Data of the specified range in the currently selected window to the Clipboard. This pastes the Pattern Data in the Clipboard to the currently selected window. This clears the Pattern Data of the specified range. This turns the Pen Mode ON and OFF. This turns the Brush Mode ON and OFF. This sets the operations of the Left/Right Mouse buttons. 86

97 #$KK 8.3 [View] [List Sheet] [Back Sheet] [Forward Sheet] [Tool Bar] [Status] This selects the sheet to edit from the List Sheet. This starts up the [List Sheet] dialog box. This opens the sheet before the sheet you are currently editing. This opens the sheet after the sheet you are currently editing. This displays or hides the Tool Bar. This displays or hides the Status Bar. 87

98 #$KK 8.4 [Set] [Sheet Set] [Display Character Attribute] [Basic Character Attribute] [Color Palette Set] [Option] [Change Ram Codes Range] This sets the information of the sheet you are currently editing. This starts up the [Sheet Set] dialog box. This sets the Display Character Attribute of the pattern where the Cursor is positioned on the currently selected window. This starts up the [Set Display Character Attribute] dialog box. This sets the Basic Character Attribute of the pattern where the Cursor is positioned on the currently selected window. This starts up the [Set Basic Character Attribute] dialog box. This sets the Color Palette. This starts up the [Set Color Palette] dialog box. This sets the options. This starts up the [Option] dialog box. This sets the code range for the RAM. This starts up the 88

99 [Change Ram Codes Range] dialog box. 89

100 #$KK 8.5 [Window] [Edit Window] [Display Window] [List Window] [Code Map Window] [Print Window] [Close] [Cascade] [Tile Horizontally] [Tile Vertically] [Arrange Icon] This opens the Edit Window. This opens the Display Window. This opens the List Window. This opens the Code Map Window This opens the Print Window. This closes each window. This cascades the windows. This lines up the windows horizontally. This lines up the windows vertically. This lines up the icons. 90

101 #$KKK 8.6 [Help] [Search for Help on] [About version (PedWin)] This opens the help topics. This displays the version information. 91

102 #$K Chapter 9 Dialog Boxes 9.1 [New Project] Dialog Box 9.2 [Comment Set] Dialog Box 9.3 [Compare Pattern Files] Dialog Box 9.4 [Mouse Button Set] Dialog Box 9.5 [Sheet Set] Dialog Box 9.6 [Display Character Attribute Set] Dialog Box 9.7 [Basic Character Attribute Set] Dialog Box 9.8 [List Sheet] Dialog Box 9.9 [Color Palette Set] Dialog Box 9.10 [Pattern List] Dialog Box 9.11 [Option] Dialog Box 9.12 [Print Form] Dialog Box 9.13 [Change Ram Codes Range] Dialog Box 9.14 [Input 3 Point Address & Data] Dialog Box 9.15 [Pattern File Information] Dialog Box (Special Tool) 9.16 [Pattern File Information] Dialog Box 9.17 [Read Bitmap Pattern File] Dialog Box 9.18 [Code Range Choice] Dialog Box 9.19 [Merge of a Pattern File] Dialog Box 92

103 #$KK K 9.1 [New Project] Dialog Box Execute [File] [New Project] to open the [New Project] dialog box. Select the comment and the type in the [New Project] dialog box. [Type] Set the pattern type that you want to edit. When specifying the direct OSDC type file, press [Browse] to startup the [Open Type File] dialog box to specify the OSDC type. When you are specifying a registered type, press the List button to choose the type from the list that is displayed. [Comment] This specifies a comment. You can create a new Project without inputting characters into the comment. Comments are used in printing. After creating a Project, you can change them with the [Comment Set] dialog box. [OK] button This opens the new Project with the specified Project name and type. [Cancel] button The Project is not created. 93

104 #$K KK 9.2 [Comment Set] Dialog Box Execute the [File] [Comment Set] menus to open the [Comment Set] dialog box. You can change comments with the [Comment Set] dialog box. [Type] You cannot change the type only with the display. [Comment] This sets and changes comments. Comments are used in printing. [OK] This enables the comments. This closes the [Comment Set] dialog box. [Cancel] This disables the comments. This closes the [Comment Set] dialog box. 94

