Instruction manual

Determining How to Store the Image
Once you have mapped out your graphic image, determine how you want to store it. You have
several options:
¨ Volatile RAM
¨ Temporary Storage
¨ Memory Card
Using Volatile RAM
You should use RAM when the graphic image is used by several formats, because you only
have to send the graphic image once. This eliminates the need to send the graphic image
repeatedly. See “Placing the Graphic in a Format,” for more information about using the graphic
packet in a format. Graphics smaller than approximately ½ inch by ½ inch can be stored in
printer RAM and referenced by the graphic ID number.
Graphics are stored in the format buffer and remain there until another graphic packet is sent or
the printer is turned off.
Using Temporary Storage
You should use temporary storage when the graphic image is used only in one format or your
graphic image is very large. Graphic data in temporary storage is held in the image buffer until
the graphic is printed and then it is cleared from memory. Temporary graphics are also cleared
from memory when you send a new batch or update batch. You can use the same graphic
image multiple times on a format. Send the graphic image to the printer after the format to
which it applies.
If a graphic is stored in temporary storage, do not place a graphic field in the format. This
causes an error. Instead, position the graphic image by using the row and column locations in
the graphic packet header. Image memory (temporary storage) accepts a graphic packet 1218
rows long with 811 dots per row.
Using a Memory Card
The 9416XL printer has an optional memory card that allows storage of formats, graphics, and
fonts. Graphics stored on the memory card are saved when the printer is turned off. Use M in
the Graphic header. See "Defining the Graphic Header" for more information.
Creating a Graphic Packet
Your graphic packet can contain
¨ bitmapped fields (for bitmapped images)
¨ constant text fields
¨ lines
¨ boxes.
Images using hex representation or run length encoding are bitmapped images. See “Designing
Bitmapped Images” to design your bitmapped image.
Once you design your graphic image, you are ready to define a graphic packet. This packet
generates the graphic image you use in a format.
5-6 CREATING GRAPHICS