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FEATURE FILM 4K+ DIGITAL CINEMA UNCOMPRESSED EDITING AND SOUND MIXING
PLUS DIY MOVIE 35mm FILM SCANNING AND DIY 35mm FILM RECORDER SOFTWARE.
"FREEISH" DI (DIGITAL INTERMEDIATE) SOFTWARE TO DOWNLOAD FOR MAKING
FEATURE MOTION PICTURES FOR CINEMA THEATRE, ULTRA-HD, HD, AND BROADCAST.
WORKS WITH FOOTAGE FROM DIGITAL CINEMA CAMERAS AND MOVIE FILM SCANS.
HIGH DEPTH COLOR CORRECTION. FRAME ACCURATE EDITING. HI-FI SOUND MIXING.

DANCAD3D (tm) DRAWING EDITOR, click on image for more info. and larger images. 3D ROBOTIC ANIMATION, click on image for more info. and larger images. 3D CONTOUR SURFACE, click on image for more info. and larger images. 3D CAM TOOL PATH, click on image for more info. and larger images. STEPPER MOTORS FOR CAM, click on image for more info. and larger images. DANCAM.EXE (tm) OPERATING 3D MILL, click on image for more info. and video. IM HELP STATUS, click on image for more info. and IM address.
Kodak (tm) LAD film negative scan image made with Canon XTi (tm) DSLR. Kinema Edit list Grading Levels #1 color correction tool . Kinema Edit list Grading Curves #1 color correction tool. Kinema Edit list Grading chroma Masking tool Vector display. Kinema Edit list Grading chroma Masking tool Waveform display. Kinema Edit list Grading Sharp/Soft filter tool. Kodak (tm) LAD image color corrected positive.
Click on these thumbnails for related information about my current software, features, and IM support. Hold [Shift] and click [Reload] to refresh IM thumbnail.

If are helping "Beta Test" you should report bugs and feel free to ask questions about the program's commands, it is best to e-mail me at tempnulbox (at) yahoo (dot) com and put "DANCAD3D (tm) 24x7 SUPPORT SUBMISSION" in the email subject line so your mail is not deleted as junk. See Section: 8 for more information about support related issues. I want you to ask questions so long as they are on the subject and relate to the current program's commands. If you do not get some kind of reply assume I did not get your message and resend. All submissions and correspondence become the sole property of Daniel H. Hudgins to do with as he sees fit, so stay on subject.

SECTION: 3.3.7.34
Revised text INFOV37N.TXT for upgrading to v3.7N.
This Section, About DANCAD16.ZIP (tm), and Text from INFOV37N.TXT.

Copyright (C) 1986-2009 by Daniel H. Hudgins, All Rights Reserved.

No part of "This Web Site" (HTML document), including associated files, may be: distributed, sublicensed, transmitted, copied, archived, mirrored, modified, bundled, embedded, sold, given away, rented, loaned, or shared in any form without express written permission in a formal Vendor agreement contract dated and signed in ink obtained directly from Daniel H. Hudgins by registered postal mail. All agreements for permission to distribute expire after a period no greater than one year from the date of the signing of the agreement by Daniel H. Hudgins. See the current "EULA" for information regarding limited copying and storage for the purpose of "Beta Testing" "This Web Site."

To view or use the current version of this Web page you may need to reload or refresh the display of this page by your browser. Just clicking on the browser's [Reload] or [Refresh] icon may not be enough to insure that all of the page's most current contents have been cached and displayed. Some browsers may have additional commands to help display the page's most current contents such as: holding down the [Shift] key and clicking on the [Reload] icon, holding down the [Control] key and clicking on the [Refresh] icon, holding down the [Control] and [Shift] keys and clicking on the [Refresh] icon, pressing the [Control] and [F5] keys, pressing [Control] and the [R] key, or some other combination of keys or clicks. Check to see which commands your HTML browser uses to load the most current page contents into its cache and then to display them onto the screen.

This Web site is dedicated to the thousands of "users" of my programs, those who have helped test my programs over the last 23 or so years, and especially those who shared their experiences with me.

You must read this notice: This is a licensed Web site (HTML document and associated files). You must read and agree to be legally bound in contract by the Terms of Use and conditions given in the End User License Agreement ("EULA"), Legal Notices, Instructions, Warnings, Disclaimers, and all other text in "SECTION: 0" of "This Web Site" (HTML document and associated files) before reading or using any of the information, software programs, and or files, contained in, linked to, and or associated with, "This Web Site" (HTML document and associated files). Any use or "Beta Testing" of "This Web Site" constitutes your acknowledgment of your full agreement with the current End User License Agreement ("EULA") and your decision to have this current license supersede all prior and contemporaneous agreements and understandings. Information and files in "This Web Site" (HTML document and associated files) have been placed here so that long time users of "The Author's" programs DANCAD3D.COM (tm) , DANCAD87.EXE (tm), DANCINEL.EXE (tm), DANCINES.EXE (tm) , DANCAM.EXE (tm) , or DANPLOT.EXE (tm) could help proofread the text of the documentation files or screens displayed, and also help test data files, example files, and or any software programs that might be made available from time to time, to aid "The Author" in finding mistakes, bugs, and other errors, omissions, defects, mistakes, and faults. Everything in "This Web Site" (HTML document and associated files) is "Beta Test", "Beta Code", Experimental, Preliminary, requires proofreading, or is being evaluated for possible revision, and is NOT warranted to be free of defect. To help "The Author" report any bugs, foul-ups, defects, or mistakes that you find, see "SECTION: 8" for instructions. "This Web Site" (HTML document and associated files) and all other files and programs by Daniel H. Hudgins are made available "AS IS" without warranty of any kind express, expressed, or implied. All offers and specifications are subject to change or discontinuation without notice of any kind. Please look over "SECTION: 8" of "This Web Site" before contacting "The Author."


Click here to go back to SECTION 3.0.0.0 Index for documentation pages.
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This Section.

This section has text mostly about revisions to a "Beta Test" version v3.7 of my programs, and might be looked to for updated information relating to changes from v2.7, regarding some of the revised or added program features. There may be changes made in versions subsequent to the revisions of version of v3.7 that alter what is described in this section as it applies to that subsequent version. See also any other documentation files, and pages in this Web site (HTML document) for additional and or any more recent information.

The HTML documentation in this SECTION: 3.3.7.34 was derived from the text in the file INFOV37N.TXT that is, or was at one time, included in my *.ZIP file archive DANCAD16.ZIP (tm). You may find the current revision of DANCAD16.ZIP (tm) to download by going to SECTION: 9.70.61.0. My file DANCAD16.ZIP (tm) may also archive some other types of files like the ones described in this section, so check the current *.ZIP file in its current revision to see what exactly might be in it.

You may not distribute, sell, rent, share, or give away these HTML documentation files or printed copies of them. You may not extract text from these HTML documentation files for distribution, sale, rent, sharing, or giving away. You can use the [Print] option in your browser to make one copy for yourself to mark up in order to help me proofread the text for mistakes.

Documents may be available to download from time to time, you can check SECTION: 9 to see what the current situation with regard to downloadable files is. The names of these documentation files may change, and they may be edited, combined, or eliminated in the future, without notice.

You may need to adjust your browser for best viewing of the pre- formatted text by changing the "font" size using the commands in your browser (see the help in your browser, or use the pull-down menus in your HTML browser.) If some letters in words on the screen appear to be missing or scrambled try changing the font size in your browser as this sometimes happens even though the words are spelled correctly in the HTML code.

Use the "Edit, Find in page Ctrl+F" or "Edit, Find (in this page)... Ctrl+F" command in your browser to search for keywords within the documentation text in this HTML page. You will need to search over again in the other pages in this HTML document for the same keyword since your browser may not search for a keyword beyond the current page that is loaded.

Click here to go back to the top of this page.

About DANCAD16.ZIP (tm).

My current file DANCAD16.ZIP (tm) is a *.ZIP file that holds a current "Beta Test" version of my programs and associated files for "Beta Testing." This section refers to the preliminary revision of the CAD programs v3.7N version, and the preliminary revision of the CAM programs v3.75 version, look for other sections or documentation relating to any subsequent revisions.

The use and copying of these programs and files are governed by my current Terms of Use and End User License Agreement ("EULA") which are located in SECTION: 0 of this "Beta Test" Web site. You must read and fully agree to be legally bound by the current End User License Agreement ("EULA") before you use or "Beta Test" any of the files in my file DANCAD16.ZIP (tm). If you are unable to read and agree to the current End User License Agreement ("EULA") do not use or "Beta Test" any of the files in my program distribution, the DANCAD16.ZIP (tm) archive file.

Be sure that you scan the programs and files in my DANCAD16.ZIP (tm) for virus or other contamination since you are responsible for checking them before you use them. These programs and this information are made available "AS-IS" and are without warranty of any kind express, expressed, or implied. Since these programs are "Beta Test" you must agree to become a "Beta Tester" before you make any use of them, see the End User License Agreement ("EULA") in this "Beta Test" Web site for more information. Be sure to read the current instructions in this "Beta Test" Web site regarding procedures for reporting program bugs and other such problems.

On some systems the *.ASC data files, or *.MAC macro files, may be able to be renamed *.TXT to avoid certain kinds of file type misinterpretation by text editor type programs and such. Thank you for helping test these "Beta Test" CAD and CAM programs.

A *.TXT file version, similar to some of the text in this Section, may be included in the v3.7N and v3.75 revision of my DANCAD16.ZIP (tm) distribution archive file (see the "downloads" SECTION: 9 of this "Beta Test" Web site). See the text in any files like README.*, FILES*.TXT, and INFOV37*.TXT stored in my current DANCAD16.ZIP (tm). You should check for the current types of document files because they may be more up-to-date than this *.HTM file, or it is possible that this HTML file could be more up to date, depending on which one got worked on last.

Click here to go back to the top of this page.

Text from INFOV37N.TXT.

Below is text from file INFOV37N.TXT that was written to be included in a preliminary revision of version of v3.7N of my DANCAD16.ZIP (tm) distribution for preliminary information about changes in version v3.7N of the programs. You should read this information before you try to use or "Beta Test" the revised programs. This information is in addition to the previous documentation, i.e. a supplement to, and does not go into detail about many of the previously documented features, so you should therefore review the other sections and documentation as well.

The text of INFOV37N.TXT was derived from some notes I made to myself as I worked on the code for v3.7N, so you should check this document, and the other documentation, against the programs before you do any "serious" testing of the programs since there may be some differences between the descriptions here and the current state of development of commands and features in the programs. Please report any discrepancies between the documentation and the programs or files that you find. Some of the text from this section may have been incorporated into the other sections of this Web site, in doing that some of the text may have been further revised, and so may contain additional information, therefore after reading through all of this section you should also read through all of the other portions of this Web site, even those portions that might seem to be duplicates.

I have kept this preliminary information in one long file so that you can use the "find in page" feature of your HTML browser to search for a keyword relating to some new command or feature you are looking for more information about, otherwise you might have to search through more files.

See also the This Section and About DANCAD16.ZIP (tm) sub-sections above, as well as SECTION: 3.3.7.30, SECTION: 3.3.7.31, SECTION: 3.3.7.32, SECTION: 3.3.7.33, SECTION: 9.70.0.0, and SECTION: 9.70.61.0 for more information about v3.7.



                              DOCUMENT: INFOV37N.TXT

         Copyright (C) 2006 by Daniel H. Hudgins, All Rights Reserved.

Terms of use:  This "Beta Test" document may only be used in accord and  within
the limitations imposed by the current End User License Agreement "EULA" posted
at the author's Web site www.DANCAD3D.com (sm) in file S0000000.HTM,  any other
use or copying is  prohibited.  This  document  is  provided  "AS  IS"  without
warranty of any kind express,  expressed,  or implied.  Mistakes,  errors,  and
omissions should be reported according to the instructions in SECTION: 8 of the
current "On-Line" version of my Web site www.DANCAD3D.com (sm).

This preliminary document may have some brief descriptions of changes  made  to
my CAD or CAM programs DANCAD3D.EXE (tm),  DANCAD87.EXE (tm),  DANCAM.EXE (tm),
and DANPLOT.EXE (tm) relating to the "Beta Test" release of v3.7.  This file is
meant to be included in the initial "Beta Test" v3.7 distribution to help  long
time  users  acquaint  themselves  with some of the many changes that have been
made to the programs.  If you are not a long time user you will  most  probably
need   to   read   all  of  the  text  located  at  my  "Beta  Test"  Web  site
www.DANCAD3D.com (sm) before you read this document in order to make  practical
use  of  it.  This  document  is  not  a  complete  list of changes made to the
programs,  and may not reflect the operation of  the  version  of  the  program
accompanying  it in all respects.  The programs may be still undergoing change,
so the results obtained  from  any  of  the  commands  may  be  different  than
expected,  and the operation of older commands may have changed as well.  Since
so many changes have been made to the programs you should not expect any of the
commands to operate as  you  have  used  them  in  the  past,  and  you  should
frequently  back-up  and  save  what you are working on so that you do not lose
everything when the program  crashes.  All  specifications,  descriptions,  and
instructions are subject to change without notice.

Be  sure  to see also the text from files INFOV27*.TXT,  *.TXT,  *.BAT,  *.DOC,
*.HTM, and any other newer INFOV37*.TXT information that is at www.DANCAD3D.com
(sm).

I would like to thank the thousands of users of my  programs  who  have  helped
"Beta Test" the many revisions of my programs since about 1986, I hope you will
enjoy checking out some of the newer program features that I have spent so many
years working on.  Best wishes for success in your projects.

---
NOTES FROM RELEASE OF THE V3.7N. CAD PROGRAMS, MARCH 4, 2006

If  you  have  not  already read INFOV37J.TXT,  INFOV37K.TXT,  INFOV37L.TXT and
INFOV37M.TXT please do that before installing and beginning "Beta-Testing"  the
new v3.7N of the CAD programs, since it goes over some of the changes from v2.7
to v3.7 that you should be aware of.  Text from INFOV37J.TXT,  INFOV37K.TXT and
INFOV37L.TXT should be in SECTION:  3.3.7.30, 3.3.7.31, 3.3.7.32,  and 3.3.7.33
at  www.DANCAD3D.com  (sm).   You  should  also  review  the  update  and  info
documentation relating to v2.7 and updating from v2.6 if you have been using an
older version or to familiarize yourself with the changes that have been  going
on.

The  major  changes  from v3.7M to v3.7N are:  the addition of various menu and
macro commands to convert between *.WAV type wave sound files and  *.BMP  image
files.

DANCAD3D.EXE  (tm) and DANCAD87.EXE (tm) have been revised,  the new version is
called v3.7N.  This  new  version  has  new  commands  to  generate  WAV  files
containing  video signals made from images in BMP files.  One use for these new
commands is to display computer generated animation on a Nipkow  disk  scanner.
Other  uses  are  for  experimenting  with  Low  Definition television signals,
transmitting images and drawings over narrow bandwidth channels using modulated
signals,  and generating sounds from pictures  and  drawings,  or  images  from
sounds or wave data.  Commands are included for conversion to display of images
from WAV files on the computer's screen,  converting sets of animation or image
frames,   and  modulating  and  demodulating  WAV  data   for   recording   and
transmission.  See  also  INFOV37N.TXT  in  DANCAD16.ZIP  (tm)  for any current
information.

These new menu commands are located in the Files Utilities Nipkow sub-directory
off of the Main Menu in v3.7N CAD programs.  The Names of the new menu commands
and a description of there function follow.

The Nipkow NIP command converts one or more *.BMP 24 bpp  frame  files  into  a
special  image file format called *.NIP.  The source files should have numbered
names such as 1.BMP,  2.BMP,  3.BMP and so on,  the result  files  should  have
numbered names such as 1.NIP,  2.NIP,  3.NIP and so on.  If sync pulses will be
needed the black level is lifted in conversion from  the  *.BMP  to  the  *.NIP
files  by  the  amount  selected by the sync black level.  You need to note the
amount of sync black used since some of the other commands use the  sync  black
level  as  well  and if you do not enter the same or similar values the results
may not turn out as you expect.  The Nipkow NIP command can crop  part  of  the
*.BMP image and "resize" the cropped portion,  this may be useful in converting
frames captured at  NTSC,  PAL,  or  SECAM  resolution  for  reduction  to  Low
Definition pixel densities.  For instance, if you over-sample 3x a patch 150 by
150  pixels  in  your  *.BMP  file you would end up with a 50 by 50 pixel *.NIP
file.  The Nipkow NIP command has options to convert just one file,  or convert
a  numbered  set  of  frame  files automatically.  When going from 24 bpp *.BMP
files to the monochrome *.NIP files the total of the color fractions should add
up to 1.0, i.e.  Red=0.30 Green=0.59 Blue=0.11.  If you are going to make color
separations for production of color *.WAV files  you  would  adjust  the  color
mixing.

The Nipkow WAV command reads the *.NIP files you made from your *.BMP files and
produces  a  *.WAV file in which the wave samples represent pixel brightness or
sync level  data.  The  Nipkow  WAV  command  has  options  for  mirror  image,
horizontal or vertical scanning, interlacing, and no sync or different kinds of
sync  pulses.  You can also invert the wave form for sync at maximum or minimum
signal amplitude.  The sample rate  is  selectable  and  lets  you  adjust  the
maximum  frequency  your sound board will output when the *.WAV file is played.
If you do not have a sound board you can burn the *.WAV file as a track on a CD
disk and play that in a CD player for viewing on a Nipkow disk scanner or other
transmission.

The Nipkow Modulate command can be used to improve the reconstruction of images
transmitted, received, and recorded.  When the video data is saved to the *.WAV
file by the Nipkow WAV command the video signal has a DC  reference,  but  when
the signal is played by a sound board or CD player the signal generally is high
pass  filtered  so  that  signals  below 20Hz are lost.  For images with higher
resolutions the loss of DC and very low  frequencies  degrades  the  image  and
causes  problems  locking  onto  the  sync  signals.  To  overcome  some of the
problems associated with low frequency loss in video signals the  video  signal
can be modulated for transmission, then demodulated later to restore the DC and
low  frequency  portion of the signal.  AM modulation makes a sine wave with an
equal number of positive and negative peaks for each sample in the source *.WAV
file.  AM demodulation rectifies and averages the sine waves to reconstruct the
video wave form.  Unless you edit the recorded *.WAV file to have the  starting
sample  correspond  there  may be some blurring of the reconstructed video wave
form.  One way to improve the results is to average the sine waves for half  or
one  fourth  of  a  pixel and adjust the pixel aspect later with the Nipkow BMP
command, this makes two or four samples in the result *.WAV file for each pixel
so you need to adjust the image pixel dimensions accordingly.

The Nipkow Sample command reads a *.WAV file that has  appropriate  video  data
and  converts  that video data into separate *.NIP image files that can then in
turn be converted into *.BMP frame files by the Nipkow BMP  command.  Just  how
degraded  the video signal can get and still be reconstructed depends on if you
are going to use the automatic sync signals or manually sync the frame  images.
When  image  video  signals are recorded on tape several errors are introduced,
loss of DC and Low and High frequencies,  timing errors from the tape  speeding
up and slowing down, short timing errors from the rollers the tape passes over,
noise  from  tape  hiss,  and  drop  outs  and  volume fluctuations.  To aid in
reconstructing video signals recorded or transmitted  through  analog  channels
the  Nipkow Sample command has DC restoration and Automatic Gain Control (AGC).
The gain of the AGC is limited to about 4x to prevent noise from triggering the
sync threshold, so the video wave form should be at least one third the maximum
signal in the *.WAV file.  Options for mirror  image,  horizontal  or  vertical
scanning,  interlace,  inverted  signal,  no  sync  or sync type,  and such are
provided to correspond to the  Nipkow  WAV  command.  For  manual  syncing  the
images  there  is  a option to have the Nipkow Sample command to check for sync
tweak files that have  frame  numbers  that  correspond  to  the  image  frames
produced, i.e. 1.NTF, 2.NTF, 3.NTF.  The NTF stands for Nipkow Tweak File.  You
do  not need to have a tweak file for each frame,  just one for when the sample
clock sync needs to be speed up or slowed down.  Normally the sample  clock  is
equal to 1.0 pixels,  but if the sample clock is faster or slower, i.e.  0.9999
or 1.0001 you may be able to compensate for drift between the  samples  in  the
*.WAV  file  and  the pixels in the scanned image.  If a tape of a video signal
does not have sync pulses then you would need to adjust the sample  clock  with
*.NTF files many times as the frame *.NIP files are generated to compensate for
the tape speeding up and slowing down.  The *.NTF files just have a real number
in  text form on their first line,  that number being 1.0 for 1:1 clocking or a
little more or less for adjusted wave  sample  to  image  pixel  clocking.  The
*.NTF  files must be in the same directory as the *.NIP files generated for the
program to find them.  When the  AGC  and  DC  restoration  are  used,  and  in
general, the source file set to be generated from the *.WAV file should contain
three or more frames because a look ahead is used to find the signal peaks, and
that look ahead uses more than one frame of data.