105 #$K KKK 9.3 [Compare Pattern Files] Dialog Box Execute the [File] [Compare Pattern Files] menus to open the [Compare Pattern Files] dialog box. You can compare the pattern file data that you specified with the Pattern Data in the Project using the [Compare Pattern Files] dialog box. [Filename ()] This sets the pattern filename to compare. [Browse] This opens the [Open Pattern File] dialog box to search and select the pattern filename. [Compare Start] This compares the Pattern Data in the Project with the specified pattern file. [Close] This quits the dialog box. 95

106 #$K KK 9.4 [Mouse Button Set] Dialog Box Execute the [Edit] [Mouse Button Set] menus to open the [Mouse Button Set] dialog box. You can set the operation of the left and right Mouse buttons with the [Mouse Button Set] dialog box. [Left Button Dot] This selects the operation of the left Mouse button. [Right Button Dot] This selects the operation of the right Mouse button. [OK] This enables the setting and quits the [Mouse Button Set] dialog box. [Cancel] This disables the setting and quits the [Mouse Button Set] dialog box. 96

107 #$KKK 9.5 [Sheet Set] Dialog Box You can set the sheet information with the [List Sheet] dialog box. [No.] This specifies the sheet number. You can specify sheet numbers from 1 to the number of sheets. When you change the sheet number, the sheet that you are editing switches. When you are switching sheets and you change to the information of the current sheet, a message Current sheet was updated. Save? is displayed. If you want to update, press the [Yes] button and if you do not want to update, press the [No] button. [Unit] This lists the sheet units. When making new ones, they are automatically set to the pattern code range assigned. However, if the unit is simply text, there is no affect on the code combinations if the unit is changed. [List Sheet] Button This selects the sheet from the current sheet list. [View Mode] This specifies what View Mode of the OSDC to display the pattern to edit. You can specify the number of character configurations of each. The display character attribute of the sheet will 97

108 be reset. [Normal Character] This edits the pattern in the Normal Character Mode. The Normal Character Mode is a character configuration of a maximum of 8 3 characters but you can freely combine patterns. (The number of maximum character is different by the OSDC types.) [Sprite character] This edits the pattern in the Sprite Character Mode. You can combine a maximum of 2 2 characters for the character configuration when using the Sprite Character Mode. However, combinations must be in the consecutive codes starting from the boundary of the number of characters (ex. 2 2 = 4 Character Boundary). Also, if Sprite Character Mode is specified, you can select only patterns in the range of code 0 to FF. (The code range that the sprite character can be set up is different by the OSDC types.) [Picture Screen Background Character] This edits patterns in the Picture Screen Background Character Mode. You can combine a maximum of 2 2 characters for the character configuration when using the Picture Screen Background Character Mode. However, combinations must be in the consecutive codes starting from the boundary of the number of characters (ex. 2 2 = 4 Character Boundary). Also, if Picture Screen Background Character Mode is specified, you can select only patterns in the range of code 0 to FF. (The code range that the picture screen background character can be set up is different by the OSDC types.) [Edit] This specifies the editing type in the Edit Window. [Display Area Edit] This edits patterns using images displayed in the window. [Character Unit Edit] This edits patterns displayed in the window using character units. [Basic Character Attribute Edit] This edits character attributes set in the Edit Window for each code of the Pattern Data. [Character Data Edit] This ignores all attributes and edits the character data directly. [New] button This makes a new sheet. The default settings of a new sheet are in the sheet information set by the type data. Display Character Attributes are automatically assigned. The undefined is set in all characters of the sheet automatically. [Default] button 98

109 This returns sheet settings to default values. Display Character Attributes are automatically assigned. [OK] button This saves the settings of the sheet information if there have been any changes and closes the dialog box. Each window is re-displayed using the selected sheet information. [Cancel] button This ignores the sheet information and closes the dialog box. 99

