Operator`s manual

64
6.2 FORMAT OF GRAPHICS FILES
The following section has been provided to assist experienced programmers that wish to create
their own conversion utility or integrate graphics into a custom program.
The 465's graphic format consists of an "Image Descriptor Block" followed by the actual image.
Since the graphic is treated the same as a downloaded character, some positions are not
applicable and will remain constant.
Step #1:
Select a slot (1-16) to store the graphic image in.
^A1^D1065 - this loads the following image into slot #1
Step #2:
Send the Image Descriptor Block. (Note: The following data should be converted to ASCII HEX
before it is sent to the 465.)
7 - (WORD)
Image Height - (WORD) height of image in dots
32 - (BYTE) always 32
32 - (BYTE) always 32
32 - (BYTE) always 32
9 - (WORD) always 9
Image Height - (WORD) height of image in dots
Image Width - (WORD) width of image in dots
0 - (WORD) always 0
0 - (WORD) always 0
Step #3:
Next comes the image data. It is the actual bitmap pattern converted to ASCII HEX. The image
orientation is flipped upside down for 0 and 180 degree rotations.
***** *
* *
**** <-----this would be stored like this -----> ****
* *
* *****
For 90 and 270 degrees the image would look like the above but rotated left 90 degrees.
* * * * * *
* * * *
* * <-----this would be stored like this -----> * *
* * * *
* * * * * *
Step #4:
Terminate the logo with an escape character (1B hex or ^[).