The  Nipkow BMP command converts the *.NIP frame image files made by the Nipkow
Sample command or the Nipkow NIP command into *.BMP 24 bpp files  that  can  in
turn  be converted into Pixel files for display with the Animate command or the
Files Load Pixel command.  You should also be able to view the *.BMP  files  in
graphics  programs,  or  convert the *.BMP files into *.GIF files and make them
into an animated *.GIF file with appropriate third  party  software.  When  the
*.NIP  files  are  converted  to  *.BMP files you need to enter the proper sync
black level if the sync black level was lifted in the  video  signal,  i.e.  by
using  the  sync black level in the Nipkow NIP command.  Because of loss of low
frequencies you may want to use a slightly lower value of the sync black  level
in  the  Nipkow  BMP  command  to avoid the converted image looking too dark in
places.  Because the conversion of *.BMP to Pixel files requires that the *.BMP
file be the same pixel dimensions as the screen size,  the Nipkow  BMP  command
has  the  option  of overlaying and re-sizing the *.NIP image onto a *.BMP file
that matches the screen size  and  aspect  ratio.  For  instance,  if  you  are
reconstructing  a  50  by  50  pixel  image from a *.WAV file,  and you want to
display the image in a 640 by 480 video mode,  you could over-sample the 50  by
50  image 5x to be 250 by 250 pixels centered on a 640 by 480 pixel *.BMP file.
There is an option to change the color of the image pixels,  for Neon red or P1
phosphor  green  and  such,  or  just  a  gray  monochrome,  and  to adjust the
"overscan" border color to be any color or just black  or  white.  You  do  not
need  to have the *.BMP file made larger than the video image if the *.BMP file
will not need to be converted into a Pixel  file,  or  the  sizes  match.  When
converting  the  *.BMP  24 bpp file to a Pixel file for display in a 8 bpp or 4
bpp video mode you may need to convert the 24 bpp *.BMP  file  into  an  8  bpp
*.BMP  file  first,  see the commands that convert *.BMP and Pixel files in the
Files Utilities sub-menu.  When converting from the monochrome *.NIP  files  to
the color 24 bpp *.BMP the color values for Red, Green, or Blue range from 0 to
1.0  for  the  image and background colors,  with white being Red=1.0 Green=1.0
Blue=1.0.

To obtain the best, i.e.  fastest,  frame rate in the ANIMATE command you would
probably  want  to  convert  the 24 bpp *.BMP files to 8 bpp *.BMP files,  then
convert those 8 bpp *.BMP frame files into pixel files made for a 8  bpp  pixel
file  using the M256 palette,  such as the V320M256 video mode pixel type file.
In the M256 palette the background color would be converted into some shade  of
gray,  or  be  black  or white depending on what color it was in the 24 bpp BMP
file.  Even faster frame rates might be obtained using the  M16  palette  video
modes,  such  as  E640M16,  but speed differences may vary from one computer or
video board type to another.  The C16 and C256  palette  video  modes  are  not
recommended  for  the  display  of images converted from monochrome *.NIP files
since the tone range would be limited.  If color pixel files  are  desired  for
display of the 24 bpp *.BMP images from the *.NIP files,  then the 15,  16, 24,
or 32 bpp pixel file types should be selected using the VESA video modes,  even
though  they  will  probably  enable a slower maximum frame rate in the ANIMATE
command.

See the descriptions of the corresponding Nipkow macro commands for  some  more
and  detailed  information  about  the values used by the Nipkow menu commands.
Please note that many of the values used with the Nipkow commands are dependent
on the values used when the various files to be used were generated, and so you
will need to enter corresponding values in order for the files to be loaded  or
saved  properly.  Also the various values used in each Nipkow command interact,
and so only some combinations of values entered will be valid.

The width of the sync pulses when used generally need  to  be  wider  than  one
*.WAV file sample when the signal has been, or is to be, transmitted through an
Analog  channel.  To record LD video on an audio cassette tape at 44100 samples
per second the width of the line sync pulse should be between 5 and 10 samples.
If the sync pulse is too narrow the high frequency bandpass  limits  the  pulse
height, and if the pulse is too wide the low frequency bandpass causes the tail
of  the  sync  pulse to "float" up and cross the sync threshold early.  Another
problem that arises with too narrow sync pulses is that if  you  are  going  to
reconstruct  the images from the video wave form by digitizing the Analog video
signal with your sound board,  the samples  generated  and  digitized  are  not
locked in sync,  so the sample point will drift from on the center of a sample,
to between two samples, so if a single sample were used for the sync pulse, the
amplitude of the re-digitized sync pulse would fluctuate  from  near  its  full
height  to  about half its full height causing problems with the DC restoration
and sync lock.  When the sync pulses are 5 to 10 samples wide, the fluctuations
due to sampling timing errors on re-digitizing are reduced since several of the
samples will be sampled at points on or between two full amplitude sync pulses.
The front porch and back porch of the sync pulses is made the same width as the
line sync pulse value.  The frame sync pulse is made three times as wide as the
line sync value.  When detecting the frame sync you should enter a value  about
twice  the  line sync width.  When detecting the line sync you should enter the
same value as used to generate the  line  sync.  The  centering  value  in  the
NIPKOW  WAV2NIP or Nipkow Sample commands can shift the image left or right one
or more pixels to make up for early or late sync triggering do to distortion of
the sync pulse shape caused by the  Analog  signal  channel.  A  single  sample
width  at  44100  samples per second is generally too narrow to get a good sync
lock on when the video has been recorded onto audio tape.  When recording video
onto audio tape the signal level should be reduced to  about  -20db  since  the
frequency  response  of most audio tape recorders is more flat at -20db than at
0db VU volume level.

---
NEW MACRO COMMANDS

Five new Macro commands have  been  added  to  v3.7N,  NIPKOW  BMP2NIP,  NIPKOW
NIP2WAV,  NIPKOW WAV2WAV, NIPKOW WAV2NIP, and NIPKOW NIP2BMP.  These correspond
to the menu commands Nipkow NIP,  Nipkow WAV,  Nipkow Modulate,  Nipkow Sample,
and  Nipkow BMP.  See the descriptions of the Nipkow menu commands above for an
overview of what these commands are for.

Macro command: NIPKOW BMP2NIP

As was described above for the menu Nipkow  NIP  command  this  NIPKOW  BMP2NIP
macro command converts images from 24 bpp *.BMP to *.NIP files for use with the
commands  that  use  *.NIP  files.  When  converting  from color *.BMP files to
monochrome *.NIP files the amounts of Red, Green,  and Blue mixed should add up
to 1.0 total, i.e.  Red=0.30 Green=0.59 Blue=0.11.  The sync black level should
be  set  to  0 for non-sync images and 0.5 for images that will be used to make
sync  video  waves.  The  sync  level  can  be  lower,  but  signals  that  are
transmitted  analog  may  not  be  able to be recovered if the sync is too weak
because of signal degradation.  Note the sync level used for  each  *.NIP  file
set  since the sync black level also needs to be set to restore the black level
when the images are reconstructed.  There are two modes,  mode 1 just  converts
one  file,  and mode 2 converts a set of numbered files,  i.e.  1.BMP to 1.NIP,
2.BMP to 2.NIP and so on.  If the set of files to convert does not  start  with
file  1.BMP  then  the  file  number  in  the filename should correspond to the
starting number of the range to convert, i.e. if the range is 20 to 50 then you
would enter 20.BMP and 20.NIP as the filenames for conversion.

For mode 1 the command uses these values:

NIPKOW BMP2NIP
BMP_name    = Name of source BMP files, i.e. 1.BMP
NIP_name    = Name of result NIP file, i.e. 1.NIP
modecode    = 1 for single file conversion
X_over      = X over-sample ratio for image patch rescale
Y_over      = Y over-sample ratio for image patch rescale
X_width     = X width of rescaled patch, i.e. *.NIP X width
Y_width     = Y width of rescaled patch, i.e. *.NIP Y width
X_start     = X of upper left pixel in image patch from *.BMP image
Y_start     = Y of upper left pixel in image patch from *.BMP image
R_compo     = Red component for Monochrome conversion, i.e. 0.30
G_compo     = Green component for Monochrome conversion, i.e. 0.59
B_compo     = Blue component for Monochrome conversion, i.e. 0.11
syncblack   = Sync black level, 0 for no sync or 0.5 for sync

Example: NIPKOW BMP2NIP
         C:\DC37N\BMP\1.BMP
         C:\DC37N\NIP\1.NIP
         1 245 165 3 3 50 50 0.3 0.59 0.11 0

For mode 2 the command uses these values:

NIPKOW BMP2NIP
BMP_name    = Name of source BMP files, i.e. 1.BMP, 2.BMP
NIP_name    = Name of result NIP file, i.e. 1.NIP, 2.NIP
modecode    = 2 for set of files conversion
X_over      = X over-sample ratio for image patch rescale
Y_over      = Y over-sample ratio for image patch rescale
X_width     = X width of rescaled patch, i.e. *.NIP X width
Y_width     = Y width of rescaled patch, i.e. *.NIP Y width
X_start     = X of upper left pixel in image patch from *.BMP image
Y_start     = Y of upper left pixel in image patch from *.BMP image
R_compo     = Red component for Monochrome conversion, i.e. 0.30
G_compo     = Green component for Monochrome conversion, i.e. 0.59
B_compo     = Blue component for Monochrome conversion, i.e. 0.11
syncblack   = Sync black level, 0 for no sync or 0.5 for sync
start_frame = Starting frame number, i.e. 1
end_frame   = Last or Maximum frame in set, i.e. 99999999

Example: NIPKOW BMP2NIP
         C:\DC37N\BMP\1.BMP
         C:\DC37N\NIP\1.NIP
         2 245 165 3 3 50 50 0.3 0.59 0.11 0.5 1 99999999


Macro command: NIPKOW NIP2WAV

As was mentioned above for the Nipkow WAV  menu  command  this  NIPKOW  NIP2WAV
macro command converts a set of *.NIP image files into a *.WAV file that can be
played  to  output video wave forms of Low Definition television,  or the *.WAV
can be modulated with the NIPKOW WAV2WAV command for the transmission of higher
resolution images.  The adjustment of the black level for the sync is  done  in
the conversion from *.BMP to *.NIP,  so different *.NIP files are used for sync
and non-sync wave generation.  Note that  the  interlace  ratio  should  divide
evenly  into the number of scan lines so that each field has the same number of
lines.  When generating *.WAV files for Nipkow disk  scanners  or  for  use  as
sounds  you  might not make sync pulses.  The front porch and back porch of the
sync pulses are made the same sample width as the value entered  for  the  line
sync pulses, generally 10 samples.  The line sync pulse should be used when the
frame  sync  pulse is used.  The frame sync pulses are made three times as wide
as the line sync pulse.  The sync point is the later edge of the sync pulse for
both the line and frame sync pulses,  so the frame sync  pulse  starts  sooner.
When  the multiple sync pulse type is selected for the frame sync,  there is an
extra black level gap usually before  the  frame  sync  pulse.  In  the  NIPKOW
WAV2NIP  command  the  frame sync sample width should be set to about twice the
line sync sample width even though the frame sync pulse is three times the line
sync pulse sample width to allow for distortion of the frame sync pulse and  to
have  the  program  see  better  the difference between the line and frame sync
pulses.  Extra retrace lines should only be needed for  CRT  type  displays  to
allow  for the deflection yoke to sweep the electron beam back for the fly back
sweep.  When interlaced scanning is used, extra black lines are inserted at the
start of each field so that the first field has the frame sync  pulse  line  at
its  start,  and the other fields just have a blank line with a line sync pulse
line at their start so that the reconstruction can find the first field.  So in
interlaced scanning the non-first fields have a blank  line  plus  the  retrace
lines  before  the image lines,  and the first field has a frame sync line plus
the retrace lines before its image lines.  The interlace  ratio  should  divide
the image lines into equal sized fields.

For mode 1 the command uses these values:

NIP_name    = Name of source NIP files, i.e. 1.NIP, 2.NIP
WAV_name    = Name of source WAV file, i.e. SOMENAME.WAV
modecode    = 1 for conversion of Monochrome *.NIP files to mono *.WAV file
X_flip      = X mirror for width scan direction, 0=Default, 1=Mirror
Y_flip      = Y mirror for height scan direction, 0=Default, 1=Mirror
scan_mode   = 0 for Horizontal scanning, 1 for Vertical scanning
interlace   = 1 for non-interlace, 2 or more for interlace, see notes above
line_sync   = 0 for no sync, 1 or more for line sync samples, try 10
frame_sync  = 0 for no sync, 1 for do frame sync line
retrace     = 0 for no retrace lines, 1 or more for number of retrace lines
f_sync_type = Type of sync pulse for frame 0=Single, 1=Multiple
sync_black  = Sync black level, 0 for no sync, 0.5 for sync
invert_wave = Invert video wave form, 0=sync down, 1=inverted sync up
sample_rate = Sample rate for result *.WAV file, e.g. 44100, 48000

Example: NIPKOW NIP2WAV
         C:\DC37N\NIP\1.NIP
         C:\DC37N\WAV\SOMEFILE.WAV
         1 0 0 0 1 10 1 0 0 0.5 0 44100


Macro command: NIPKOW WAV2WAV

As was mentioned above for the Nipkow Modulate menu command this NIPKOW WAV2WAV
macro  command  converts  *.WAV  files  so  that  they  can  be  modulated  and
demodulated for improvement of low frequency restoration  and  compensation  of
some  other  issues  related  to  narrow  bandwidth analog signal transmission.
Manual clipping of the demodulated wave data to have the first  sample  be  the
starting  sample  of  the  modulated wave may help synchronize the demodulation
averaging and improve the results.  The gain and  inversions  may  need  to  be
adjusted  to  have  the  video  wave  form  be  at  full amplitude since analog
distortion of the modulated signal can cause amplitude  changes.  In  order  to
demodulate  a  *.WAV  file,  the  wave  form  held  in that file must have been
previously modulated appropriately.

For mode 1 process 1 the command uses these values:

WAV_IN      = Filename of source *.WAV file
WAV_OUT     = Filename of result *.WAV file
modecode    = Modulation type, 1=AM
M_DM        = AM process, 1=Modulate (see 2=Demodulate below)
SPHC        = 1+ output samples per half cycle for modulate
CPS         = Cycles output per input sample for modulate
gain        = 1 or about 0.25 to 4 for adjusting wave height
invert_S    = Invert source wave form, 0=No 1=Yes
invert_R    = Invert result wave form, 0=No 1=Yes
sample_rate = Data rate for result *.WAV file, i.e. 44100, 48000

Example: NIPKOW WAV2WAV
         C:\DC37N\WAV\SOURCE.WAV
         C:\DC37N\WAV\RESULT.WAV
         1 1 16 4 0.707 1 0 44100

For mode 1 process 2 the command uses these values:

WAV_IN      = Filename of source *.WAV file
WAV_OUT     = Filename of result *.WAV file
modecode    = Modulation type, 1=AM
M_DM        = AM process, 2=Demodulate (see 1=Modulate above)
DC_offset   = DC offset adjustment, 0 or 32767 to -32768
averaging   = Sample pairs average ratio for AM demodulate, 1+
gain        = 1=No gain, or about 0.25 to 4 for adjusting wave height
invert_S    = Invert source wave form, 0=No 1=Yes
invert_R    = Invert result wave form, 0=No 1=Yes
sample_rate = Data rate for result *.WAV file, i.e. 44100, 48000

Example: NIPKOW WAV2WAV
         C:\DC37N\WAV\SOURCE.WAV
         C:\DC37N\WAV\RESULT.WAV
         1 2 0 4 1.414 0 1 44100


Macro command: NIPKOW WAV2NIP

As was described above for the Nipkow Sample menu command this  NIPKOW  WAV2NIP
macro  command  reads  a *.WAV file of video wave forms and attempts to convert
the wave samples into pixels in *.NIP image files.  How  well  this  conversion
works  depends in part on having the settings set with proper values,  making a
good digital recording of the  video  wave  form,  and  the  amount  of  signal
degradation of the video wave form during analog transmission and storage.  The
use  of  the  NIPKOW  WAV2WAV command to modulate and demodulate the video wave
form may improve the reconstruction by reducing the  video  signal  degradation
resulting  from  analog transmission,  at the expense of a slower frame rate in
transmission or recording.  The sync,  when used,  is detected at half the sync
black  level,  so  a  small adjustment of the sync black level entered here may
help sync the image,  but in general the same value should be used as when  the
*.NIP  files were made,  i.e.  0.5 of the signal height.  In the NIPKOW WAV2NIP
command the frame sync sample width should be set to about twice the line  sync
sample  width  even  though  the  frame sync pulse is three times the line sync
pulse sample width to allow for distortion of the frame sync pulse and to  have
the  program  see better the difference between the line and frame sync pulses.
The gain of the AGC is limited to about 4x to prevent noise from triggering the
sync threshold, so the video wave-form should be at least one third the maximum
signal in the *.WAV file.  When the AGC and DC restoration  are  used,  and  in
general, the source file set to be generated from the *.WAV file should contain
three or more frames because a look ahead is used to find the signal peaks, and
that look ahead uses more than one frame of data.

For mode 1 the command uses these values:

WAV_name    = Filename of source *.WAV file, i.e. SOMENAME.WAV
NIP_name    = Filename of result *.NIP files, i.e. 1.NIP
modecode    = 1 for conversion of mono *.WAV file to Monochrome *.NIP files
X_flip      = X mirror for width scan direction, 0=Default, 1=Mirror
Y_flip      = Y mirror for height scan direction, 0=Default, 1=Mirror
scan_mode   = 0 for Horizontal scanning, 1 for Vertical scanning
interlace   = 1 for non-interlace, 2 or more for interlace, see notes above
line_sync   = 0 for no sync, 1 or more for line sync samples, try 10
frame_sync  = 0 for no sync, 2x line_sync samples for frame sync
retrace     = 0 for no retrace lines, 1 or more for number of retrace lines
centering   = 0 for no centering, or +/- 1 to line sync samples to adjust
l_s_smooth  = Line sync smooth, 0=None, 1=Total, try 0.5 to 0.7
sync_black  = Sync black level, 0=no sync, try 0.5 for sync
DC_restore  = DC restoration, 0=None 1=Yes, for use with sync
DC_smooth   = DC restoration smoothing, 0=None 1=Total, try 0.7
gain        = Signal Gain, 0=Automatic (AGC) 1=None, 1+ to 4=gain value
invert      = Invert video wave form, 0=None 1=Invert
clock       = Sample clock per pixel, 1=Default or about 0.999 to 1.001
tweak       = Check for clock tweak files, 0=No 1=Yes
start       = Starting sample, 1=First or 2+ for skip head samples
X_width     = X pixel size for *.NIP file images
Y_width     = Y pixel size for *.NIP file images

Example: NIPKOW WAV2NIP
         C:\DC37N\WAV\SOMEFILE.WAV
         C:\DC37N\NIP\1.NIP
         1 0 0 0 1 10 20 0 0 0.7 0.5 1 0.7 0 0 1 0 1 50 50


Macro command: NIPKOW NIP2BMP

As  was  described  above  for  the Nipkow BMP menu command this NIPKOW NIP2BMP
macro command converts images from *.NIP files to 24  bpp  *.BMP  files.  There
are two modes, mode 1 converts just one file, mode 2 converts a set of numbered
frame  files,  i.e.  1.NIP to 1.BMP,  2.NIP to 2.BMP and so on.  When mode 2 is
selected two extra values are needed,  the starting  frame  number  and  ending
frame number, when these are set to 1 and 99999999 all frames from 1 up will be
converted even if the top number is less than 99999999.  If the set of files to
convert  does  not  start  with file 1.BMP then the file number in the filename
should correspond to the starting number of the range to convert,  i.e.  if the
range  is  20 to 50 then you would enter 20.NIP and 20.BMP as the filenames for
conversion.