110 #$K K 9.6 [Display Character Attribute Set] Dialog Box You can set the attributes of the pattern defined in each sheet using the [Display Character Attribute Set] dialog box. (1) [Character Unit] tab control Set the attribute of the character unit for each pattern using the [Character Unit] tab control. [Character Code (hex)] This specifies codes of the pattern that you want to set in hexadecimal. The range of the codes that can be set are the number of characters of the sheet that is currently selected. [Undefined] check button This undefines patterns that are specified. Patterns that are undefined are displayed with the background color. [Graphic character] check button This specifies the graphic characters. You can specify the color of the graphic characters in 2 2dot units. The size of the characters does not change, but the dot size is 2 times larger than Normal Characters. You can specify graphic characters only when using 24dot OSDC. The color composition and dot size of the graphic character is different by the OSDC types. 100

111 [Italic] check button This displays patterns that are specified with the Italic character only in the Display window. It depends on the OSDC types whether this can be specified. [Under Line] check button This displays patterns that are specified with the under-line only in the Display window. It depends on the OSDC types whether this can be specified. [CC Character Line] check button This displays patterns that are specified with the line for the closed caption character only in the Edit window. It depends on the OSDC types whether this can be specified. [Character Horizontal Size] This sets the horizontal size of the pattern. You can select from SMALL, MIDDLE or LARGE by putting a mark in the check box. It is only possible when setting the type because each setting value depends on the type. [Color] You can set the color codes with the following items. The following items are displayed when you open the Combo Box. (By the OSDC types, this becomes color code of [none, 0 to 7].) [Character background] This specifies the character background color code (None, 0 to 15). [Character] This specifies the character color code (None, 0 to 15). [Select] button This starts up the pattern list dialog box and selects the character codes to change. When using Normal Characters, this is the character code specifying the position to change. When using Sprite Characters or Picture Screen Background Character, this selects the header code and the following character codes are automatically added. [OK] button This updates each of the setting values of the code you specified and closes the Display Character Attribute Set dialog box. [Cancel] button This closes the Display Character Attribute Set dialog box without updating each of the setting values of the code you specified. (2) [Line Unit] tab control You can set the attributes of the line units for each pattern using the [Line Unit] tab control. Setting values updated here are reflected in the codes in the same line. 101

112 [Character Code (hex)] This specifies codes of the pattern that you want to set in hexadecimal. The range of the codes that can be set are the number of characters of the sheet that is currently selected. [Trimming Control] This sets the trimming control. The items of the Trimming Control depend on the type. [Character Vertical Size] This sets the vertical size of the pattern. You can select HA or HB by putting a mark in the check box. The range of the setting values depends on the type. [Color] You can set the color codes with the following items. The following items are displayed when you open the Combo Box. (By the OSDC types, this becomes color code of [none, 0 to 7].) [Line background] This specifies the line background color code (None, 0 to 15). [Line Trimming] This specifies the line trimming color code (None, 0 to 15). [Select] button This starts up the pattern list dialog box and selects the character codes to change. When using Normal Characters, this is the character code specifying the position to change. When using Sprite Characters or Picture Screen Background Character, this selects the header code and the following character codes are automatically added. [OK] button This updates each of the setting values of the code you specified and closes the Display Character Attribute Set dialog box. [Cancel] button 102

113 This closes the Display Character Attribute Set dialog box without updating each of the setting values of the code you specified. (3) [Picture Screen Unit] tab control You can set the attributes of the picture screen units for each pattern using the [Picture Screen Unit] tab control. Setting values updated here are reflected in the codes in the same screen. [Character Code (hex)] This specifies codes of the pattern that you want to set in hexadecimal. The range of the codes that can be set are the number of characters of the sheet that is currently selected. [Display Mode] This specifies what OSDC Display Mode to use to edit the pattern. You can specify the number of character configurations of each in each mode. The Display Character Attributes of the sheet are reset. [Normal Characters] This edits patterns in the Normal Character Mode. [Sprite Characters] This edits patterns in the Sprite Character Mode. Combinations must be in the consecutive codes starting from the boundary of the number of characters (ex. 2 2 = 4 Character Boundary). Also, if Sprite Character Mode is specified, you can select only patterns in the range of code 0 to FF. (The code range is different by the OSDC types.) [Picture Screen Background Character] This edits the pattern in the Picture Screen Background Character Mode. Combinations must be in the consecutive codes starting from the boundary of the number of characters (ex. 2 2 = 4 Character Boundary). Also, if Picture Screen Background 103