For mode 1 the command uses these values:

NIPKOW NIP2BMP
NIP_name    = Name of source NIP file, i.e. 1.NIP
BMP_name    = Name of result BMP files, i.e. 1.BMP
modecode    = 1 for single file conversion
x_over      = X pixels in BMP image for each pixel in NIP image
y_over      = Y pixels in BMP image for each pixel in NIP image
x_width     = X width in pixels for BMP image, n >= NIP_X * X_over
y_width     = Y width in pixels for BMP image, n >= NIP_Y * Y_over
x_start     = X for upper left pixel of NIP image in BMP image
y_start     = Y for upper left pixel of NIP image in BMP image
r_compo     = Red component for NIP image in the BMP image, 0 to 1.0
g_compo     = Green component for NIP image in the BMP image, 0 to 1.0
b_compo     = Blue component for NIP image in the BMP image, 0 to 1.0
syncblack   = Sync black level, 0 for no sync or 0.5 for sync
r_bk        = Red for overscan background color, 0 to 1.0
g_bk        = Green for overscan background color, 0 to 1.0
b_bk        = Blue for overscan background color, 0 to 1.0

Example: NIPKOW NIP2BMP
         C:\DC37N\NIP\SET1\1.NIP
         C:\DC37N\BMP\SET1\1.BMP
         1 3 3 640 480 245 165 1 1 1 0.5 0 0 0


For mode 2 the command uses these values:

NIPKOW NIP2BMP
NIP_name    = Name of source NIP files, i.e. 1.NIP, 2.NIP
BMP_name    = Name of result BMP files, i.e. 1.BMP, 2.BMP
modecode    = 2 for set of files conversion
x_over      = X pixels in BMP image for each pixel in NIP image
y_over      = Y pixels in BMP image for each pixel in NIP image
x_width     = X width in pixels for BMP image, n >= NIP_X * X_over
y_width     = Y width in pixels for BMP image, n >= NIP_Y * Y_over
x_start     = X for upper left pixel of NIP image in BMP image
y_start     = Y for upper left pixel of NIP image in BMP image
r_compo     = Red component for NIP image in the BMP image, 0 to 1.0
g_compo     = Green component for NIP image in the BMP image, 0 to 1.0
b_compo     = Blue component for NIP image in the BMP image, 0 to 1.0
syncblack   = Sync black level, 0 for no sync or 0.5 for sync
r_bk        = Red for overscan background color, 0 to 1.0
g_bk        = Green for overscan background color, 0 to 1.0
b_bk        = Blue for overscan background color, 0 to 1.0
start_frame = 1 or start value
end_frame   = 99999999 or end value

Example: NIPKOW NIP2BMP
         C:\DC37N\NIP\SET1\1.NIP
         C:\DC37N\BMP\SET1\1.BMP
         2 3 3 640 480 245 165 1 1 1 0.5 0 0 0 1 99999999

---
AUDIO USES OF NIPKOW COMMANDS

Sounds can be generated by making *.WAV files from  scanned  *.BMP  files.  The
image  line  width  in pixels should correspond to one cycle the of fundamental
frequency of the sound to be generated in wave file samples and the  number  of
lines  in the *.BMP image should correspond to the number of cycles of sound to
generate.  The frequency of the sound generated can be  raised  or  lowered  in
pitch  by  changing  the  samples per second value of the generated *.WAV file,
i.e.  changing from 44100 to 22050 would half the frequency that  is  drop  the
sound one octave.

The sync pulses and interlace ratio would not normally be used when  generating
sounds  or  visualizing  sounds  since  the  samples should be an uninterrupted
conversion of the *.WAV samples to or from *.BMP image pixels.

To make a drawing for a sound you could use a graphics program  that  lets  you
create  24 bpp *.BMP files,  or you could draw or paint on a card and then scan
the drawing or painting with your flat bead scanner to generate a *.BMP file of
the drawing or painting.  The brightness at the start of one line in the  *.BMP
file should match the brightness at the beginning of the next line in the *.BMP
file  to  reduce  high  frequency  buzz  at the line frequency in the generated
sound.

Using the sharpen and blur commands  in  your  third  party  *.BMP  file  image
editing software,  or other image editing commands, on the drawing image of the
wave may alter the frequency or amplitude of the overtones generated.  Resizing
the *.BMP image may alter the fundamental frequency  and  or  duration  of  the
sound generated.

To  visualize a sound,  to get an idea of how to draw such a sound or for other
analysis,  you can convert a *.WAV file into a  *.BMP  file  using  the  Nipkow
commands.  If  you  make  a  series  of wave files that are filtered for narrow
frequency bands you could then make several *.BMP image files  of  those  *.WAV
files,  one for each frequency band,  then use the other *.BMP editing commands
in the CAD programs to mix those *.BMP image files in  different  colors,  e.g.
Red  for  low  frequencies,  Green  for  middle frequencies,  and Blue for high
frequencies,  and such.  When you try to convert a  sound  into  an  image  you
should  count the number of samples between the wave peaks in the *.WAV file to
ascertain the fundamental frequency and then use that number of samples between
the wave peaks as the number of pixels in the scan lines of  the  *.BMP  image.
The  number  of  lines  used  in  the  *.BMP image would be the total number of
samples in the *.WAV sound file divided by the number of samples used  for  the
pixels in each of the lines in the *.BMP image file.  In other words, X_image =
WAV_samples_between_fundamental_peaks,          and          Y_image          =
(total_wave_samples/X_image) for horizontal scanning,  reverse the X and Y  for
vertical scanning, and round the values off or up to end up with whole lines.

---
NIP FILE STRUCTURE

The NIP filetype has been introduced for further development, but for now it is
used with the NIPKOW commands.  BMP files are generally limited to 24 bpp which
is only 8 bpp for each color,  Red,  Green, and Blue.  The 24 bpp BMP files are
generally adequate for  displaying  finished  images,  especially  since  video
boards  are  also  generally  limited to 8 bpp per primary color channel.  When
editing images having 16 bpp or 32 bpp per  color  channel  may  allow  greater
expansion  of  the tonal range without as many artifacts degrading the finished
image.  For use with the NIPKOW commands the 16 bpp image tone range allows the
black level to be lifted to 50% without losing half the gray tones from  the  8
bpp image data.

Since  *.WAV  files  generated  by  the Nipkow commands use 16 bits per sample,
there might be reasons to generate or read *.NIP files which use  16  bits  per
pixel,  rather  than converting from or to *.BMP files that only use 8 bits per
pixel.

It the event that you need to produce  *.NIP  files  for  conversion  with  the
NIPKOW  commands  or  convert  them  to  some  other filetype,  and such,  I am
including some preliminary information about this filetype.

To simplify the code that accesses the *.NIP file data for the file  header  is
located  at the end of the file,  you then read the file backwards from its end
to gather the needed information about the image  size  and  properties.  Since
frame  sets would all use the same values you would generally only need to read
the header for the first frame.  At this point only 16 bpp monochrome has  been
developed,  but other properties may be introduced.  The file image data starts
at the first word of a word type file,  and is stored in raster format  so  the
pixel  address  in the file in words is n = (X+(Y*X_width)) where X and Y start
at 0 and go to one less than the raster size.  The gray tones are  0=Black  and
65535=White.  When  Sync  is  used  the black level is lifted and 0 becomes the
sync tip level, so when sync black is at 0.5 image black will be around 32768.

The header data at present is made up of 512 words, to read or write the header
an array is loaded reading backwards from the end of the file or written  after
the end of the file image data.  The values that should be in that array are:

512 = ASCII code for N (this is the last two bytes in the file)
511 = ASCII code for I
510 = ASCII code for P
509 = 512, the size of the "header" in binary words

All unused "header" words should be set to 0.

  1 = 20061, NIP header type (this starts 1024 bytes from the file end)
  2 =     1, one color (later 3 might be for 3 color)
  3 =    16, 16 bits per color (later 32 might be for 32 bits per color)
  4 =     1, linear data 0=Black or Sync tip 65535=White
  5 =     1, color coding monochrome, (later one color might be primary)
  6 =     1, upper left origin (later Y might be flipped)

 10 =     1, frames total (always 1, later there may be frame series)
 11 =     0, (later to be used for high bits for extra long frame sets)

 20 =     X, image width in pixels, 1 to 65535
 21 =     Y, image height in pixels, 1 to 65535

This  is  preliminary  information  and  subject to change without notice.  For
normal use of the CAD programs you do not need to fiddle with  the  NIP  files,
just  use  the NIPKOW commands since they read and write the required values to
and from the files for you.

---
LEGAL ISSUES RELATING TO NIPKOW COMMANDS

Just because the programs are capable of  generating  various  files  and  wave
forms,  it  does not mean that you are permitted to do whatever you please with
such files.  Transmission of video wave forms or other signals and data may  be
regulated  in  the jurisdictions applicable to your "Beta Testing" particularly
signals transmitted by Radio Frequencies or over telephone lines,  therefore at
no  time  should  you do anything improper.  Improper use of the programs shall
not be granted by the EULA, and might result in your prosecution.

---
NOTES FROM RELEASE OF REVISED V3.7N. CAD AND CAM PROGRAMS, APRIL 17, 2006

Some internal changes have been made to both the v3.7  CAD  and  CAM  programs.
These  changes were made to make avoiding some pitfalls in the operating of the
programs  somewhat  easier  to  cope  with.  Some  changes  were  made  to  the
INSTALL.BAT file to align with the other changes.

The  first  change  is  to  have  the  programs try to automatically change the
current sub-directory so that the programs can find their files in  their  sub-
directory  without you having to manually change the current sub-directory with
the DOS CD command at the command prompt.  The v3.7 programs now check that the
disk the programs is on is a read and write media and that the  program  is  in
the  current directory.  When running under DOS (or reboot to MS-DOS (tm) under
Windows (tm)) you may need to create a PATH command in your  AUTOEXEC.BAT  file
to the directory that holds the RTM.EXE and DPMI16BI.OVL files.  If the RTM.EXE
and  DPMI16BI.OVL files are not in a path where my protected mode v3.7 programs
can find them,  your computer may lock up and you may get a dead black  screen,
this  is  due  to  the program not getting loaded properly.  Under Windows (tm)
there may be equivalent files resident so the problems that  can  happen  under
DOS  form  the  RTM.EXE  and  DPMI16BI.OVL  files  may not be as apparent.  The
RTM.EXE and DPMI16BI.OVL files are needed for the v3.7 protected mode  programs
to run under DOS, they should be in the same directory as the programs, and you
may  need  to  make  a  PATH  command  in your AUTOEXEC.BAT file to the program
directory in order to get the programs to load.

The second change relates to a serious and perplexing problem  that  may  arise
when  files  are  copied to a CD-R or DVD+/-R disk.  When files are copied to a
CD-R or DVD+/-R disk the file attribute for "read/write"  may  get  changed  to
"read  only".  Then  when  you  copy  the  file back to your harddisk or to the
harddisk on another computer the file may retain the "read only" file attribute
even though the file is now on a "read/write"  media.  Files  marked  with  the
"read  only"  attribute may or may not open and load,  and when you try to save
the edited data back to the file you may get a write error,  in some cases  the
read  or  write error message may not give a clue as to what is actually wrong.
Worse yet,  if you copy one of my program's files from one computer to  another
by  using  a CD-R or DVD+/-R those files "internal" to programs may not be able
to be altered  when  my  program  runs  causing  unrecoverable  program  faults
resulting  in  loss  of the data in the workspace and other data loss.  One can
think that some computer users might never figure out that they need  to  reset
the file attributes of files they have transferred from one computer to another
by  using  a  CD-R or DVD+/-R disk.  This problem of the files being altered to
have the "read only" attribute forced active may extend to other media or  file
transfer methods.

One  approach  to  overcome  some of the many serious issues resulting from the
files getting marked with the "read only" attribute is to now have the v3.7 CAD
and CAM programs restore the file's "read only" file attribute to  "read/write"
for  files they need to save,  and also in some cases for files they just open.
Therefore,  you should not really on the "read only" file attribute to  protect
files  from being written to,  you should instead take other measures,  such as
burning important files you do not want overwritten  onto  a  CD-R  or  DVD+/-R
disk.

For  automatic  program  operations users already should know that use of those
commands caries implicit permission to overwrite files.

The "read only" attribute has not had a history of certainty,  apparently under
MS-DOS 1.0 (tm), as some sources describe, it may not have been clearly defined
as  to  what  protection  the "read only" attribute afforded at all times.  You
would think that files that were originally "read/write" would be  restored  to
that  state  after being copied back to a "read/write" media,  but that may not
occur so the OS and various applications may be changing  this  file  attribute
"willy-nilly",  causing  problems  that  could be avoided if this attribute was
just ignored, in other words it may cause more problems that it solves.

There are two things you might try to avoid this problem with the  "read  only"
attribute.  The  first  is  to use a ZIP program to zip all files into a single
large *.ZIP archive file BEFORE you then copy that *.ZIP file to your  CD-R  or
DVD+/-R  disk.  The  *.ZIP  file  may get converted to "read only" without your
permission,  but the files INSIDE the *.ZIP file might be protected from having
their "read only" file attribute changed by the copying.  You would then un-zip
the  files from the *.ZIP file on the CD-R or DVD+/-R disk to the new harddisk.
The second thing you might try is to use the DOS ATTRIB command  to  reset  the
"read  only" attribute after you copy the files to your harddisk from a CD-R or
DVD+/-R disk.

To clear the "read only" file attribute from copied files you might try:

EXAMPLE: C:\DC37\ATTRIB -R *.*

To clear all of the file attributes from copied files you might try:

EXAMPLE: C:\DC37\ATTRIB -S -H -R -A *.*

But be careful that you do not change files outside my program's  sub-directory
since the System and Hidden attributes, S and H, have meaning to the OS and you
could  cause  problems  by changing them.  The Archive attribute may be used by
back-up programs to mark files that need to be or have been backed  up,  so  if
you  change  the Archive attribute some files may be missed on your next backup
of your harddisk.

If you need to works with files from a CD or DVD  you  should  first  copy  the
files  to a sub-directory on your harddisk,  then use the DOS ATTRIB command to
clear the "read only" attribute from the copy of the  files  so  you  can  open
those files and work on them.

EXAMPLE: C:\>MD C:\CDFILES
         C:\>COPY D:\*.* C:\CDFILES\*.*
         C:\>ATTRIB -R C:\CDFILES\*.*

A  major  headache  occurs  when you copy a "folder" (sub-directory) that holds
further nested "folders" (sub-directories) to a CD-R or DVD+/-R disk, then copy
that "folder" back to another harddisk.  You would then have to go through  all
of the sub-directories in that "folder" with the ATTRIB command,  or some other
program, to make sure all of the files are restored to "read write" again.

You should install my programs on additional computers you will  be  using  for
your "Beta Testing" by copying the distribution DANCAD16.ZIP (tm) file to a CD-
R  or  DVD+/-R  disk  and  unzipping  the files into a sub-directory on the new
computer,  rather than copying the whole "folder" the programs  were  installed
into  on your original computer to a CD-R or DVD+/-R disk and then copying that
folder to the new computers harddisk.  If you do copy the  program  folder  you
should run the INSTALL.BAT file:

EXAMPLE: C:\DC37>INSTALL INSTALL

in  order  to  remove the "read only" file attributes that any of the files may
have picked up,  then you would  also  need  to  re-do  the  configuration  and
calibration  of  the  programs  for the new computer to adjust to its speed and
other factors.  INSTALL.BAT will not clear any new folders  or  sub-directories
you may have created,  so you will have to clear those yourself with the ATTRIB
command or some other program.  Since the v3.7 programs now  often  ignore  the
"read  only"  attribute  or  change  it  to "read/write",  they may run in some
environments that are polluted with files that have  been  converted  to  "read
only" by copying,  but to be sure to avoid this serious issue you should try to
have all files that my programs will need to work with cleared of  their  "read
only" attributes.  The updated INSTALL.BAT uses the ATTRIB command to clear the
file attributes from the program sub-directories,  therefore you should not run
it in or from any other sub-directory.

This problem is not limited to my programs,  if you use a CD-R  or  DVD+/-R  to
copy some *.BMP files from one computer to another, you may be able to open the
*.BMP  files  but  may  have your image editing software crash or report errors
when you try to Save the new file over  the  old  file.  So  even  if  my  v3.7
programs  can  in  some  cases  deal  with  this  issue  by  setting the file's
attributes to "read/write" other programs you are using may not,  so you should
keep  this  "read  only" file attribute issue in mind if you get file errors or
program crashes on your system after copying files.

If you need to rely on the "read only" attribute for  file  protection  do  not
install my programs on your computers.

If you get problems opening a file,  saving files,  or the programs acting odd,
try clearing the "read only" attribute,  or  all  attributes,  from  the  files
involved.  If  the  program reports odd errors or reports that a file cannot be
found you know is there you should try clearing the "read only" attribute.

EXAMPLE: C:\>ATTRIB -R C:\MYFILES\SOMEFILE.ASC

Two  new  control  files  have  been  added  to  the  protected  mode   program
distribution,   DANXXXXX.BIN  and  READONLY.NO.   The  file  DANXXXXX.BIN  gets
extracted along with the other files from DANCAD16.ZIP (tm) when you first copy
the program files to your harddisk.  If you try to  run  the  programs  without
first  setting  up  the  program environment with INSTALL.BAT the programs will
find DANXXXXX.BIN and  report  that  you  need  to  run  INSTALL.BAT  properly.
INSTALL.BAT erases DANXXXXX.BIN when it has been run properly.  READONLY.NO can
be  renamed READONLY.YES to try to disable the part of the new code that alters
the file attributes.  However,  disabling the alteration of the file attributes
can  cause  problems  if  any  of  the  program or files have there "read only"
attribute set.

If you are running some of the programs under Windows (tm)  you  should  create
PIF  files to force the OS to display the programs in "full screen" mode rather
than display in a window.  Also you can have the PIF files set to run  the  CAM
programs  in  reboot to DOS mode rather than the DOS window,  which may improve
their performance in some cases.  To edit the PIF files open the  Windows  (tm)
file  menu  and  right  click  on  the  name of my program,  DANCAD3D.EXE (tm),
DANCAD87.EXE (tm), DANCAM.EXE (tm), or DANPLOT.EXE (tm),  and adjust the values
for  the  PIF  file  for  that program,  you need to edit the PIF file for each
program, a file will be created called DANCAD3D.PIF, DANCAD87.PIF,  DANCAM.PIF,
and  DANPLOT.PIF.  You  might disable the "screen saver",  set to "full screen"
display, set "idle sensitivity" to low, and mouse to "exclusive." Under Windows
(tm) the DPMI may be already present,  but under reboot to DOS the DPMI may not
be  loaded  unless  you  setup  a  path  to the directory where you unzipped my
protected mode programs.

EXAMPLE: PATH C:\DC37

If RTM.EXE cannot load DPMI16BI.OVL the  program  may  crash  and  lock  up  on
booting (sometimes with a blank screen) since the memory cannot be used to load
the  program  if these files are not in the current directory.  You may need to
copy these files into the C:\WINDOWS directory and or put a PATH command in the
AUTOEXEC.BAT files used to setup the system when  it  reboots  into  DOS  mode.
When running in a DOS window there may already be a DPMI present so the program
may  run  under path conditions that would not work under pure DOS or reboot to
DOS modes.  To return from reboot to DOS or a DOS window to  Windows  (tm)  you
may need to enter EXIT at the DOS prompt after you Quit my programs.

For  best results with the CAM programs,  DANCAM.EXE (tm) and DANPLOT.EXE (tm),
the computer should be rebooted using a DOS floppy disk rather than going  into
the  DOS mode or a DOS window.  To make a WIN-DOS floppy disk you might use the
FORMAT /S DOS command:

EXAMPLE: C:\DC37>FORMAT A: /S

You then need to change your BIOS boot RAM or ROM to boot from floppy before CD
or Harddisk,  and make the proper AUTOEXEC.BAT and CONFIG.SYS  files  with  the
right  driver  names  so that the mouse,  sound board's joy-stick port,  and CD
drive will work  under  DOS.  See  the  other  documentation  relating  to  DOS
configuration.  The  *.PIF  files  are  usually  not  needed  when  running the
programs under pure DOS.

Whenever possible it is best, or in some cases necessary, to change the current
directory to the directory my programs are in  by  using  the  DOS  CD  command
before you try to run any of my programs:

EXAMPLE: C:\WINDOWS>CD C:\DC37

You should always change to the program directory before using INSTALL.BAT.

---
NOTES FROM RELEASE OF REVISED V3.7N. CAD PROGRAMS, MAY 22, 2006

A new WAV sub-menu has been added to the Files Utilities sub-menu off  the  CAD
program's  Main Menu.  The first command in this new WAV sub-menu is the BIN or
Binary command which converts "any" Binary or ASCII file into a WAV sound  file
and  back into its original filetype (when you enter the correct file extension
manually).  A Binary file is any 8 bit per byte file type,  a ASCII file  is  a
file  that  only  uses  7  bits  of  the  8  bits in its bytes.  The 7 data bit
conversion makes the WAV file somewhat smaller,  but should  only  be  used  on
files that have only 7 bit data in them, the 8 data bit mode should be used for
all  other  file types.  The BIN file extension is used to designate 8 data bit
per byte files,  but any file extension can be used with this command in  place
of  the  BIN  extension,  that is you need to use the correct file extension in
order for the file reconstructed to be recognized for  the  file  type  of  the
original  (Binary  or  ASCII)  file,  i.e.  TXT for text files,  COM or EXE for
programs, BMP for image files, ZIP for zip files, and so on.

To ensure the quality of the reconstructed file there are options for an  extra
parity  bit  per  byte "transmitted",  a special pseudoduplex mode,  and a file
checksum.  The parity bit flags an error if one of the data bits is read  wrong
but  does not always flag a data error if more than one data bit is read wrong.
The pseudoduplex mode transmits each byte twice,  the second time with the data
bits inverted,  then compares the two reads, the one of the data and the one of
its inverse to see if they agree or not,  if not an error is flagged.  The file
checksum counts up a total for all the bytes transmitted and tags that onto the
end  of  the  file,  then  when  the file is reconstructed the check sum should
match,  if not an error should be flagged,  the check sum  may  match  if  some
combination  of  errors  exists  but that has a low probability.  Also the file
size is transmitted so that the result file can be checked to see if  the  byte
count matches the original file.  When all of the checks are used in tandem the
integrity  of  the reconstructed file should be almost insured,  although there
may be a very small chance that an error or combination of errors  could  trick
all  of  the checks.  Some of the checks can be disabled to reduce file size of
the WAV file or to speed up conversion,  but you should use the checks whenever
possible.  Transmitting the file more than once,  or sending a copy back to the
source computer for comparison,  and using the DOS FC command  to  compare  the
files  for  differences  can  also  help insure an uncorrupted duplicate,  i.e.
C:\DC37>FC COPY1.BIN COPY2.BIN.

The data signal is transmitted by playing the WAV file generated on the sending
computer,  or played on a CD player from a CD-R the WAV file was  burned  onto,
and  recording  the  sounds  generated as a WAV file on the receiving computer.
The audio data  signals  might  also  be  stored  on  audio  tape.  Methods  of
transmission of the audio encoded data signals, with suitable amplification and
transducers,   could  be  telephone,   radio,   light  beam,  ultrasonic  link,
hydrophone, wire, megaphone, fiberoptic,  and such.  Telecommunication laws may
restrict the transmission of data files encoded as audio signals,  so you would
need to obey the laws applicable to the method of transmission  considered.  No
Modem  is  required  for  the serial audio data transmission,  you could try to
transmit files from one computer's speaker to  another  computer's  microphone.
Transmitting  files  by  audio  signals  might  be  an  option  to  prevent the
transmission of computer viruses piggy-backing onto file operations  or  disks,
but  audio  transmission  would not prevent viruses within the files themselves
from being copied.

There are two ways to control the frequency  of  the  "carrier"  wave  used  to
encode  the  Binary  data  as a sound Wave.  One method is to change the sample
rate of the WAV file generated,  the other is to change the number  of  samples
used  per  half wave generated.  The number of wave cycles per bit encoded does
not change the "carrier" wave frequency,  rather it repeats the wave  for  more
than one cycle per bit which can improve the likelihood that the decoding would
later  be  successful.  The maximum frequency is generated when only one sample
is used per half cycle and the maximum frequency your sound board can output is
selected for the sample rate,  e.g.  with a one sample per  half  cycle  and  a
sample  rate of 48000 per second the maximum frequency would be 24000 Hz,  with
eight samples per half wave and a sample rate of 44100 per second the "carrier"
frequency would be 2756.25 Hz, and so on.

During testing some anomalies might have occurred during the playing of a  test
WAV file, that is while playing WAV files perhaps at least one Windows (tm) WAV
file  playing  program may have introduced brief gaps in the playing of the WAV
file,  such gaps might make decoding of the WAV  data  fail.  Playing  the  WAV
files  with  Media  Player  (tm)  did not seem to result in problems.  Likewise
recording the WAV data with some programs,  or with some  programs  running  in
background,  may result in WAV files that are not perfectly recorded,  i.e.  no
data gaps or losses.  If you are playing the WAV data from a CD player, try not
to move the player while playing since skips may also introduce data anomalies.
The sound recorder that came with the sound board may work best,  but  you  may
need  to try several programs to see which ones work best on your system.  Some
WAV recorders may save the WAV file in a format that does not  conform  to  the
basic  "Canonical WAV format" used in my programs,  in such a case you may need
to load your WAV data into a WAV editing program  such,  as  Magix  (tm)  Audio
Studio  7 DELUXE (tm),  and save the WAV data back out to another WAV file that
has the proper "Canonical WAV format", in this case Mono 16 bit 44100 or 48000.
Another problem noticed is that some Windows (tm) programs do not close  a  WAV
file  until  you  close the window the WAV file is in,  or you exit the program
that opened the WAV file altogether.  My programs will sometimes report an open
file as being "not found" since any file error is generally interpreted as  the
file  not  being ready to load,  under DOS file sharing problems like these are
not so much of an issue since only one,  my,  program  is  running,  but  under
Windows  (tm)  you  "can"  work  on the same file with two programs at the same
time.  If you get a "file not found" error,  and have the file open in  another
program,  close  that  file  or  program  before  trying to open the file in my
programs.

Compressing the WAV data files into MP3 or other compressed type sound files is
not recommended since the timing and wave shape may get altered,  but  you  can
experiment and see what works for you.

The  WAV file encoded is given about one second of silence at its head and tail
to avoid data loss from glitches coming out of the sound  board  when  the  WAV
play  starts  and  stops.  More exactly a number of blank samples are tagged on
equal to the sample data rate, i.e. 48000 blank samples if the sample data rate
is 48000 samples per second.

Two new Macro commands correspond to the options in the Files Utility  WAV  BIN
command.  See the description below for some detailed description of the values
used with the Binary to from WAV commands.

---
The new WAV BIN2WAV and WAV WAV2BIN Macro commands.

The  WAV BIN2WAV and WAV WAV2BIN Macro commands correspond to the Files Utility
WAV BIN menu command.  They are used to encode Binary files as WAV sound  files
and  to  decode WAV sound data back into a Binary file.  The Binary file can be
of any type whose size is within the size that can be converted.  The limits of
the size of the file that can be converted change depending on  the  adjustment
of  the  values  used to encode the WAV file,  the maximum size of the WAV file
being about 2.1GB.

The range of values for the WAV BIN2WAV macro command are:

WAV BIN2WAV            = Macro command name keywords.
modecode               = Just equal to mode 1 at introduction.
Binary_source_filename = Filename of any file within size range.
WAV_result_filename    = Filename for encoded WAV file to save.
Sample_rate            = WAV sample rate, i.e. 48000, 44100, and such.
Samples_per_half_cycle = Samples in one half carrier sine wave.
Cycles_per_data_bit    = Sine waves output per data bit saved.
start_bits             = 1 to 64 marks serial data "byte" start.
data_bits              = 8 bits for any file, 7 bits for ASCII text.
parity_bit             = 0=none, 1=add parity checking bit.
stop_bits              = 2 to 64 spaces serial data "bytes".
pseudoduplex_mode      = 0=none, 1=add pseudoduplex data.
checksum_mode          = 0=none, 1=add data checksum.

EXAMPLE: WAV BIN2WAV 1
         SOMENAME.BIN
         SOMENAME.WAV
         44100 16 8
         2 8 1 2 1 1

         WAV BIN2WAV 1
         SOMENAME.BIN
         SOMENAME.WAV
         48000 5 5
         1 7 0 2 0 1

The range of values for the WAV WAV2BIN macro command are:

WAV WAV2BIN            = Macro command name keywords.
modecode               = Just equal to mode 2 at introduction.
WAV_source_filename    = Serial encoded WAV file.
Binary_result_filename = Result filename with proper extension.
DC_offset_adjustment   = 0=Default, or -32768 to +32767 to adjust.
Signal_gain            = 1=Default or 1 to 10 for low signal amplitude.
Sample_averaging       = Samples_per_half_cycle times Cycles_per_bit.
start_bits             = 1 to 64 marks serial data "byte" start.
data_bits              = 8 bits for any file, 7 bits for ASCII text.
parity_bit             = 0=none, 1=confirm parity checking bit.
stop_bits              = 2 to 64 spaces serial data "bytes".
pseudoduplex_mode      = 0=none, 1=confirm pseudoduplex data.
checksum_mode          = 0=none, 1=confirm data checksum.

EXAMPLE: WAV WAV2BIN 2
         SOMENAME.WAV
         SOMENAME.BIN
         0 1 128
         2 8 1 2 1 1

         WAV WAV2BIN 2
         SOMENAME.WAV
         SOMENAME.BIN
         0 2.38 25
         1 7 0 2 0 1

The checksum should be used most of the time,  it just adds 12 extra "bytes" of
data.  The  parity bit adds a little to the length of the serial data,  but can
detect errors before the full WAV  file  has  been  decoded.  The  pseudoduplex
doubles  the size of the WAV file,  but checks the data during decoding for all
of the data bits,  not just the parity bit.  You  can  use  all  of  the  error
checking methods at the same time,  or none of it, or pick some and not others.
Sending the file twice and using the DOS FC command to compare the  transmitted
files  can  also  help  confirm  that the files received have probably not been
corrupted in transmission.  You can also transmit the file back to the  sending
computer and the sender can use the DOS FC command to compare the returned copy
with the original for errors.

EXAMPLE: C:\DC37>FC FILE1A.BIN FILE1B.BIN

When  recording  Serial encoded WAV data onto Analog tape,  such as a cassette,
the signal level should be recorded at about -10db VU.  The bias and EQ  should
be  set  for  flat frequency response most of the time.  When transmitting data
using Audio such as from a speaker into a microphone the number of samples  per
half  cycle  should  be  selected  to  make  the  carrier  wave well within the
bandwidth of the Audio spectrum, i.e. around 1000 Hz to 2500 Hz, and the number
of cycles per data bit should be long enough  to  give  good  noise  resistance
during decoding, i.e. about 8 to 16 cycles per bit.

The  averaging  value  used during decoding should be the same as the number of
samples per half cycle times the number of cycles per bit used during encoding,
i.e.  if the encode samples per half cycle is 16 and the number of cycles is  8
then  the averaging used to decode that file should be 128,  if 1 and 1 then 1,
if 5 and 5 then 25, and so on.

If the decoding fails you might try adjusting the signal gain value up or  down
since  this  signal  gain  value  affects  the relative trip points between the
program and the wave-form recorded in the WAV file.  Passing the  encoded  wave
data  through  an  Analog  transmission  channel  can introduce a great deal of
distortion, so changing the gain may help in some cases,  depending on what the
signal  amplitude  is  in  the recorded WAV file.  Also,  when a wave signal is
transmitted through an Analog channel by playing the WAV file through the sound
board or a CD player and then digitally recording the  wave  data,  the  sample
clocks  will  not  be  in  phase,  so in order to get a usable wave-form in the
recorded WAV file the played WAV file should have been encoded  to  have  5  or
more  samples  in  each  half  cycle,  in  that  way  about 4 of 5 samples will
correspond in amplitude between the encoded WAV file and its copy.

You might also use the "normalize" to 95% of full amplitude command of your WAV
data editing or recording software,  or just adjust the recording gain  in  the
WAV recorder so that the wave data is at 95% of full amplitude in the saved WAV
recording,  so that you can use a gain of 1 with the WAV WAV2BIN command,  i.e.
the peak signal VU meter in your WAV recorder should read about  -1db  VU  (and
average  meter  would read about -3db VU since the data bits are on and off and
not a continuous sine  wave).  You  probably  do  not  want  to  clip  the  WAV
recording  since that would raise the noise background and cause other problems
with the decode pass.

The serial data is decoded in a semi-asynchronous manner,  with the  stop  bits
after the first one being used to adjust for timing errors,  and the start bits
triggering the beginning of  the  next  bit  cluster  (transmitted  byte).  Any
interruptions  within  the bit cluster will probably introduce an error and may
cause the decoding to fail.  The averaging  used  during  decoding  can  reduce
sensitivity to some noise, but impulses during the stop bits may result in data
errors,  so  the  transmission  channel  may  need  to be low pass or band pass
filtered if there is impulse noise present in the signal.  The noise floor Hiss
and Hum should be less than a few percent of the signal peak level,  or perhaps
about -50db VU since the carrier signal bursts would be at about -10 db VU.

---
NOTES FROM RELEASE OF REVISED V3.7N. CAD PROGRAMS, JUNE 15, 2006

Several  new menu and macro commands have been added to the v3.7N CAD programs,
they are:  Files Utilities WAV Framize (macro WAV FRAMIZE), Files Utilities WAV
Link  (macro WAV LINK),  Files Animate has been revised (macro ANIMATE XMODES),
the Files Utilities BMP Pixel and other graphic commands have been  revised  to
support  a  new  P256 color palette for displaying photos,  cine frames,  video
frames,  and other images and animations for video modes V320P256 and  S640P256
through  S2048P256 (e.g.  macro GRAPH_MODE V320P256),  a new macro DIVIDED_NAME
command has been added to store large file sets for more rapid loading than the
LONG_NAME file sets, and a Files Load Obsolete OUT command (macro LOAD OBSOLETE
OUT) has been added, see the explanation of each new or revised command below.

The Files Utilities WAV Framize command and its macro  equivalent  WAV  FRAMIZE
are used to break or chop an audio sound track into single frame size pieces so
that  the  audio  frames  can be edited with a one-to-one correspondence to the
image frames for an audio-visual sequence,  such as editing  a  motion  picture
soundtrack.  For editing motion picture sound, the WAV file would be sampled at
48000  samples  per second and broken into 2000 sample chunks.  If the WAV file
does not total an even number of frames the tail of the  end  frame  is  filled
with  silence  to  make  a whole audio frame.  The WAV Framize command can also
join the audio frames back into a WAV file  for  the  range  of  frame  numbers
corresponding  to  the  portion  of the picture frames that will be used from a
particular shot, making an audio extract the exact length of the shot.

The Files Utilities WAV Link command and its macro equivalent WAV LINK  command
can  take  the  audio shot WAV files made with the WAV FRAMIZE command and link
them end to end to make a full length sound track file.  The WAV  LINK  command
can automatically Blop the junctions of the different scene WAV files to reduce
or  eliminate  any pops or clicks at the audio cuts.  Alternatively in place of
Blopping the head of each shot's sound a Beep can  be  inserted,  so  that  the
track  with  beeps  can  be  used  as  markers  for various tasks involved with
building a sound track.  In the past motion picture sound tracks were edited on
35mm optical sound film,  and where the cement splices were made a pop or click
would be heard when the film was played, so two methods were used to reduce the
pop  or  click,  one  was to paint on special black "Blopping Ink" in a diamond
shape about a quarter of an inch high to hide the splice, another faster method
that also allowed the sound track to be  cleaned  in  solvents  was  to  use  a
special  punch  that  made  a  diamond  shaped  hole  through the splice.  When
Magnetic film replaced the optical film,  Blopping was done by passing a  small
AC powered magnet over the splice to erase any signals.  Diagonal splicers were
also  used  with  magnetic  film to make a short cross fade in the sound at the
splice.  To achieve a Blopping effect digitally I have the WAV LINK command  do
a short fade in at the start of the shot and a short fade out at the end of the
shot.  The  length of this short digital fade is adjustable,  but should be set
to about a quarter of a frame,  and since at 48000 samples per second a 24th of
a second is 2000 samples and there is a fade out and in at each cut,  each fade
should be about 250 samples, that is two fades equal 500 samples and 500 is one
fourth of 2000,  or one quarter of a frame.  The  WAV  LINK  command  also  has
options to put a pulse and beep at the head and tail of the joined track,  with
adjustable silence between the pulse and beep.  The pulse and beep can be  used
to  align  tracks  in  audio  editing software,  the length of the track can be
adjusted so that the head and tail pulse and beep  line  up,  compensating  for
drift  due  to the crystals used in recording and playing tracks if you have to
go analog for some reason.  The pulses and beeps can also be used for  Edit  or
Print  sync  marks,  or  to  start  the  projector  if you want to project your
workprint with digital sound playback from your computer or CD player.  In 16mm
projectors you can install a sync motor and a solenoid clutch, absolute 60Hz or
50Hz signal in a WAV file can be combined with the linked audio track WAV  file
to make a stereo WAV file,  the 60Hz or 50Hz can be amplified and used to power
the sync motor driving the projector,  the start pulse or head beep can then be
used to quickly lock the solenoid clutch in to start the projector,  after that
the projector will stay in sync to the "pilot tone" coming off  of  the  stereo
WAV  file.  For  35mm projectors it might be hard to get the film to start that
fast by locking the clutch with the motor running full speed, but it might work
as well if spring arms are used of the feed and supply reels.

The Files Animate and macro ANIMATE commands have been  revised  to  allow  the
display of long sets of files running about 24 frames per second,  although the
frame rate will depend on your OS, harddisk, computer speed,  video board,  and
related factors.  Three types of file sets are now supported,  Short, Long, and
Divided.  The Short set uses a numbered file  extension  giving  the  range  of
FILENAME.1  through FILENAME.999.  The Long file set type gives the range 1.FIL
through 99999999.FIL, even though the OS may limit the number of files in a set
in a sub-directory to 65534 or less depending on which OS you  are  using.  The
Long  set  type also suffers from another OS problem,  if you get many files in
the same sub-directory the access time gets longer and longer,  so that you can
no longer run Long name frames at about 24 frames per second.  To overcome some
of  the  limitations  of  the Long set type another set type called Divided has
been introduced,  this type limits the number of files in each sub-directory to
about  one  thousand,  and  uses a series of numbered sub-directories such that
20000 files would be stored in about 20 sub-directories.  To make such a scheme
usable the DIVIDED_NAME macro command can be used to automatically convert from
a Long type name into a Divided type name and large file sets can  be  made  by
writing  and  running  a macro file.  For instance if you enter a filename into
the ANIMATE command and the Divided  file  set  type  has  been  selected,  the
filename  c:\1.PIX  would get converted into C:\PIX0\1.PIX,  and frame 12345 in
that  same  set  would  be  retrieved  from  file  C:\PIX12\345.PIX.  The  file
extension  is  doubled  as the first three letters of the sub-directory so that
you can have more than one set of files in the root directory  of  a  harddisk,
the maximum file name would be C:\PIX99999\999.PIX, but the OS may limit you to
a  lower  number  of files such as C:\PIX511\999.PIX or C:\PIX65533\999.PIX.  I
picked thus scheme because you can read the frame file number directly from its
filename,  the back-slash is just where a comma would go between  the  hundreds
and  thousands,  no  numeric conversion is needed.  Because file sets can be so
large now,  the frame [N]umber command in the  ANIMATE  command  and  the  File
Animate command's incoming menus lets you set the starting and ending frame for
looping,  as  well  as  selecting the current frame to start from.  A new video
palette P256 has been added so  that  color  photographs,  cine  frames,  video
frames,  and  other  color  images  can be displayed in the quicker 8 bpp Pixel
frame files.  The V320P256 or V320M256 video modes are best for  running  large
frame  sets  at  high  speed from a harddisk.  Larger size frame files might be
usable if you can load them from a  very  large  RAM  disk.  The  C256  palette
should  not  be  used  for  photographic  images,  it  is a special palette for
computer graphics generated in the main menu Preview command or with the  macro
DISPLAY  command.  It is best to convert 24 bpp BMP photographic image files by
using the revised Files Utilities BMP Pixel  command  (i.e.  macro  GRAPH_MODE,
LOAD BMP,  and SAVE PIXEL), since the color dithering can then be done from the
original colors in the 24 bpp color BMP file, rather than just converting the 8
bpp palette in a 8 bpp file,  when the frames are running  at  speed  the  P256
palette  Pixel  file  images  dithered  from  the  24 bpp BMP image files blend
together and may give an impression of more subtle colors.

The LOAD BMP command used by the Files Utilities BMP  Pixel  command  has  been
modified to be able to convert 24 bpp BMP as well as 8 bpp BMP files into 4 bpp
and 8 bpp Pixel files using the M16, M256, and P256 palettes.  The C16 and C256
palettes  are  not  supported in this change to the LOAD BMP command for 24 bpp
BMP files because C16 and C256 are not suitable for  photographic  images,  and
work  as  far as for what they are useful for with 8 bpp BMP drawings.  Some of
the menus in the Files Utilities BMP Pixel command have been revised  to  check
the bpp type of the BMP file to load and change what they say,  so you will see
different messages,  depending on the bpp type of the BMP image  file  you  are
converting  to  Pixel.  Only  some video modes are valid with some bpp modes of
the BMP files,  so you may need to convert your BMP files to the  correct  type
before you convert them to Pixel type.  The size of the BMP files to convert to
Pixel  must be exactly the same size as the video mode you are selecting,  some
Windows (tm) graphics editing programs may make the BMP files one or more pixel
too large or too small,  so check the image information in your  image  editing
software  if  you can to make sure that the BMP files are the right size before
you try to convert them into Pixel files.

The Video Graphics Mode prompt at  various  places  in  the  program  has  been
modified  to  accept  keywords  for  8 bpp video modes with the P256 palette in
them, e.g.  V320P256,  S640P256,  S800P256,  S1024P256,  S1280P256,  S1600P256,
S1920P256, and S2048P256.  The P256 palette is mostly intended for use with the
ANIMATE  command,  the LOAD PIXEL command,  the LOAD BMP command,  and the SAVE
PIXEL command,  although it may work to some  degree  in  other  parts  of  the
program  that  use  graphics  modes.  For  making 8 bpp color graphics the C256
palette may give better results.  The best results  for  both  photographs  and
computer  graphics  will be to use the VESA 24 bpp and 32 bpp video modes,  but
since they use three or four times as many bytes they do not load  as  fast  as
the  8  bpp  Pixel  files,  and  so are mostly too slow to use with the ANIMATE
command for display at 24 frames per  second.  The  VESA  24  bpp  and  32  bpp
commands  work  best when outputting to cine film in a cine film recorder,  and
later projected at 24 frames per second in a movie projector, or transferred to
video.  There is also the consideration of the size of the harddisk required to
hold large frame sets,  the V320P256 frames are  64002  bytes  each,  and  1440
frames  are required for each minute,  so an 88 minute film would take up about
10GB to 20GB,  the extra being used by the OS since files can  be  bigger  than
there  actual  size  in  the  space  they take up on the disk due to OS issues.
Larger Pixel files would take much more disk space, and load slower.