114 Character Mode is specified, you can select only patterns in the range of code 0 to FF. (The code range is different by the OSDC types.) [Trimming Kind] This sets the trimming format. Trimming format items depend on the type. [Graphic Character] When you select either the Sprite Characters or Picture Screen Background Character in the Display Mode, specify that they are graphic characters. You can select only 24 dot types. (By the OSDC types, this becomes fixed or cannot select.) [Picture screen background/sprite character size and Trimming control] This is enabled when you specify either Picture Screen Background Character or Sprite Characters with the Display Mode. When using Normal Characters, the setting values are disabled. This specifies the vertical size for the Character Size. Select the Trimming Mode from the list when using the trimming control. The vertical size and the trimming items depend on the type. [Color] You can set the color codes with the following items. The following items are displayed when you open the Combo Box. (By the OSDC types, this becomes color code of [none, 0 to 7].) [Picture Screen background] This specifies the picture screen background color code (None, 0 to 15). [Picture Screen Background Character] This specifies the picture screen background color code (None, 0 to 15). [Picture Screen Background Character trimming] This specifies the picture screen background character trimming color code (None, 0 to 15). [Sprite character] This specifies the Sprite Character color code (None, 0 to 15). [Sprite character trimming] This specifies the Sprite Character trimming color code (None, 0 to 15). [Select] Button This starts up the pattern list dialog box and selects the character codes to change. When using Normal Characters, this is the character code specifying the position to change. When using Sprite Characters or Picture Screen Background Character, this selects the header code and the following character codes are automatically added. [OK] button This updates each of the setting values of the code you specified and closes the Basic Character Attribute Set dialog box. 104

115 [Cancel] button This closes the Basic Character Attribute Set dialog box without updating each of the setting values of the code you specified. (4) [Select Char List] tab control You can select the pattern that you want to set the character attribute, from plural selected patterns by the [Select Char List] tab control. [Character Code (hex)] This checks the code that you want to set the character attribute. The code, which isn't being checked can't set up a character attribute. 105

116 #$K K 9.7 [Basic Character Attribute Set] Dialog Box You can set the attributes of the pattern data in each sheet using the [Basic Character Attribute Set] dialog box. (1) [Character Unit] tab control Set the attribute of the character unit for each pattern using the [Character Unit] tab control. [Character Code (hex)] This specifies codes of the pattern that you want to set in hexadecimal. The range of the codes that can be set depends on the type. [Undefined] check Button This undefines patterns that are specified. Patterns that are undefined are displayed with the background color. [Graphic character] check button This specifies the graphic characters. You can specify the color of the graphic characters in 2 2 dot units. The size of the characters does not change, but the dot size is 2 times larger than Normal Characters. You can specify graphic characters only when using 24 dot OSDC. [CC Character Line] check button 106

117 This displays patterns that are specified with the line for the closed caption character only in the Edit window. It depends on the OSDC types whether this can be specified. [Character Horizontal Size] This sets the horizontal size of the pattern. You can select from SMALL, MIDDLE or LARGE by putting a mark in the check box. It is only possible when setting the type because each setting value depends on the type. [Color] You can set the color codes with the following items. The following items are displayed when you open the Combo Box. (By the OSDC types, this becomes color code of [none, 0 to 7].) [Character background] This specifies the character background color code (None, 0 to 15). [Character] This specifies the character color code (None, 0 to 15). [OK] button This updates each of the setting values of the code you specified and closes the Basic Character Attribute Set dialog box. [Cancel] button This closes the Basic Character Attribute Set dialog box without updating each of the setting values of the code you specified. (2) [Line Unit] tab control You can set the attributes of the line units for each pattern using the [Line Unit] tab control. [Character Code (hex)] 107