The macro command DIVIDED_NAME has been added to allow the automatic generation
of Divided filenames and the production of large file  sets.  The  DIVIDED_NAME
command  also  automatically  creates  the sub-directories that the file set is
split up into as needed by the filename's value.  Because  some  commands  like
the  ANIMATE  command  do  the  conversion from Long to Divided type name,  the
DIVIDED_NAME has extra modes to deliver both converted and unconverted filename
strings.  The options UNHERE, UNNEXT,  and UNINPUT deliver unconverted filename
strings,  and the regular NAME options HERE,  NEXT, and INPUT deliver converted
strings which could be used with the SAVE PIXEL and LOAD PIXEL macro commands.

A new Files Load Obsolete OUT command and its macro  equivalent  LOAD  OBSOLETE
OUT  have  been  added.  Early  versions of DANPLOT.COM (tm) supported two file
types,  2D ASCII files and *.OUT files.  The *.OUT files were produced  by  the
plotter  driver  in  DANCAD3D.COM  (tm)  by using the provided DANPLOT.PLT (tm)
plotter driver file as the driver for then  Hardcopy  Plot  Plot  command.  The
advantage  of  using the DANPLOT.PLT (tm) plotter driver was that you could see
how the lines fit within the plotting space's border by looking at the Hardcopy
Plot  Plot  command's  blinking  preview.   The  disadvantage  of   using   the
DANPLOT.PLT  (tm)  driver to generate tool path files was that the Plot command
only output integer values,  not real numbers,  so there  were  small  rounding
changes  in  the  points to plot.  The DANPLOT.PLT (tm) driver was installed to
save the plotted lines into a file named DPLOT.OUT  in  the  CAD  program  sub-
directory,  the  user  then  needed  to  rename that DPLOT.OUT file in order to
prevent it from being overwritten the next time the DANPLOT.PLT (tm) driver was
used to plot a drawing.  The fact that the name  of  the  *.OUT  file  did  not
change  was  not  a problem,  since a batch file could be used with DANPLOT.COM
(tm) and it would always use the same filename for  different  jobs,  in  other
words the DPLOT.OUT was meant to be a temporary file for transmitting the lines
from  the  CAD  program  to  the  DANPLOT.COM (tm) program for plotting at that
moment and not to be a filetype used for archiving drawings,  which should have
been  done  in  a  drawing  file  type,  not as plotter data output.  The small
rounding off of the values saved was not a major  issue  for  many  tasks,  but
users  needed  to  keep the scale values used when plotting in mind in order to
not have the rounding visible in the finished piece.  The *.OUT file type is no
longer supported by DANPLOT.COM (tm) since it is not needed and the ASCII  file
type  uses  real  number  values which can be scaled over a larger range before
rounding changes show up.  The Files Load Obsolete OUT command has  been  added
so that users who saved their drawings to plot in *.OUT file type but neglected
to  save there drawings in a normal drawing file type such as ASCII,  3D-Quick,
or 2D-Real, can load their *.OUT files and re-save the drawings to convert them
to a more current file type or edit them and save them in a drawing file  type.
Files  created by third party programs with a *.PLT file extension are probably
not plotter drivers for use in my CAD programs.

Although 24 Bit 96000 sample per second WAV files  are  perhaps  becoming  more
common  and standard,  One can probably see little,  or even perhaps almost no,
piratical benefit to using such larger files in the production of 35mm Optical,
Magnetic,  or even Digital Motion picture sound tracks that will be  played  on
Movie  house  Cinema  theater  sound  systems.  Motion picture sound tracks are
normally compressed to keep the volume near 100% modulation  with  the  average
signal between -3db VU and -7db VU much of the time.  At the theater people are
talking and making noise with their popcorn,  and at Multiplex theaters you may
hear the loud sounds from the movies playing at each adjacent theater,  so  the
ambient  noise floor is quite high,  probably above even the LSB of 16 Bits let
alone 24 Bits.  In an excellent home theater system on a quiet  night  a  young
person  might be able to tell some difference,  but even then it would probably
be very small.  The benefits of the smaller 16 Bit 48000 sample per second  WAV
and RAW files in conserving disk space and perhaps editing, loading, and saving
faster,  seems  to  me  at  this point to be a very real benefit.  So for those
commands that only support 16 Bit WAV files at present,  you can use  your  WAV
editor  to  convert your 24 Bit WAV file to 16 Bit for use with those commands,
and then convert back to  24  Bit  when  the  finished  sound  track  has  been
completed, i.e.  to archive the finished track or tracks, if you like.  The WAV
commands may work with 96000 sample per second 16 Bit files  if  you  have  the
extra harddisk space for files twice as large as 48000 sample per second files,
this  would  allow  you to not have to resample just change the bit resolution,
but remember that some commands only work with Mono WAV  files,  so  for  multi
track  sound  tracks you may want to write a macro to process all the shots the
same way.  Remember to double the samples per frame if you process  your  sound
track  at 96000 samples per second rather than 48000 samples per second so that
the audio frame numbers will match the image frame  numbers,  i.e.  change  the
frame audio samples from 2000 to 4000.

You  should  also  note  that  my  WAV  editing command may only load so called
"Canonical WAV" files,  so you may need to load your WAV files that my programs
refuse  to  load into a WAV editing program that can save the simple "Canonical
WAV" file type,  such as "MAGIX audio studio 7 deLuxe (tm)",  in order to scrub
the  extraneous  data out of the WAV file.  Many of my WAV editing commands may
only load "Canonical WAV" files that are 16 Bit Mono type.  The sample rate  in
some cases may be used by the command,  and others not, but generally should be
48000 for motion picture sound track editing, and 44100 for audio CD burning.

When you have finished making several tracks with the WAV LINK command you  can
mix  them using your favorite WAV editing software.  In some cases you may have
more than a hundred tracks to mix.  If your WAV editing software does  not  let
you  mix,  it  may let you combine two Mono tracks into a Stereo track.  To mix
the many tracks together you can just repeat the operation of making  a  Stereo
track  from  two Mono tracks and saving the result as another Mono track,  i.e.
track1 + track2 = trackA,  trackA + track3 = trackB,  trackB + track4 = trackC,
and  so  on.  You  may  need  to have the volume in each track at less than 50%
modulation (below -6db VU) so that when each of the  tracks  are  combined  the
result stays below 100% modulation (below 0db VU).

Although  the  focus of WAV editing here is primarily for 24 fps Motion Picture
sound,  you could also edit 25 fps European TV telecine  sound,  25  fps  video
sound,  or  30 fps EIA video sound.  NTSC video sound shoud be edited as EIA 30
fps sound even though the actual frame rate is 29.97.  When editing  sound  the
audio frames need to all have the same number of audio samples,  and the number
of audio frames needs to correspond to the number of image frames.  At  exactly
30  fps the number of samples per frame taken from a WAV take recorded at 48000
samples per second would be 1600.  But if the video camera is running at  29.97
the number of samples per frame recorded would be greater than 1600, maybe 1601
for  some  frames  and 1602 for others.  To correct this NTSC issue you need to
resample the recorded audio to make it a little shorter,  edit the audio,  then
resample  the  edited  audio  to  make it a little longer before doing an audio
overdub onto the video running at 29.97.  To extract the video for editing  you
would extract all of the video frames (as BMP files), dropping none, since like
film  editing  the  frames  only assume a frame rate from the projector or play
back device,  while editing the frame files are just static numbered  files  of
picture  and  sound  that correspond to the film picture and magfilm or optical
track film frames.  You should be able to in  this  way  record  double  system
audio and video with a MiniDisk or DAT recorder using your NTSC,  PAL, or SECAM
camcorder,  MiniDV,  HD,  or other crystal locked video system if  you  clapper
board  slate  each  shot  so  that you have a video frame with the slate and an
audio frame with the clapper board slate slap.  If you have edited single flash
frames (or frames that say head sync and tail sync in a title)  into  the  head
and  tail  image  leaders such that those frames coraspond to the head and tail
beep frames in the tracks you should be able to adjust the  resampling  of  the
audio tracks to make the head and tail beeps align with the head and tail flash
or  sync title frames,  at least for audio tracks that only lasts 10 minutes or
so,  for longer projects you may have problems depending on  how  constant  the
crystals  are  in your equipment.  You can generate 60Hz pilot tone on a second
track of a stereo WAV,  and use an oscilloscope to check the phase of the audio
playback to the video fields by taking the video signal and filtering it to get
a  59.94Hz  sine  wave,  you then put the filtered video into the X axis of the
scope and the playback of the resampled 60Hz pilot tone audio  off  the  second
track  of a stereo WAV where the first track is the video audio for the overlay
into the  Y  axis  of  the  oscilloscope.  You  should  see  a  circle  on  the
oscilloscope screen, the circle may rotate on edge and look like a line part of
the time, if the circle rotates in the same direction more that three rotations
over the full playback time you are more than a frame out of sync,  if you have
trouble telling if the circle is rotating in the same direction you can  reduce
the  filtering  of the video so that wiggles in the circle displayed give you a
clue as to the direction of the phase  shift.  You  do  not  want  to  generate
59.94Hz pilot tone, since the point of using the pilot tone here is to check to
see if you have resampled the audio track enough to stay in sync with the video
after editing,  so the audio running at 30 fps and the 60Hz pilot get resampled
shorter to play back on a machine running at 29.97  frames  per  second  (59.94
fields  per  second,  NTSC has two interlaced fields per frame).  Do not record
the pilot tone,  you need to generate it so that it will be in absolute sync to
the  length  of  the audio frames,  if you record pilot tone or time code there
will be small timing errors due to the crystal clocks not  running  at  exactly
the right frequencies resulting in phase drift over time,  that may put you one
or more frames out of sync after 20 minutes.  If you record SMPTE time code  on
the  video  tape generated from the edited image frame files (using third party
tools),  and sync lock the playback of the WAV file's WAV  player  by  using  a
SMPTE  to  MTC time code converter through your sound board's MIDI port you may
be able to lock the phase of the video recorder during audio  overdub  so  that
the  computer  automatically  adjusts to match the video recorders actual frame
rate,  in which case the resampled pilot tone shown on the oscilloscope  should
stay in phase over an "unlimited" WAV playback duration.

You  can  record  the audio portion of double system sound for making cine film
movies or videos on video on a VCR or camcorder, such as Hi-Fi VHS,  and ignore
the  frame  rate of the video signal,  just play back the audio into your sound
board and sample at 48000 samples per second.  In other words,  you can  use  a
VCR  or camcorder just as an audio recorder,  and not use the picture recorded,
the video signal source can just be a good NTSC test pattern or a signal from a
NTSC camera with the lens cap on.  Do not use tube type video  cameras  as  the
video  source  since  some of the older cameras may produce random interlace or
have the vertical sync locked to the line AC power frequency,  rather than  the
59.94 Hz used for NTSC video recorder playback,  which could cause the playback
to be the wrong speed.  The VCR or camcorder has a crystal so the  audio  plays
back  at the same speed as the audio was recorded,  more or less.  You may want
to point the video signal source camera at the actors mouths zoomed in so  that
you can use the video tape later if you need to ADR loop dub the actors to make
a  better  recording.  Using a network broadcast as the video source may give a
more stable recording speed than using a video tap camera or some  low  quality
video  source,  since the VCR locks its tape speed while recording to the video
source sync.  Black and White cameras, such as used in a video tap,  may run at
EIA  60  Hz fields,  but the VCR will almost certainly play back such Black and
White video at the NTSC 59.94 field rate,  so using a NTSC color video tap  may
be a better idea if you want the video tap image on your audio recordings so as
to  not  pitch  and  time  shift  your audio.  Using a Hi-Fi VCR to record sync
double system audio for film or video should work about as  well  for  the  lip
sync as Minidisk,  DAT, or direct computer recording in PCM except for slightly
lower audio fidelity,  just be sure that the  recorder  starts  a  few  seconds
before  the  slate  clapper  board is slapped to be sure the recording speed is
stable.  Do not try recording audio on a "wild" tape recorder  unless  you  use
pilot tone or time code to resolve the tape speed fluctuations later.  For film
shooting you need to use a crystal sync or AC sync motor on the camera in order
to  use  a  crystal  sync  audio recorder without sync signal wires between the
camera and audio recorder in a double system arrangement,  if your Movie camera
does not have a Crystal or AC sync motor, then you need to install a pilot tone
generator on the Movie camera and resolve the audio before you can generate the
separate  audio  frame  shot  take  files to be chopped up by using WAV FRAMIZE
command Mode 1.

A general problem with numbered file sets is that you need to have a continuous
set of files of consecutive numbers, if files are missing you will probably get
an error and the macro or the command may be interrupted.  Another problem  can
arise  when  you  have saved a file set of the same name before and write a new
file set over the old one,  to save time some of the commands  only  check  the
first file in a set,  and then assume the other files are like the first one in
type,  size,  and such.  If you partially overwrite a  set  of  one  type  with
another  and  use  the same name,  when the second set is read the program will
read past the last file of that set into the previous files,  resulting  in  an
error report,  or scrambled data being loaded.  To avoid such problems,  always
delete or erase files in a set before writing a set to the same directory  with
the same name as the previous file set.

The  maximum file name ranges alowed by the Long,  Short,  and Divided filename
types does not reflect the actual range of filenames that may be  stored  on  a
disk under a particular OS,  since the range and total number of files that any
given OS alow may vary from one particular OS to another.  Also  the  speed  of
access  for  file  sets  may  vary by the number of the file in the set and the
place the files in the set are stored on the disk drive, as well as the OS used
at the time the files are read or written.  Windows 98SE (tm) may  give  higher
disk  access speeds than DOS for very large file sets,  but you will need to do
your own testing since your hardware may also influnance the file access times.
Under Windows 98SE (tm) sub-directories may be  limited  to  65534  files.  The
number  of  files  you can store in the root directory may be limited to around
511 or 65365 in some OS.  Files in large file sets may access faster  from  the
rood directory,  or when the Divided filename type is used in place of the Long
filename type.

---
DESCRIPTION OF NEW MACRO COMMANDS

See the general description of the new Macro commands and their menu equivalent
commands given above.  Here the particulars of the values passed to  these  new
Macro commands is discussed.

WAV  FRAMIZE  currently  has two modes,  the first mode chops a WAV audio sound
file into frame size chunks so that a range of frames can be selected with  the
second  mode  to make a WAV file with the sound for a shot in a Movie or Video.
The number of samples in each frame chunk needs to be the same so that you  can
edit  a  cut  between  any  two frames.  WAV files sampled at 44100 samples per
second do not divide evenly into 24 frames per second and so would need  to  be
resampled  to 48000 samples per second or 88200 samples per second before being
chopped up.  44100 can be divided evenly by 25 frames per second to give chunks
1764  samples  long.  WAV  files  sampled  at  48000  samples per second can be
chopped into chunks of the same number of samples at 24, 25,  and 30 frames per
second giving chunks of 2000,  1920, and 1600 samples.  96000 sample per second
files are also usable for 24, 25, or 30 frame per second editing, but the frame
chunk files would be twice as large.  In the initial release of the WAV FRAMIZE
command only 16 bit Mono WAV files are supported because dialog for each actor,
sound effects,  and other sounds are usually edited on separate tracks.  If you
need  to  edit stereo or multi track WAV files,  break them into Mono files and
framize them into separate sub-directories.  Pilot tone would normally  not  be
framized  since  the  phase  of  the  pilot  tone  would  change  at  each shot
transition,  rather after the RAW audio frame files for all the  shots  is  put
together  with  the  WAV LINK command you would generate new Pilot tone or time
code and combine the full audio track of audio shots from the WAV LINK  command
with  the  new  Pilot  tone or time code into a stereo WAV file for playback to
record the audio onto Magfilm or the Optical sound  negative  using  the  pilot
tone  to  operate  the sync motor on the Magfilm or Optical film recorder.  The
WAV of the Pilot tone or time code should be phase locked to the  exact  length
of the frame chunk in samples,  if you have no other way to lock the phase, you
can edit the WAV of the Pilot tone or time code in a  WAV  editor  and  add  or
subtract a few samples to the wave form here and there to keep the starts lined
up,  e.g.  for 60 Hz Pilot tone the zero crossing after each cycle should occur
about every 800 samples in a 48000 sample per second WAV file,  checking to see
that  the  zero  crossing happens at multiples of 800,  such as at about sample
48000 for the start of the second second, 480000 for the tenth second,  4800000
for  the  hundredth second,  48000000 for the thousandth second and so on.  The
Waveform generator in your WAV editing software may be  able  to  create  Pilot
tone  in perfect phase to the sample count.  The frame chunks are stored in RAW
wave data without the WAV file header to possibly  reduce  file  size,  improve
speed,  and  simplify the code written to work with the frame audio chunks.  If
you need to listen to one of the chunks you may be able  to  import  the  chunk
into  your  WAV editor by selecting "All files" as the type,  and selecting "16
Bit Little Endian (PC) Mono" from the untyped wave data dialog if your  program
has  one.  If your WAV editor does not support "16 Bit Little Endian (PC) Mono"
you can use the WAV FRAMIZE command to convert just one RAW frame  into  a  WAV
file  by  selecting  the  starting  and  ending frame as the same number as the
number of the RAW frame you want to listen to.  To get the first  frame  (frame
number  zero)  of  audio data for a shot take to have the clapper board slap in
the audio frame file numbered zero you can edit the shot take WAV file in  your
WAV  editor  to  delete  the  head of the shot take WAV file before the clapper
board slap sound wave form before you use the WAV FRAMIZE command to  make  the
numbered  audio  frame chunk files (the clapper board slap being numbered frame
file zero for each shot and take),  otherwise you can write a macro  to  rename
all  the  RAW frame chunk files for a shot so that the clapper board slap sound
is in frame file number zero, the frame after that numbered one,  and so on see
the FILES RENAME,  NAME,  LONG_NAME, and DIVIDED_NAME macro commands.  Once you
have the clapper board slate's slap in audio frame file zero,  you can use  the
selected frame numbers of the film start and end image frames you want included
counting  from  the clapper board slate slap frame (slate on image frame number
zero also) as the range for the first and  last  frames  to  have  WAV  FRAMIZE
command  to turn the audio frames for the shot take back into a single WAV file
for that shot take, and so, if you change your desired edit points you can just
edit the starting and ending frame numbers passed to the WAV FRAMIZE command in
your automatic output macro file and run that macro to generate new  shot  take
WAV files with the new selected audio frames included or omitted,  WAV link can
then generate the WAV track file blopped and  ready  to  transfer  or  use  for
interlock  projection,  and such.  If you select the maximum frame number range
for WAV FRAMIZE Mode 1 and the source WAV file is too short  to  make  complete
frames  the  end  of the last frame will be filled with silence samples to fill
out a full audio frame,  the error report option can be set to ignore that  the
WAV  file was short and the last frame may have been padded this or report that
the WAV file was short of the entered last frame number.

Vales used for Mode 1 (chop) are:

WAV FRAMIZE 1
IN_file_set_type  IN_filename
OUT_file_set_type OUT_filename
first_frame_number
last_frame_number
samples_per_frame
report_short_error

WHERE:

IN_file_set_type...=  U (unit file, not a set), just one 16 Bit Mono WAV

IN_filename........=  *.WAV  16  Bit  Mono WAV,  48000 samples/second normally.
                      The WAV files input here are audio tracks  that  run  the
                      full  length  of the camera takes generally.  If possible
                      you should delete any samples  in  the  source  WAV  file
                      before  the clapper board slate slap with your WAV editor
                      so that the first audio frame (frame number zero) will be
                      the clapper board slate slap or electronic slate beep  if
                      you  have  an  electronic slate.  It might also be a good
                      idea to trim off the tail of the source WAV file  to  the
                      length  of the image frames that will actually be used in
                      order to conserve disk space by  not  having  more  frame
                      files  generated  than you will need.  To keep the source
                      take WAV files in order and to batch process them you may
                      wish to number them,  in that way a macro using the NAME,
                      LONG_NAME, or DIVIDED_NAME command can process a sequence
                      of files automatically.