118 This specifies codes of the pattern that you want to set in hexadecimal. The range of the codes that can be set depend on the type. [Trimming Control] This sets the trimming control. The items of the Trimming Control depend on the type. [Character Vertical Size] This sets the vertical size of the pattern. You can select H1 or H2 by putting a mark in the check box. The range of the setting values depends on the type. [Color] You can set the color codes with the following items. The following items are displayed when you open the Combo Box. (By the OSDC types, this becomes color code of [none, 0 to 7].) [Line background] This specifies the line background color code (None, 0 to 15). [Line trimming] This specifies the line trimming color code (None, 0 to 15). [OK] button This updates each of the setting values of the code you specified and closes the Basic Character Attribute set dialog box. [Cancel] button This closes the Basic Character Attribute Set dialog box without updating each of the setting values of the code you specified. (3) [Picture Screen Unit] tab control You can set the attributes of the picture screen units for each pattern using the [Picture Screen Unit] tab control. 108

119 [Character Code (hex)] This specifies codes of the pattern that you want to set in hexadecimal. The range of the codes that can be set depend on the type. [Display Mode] This specifies what OSDC Display Mode to use to edit the pattern. You can specify the number of character configurations of each in each mode. [Normal Characters] This edits patterns in the Normal Character Mode. [Sprite Characters] This edits patterns in the Sprite Character Mode. Combinations must be in the consecutive codes starting from the boundary of the number of characters (ex. 2 2 = 4 Character Boundary). Also, if Sprite Character Mode is specified, you can select only patterns in the range of code 0 to FF. (The code range is different by the OSDC types.) [Picture Screen Background Character] This edits the pattern in the Picture Screen Background Character Mode. Combinations must be in the consecutive codes starting from the boundary of the number of characters (ex. 2 2 = 4 Character Boundary). Also, if Picture Screen Background Character Mode is specified, you can select only patterns in the range of code 0 to FF. (The code range is different by the OSDC types.) [Trimming Form] This sets the trimming format. Trimming format items depend on the type. [Graphic Character] When you select either the Sprite Characters or Picture Screen Background Character in the Display Mode, specify that they are graphic characters. You can select only 24 dot types. [Picture screen background/sprite character size and Trimming control] This is enabled when you specify either Picture Screen Background Character or Sprite Characters with the Display Mode. When using Normal Characters, the setting values are disabled. This specifies the vertical size for the Character Size. Select the Trimming Mode from the list when using the trimming control. The vertical size and the trimming items depend on the type. [Color] You can set the color codes with the following items. The following items are displayed when you open the Combo Box. (By the OSDC types, this becomes color code of [none, 0 to 7].) [Picture Screen background] This specifies the picture screen background color code (None, 0 to 15). [Picture Screen Background Character] This specifies the picture screen background color code (None, 0 to 15). 109

120 [Picture Screen Background Character trimming] This specifies the Picture Screen Background Character trimming color code (None, 0 to 15). [Sprite character] This specifies the Sprite Character color code (None, 0 to 15). [Sprite character trimming] This specifies the Sprite Character trimming color code (None, 0 to 15). [OK] button This updates each of the setting values of the code you specified and closes the Basic Character Attribute Set dialog box. [Cancel] button This closes the Basic Character Attribute Set dialog box without updating each of the setting values of the code you specified. (4) [Select Char List] tab control You can select the pattern that you want to set the character attribute, from plural selected patterns by the [Select Char List] tab control. [Character Code (hex)] This checks the code that you want to set the character attribute. The code, which isn't being checked can't set up a character attribute. 110

121 #$K KK 9.8 [List Sheet] Dialog Box You can select the sheet to set or delete the sheet using the [List Sheet] dialog box. Select Sheet The sheet that you select is inverted in the displayed. Press the [Arrow] key to move the inverted display up and down the sheet. Use your Mouse to left-click on the sheet display. The inverted display will move to the sheet. Explanation of Controls [No.] This is the sheet number. Numbers are assigned in rising order from 1 to the sheets that are created. [Unit] This is the list of units set in the sheets. [Delete] button This deletes sheets that are inverted in the display. [Open] button Depending on the sheet inverted in the display, this opens the [Set Sheet] dialog box. [Return] button This opens the [List Sheet] dialog box. 111

122 #$K KK 9.9 [Color Palette Set] Dialog Box 1. You can define the 16 colors that are used by OSDC with the [Color Palette Set] dialog box. [0 to 15]([0 to 7]) This is the current color set in each color code. You can open the [Color Set] dialog box by double clicking your left Mouse button on the code color you want to change. You can specify the color you want to set in the [Color Set] dialog box and change the setting by pressing [OK]. [Default] button This returns to all default color by the OSDC type. [OK] button This updates your setting to the palette and closes the [Color Palette Set] dialog box. The color selected is used in the graphic character dot drawing. Graphic characters use 24 dots. [Cancel] button This closes the [Color Palette Set] dialog box without updating your changes. 2. You can define the 8 colors that are used by old OSDC with the [Color Palette Set] dialog box. 112

123 113

124 #$K KK 9.10 [Pattern List] Dialog Box [Pattern List] dialog box select the pattern from the pattern list. [OK] button This closes the [Pattern List] dialog box after the pattern is chosen. [Cancel] button This closes the [Pattern List] dialog box after the pattern isn t chosen. Mouse 1. Move the mouse cursor to the pattern, which you want to specify. If the pattern, which you want to specify isn t displayed, adjust an indication range by using scroll bar. 2. After you click a left button, the pattern is chosen. Keyboard 1. Move the cursor by using the [Arrow] key to the pattern, which you want to specify. 2. Push the [Enter] key. 114

125 #$K KK 9.11 [Option] Dialog Box [Option] dialog box sets displayed dot size and color etc.. [Category] This specifies the category you want to set. The following categories are included. Display Window Edit Window List Window Print Window [Size] This specifies the number of pixels to draw the dots. This is not set with the category is print dot. [Color] You can set the color of each window. The following items can be selected. 115

126 Frame This is the color of the edit frame. Boundary Line This is the color of the character boundaries. Cursor This is the color of the Cursor. M Size Unit This is the color of the MIDDLE character frame. S Size Unit This is the color of the SMALL character frame. Horizontal Line This is the color of the horizontal line. CC Character Line This is the color of the closed caption character line. The current color of the selected item is displayed in the box in the middle when selecting these items. Press the [Make Color] button to display the [Make Color] dialog box to change the color. [Number of Printed character] You can specify the items to set the colors with the first list box. The following are included. 8 8 Character This prints 1 page with 8 8 character codes Character This prints 1 page with character codes Character This prints 1 page with character codes. The default values are set in [Size] when you select either. [OK] button This enables the options you set and closes the [Option] dialog box. [Cancel] button This ignores the options you set and closes the [Option] dialog box. [Default] button This returns the setting values to default. [View] This sets the display way of pattern. The following items can be selected. ROM data as original This display the pattern with the dot image. Basic character Attribute This display the pattern with the basic character attribute. Display character Attribute This display the pattern with the display character attribute. These items are different by the OSDC types. 116

127 #$K K KK 9.12 [Print Form] Dialog Box You can set the form for display in the print window and for printing with the [Print Form] dialog box. [Print Form 1 (1)] check box This selects Print Form 1. This display and prints the Pattern Data as it is regardless of the character attributes. [Print Form 2 (2)] check box This selects Print Form 2. This display and prints the Pattern Data display with the Basic Character Attributes. Use Print Form 2 when including fonts with Graphic characters etc.. [Print Form 3 (3)] check box This selects Print Form 3. This display and prints the Pattern Data display with the Display Character Attributes. Use Print Form 3 when including fonts with Graphic characters etc.. [Range] check box This selects the range, which you want to display the pattern. The selected range is ROM, RAM, or both. This is function for the ROM/RAM. [OK] button This enables your settings and closes the [Print Form] dialog box. 117

128 [Cancel] button This ignores your settings and closes the [Print Form] dialog box. 118

129 #$K K KK 9.13 [Change Ram Codes Range] Dialog Box You can set the range for RAM with the [Change Ram Codes Range] dialog box. [Start Code] This specifies the start code number of the RAM range. [Endt Code] This specifies the end code number of the RAM range. [OK] button This enables your settings and closes the [Change Rma Codes Range] dialog box. [Cancel] button This ignores your settings and closes the [Change Rma Codes Range] dialog box. 119