OUT_file_set_type..=  L  S  D  for Long Short or Divided
                      Long    = C:\SUB\1.RAW to C:\SUB\65534.RAW
                      Short   = C:\SUB\MYXXXRAW.1 to C:\SUB\MYXXXRAW.999
                      Divided = C:\RAW0\1.RAW to C:\RAW511\999.RAW

OUT_filename.......=  For Long and Short the name entered is the same  as  what
                      the  file  is saved like,  but for Divided type you enter
                      the Long style name  and  the  program  splits  the  Long
                      number and makes the sub-directories

first_frame_number.=  0 or 1 for the full range,  normally  the  clapper  board
                      slate slap frame,  or some other number to insert a range
                      of audio frames into a set,  i.e.  overwrite some  frames
                      with silent frames, room tone frames and such.  Note that
                      declicking or blopping is not done between frames, if you
                      want  blopping  between  ranges of frames it is better to
                      join groups of frames joined with WAV FRAMIZE Mode 2 with
                      the WAV LINK Mode 1  command  rather  than  using  single
                      frame inserts or overwrites.

last_frame_number..=  For  Short  999  or for Long and Divided 99999999 for the
                      full length of the source WAV file, or a number of frames
                      for the length of the picture frames in the shot

samples_per_frame..=  This must be equal to  the  samples  per  second  of  the
                      shot's  source WAV file divided by the frame rate is such
                      a way that all the audio frames have the same  number  of
                      samples,  for  48000  sample  per  second  WAV  files and
                      editing 24 frames per second you  would  normally  select
                      2000 samples.  If you wanted to edit the sound in quarter
                      frame  lengths you could select 500 samples,  but all the
                      audio frame numbers would be about four times the picture
                      frame numbers,  i.e.  picture frame 1 (first frame  after
                      the  clapper  board  slate  frame) would be audio quarter
                      frames 4, 5, 6, and 7.

report_short_error..= This lets you have the  program  warn  you  that  it  has
                      padded the last audio frame with silence,  something  you
                      would  normally  not want since it will break the a macro
                      running,  but in menu mode it lets you know if  the  room
                      tone  is  going  to drop out in the last frame so you can
                      edit the source WAV to add some more room tone if you are
                      going to need it up to the end of the last audio frame.

Here is an example macro using the WAV FRAMIZE Mode 1:

VERSION v3.7N
WAV FRAMIZE 1
U UNEDITED\3.WAV
L 3\1.RAW
0 99999999
2000 0
{ End WAV FRAMIZE chop }


Values used for Mode 2 (join) are:

WAV FRAMIZE 2
IN_LSD_type IN_name
OUT_LSD_type OUT_name
first_frame_number
last_frame_number
sample_rate

WHERE:

IN_file_set_type...=  L  S  D  for Long Short or Divided
                      Long    = C:\SUB\1.RAW to C:\SUB\65534.RAW
                      Short   = C:\SUB\MYXXXRAW.1 to C:\SUB\MYXXXRAW.999
                      Divided = C:\RAW0\1.RAW to C:\RAW511\999.RAW

IN_filename........=  For Long and Short the name entered is the same  as  what
                      the file is saved like,  but for Divided type  you  enter
                      the  Long  style  name  and  the  program splits the Long
                      number and makes the sub-directories

OUT_file_set_type..=  U (unit file, not a set), just one 16 Bit Mono WAV

OUT_filename.......=  *.WAV 16 Bit Mono  WAV,  48000  samples/second  normally.
                      When saving the output WAV files for each  shot,  cut  to
                      the  frame length of the used picture frames,  you should
                      number the WAV shot files consecutively so that  the  WAV
                      LINK  command  can  automatically load the audio shots in
                      the correct order, e.g. C:\FILM6\REEL4\TRACK9A\327.WAV

first_frame_number.=  0 or 1 for the full range,  normally  the  clapper  board
                      slate slap frame,  or some other number to insert a range
                      of audio frames into a set,  i.e.  overwrite some  frames
                      with silent frames, room tone frames and such.  Note that
                      declicking or blopping is not done between frames, if you
                      want  blopping  between  ranges of frames it is better to
                      join groups of frames joined with WAV FRAMIZE Mode 2 with
                      the WAV LINK Mode 1  command  rather  than  using  single
                      frame inserts or overwrites.

last_frame_number..=  For  Short  999  or for Long and Divided 99999999 for the
                      full length of the source WAV file, or a number of frames
                      for the length of the picture frames in the shot

samples_rate.......=  This must be equal to the  samples  per  second  for  the
                      result  joined  WAV file.  This does not resample the WAV
                      data in the initial release, it just tells the WAV player
                      at what speed the WAV data should be played.  This  would
                      always  be  the  same  as the sample rate of the WAV file
                      that was chopped with WAV FRAMIZE Mode 1 unless you  want
                      to  make  a  half speed result WAV file for recording the
                      Optical sound track on film at half speed for better high
                      frequency response and more exposure for  a  given  light
                      valve  lamp  current.  You  might want to run the Optical
                      sound on film recorder at half speed, or less,  to record
                      directly on the print stock (print stock has a lower film
                      speed than sound recording film), i.e.  electro-print the
                      sound.  If you play the edited WAV at speeds slower  than
                      normal  the low frequency output of the Sound Board or CD
                      player may need to be equalized since 20Hz would then  be
                      10Hz or less.  You need to manually enter the sample rate
                      because  the  RAW  wave frame chunks are not saved in any
                      particular sample rate, just a sample length,  so to make
                      a  WAV  file  of  the right sample rate you need to enter
                      that rate with this value, which would normally be 48000.
                      If you want to play a CD-R of your sound track into  your
                      Optical  sound  recorder,  you  can  use your WAV editing
                      program to make a "high quality" resample  of  the  48000
                      sample per second WAV file into a 44100 sample per second
                      WAV file that can be played from an audio CD player,  but
                      it might be better to play the 48000  sample  per  second
                      computer  WAV file directly from the Sound Board or other
                      audio PCM device.

Here is an example macro using the WAV FRAMIZE Mode 2:

VERSION v3.7N
WAV FRAMIZE 2
L 3\1.RAW
U 3.WAV
88 736
48000
 { End WAV FRAMIZE join }


The WAV LINK command has two modes in the initial release, the first mode takes
the (manually numbered with the shot order) WAV files generated by WAV  FRAMIZE
Mode 2 command and joins them in order together automatically blopping the pops
and  clicks  out at the shot to shot edits into a WAV file track with start and
end markers, start and end beeps,  and start and end silence padding that allow
you  to align the track markers and or beeps in your audio WAV editing software
to make sure the start and end of the WAV tracks are in sync before  you  do  a
Mix  of the various Audio tracks,  of which you might have a hundred or more to
mix in different ways to make Mono,  Stereo,  or Multi  track  mix  downs  with
dialog  in various language versions.  If the tracks start and end marks do not
match in length because you put one of the tracks out to an analog recorder for
doing sound effects (as a template to insert or overdub on) you can try to  use
the resampling or other editing commands in your WAV editing software to adjust
the  length  of  the  track and to align the start marks.  The second mode puts
beeps at the start of each shot instead of blopping the start  using  the  tail
beep  frequency and duration so that the head beep can be a different frequency
from the shot to shot beeps.  The beeping track could be of  use  for  looping,
dubbing,  over-recording  sound  effects,  recording the music track,  and such
where you would be playing the audio track many times not  from  the  start  so
that you would want to hear the markers where the shot cuts are.  The beeps and
other  unwanted  audio  could  be  later  flattened out in your WAV editor,  or
framized and replaced with silence.

The WAV LINK command joins audio shots together, which generally means shots of
the same number of frames as the image frames in a take.  But when you want the
audio to run over a splice between two image shots you do not  want  the  audio
blopped  at  the image shot cut.  To get around this issue,  you can make audio
shots that are longer than the image shots for some audio tracks,  that is  the
audio  track  audio  shot  numbers  do not need to correspond to the image shot
numbers, just the total sample count between the head and tail beeps or markers
in the finished audio tracks needs to match.

If you want to include a track description and or an audio frequency sweep into
the head of the linked track you can make a copy of the shot 1 audio  shot  WAV
file,  and  use  WAV  LINK to pre-link the track description WAV file and audio
frequency sweep before the shot one audio.  You can write a macro file to  make
putting  such reference audio shots into all of your tracks automatic.  Just be
sure that the audio shots you wish to add have been trimmed to start and end on
even frame boundaries or else all of the audio frames in your audio tracks  may
be  out  of  sync with the image frames.  The WAV FRAMIZE command Mode 1 can be
used to framize the pre-track audio shots and  then  the  desired  audio  frame
range  can  be selected for WAV FRAMIZE Mode 2 to produce pre-track audio shots
that are trimmed to exact multiples of audio frame sample  lengths.  The  first
shot number can be a negative value to allow audio pre-shots and still have the
first shot in the track numbered one or zero.

Values used for WAV LINK Mode 1 (blop) are:

WAV LINK 1
IN_file_set_type IN_name
OUT_file_set_type OUT_name
first_shot_number last_shot_number
sample_rate blop_samples
pad_head_samples
half_head_marker_samples
pad_gap1_samples
head_beep_half_samples head_beep_cycles
pad_gap2_samples
pad_gap3_samples
tail_beep_half_samples tail_beep_cycles
pad_gap4_samples
half_tail_marker_samples
pad_tail_samples

WHERE:

IN_file_set_type....= L  S  D  for Long Short or Divided
                      Long    = C:\SUB\1.RAW to C:\SUB\65534.RAW
                      Short   = C:\SUB\MYXXXRAW.1 to C:\SUB\MYXXXRAW.999
                      Divided = C:\RAW0\1.RAW to C:\RAW511\999.RAW

IN_filename........=  For Long and Short the name entered is the same  as  what
                      the file is saved like,  but for Divided type  you  enter
                      the  Long  style  name  and  the  program splits the Long
                      number and makes the sub-directories

OUT_file_set_type..=  U (unit file, not a set), just one 16 Bit Mono WAV

OUT_filename.......=  *.WAV 16 Bit Mono  WAV,  48000  samples/second  normally.
                      When  saving the output WAV files for each track,  cut to
                      the reel length you should number  the  WAV  track  files
                      consecutively so that they might be mixed in order.

first_shot_number..=  0 or 1 for the full range,  you can enter negative values
                      of down to -99 for Short shot sets or or down to -9999999
                      for Long or Divided shot sets in order to add extra audio
                      "shots"  before the actual track shots start at shot 0 or
                      1,  this might be of use to insert a talking track  audio
                      description (done by the sound engineer through the small
                      intercom mike in his mixing board) as was done on Magfilm
                      so that the track could be identified if the roll was put
                      in the wrong box or lost its label,  and you can also add
                      pre-shots  with  extra  calibration  tones  such   as   a
                      frequency  sweep  and  noise reduction calibration signal
                      tones as well as extra silence padding and sounds for the
                      SMPTE count down leader, distributor headers, and such.

last_shot_number...=  For  Short  999  or  for  Long  and  Divided 99999999 for
                      linking all of the audio shots into  a  track,  no  mater
                      what  the  current  number  of  shots is.  If you enter a
                      particular number then WAV LINK will stop at that  number
                      unless  that  file  is  not  found,  or  there  is  not a
                      continuous set of files from the starting  shot  file  to
                      the  last  shot  file.  Using the maximum range frees you
                      from counting the files total.  You can use the start and
                      last shot values to extract a  range  of  shots.  If  you
                      omit  the  head  and tail padding and tones and marks you
                      can then treat the extracted  section  as  a  shot  file,
                      something you might want to do if you wish to take all of
                      the  audio  from  each reel's track and make a continuous
                      track for the whole film,  so you can watch the  film  by
                      playing digital sound without reel changes.

samples_rate.......=  This must be equal to the  samples  per  second  for  the
                      result  joined  WAV file.  This does not resample the WAV
                      data in the initial release, it just tells the WAV player
                      at what speed the WAV data should be played.  This  would
                      always  be  the  same  as the sample rate of the WAV file
                      that was chopped with WAV FRAMIZE Mode 1 unless you  want
                      to  make  a  half speed result WAV file for recording the
                      Optical sound track on film at half speed for better high
                      frequency response and more exposure for  a  given  light
                      valve  lamp  current.  You  might want to run the Optical
                      sound on film recorder at half speed, or less,  to record
                      directly on the print stock (print stock has a lower film
                      speed than sound recording film), i.e.  electro-print the
                      sound.  If you play the edited WAV at speeds slower  than
                      normal  the low frequency output of the Sound Board or CD
                      player may need to be equalized since 20Hz would then  be
                      10Hz or less.  You need to manually enter the sample rate
                      because  the  RAW  wave frame chunks are not saved in any
                      particular sample rate, just a sample length,  so to make
                      a  WAV  file  of  the right sample rate you need to enter
                      that rate with this value, which would normally be 48000.
                      If you want to play a CD-R of your sound track into  your
                      Optical  sound  recorder,  you  can  use your WAV editing
                      program to make a "high quality" resample  of  the  48000
                      sample per second WAV file into a 44100 sample per second
                      WAV file that can be played from an audio CD player,  but
                      it might be better to play the 48000  sample  per  second
                      computer  WAV file directly from the Sound Board or other
                      audio PCM device.

blop_samples.......=  When  sound from different shots gets joined there can be
                      a click or pop in the playback.  To reduce  or  eliminate
                      such  pops  and  clicks  the  blop_samples value sets the
                      length of a quick fade out and fade in of  the  audio  at
                      each  splice  point.  Blopping was done with a blop punch
                      or blopping ink on optical tracks,  the size of the  blop
                      was about a quarter of an inch, or a eighth of an inch on
                      each  side  of  the  splice.  Since  at 48000 samples per
                      second and 24 frames per second 500 samples would be  one
                      quarter  of  a  frame,  you  would enter 250 here because
                      there is a fade out of 250 samples at the end of  a  shot
                      and  a fade in of 250 samples on the next shot,  totaling
                      500 samples.  At a  sample  rate  of  96000  samples  per
                      second you would enter 500 here,  and at a sample rate of
                      88200 you would enter  458.  Longer  values  may  make  a
                      noticeable  "woop"  sound  at  the  cuts,   but  you  can
                      experiment and see what you think sounds  best  for  what
                      you  are  doing.  The  value  should  be  3  or  more for
                      anything useful to start to happen.  Entering 0  disables
                      the blopping for the most part.

pad_head_samples...=  This puts  silence  at  the  head  of  the  audio  track,
                      normally  at  least  one  second  for  the sound board to
                      stabilize,  the optical recorder to get up to speed,  and
                      such, i.e.  a preset run-up time.  The time is figured in
                      samples so that there are not rounding problems,  if your
                      sample  rate  is  48000  then  48000 samples entered here
                      should  give  you  one  second  of  silence,  480000  ten
                      seconds,  and  so on.  If you are using 96000 samples per
                      second the idea is the same, just double the values.

halfheadmarksamples= The head marker is a square wave that has a sharp edge and
                     can be set to as little as one sample.  This is  used  for
                     two purposes primarily,  the first is to have a clear mark
                     for the head (and tail with the tail marker) to align  the
                     various  tracks in audio mixing software,  you can see the
                     tracks and the sample count in the wave  form  display  of
                     such  programs  and  align  the  tracks  left and right by
                     adding or subtracting samples to the head silence  to  get
                     the  tracks  lined  up  vertically  so the start (and end)
                     markers are on the same sample number.  Another use of the
                     head marker is to trigger the start of  a  device  playing
                     the  picture  frames,  this could be a VCR,  computer,  or
                     Movie projector with a AC sync motor, synchro,  or stepper
                     motor.  Since  some  audio sound boards are AC coupled and
                     do not put out DC audio signals the maximum length of  the
                     square  wave  is  limited by the low frequency response of
                     the PCM WAV player and audio circuits.  Generally,  half a
                     frame  is the longest the square wave can be held,  so the
                     number of samples used here would be equal to about a half
                     of a frame,  or 1000 samples for 48000 samples per  second
                     and 2000 samples for 96000 samples per second.  This value
                     is for one half of the square wave sample,  the total time
                     encoded into the  result  WAV  file  is  twice  the  value
                     entered,  i.e.  2000  samples for the positive part of the
                     wave and 2000 samples for the negative part of the  square
                     wave. If you do not want a head marker enter 0 here.

pad_gap1_samples...= This  lets you put some space between the marker pulse and
                     the  head  beep.  If  you  want  the  beep to start at the
                     beginning of an audio frame you  should  make  the  sample
                     amounts for the pad gaps,  marker, and beep to come out to
                     multiples of the samples in an audio frame.  If  you  want
                     the  marker  and beep to start at the beginning of seconds
                     from the WAV play start you should subtract the samples in
                     the marker from the gap that follows,  and from  the  beep
                     and  the  gap that follows.  If the marker is 2000 samples
                     wide and you want the  start  of  the  marker  one  second
                     before  the  start  of  the beep,  and you are using 48000
                     samples per second then  you  would  enter  46000  (48000-
                     2000=46000).  If  you  do  not  want  a  gap  here enter 0
                     samples.

headbeephalfsamples= This sets  the  frequency  of  the  beep  sine  wave,  the
                     frequency can be an integer value related  to  the  sample
                     rate.  At  one  sample per half wave and 48000 samples per
                     second you would get 24000 Hz,  two samples per half  wave
                     gives 12000 Hz, three samples per half wave gives 8000 Hz,
                     24 samples per half wave gives 1000 Hz.  Since 48 does not
                     divide into 2000 samples without a remainder,  to have the
                     number of 1000 Hz cycles come out to be  an  whole  frame,
                     you can enter 25 samples per half wave which gives 960 Hz.
                     If you really need the beep to be 1000 Hz you can have the
                     beep  end  a  little  short  of one frame by using 41 full
                     cycles, and increasing the gap that follows by 32 samples.

head_beep_cycles...= This sets the number of full cycles of the head beep to be
                     generated.  If you make  the  number  of  cycles  a  large
                     number  you  can  generate  50 Hz or 60 Hz pilot tone sync
                     locked to the sample count and therefore the  exact  audio
                     frame  boundaries.  Normally  you  would enter a number of
                     cycles to be equal to an audio frame or the nearest  whole
                     number of cycles just short of an audio frame (and fill in
                     the  different  with  samples from the next gap.).  If you
                     use 24 samples per half cycle,  you would enter 41  cycles
                     here  and  add  32  samples  to the next pad,  or enter 25
                     samples per half cycle and 40 cycles for a beep that comes
                     out one frame long.  Since you can generate tones to a WAV
                     file with this option,  by setting the gaps and markers to
                     be empty,  and loading an empty (or one sample of silence)
                     source WAV file you might be able to build up a  frequency
                     sweep.

pad_gap2_samples...= This puts some silence between the beep and the  start  of
                     the  source  WAV  file set of audio shots that make up the
                     track.  If the sample rate is 48000 you can  subtract  the
                     sample  length  of  the  beep from 48000 to get one second
                     from the start of the beep to the start of the  first  WAV
                     file audio shot.  If the beep half cycles are 24 (for 1000
                     Hz) and you make 41 cycles that makes 1968 samples of beep
                     (24*2*41=1968),  so 48000-1968=46032 of gap.  If you start
                     the audio WAV file shot numbers in negative values you can
                     insert more sounds before the start  of  the  track  after
                     this gap.  If you do not want this gap enter 0 samples.

pad_gap3_samples...= This is a gap of silence after the  last  WAV  audio  shot
                     file  linked into the track.  You can adjust the length of
                     this gap to have the tail beep  start  on  a  whole  audio
                     frame  boundary.  If  you  do  not  want  this gap enter 0
                     samples.

tailbeephalfsample.= This works like the head beep samples per half  cycle  and
                     can be used for an edit or printing sync marker.  You  can
                     make a different tone from the head beep, no tail beep, or
                     the  same  as  the head beep.  In Mode 2 this controls the
                     start of shot beeps also.

tail_beep_cycles...= This  works  like  the  head beep full cycles count.  Only
                     whole numbers of  cycles  are  supported  in  the  initial
                     release,  so  only  some  values  come out to a full audio
                     frame size.  You can enter 0 here if you do not  want  any
                     beep at the tail.

pad_gap4_samples...= This puts a gap between the tail beep and the tail marker.
                     If the tail beep is less that a full audio frame in length
                     you  should  make up the difference with this gap.  If you
                     do not want a gap you can enter 0 here.

halftailmarksamples= This sets the pulse width for the  tail  marker,  generally
                     half a frame in samples, e.g. 1000 samples.  If you do not
                     want a tail marker you should enter 0 here.

pad_tail_samples...= This  gives some run out at the end of the track after the
                     tail marker and can be adjusted over  a  wide  range.  You
                     should  generally  make  all tracks that will be mixed the
                     same length so that they can be mixed or made into  Stereo
                     or Multi-track WAV files.