130 #$K K KK 9.14 [Input 3 Point Address & Data] Dialog Box You can set the 3 points address and data with the [Input 3 Point Address & Data] dialog box. When the front process of the [Convert Pattern into FJ-Mask file] menu, this function confirms whether 3 points address and data correspond against the pattern data. When the rear process of the [Convert Pattern into FJ-Mask file] menu, this function displays inputted 3 points address and data, and outputted 3 points address and data. [Mid Address] This specifies optional address. The available range that you specify is different by the OSDC types. [Top, Mid, and End Data] This specifies the 3 points data to compare the pattern data. [OK] button This compares the pattern data and the specified 3 points data. If data correspond, the function is continued. But if data not correspond, the function is stopped. [Cancel] button This stops the function. 120

131 #$K K KK 9.15 [Pattern File Information] Dialog Box (Special Tool) You can confirm 3 points address and data with the [Pattern File Information] dialog box from the converted FJ-Mask file and the pattern-file before the convert. [Mid Adr] This specifies optional address. The available range that you specify is different by the OSDC types. [Reset] button This displays 3 points address and data from each file based on the specified Mid Adr. After the FJ-Mask file was outputted, the set middle address is used. [Cancel] button This closes the [Pattern File Information] dialog box. 121

132 #$K K KK 9.16 [Pattern File Information] Dialog Box You can confirm 3 points address and data with the [Pattern File Information] dialog box from the outputted pattern-file. [Mid Adr] This specifies optional address. The available range that you specify is different by the OSDC types. [Reset] button This displays 3 points address and data from each file based on the specified Mid Adr. [Cancel] button This closes the [Pattern File Information] dialog box. 122

133 #$K K KK 9.17 [Read Bitmap Pattern File] Dialog Box You can read the bitmap file as a pattern data. This function can be used except the MB90089 and OSDCM101. [Conversion] - [Character] This selects from graphic and normal to convert the character. [Conversion] - [Mode] 123

134 If character is normal, this selects the mode of the dot decision from white base and black base. If it is white base mode, a black character is detected on a white base. If it is black base mode, a white character is detected on a black base. [Conversion] - [Level] If character is normal, this specifies the level of the dot decision. How to decide it is as the following. - White base mode Dot ON Either of the RGB value, under the decision level. Dot OFF The all RGB value, beyond the decision level. - Black base mode Dot ON Either of the RGB value, beyond the decision level. Dot OFF The all RGB value, under the decision level. [Bitmap] - [Position X] This specifies the X coordinate position to read the bitmap file. [Bitmap] - [Position Y] This specifies the Y coordinate position to read the bitmap file. [Bitmap] - [Number] This specifies the number of characters to read the bitmap file. [Code] - [Writing position] This specifies the starting position to write the pattern data. [Code] - [Form] check box This selects the read form. The pattern data of each form are read in the way that 1 pixel of the bitmap corresponds to 1 pixel or dot of the pattern. If you select the [16character 8Lines], the pattern data is read as a character for 16 characters from bitmap file. [Result output] This specifies the text file to write the result information, which includes coordinate position of each character. Save file is specified by the [Save] button. This can display the result text file after this reads pattern data. Therefore, an application must be registered to open the text file. 124

135 #$K K KK 9.18 [Code Range Choice] Dialog Box You can choose the code range for plural character kinds with the [Code Range Choice] dialog box. [Code Range List] This specifies the code range to use the project from all character kinds selected. [OK] button This enables your settings and closes the [Code Range Choice] dialog box. 125

136 #$K K KK 9.19 [Merge of a Pattern File] Dialog Box You can merge plural pattern-file that was outputted by selected code range projects to the complete pattern-file with the [Merge of a Pattern File] dialog box. [Code Range] This selects the code range to output the pattern data. When you merge the pattern, this outputs the pattern-data from the head of the division pattern-file [File Name] into the selected code range. On the one hand, if you select the pattern file, which doesn't arrive at the code range, this outputs 0 data to the space. [File Name] This specifies the division pattern file to merge the pattern data. Select the pattern file name into selected code range from file list. If a pattern file isn't selected, this outputs 0 data to the code range. 126

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