Here is an example macro using the WAV LINK Mode 1:

VERSION v3.7N
WAV LINK 1
L WAVLINK\3.WAV
U NEWOUT1.WAV
3 99999999
48000 250
48000 1000 46000 24 41 46032
46000 24 41 46032 1000 48000
 { End WAV LINK blop mode 1 }


Values used for WAV LINK Mode 2 (beeps) are:

WAV LINK 2
IN_LSD_type IN_name
OUT_LSD_type OUT_name
first_shot_number last_shot_number
sample_rate blop_samples
pad_head_samples
half_head_marker_samples
pad_gap1_samples
head_beep_half_samples head_beep_cycles
pad_gap2_samples
pad_gap3_samples
shot_&_tail_beep_half_samples shot_&_tail_beep_cycles
pad_gap4_samples
half_tail_marker_samples
pad_tail_samples

WHERE:

IN_file_set_type....= L  S  D for Long Short or Divided
                      Long    = C:\SUB\1.RAW to C:\SUB\65534.RAW
                      Short   = C:\SUB\MYXXXRAW.1 to C:\SUB\MYXXXRAW.999
                      Divided = C:\RAW0\1.RAW to C:\RAW511\999.RAW

IN_filename........=  For Long and Short the name entered is the same  as  what
                      the file is saved like,  but for Divided type  you  enter
                      the  Long  style  name  and  the  program splits the Long
                      number and makes the sub-directories

OUT_file_set_type..=  U (unit file, not a set), just one 16 Bit Mono WAV

OUT_filename.......=  *.WAV  16  Bit  Mono WAV,  48000 samples/second normally.
                      When  saving the output WAV files for each track,  cut to
                      the reel length you should number  the  WAV  track  files
                      consecutively so that they be mixed in order.

first_shot_number..=  0 or 1 for the full range, you can enter negative  values
                      of down to -99 for Short shot sets or or down to -9999999
                      for Long or Divided shot sets in order to add extra audio
                      "shots"  before the actual track shots start at shot 0 or
                      1, see the description above for WAV LINK Mode 1.

last_shot_number...=  For Short 999  or  for  Long  and  Divided  99999999  for
                      linking all of the audio shots into a  track,  no  matter
                      what  the  current  number  of  shots is.  If you enter a
                      particular number then WAV LINK will stop at that  number
                      unless  that  file  is  not  found,  or  there  is  not a
                      continuous set of files from the starting  shot  file  to
                      the  last  shot  file.  See the description above for WAV
                      LINK Mode 1.

samples_rate.......=  This  must  be  equal  to  the samples per second for the
                      result joined WAV file.  This does not resample  the  WAV
                      data in the initial release, it just tells the WAV player
                      at  what  speed  the  WAV data should be played.  See the
                      description above for WAV LINK Mode 1.

blop_samples.......=  When sound from different shots gets joined there can  be
                      a click or pop in the playback.  To reduce  or  eliminate
                      such  pops  and  clicks  the  blop_samples value sets the
                      length of a quick fade out and fade in of  the  audio  at
                      each  splice  point.  Typically 250 samples here.  In WAV
                      LINK Mode 2 the start of  each  WAV  audio  shot  is  not
                      blopped  like in Mode 1,  rather a beep is overwritten to
                      mark the start of a new  shot  after  a  cut.  The  sound
                      values for the start of a shot beep are controlled by the
                      tail  beep samples per half cycle and tail full cycles to
                      generate.  If you do not  want  the  tail  of  the  shots
                      blopped enter 0 here.

pad_head_samples...= This puts silence at the head of the audio track.  See the
                     description above for WAV LINK Mode 1.

halfheadmarksamples= The head marker is a square wave that has a sharp edge and
                     can   be  set  to  as  little  as  one  sample.   See  the
                     description above for WAV LINK Mode 1. wave. If you do not
                     want a head marker enter 0 here.

pad_gap1_samples...= This lets you  put some space between the marker pulse and
                     the head beep.  See the description  above  for  WAV  LINK
                     Mode 1. If you do not want a gap here enter 0 samples.

headbeephalfsamples= This  sets  the  frequency   of  the  head beep sine wave.
                     The  difference between WAV LINK Mode 1 and Mode 2 is that
                     Mode 2 uses the tail beep half samples and beep cycles  to
                     control a beep at the start of each shot, that is each cut
                     between  shots.  The  head  beep  values work as in Mode 1
                     which you can read more about above.

head_beep_cycles...= This sets the number of full cycles of the head beep to be
                     generated.  The head beep cycles in WAV LINK Mode 2  works
                     the same as in Mode 1 which you can read more about above.

pad_gap2_samples...= This  puts some silence  between the beep and the start of
                     the  source  WAV  file set of audio shots that make up the
                     track.  See the description of WAV LINK Mode 1 above.

pad_gap3_samples...= This  is  a  gap  of silence after the last WAV audio shot
                     file linked into the track.  See the  description  of  WAV
                     LINK Mode 1 above.

tailbeephalfsample.= The tail beep half samples controls the frequency of  both
                     the  tail  beep  and the beeps that overwrite the start of
                     each shot.  Normally you would make the beep  around  1000
                     Hz  and  have it last about one frame.  The tail beep half
                     sample and the tail beep cycles are the  values  that  are
                     different  between  WAV  LINK Mode 1 and Mode 2.  The blop
                     samples does not affect the beep at the start of each shot
                     in Mode 2,  but does still affect the tail  of  each  shot
                     (and  the  head is the blop fade is longer than the beeps.
                     The value entered here is half the samples for a full sine
                     wave,  so to get the duration of  the  beep  you  need  to
                     multiply  the  half  beep wave samples times two times the
                     number of beep cycles.  See the description  of  the  head
                     and tail beep values above, and for Mode 1.

tail_beep_cycles...= In WAV LINK Mode 2 this controls the duration of both  the
                     tail  beep  and  the beeps put over the head of each shot.
                     Normally this would be adjusted to  give  a  beep  of  one
                     frame's  length.  See the description of the head and tail
                     beeps above, and for Mode 1.

pad_gap4_samples...= This puts a gap between the tail beep and the tail marker.
                     See the description for Mode 1 above.

halftailmarksamples= This sets the pulse width for the tail  marker,  generally
                     half a frame in samples, e.g. 1000 samples. The pulse made
                     will be twice the width as the value entered since a cycle
                     has two halves.  If you do not  want  a  tail  marker  you
                     should enter 0 here.

pad_tail_samples...= This gives some run out at the end of the track after  the
                     tail  marker  and  can be adjusted over a wide range.  You
                     should generally make all tracks that will  be  mixed  the
                     same length.


Here is an example macro using the WAV LINK Mode 2:

VERSION v3.7N
WAV LINK 2
L H:\DC37J\WAVLINK\3.WAV
U NEWOUT1.WAV
3 99999999
48000 250
48000 1000 46000 24 41 46032
46000 24 41 46032 1000 48000
 { End WAV LINK beep mode 2 }


The  ANIMATE  command has been revised to include some new features.  These new
features are invoked by replacing the filename  for  the  frame  set  with  the
keyword  XMODES,  so  XMODES is not valid as the name of a frame file set.  The
XMODES keywords stands for extended modes,  meaning enhanced capabilities.  The
principle  changes  are the ability to display animations that run continuously
for more than an hour,  and the ability to select a range of frames rather than
always  starting  from  frame numbered 1.  The frame number range has also been
altered to allow displaying frames with negative numbers,  and to display frame
0,  so  that  frames  before the camera slate is clapped can be displayed,  and
such.  Although not a change directly to  the  ANIMATE  command  the  new  P256
palette  for  the  8 bpp modes makes the V320P256 Pixel frame files useful with
the ANIMATE command for viewing digitized images such as cine or video frames.

Values used for ANIMATE XMODES Mode 1 are:

ANIMATE XMODES 1
file_set_type
delay_ms
start_frame
last_frame
filename

WHERE:

file_set_type......= L  S  D for Long, Short, or Divided
                     Long    = C:\SUB\1.RAW to C:\SUB\65534.RAW
                     Short   = C:\SUB\MYXXXRAW.1 to C:\SUB\MYXXXRAW.999
                     Divided = C:\RAW0\1.RAW to C:\RAW511\999.RAW

delay_ms...........= This  sets the delay between loading the Pixel files,  and
                     is always less than the frame duration set  by  the  frame
                     rate.  Values  between 0 and 40 can be used to display the
                     V320P256 frames at rates around 24 frames  per  second  on
                     fast  computers  with the right OS.  How fast larger Pixel
                     files can be displayed depends on how fast  your  computer
                     is  and  how much data it can move for a long time.  Short
                     frame sets can be played out of the harddisk's buffer  and
                     so give a misleading impression that the harddisk can play
                     frames at high frame rates.  When you try to display large
                     frame  sets  the  harddisk  will  slow  down after all the
                     frames have been read out  of  its  buffer  (when  ANIMATE
                     loops  short  frame  sets the second read is done from the
                     harddisk's buffer rather than from the disk.) The  ANIMATE
                     command  can  be  used  to  bench  mark various computer's
                     performance.

start_frame_number.= 0 or 1 for the full range,  normally the clapper board  slate
                     slap frame,  or some other number to show a range of Pixel
                     frames  from  a set.  Negative numbers are allowed so that
                     Pixel frames before the clapper board slate slap frame can
                     be displayed,  the clapper frame would normally be frame 0
                     for each shot or take.

last_frame_number..= For Short 999 or for Long and  Divided  99999999  for  the
                     full  length  of  the  Pixel  file set,  or the last frame
                     number of Pixel image frames you wish  to  view  from  the
                     Pixel frame set.

frames_filename....= This is a set  of  DANCAD3D  (tm)  Pixel  files  that  are
                     numbered  according  to  the file set type selected,  i.e.
                     Short, Long, or Divided.  The Divided type may be required
                     to display animations that are longer than a  few  minutes
                     at 24 frames per second,  but how much the Long type slows
                     down can depend on where you save the  Pixel  files,  i.e.
                     root directory or in a sub-directory,  and the OS used, as
                     the  speed  files  can  be  read  can  vary  greatly  when
                     different  OS are used.  A very fast computer,  2.8GHz,  a
                     fast 7200RPM harddisk with an 8MB buffer, and Windows 98SE
                     (tm), may be required to display very long file sets at or
                     near 24 frames per second.  For Long and  Short  the  name
                     entered  is  the same as what the file is saved like,  but
                     for Divided type you enter the Long  style  name  and  the
                     program   splits  the  Long  number  and  makes  the  sub-
                     directories.

Here is an example macro using the ANIMATE XMODES Mode 1:

VERSION v3.7N
GRAPH_MODE V320P256
ANIMATE XMODES 1 D 38 0 99999999 C:\1.PIX
TEXT_MODE

The old ANIMATE macro command format is  still  supported  in  v3.7N,  but  the
automatic  output  macro  command now codes the ANIMATE command into the output
macro files using the new XMODES formatting of the macro values.


The Macro GRAPH_MODE command has be updated to support a new P256  palette  for
the  8 bpp video modes.  The P256 palette is better for displaying color photos
and movie and video frame images in the  8  bpp  video  modes.  For  displaying
black  and white photos and movie and video images in the 8 bpp video modes you
should still use the M256 video mode since it requires less dithering  and  the
black  and  white  images will be more neutral color and less grainy.  The P256
palette is not intended for use as a drawing palette,  but the drawing commands
should  operate,  so  you  can use the macro DISPLAY command to draw over photo
images loaded using the P256 palette 8 bpp video modes,  such  as  V320P256  or
S640P256.  All the current 8 bpp video modes support the P256 palette keywords,
i.e.  V320P256, S640P256, S800P256, S1024P256, S1280P256, S1600P256, S1920P256,
and S2048P256.  The main reason for using the 8 bpp video modes is for speed in
loading  the  Pixel  files  during  animation.  Another reason would be if your
video board or monitor only support the 8 bpp video modes at  some  resolution.
Another reason might be to conserve disk space for large Pixel frame file sets,
the  8  bpp  files  are  smaller  than the 15,  16,  24,  or 32 bpp files.  For
displaying single frames of photos and movie or video frame images the 15,  16,
24,  and  32  bpp VESA video modes will give much better images.  Do not try to
use the C256 palette for converting photo  images  to  Pixel  files,  the  C256
palette  is  intended  just  for  computer  graphics generated with the DISPLAY
command or the Main Menu Preview command.

Here is an example macro using the GRAPH_MODE P256 palette and LOAD BMP:

VERSION v3.7N
GRAPH_MODE V320P256
LOAD BMP 48 320X200.BMP
LOCATE 1 1 OUTPUT$ "Press [RETURN]."
WAIT
SAVE PIXEL 320X200.PIX
TEXT_MODE

In the above example the file 320X200.BMP is a  color  24  bpp  BMP  type  file
edited  to be exactly 320 pixels wide by 200 pixels high.  The dithering is set
to the high value of 48 to compensate for the low bit count of 3 bpp red, 3 bpp
green,  and 2 bpp blue in the 8 bits per pixel used in the  P256  palette.  See
Appendix: B for more information about GRAPH_MODE command.

The  macro  LOAD BMP command has been modified to be able to convert 24 bpp BMP
files into palettes that can be displayed in the 8 bpp and 4  bpp  video  modes
and saved to 8 bpp and 4 bpp Pixel files.  This supplements the conversion of 8
bpp  pixel  files,  and can give slightly better results since the dithering is
done directly from a 24 bpp image rather than converting an already  limited  8
bpp palette BMP image.  The video modes using the M16,  M256, and P256 palettes
are supported for use with 24 bpp BMP files and the LOAD BMP command. The video
modes using the C16 and C256 palettes are not currently supported for use  with
the  LOAD  BMP  command  and  24 bpp BMP files since those palettes do not have
enough colors to make such a conversion useful, they can be used with 8 bpp BMP
files if you need to use them.  See the example above showing the  use  of  the
LOAD  BMP command with the new P256 palette and a 24 bpp color image file.  See
Appendix:  B for more  information  about  LOAD  BMP  command.  Note  that  the
numerical  value  used  with  the  LOAD  BMP  command controls both the palette
conversion mode for 8 bpp BMP files,  0=none or 1=convert,  and  the  dithering
when  converting  from  24 bpp BMP files,  so be sure that your BMP file is the
right type for the use of this value,  as the program reacts differently to BMP
8 bpp and BMP 24 bpp BMP image files.

A  new  macro  command  DIVIDED_NAME  has  been  added so that filenames of the
divided type can be generated automatically.  The  DIVIDED_NAME  macro  command
also  takes  on  the  task  of  automatically creating the needed numbered sub-
directories used  in  the  divided  filename  system.  The  DIVIDED_NAME  macro
command works like the NAME and LONG_NAME macro commands,  with the addition of
some  additional  functions,  the  UNHERE,  UNNEXT,  and  UNINPUT  values.  The
DIVIDED_NAME  macro  command  excepts  filenames for file sets in the LONG_NAME
format and converts them into the divided name format.  Some commands,  such as
ANIMATE,  may  already  do this conversion themselves so for those commands you
would need to pass the name of a divided file name set as long  type,  this  is
were  you  would  use  the  UNHERE,  UNNEXT,  UNINPUT  commands.  For the other
commands that do not format filenames into divided  type  themselves,  such  as
LOAD PIXEL, you would use the HERE, NEXT, and INPUT values to have DIVIDED_NAME
pass  the  numbered filename in divided name format.  See Appendix:  B for more
information about the NAME and LONG_NAME macro commands.

Values used for DIVIDED_NAME are:

DIVIDED_NAME i = long_name n

WHERE:

i.........= Index of name variable, 0 to 15 (up to 16 names at  one  time).
long_name.= Filename in Long format, C:\SUB\1.EXT to C:\SUB\99999999.EXT
n.........= Starting file number, -9999999 to 99999999

DIVIDED_NAME i INPUT

This returns the filename formatted for Divided type.  The  filename  would  be
entered in Long format, this converts the filename.

DIVIDED_NAME i UNINPUT

This returns the filename formatted as entered in Long format.

DIVIDED_NAME i HERE

This returns the current filename count for index i in Divided format.

DIVIDED_NAME i UNHERE

This returns the current filename count for index i in Long format.

DIVIDED_NAME i NEXT

This  returns  the  next  filename  count  for index i in Divided format.  This
advances the current file number count automatically so that  when  used  in  a
loop or list the next file in the set is automatically loaded or saved.

DIVIDED_NAME i UNNEXT

This  returns  the next filename count for index i in Long format.  This is the
same as NEXT except for the output formatting.  You can mix the UN and  regular
option  values in the same macro,  they both affect the current filename at the
DIVIDED_NAME selected index.  The names held in the LONG_NAME and NAME commands
are separate.

DIVIDED_NAME i + step

DIVIDED_NAME 1 - step

WHERE:

step......= The integer amount want the filename's number to  change  by,  this
            can range from 1 to 109999998, but should only be used to produce a
            number that is within the valid range  of  filenames  that  can  be
            saved in the DIVIDED_NAME format.


A new file loading macro command has been added to the LOAD OBSOLETE group, the
LOAD  OBSOLETE  OUT macro command.  This command loads a plotter data file made
using the DANPLOT.PLT (tm) plotter driver in DANCAD3D  (tm)  into  the  drawing
workspace  as a drawing element.  This command has three options,  to check the
first line of the *.OUT file to see if  it  caries  the  proper  signature,  to
ignore  the  first line's values,  and to include the first lines values (which
would only be used if the first line was missing or the file was non-standard.)
Because the *.OUT files only have integer values, the plotted drawing is scaled
to make large values to reduce rounding errors.  You would probably  only  need
to use this command if you have lost your drawing files for a drawing but still
have  the  *.OUT file plotted for use with DANPLOT.COM (tm).  The format of the
*.OUT file is four numbers on each line of text with:  -1E35 1 0 0 on the first
line,  and the other lines having numbers for the x1 y1 x2 y2 of line segments.
The file ends when there is an I/O Error  because  the  end  of  the  file  was
reached  or the data was bad.  Each line must have four numbers,  if one number
is missing the data from that point may be read wrong.  There is  no  provision
for setting the line color or other line attributes in the *.OUT format as made
by the DANPLOT.PLT (tm) plotter driver.

Values used for LOAD OBSOLETE OUT macro command are:

LOAD OBSOLETE OUT modecode Xscale Yscale

WHERE:

modecode..= 1, Check first line for valid signature
            2, Do not check first line, read it and ignore the values
            3, Read the first line as data and make a line segment

Xscale....= Adjust the size of the lines in the X axis.  Negative values can be
            used  flip  the X axis.  The normal value would be 1 or 0.0001,  do
            not enter values near zero.

Yscale....= Adjust the size of the lines in the Y axis.  Negative values can be
            used to flip the Y axis.  The normal value would be 1 or 0.0001, do
            not enter values near zero.  The Y axis is flipped normally so that
            the plotter data in the *.OUT file will show up right  side  up  in
            the Drawing Editor,  and such,  so you need to flip it again of you
            want the sign of the point values the same as in the *.OUT file.

Here is an example macro using the LOAD OBSOLETE OUT command:

VERSION v3.7N
INITIALIZE
LOAD OBSOLETE OUT 1 0.0001 0.0001 DPLOT.OUT
# 1 LINETYPE 15 1 0 0
LOAD OBSOLETE OUT 2 0.0001 0.0001 DPLOT.OUT
# 2 LINETYPE 4 1 0 0
LOAD OBSOLETE OUT 3 1 1 SOMEFILE.TXT ; needs to have valid formatted data
# 3 LINETYPE 14 5 0 0

Please see Appendix:  B for more information about the related macro  commands.
Program  specifications  are  subject  to  change  without notice,  and various
aspects of the programs are in flux,  so please report any issues that may turn
up.

PRELIMINARY NOTES ABOUT REVISIONS TO v3.7N NOVEMBER 25, 2006

The notes about the changes to v3.7N are very preliminary and may  not  reflect
actual  functionality  in  the programs as distributed.  You should contact the
Author regarding and discrepancies between  what  is  described  and  what  the
programs are actually doing.  Since these portions of the program have not been
formally defined and are undergoing development and change future revisions may
vary  from  what  is described,  and you may need to re-enter data or otherwise
manually correct data sets used between  various  revisions  and  versions.  In
some cases transporting data between revisions or versions may not be possible.
Always  keep  a backup copy of all important files and data,  including written
records of data you enter manually.

Several new commands have been added to the menus in the  File  Utilities  sub-
menus  of  the  CAD  programs.  These new commands are related to using the CAD
programs to edit and output "Digital Cinema" and High Definition Video.

The WAV FRAMIZE command was revised to speed up the Linking of  the  WAV  track
mix  that  produces a mixed sound track to go with the edited frames made using
the Kinema Edit List command.

The Files Utilities Set commands are used to rename and manage numbered sets of
files,  and in particular sets of image and audio frame files  associated  with
the use of the Kinema Structure and Kinema Edit list commands.

The  WAV  CHANNELIZE command has been added to allow the making of and breaking
of multi channel WAV files.  It would mostly be of use joining  two  monophonic
WAV  files  into  a  Stereo  WAV  file,  or dividing a Stereo WAV file into two
monophonic WAV files.  However if you have a WAV player  that  can  play  four,
six, or more track WAV files you can make those also.

A  Mode  3  has been added to the ANIMATE command to allow it to display frames
listed in the PFL and PFF files  generated  by  the  Kinema  Edit  list's  Link
command.  This  is  about the same as the Kinema Edit list's View command,  but
ANIMATE can be operated from its menu and from a Macro.

The Files Utilities Kinema Edit list command has been introduced as a universal
frame based video and motion picture editing tool with  automatic  sound  track
mixing.  See below for more information.

The  right  arrow  and left arrow keys now work like [F] and [R] to single step
the ANIMATE command forward and reverse,  if you hold them down the frames  run
at  the keyboards keymatic rate,  you can change the keymatic rate in your BIOS
setup usually, so you should set the keymatic rate to its fastest speed,  50 ms
corresponds to about 20 fps.

---
OVERVIEW OF THEN KINEMA EDIT LIST

My  CAD  programs  have  worked  with  image frames from the beginning.  It has
always been possible to write a Macro file to edit, organize, and display Pixel
image frames.  With the introduction of the LOAD BMP command it became possible
to convert BMP image files into Pixel files for display in the Animate command.
With the introduction of the WAV  FRAMIZE  and  WAV  LINK  commands  it  became
possible to also edit,  organize, and combine audio frame files into a finished
audio track.  Recent revisions to the Animate command  allow  for  synchronized
viewing of image frames with accompanying audio frames combined into a WAV file
and  played from a WAV player on a second computer and synchronized using SMPTE
LTC in master or slave mode.  To simplify and enhance these useful capabilities
of the CAD programs the Files Utilities Kinema Edit list command automates many
of the operations required to use the other commands increasing  their  utility
in  the production of an editing project and in particular in the production of
feature motion pictures to serve as a work-printing, editing viewer,  interlock
"projection," bookkeeping, sound mixing, and Cine Film Recorder automater.  For
work-printing  reduced resolution Pixel files of the scanned film frames can be
viewed at sound speed or single frame to inspect the quality of various  takes.
As  an  editing  viewer  you  can  select  the cut points while you look at the
individual frames and then run the shot at sync speed.  To work as an interlock
projector you can install load the WAV file for the shot into a WAV player that
syncs to MTC (MIDI time code) and  watch  the  shot  with  sync  sound  on  the
computer's  screen  with  the  View command or hook up a SVGA projector to your
video board and watch the digital frames play in sync with the audio on a large
screen (sync playback works with reduced resolution image frames, the sound can
be full quality and multi channel).  The bookkeeping aspect is  that  the  Edit
list  and  Track lists save the values for the editing and mixing so you do not
need to pay particular attention to all the values each time you make a  change
to  the editing or shot order,  and the Edit list automatically re-computes the
total running time for you.  The sound mixing is done automatically by the Link
command in the Kinema Edit list from the values you enter into the  Utrack  and
Ltrack lists,  built in digital peak limiting compressors work for you to avoid
clipping distortion,  and automatic noise gates can be used to reduce the build
up  of  noise in the tracks as they are mixed,  this is roughly equivalent to a
film mixing studio running 512 magnetic film players in parallel with 512 noise
gates and 32 compressor limiters (how many tracks you can get  depends  on  how
many  large  disks you can use to hold them,  how long the tracks are,  and how
much silence there is in places on the tracks).  The Link command can produce a
CFL,  Cine Frame List,  file to operate DANCINEL.EXE v1.01 to  directly  expose
your  motion  picture printing negative in your custom built Cine Film Recorder
such that only the desired frames are exposed, are exposed in the edited order,
and the printing negative is made without splices between  each  shot  reducing
the chance of damage, dust, scratches, and finger prints. The labor of negative
cutting  is also mostly eliminated.  Enormous cost savings might be realized by
using the Kinema Edit list to manage the digital intermediate editing and sound
track mixing of your  next  feature  film  project,  no  work-print  costs,  no
screening  room costs,  no mixing studio costs,  no optical printing costs,  no
master positive film lab costs,  no negative cutter costs,  and greatly reduced
supply  costs  such  as  less splicing tape,  magnetic film,  leader,  markers,
splicing cement, film cleaner and such.

Although intended as a way to edit Digital frame images  of  Cine  Film  Frames
scanned  at  high resolution far above what video can render,  you can also use
the Kinema Edit list as a way to edit de-compiled video frames  extracted  from
video  files  such as AVI files extracted and de-compiled into BMP files.  Once
extracted the BMP files of frames can be processed  in  just  about  any  image
editing  program to scale the frames up to 2048x1536 for output to Cine film at
high resolution.  Ideally a camcorder capable of true  24p  output  would  work
best,  but  a  PAL  camcorder running at 25 fps could be used if you adjust the
audio WAV file to stretch it a bit so that the 25 fps frames will play in  sync
when  run  at  24  fps  in  the movie projector.  NTSC video requires something
called 2/3 pull down to convert from 30 fps to 24 fps  which  your  de-compiler
program  may support,  or you need to "skip" six frames per second,  so PAL may
look better on fast motion even if it is showing a little slow (just  have  the
actors  talk  and move a little faster when you shoot PAL so that they come out
right later).

The Kinema Edit list command contains,  organizes,  and automates the operation
of  other commands in the CAD programs,  and some specialized internal commands
to make editing of feature motion pictures and mixing  of  their  sound  tracks
semi-automatic.  Three  spread  sheet  like forms let you enter the edit points
for the shot cuts,  and the volume of each sound and what  audio  channel  that
sound  should  go  to.  There is a reduced resolution visual preview called the
Pick command that can be used with or without sync sound playback to  pick  the
starting and ending frames for each shot,  the Pick command can operate at sync
speed or single frame forward and reverse,  it also automatically  inserts  the
picked  frame numbers into the Edit list for you.  Shots can be moved around in
the Edit list like you would mark and move text in a document.  Once the shot's
end points have been selected the Link  command  can  generate  a  mixed  sound
track,  and the PFL,  PFF,  and CFL frame lists so that the View command can be
used to view the edited sequence with or  without  sync  sound,  and  the  full
resolution  frames  can  be  output  to  film  in  your  Cine  Film Recorder by
DANCINEL.EXE v1.01 (tm).  The Aggregate command can be used to output copies of
the edited image frames for merging with the edited sound track file to make an
AVI file of the project by using a third party AVI compiler program.

The full functionality of the Kinema Edit list can be used when you  are  going
to  work using a Digital Intermediate image frame set,  or you can just use the
Kinema Edit list as a sort of digital work print and a way to mix the  finished
sound track.  If you are using it just as a work-print,  you would need to take
the values from the Edit list and transfer those to  your  negative  cutter  or
optical printer operator.

To  prepare  film  for use with the Kinema Edit List you should punch a hole in
the frame where the head slate clap is,  and number the scanned image files  of
the  frames  such  that  the  punched  frame  is numbered zero.  If you need to
optically print later, such as zero cut printing, the printer operator can zero
the counters on his printer at each punched frame  and  thereby  count  to  the
first  frame  to  print.  Likewise you should trim the head of the WAV file for
each shot so that the WAV file starts with the slate clap sound,  and when  you
Framize  the WAV into RAW audio frame files the sound of the head slate clap is
in audio frame numbered zero as well.

Since it is mostly impossible to display un-compressed 2048x1536x24 image files
at 24 fps on the computer, the Pick and View commands need to work with reduced
resolution files.  Various resolutions of the same frame can be stored  in  the
"I"  level  sub-directories  in  the  "S"  shot  directories  of  the  standard
structure.  The Standard  directory  structure  must  be  made  by  the  Kinema
Structure  command  on  all disk drives that will be used for the project.  The
structures all need to have the same project ID number to be used on  the  same
project,  and  should all have the same range of directory values.  Because the
structure itself takes up disk space,  you can select a  range  of  directories
that  is  less  than the maximum,  it you then find you need more range you can
execute the Kinema Structure command again to enlarge the structure.

The structure allows for the storage of mixed tracks for reels,  reel  zero  is
reserved  for  the edit encompassing the full length of the project.  The mixed
audio track WAV file or files is or are located in  sub-directory  "M"  in  the
reel  "R"  sub-directory.  The  "C"  sub-directory holds monophonic channel WAV
files from the mix and allows you to play each channel separately if  you  need
to  hear  what  is  going  on  in  each channel.  How many channels are created
depends on the settings you make in the Edit list Global install setup command.

There are two track lists accessed from within the Edit list,  the Utrack  list
applies  to  sounds  that  fit  between  the cut points for each shot,  and the
Ltracks list applies to sounds that overlap cut points and run  the  length  of
the project.  You press L and U in the track list to change between editing the
Ltracks and Utracks.

Some  new  commands and command options work with the Kinema Edit list enabling
"double system" viewing and editing of digital image frames and  digital  audio
frames  that  allows  working  in a manner similar to "interlock" projection of
motion picture film and magnetic film sound.  The individual audio  tracks  can
be shifted relative to the picture frames in frame increments similar to moving
the  magnetic  film  track  up  or  down  one  perforation.  Because the moving
pictures and sound are both divided into individual frame files there is a  one
to  one  correspondence  of  picture  to  audio frame files,  and therefore the
picture to audio sync is unambiguous.  This system can work with  image  frames
of  many  types and resolutions,  although DANCINEL.EXE v1.01 is just set up to
output 24bpp BMP image files up to 2048x1535x32 at the point  this  preliminary
documentation  is  being written (DANCINEL.EXE v1.01 might theoretically output
frame images up to 4096x3070x32 but you might have to have a custom  VESA  BIOS
installed  on  the  video  board since I do not know of any boards that support
that resolution in VBE2.0,  nor do I know of any color or  monochrome  monitors
that  can  be  purchased  easily  that  resolve  that  resolution,  check later
documentation for additional information on these issues.) Because image  files
represent  each  image  frame  you  can  derive  the image frames in many ways:
computer generated 2D and 3D image files, convert SD and HD video to individual
image frame by using an AVI extractor,  AVI de-compiler,  or other program that
opens a video file and turns it into individual numbered image frame files (BMP
files  would be desirable as the output converted from the AVI file,  but image
conversion programs could be used to convert JPG to BMP frames and  such),  the
image  frames  can  be photographed of processed Cine film using a high quality
optical printer or Macro lens using a high megapixel Digital SLR one frame at a
time,  you can have your Cine film professionally scanned to frame files  by  a
lab,  or  you  can  use  a  flat  bed  scanner to scan artwork or cut-outs that
represent an animated frame sequence, and such.  The Aggregate command can make
a single numbered set of output frames that can be converted into an  AVI  file
by  using an AVI compiler or other program that can merge BMP image frame files
and a WAV audio file into a single AVI  or  other  video  media  file.  Such  a
merged  AVI file could then be converted into a MPG file with appropriate third
party file conversion software.  The audio frames are made  by  converting  the
recorded  sync  audio and other sounds from monophonic WAV files into RAW audio
frame files by using the WAV FRAMIZE command.  The  sample  resolution  of  the
audio  frames can be selected,  but must be divisible without remainders by the
frame rate,  so 48000 samples per second is the usual choice for 24 frames  per
second.  The  number of output channels can be selected from 1 to 16 and can be
made up of one multi channel file or a set of stereo and or mono files.

To organize the image and audio frame files the "Kinema Structure" command  has
be created to produce a standard sub-directory set on each disk drive that will
be  used  for  a given project.  Because of the large number of image and audio
frame files you may need to  distribute  the  frame  files  over  several  disk
drives, but the same standard structure would be used on all of the disk drives
so that the file names will be the same except for the drive letter of the disk
drive  the  particular  frame  file  is stored on.  This allows you to move and
organize the frame files and just change the drive letter in  the  Kinema  Edit
list command options to alter the frame's source drive.

The  commands  in  the Files Utilities Set sub-menu can be used to rename frame
numbered files made with a Digital camera so that they are in my  L,  S,  or  D
filename  formats.  In  some  cases  you would need to use third party graphics
programs to batch process and or re-size raw images files made by your  Digital
camera  into  BMP  files  which  my  programs can then read as frames.  For the
Animate command to be used from the Kinema Edit list's Pick and  View  commands
the  high  resolution  BMP  frame  files  need to be copied and re-sized to the
screen resolution.  The EGA 640x350x4 monochrome mode seems to  work  best  for
the  24  fps  display of 16x9 ratio images,  so you would re-size copies of the
high resolution images, 2048x1536x24,  down to 640x350x8 so that those could be
converted into my program's 640x350x4 Pixel files.  When converting 24 bpp or 8
bpp  BMP  files  into 4bpp Pixel files the dithering should be set fairly high,
perhaps 32 or so which makes the individual frames look  somewhat  grainy,  but
when  running  at 24 fps gives a more continuous tone to the image tonal scale.
The Kinema Edit list's Pick and View  commands  can  display  color  images  or
higher  resolutions,  but  the harddisk space used and the speed with which the
frames can be loaded become problems,  since color and resolution increase  the
size  of  the image frame files.  Within the standard directory structure there
are a set of levels of image resolution, i.e.  I00, I01, I02, and so on, so you
can have more than one resolution Pixel frames installed into the structure and
change the global resolution to use in order to view the  frames  in  different
resolutions  or color and mono.  All shots should have Pixel frames of the same
resolution installed though so that when View is used to  look  at  the  edited
shots the video mode does not need to be reset between shots.

The  Files  Utilities Kinema Edit list command is a master "spread sheet" motif
control that allows you to select the edit points for the  various  shots  that
make up your project.  Although the system is designed to work at 24,  25,  and
30 fps,  it is mainly intended to be used at 24 fps for output to a  Cine  Film
Recorder  using  DANCINEL.EXE  v1.01  (tm).  Shots  in  the  Edit list have two
important properties,  first is called the "shot number" which  corresponds  to
the  shot  directory in the standard structure,  the second is the "shot index"
which corresponds to the order of the shot in the Edit list from top to bottom.
The "shot number" can be the same as the "shot index" until  you  start  moving
shots around, then the shot numbers will be out of order, but the shot index is
always  in order.  To see the shot number and shot index press [I] or [S] while
in the shot list.  If you press [F1] you can get a  list  of  "blind"  commands
that  can  be pressed wile the Edit list is on screen.  If you press [SpaceBar]
while the Edit list is on screen you are brought to a sub-menu,  in  that  sub-
menu  there  are  commands  that  affect  the global operation of the Edit list
commands,  and commands that are automatically focused on  the  shot  that  was
highlighted in the Edit list when you pressed the [SpaceBar].

In the menu you get when you press [SpaceBar] while in the Edit list the "Pick"
command lets you watch the highlighted shot and select the head,  key, and tail
frames for that shot using the Animate command.  The Animate command allows you
to run at 24, 25, or 30 fps crystal sync,  and to single frame step forward and
backward.  If  you  have  a  WAV file trimmed to match the image frames you can
sync that WAV file to play by using  the  SMPTE  Master  mode  in  the  Animate
command.  SMPTE sync generally requires some special hardware modules,  and two
computers,  one for the sound and one for the picture.  The other sync  methods
available  in  the Animate command can also be used,  so you could burn the WAV
into a CD and play that on a CD player and manually  sync,  but  the  SMPTE  is
better  since  the sync is automatic and you can start and stop and restart the
viewing and the image and sound to  automatically  sync  up.  Since  the  SMPTE
takes  one  or  two  seconds  to sync there is a pre-run up value in the Global
setup to have the SMPTE LTC start about two seconds before the head  frame,  so
when  play  the  shot you will hear the sound start while the first frame is in
freeze frame then the shot will run until the  tail  frame  goes  into  freeze,
which  the sound may overrun a little since the WAV player and SMPTE LTC to MTC
converter module "coast" a little to tolerate dropouts in the LTC signal.  When
you view the edited shots linked together the sound should cut appropriately at
the shot transitions except for occasional delays in the image frames caused by
the harddisk getting a little behind from time to time,  which is why you  want
the  sound  playing  on  another  computer  since  the  image frame computer is
struggling to keep up with the vast amount of data being moved at 24 fps.

Another important command in  the  Edit  list  sub-menu  is  the  "Track  list"
command,  this lets you adjust the audio values for the audio tracks associated
with each shot,  and with the audio tracks associated with the  edited  running
length.  When  you  first  select  the  "Track  list" it opens with the Utracks
associated with the shot that was highlighted in the Edit list.  If you want to
adjust the Ltracks for the project's full length tracks you need  to  open  the
Track  list for any shot then press [L] on the keyboard.  Each shot can have up
to 256 audio tracks,  Utracks,  and the project as a whole can have up  to  256
Ltracks, so at any given moment in the audio mix you can have 512 tracks mixed,
and  for  the  project structure you can have (10000 * 256) + 256 audio tracks,
since there are a maximum of 10000 shots each with up to 256 Utracks,  and  the
additional  256 full project length Ltracks.  You will probably not have enough
disk space to use the full capacity for all shots,  but some shots may use much
of  the  capacity.  The program automatically deletes audio frames that contain
only silence when you use the Link command to make the audio mix,  so that  can
reduce  the  amount  of disk space required by quite a bit.  To ensure that the
automatic silent frame removal works you need to silence unused portions of the
source WAV files before you convert them into audio frames with the WAV FRAMIZE
command by using third party WAV editing software,  i.e.  mark the parts of the
wave form that can be silenced and use the wave editor programs commands to set
all  the  samples  in  that  portion  to equal zero.  The Mix works with 16 bit
resolution audio frames only  currently  because  disk  space  is  limited  and
increasing  the  bit  resolution would not produce much is any noticeable audio
benefit in the theater,  especially if you are going to  make  a  35mm  optical
track.  The  sample rate can be selected,  but 48000 would normally be used for
24 fps work.  If disk space is tight you might use a sample rate of 24000 since
for making an optical track the difference would be slight, many optical tracks
roll off at about 9000 cycles per second.  Using a lower sample rate can  speed
up  the Link command,  so you might use 24000 audio frames while working on the
Editing and switch to 48000 sample per second audio frames to do the final mix.
You can tell if you are adjusting the Ltracks or Utracks by looking at the  top
of the Track List,  Ltrack means "Locked" audio track, this relates to the fact
that you cannot add full length audio that crosses shot edits until  after  you
"Lock"  the shot edits and will no longer be making changes to the edit points,
the  Utracks  are  "Unlocked"  audio  tracks  that  are  associated  with  each
particular  shot and the sound does not run across shot cuts,  Unlocked Utracks
are worked with before the picture "Lock"  has  been  made,  and  can  also  be
further  adjusted  after  the  picture  "Lock"  has  been  made  to  adjust the
combination of the Utracks and Ltracks.  The Link command has noise  gates  for
each  track  to silence some of the hiss and noise that would build up when 512
tracks are mixed together.  The Link command also has peak limiting compressors
on the mix channels to help reduce or prevent much of the  clipping  distortion
that  would  result when many tracks are mixed together and add up to more than
0db VU.  You can  intentionally  use  the  peak  limiting  compressor  to  push
background  sounds down by stetting the gain for the dialog and other important
tracks higher than the background sounds  then  setting  the  compression  gain
higher  than  1 so that that the gain automatically rides up when the important
sounds are not there, and down when the important sounds are there, so that the
important sounds will dominate automatically.  Sudden loud sounds  may  clip  a
little  if  the  compression comes into play,  to avoid that you can do a short
fade in on sounds when you edit the source  WAV  files.  If  you  do  not  want
compression, just keep the total gain for all of the tracks at any given moment
along  the mix low enough that you do not over gain the mixed tracks.  The Link
command can therefore automatically mix the finished audio track based  on  the
values  you  enter in the Utrack and Ltrack track lists.  Each track has a pull
up or pull down frames value to get better sync, a noise gate threshold,  and a
gain  for  the amount of that track you want to go out to a particular channel.
If you put each sound effect or other audio element on a separate track you can
use the track to  channel  gain  values  to  adjust  the  individual  elements,
otherwise  you  can edit the track source WAV file in your WAV editing software
and re-Framize the audio frames  for  that  track.  You  can  select  an  audio
priority  for  each  track  such  that when you do the mix only some tracks are
used,  in this way if you have organized the track priority values properly you
can generate mixed tracks that only have dialog, or only sound effects, or only
music,  which  a  distributor  may  need  if  you are going to make versions in
different languages.  Since you can select the track to channel values, you can
have tracks with more than one language going to different channels in the mix,
then use those different channels to make prints with mixed tracks in different
languages, i.e. 16 language mono channels, 8 language stereo tracks, and so on,
in one pass through the Link command.

The Link command in the Edit list sub-menu makes three things, first it is used
to make a mixed audio track for the current shot end points in the  edit  list,
second it makes the *.PFL and *.PFF files that the Animate command needs to use
in  order  for  the  Edit list View command to display the current edited shots
with the shots trimmed to the selected length,  and it makes the *.CFL file for
DANCINEL.EXE  v1.01  (tm)  to expose only the selected frames to make an edited
movie project in your Cine Film Recorder.  PFL stands for Pixel Frame List,  it
has  an associated PFF file that needs to be in the same directory in order for
Animate to make use of the PFL file.  CFL stands for Cine Frame List  which  is
an  ASCII  file name list with the full filename of the high resolution frames,
which is meant to be read by DANCINEL.EXE v1.01 (tm), but could be read by some
other custom written program if you want to output to film on a  laser  scanner
or some other device.

Both the Edit list and the Utrack and Ltrack lists have a Mnemonic command that
lets  you  add  a description of each shot and track so that when you scroll up
and down on the lists you can see a reminder of what that track has in it.

The CAD program's macro language,  and in particular the FILES COPY,  LOAD BMP,
and  SAVE PIXEL commands may be helpful in transferring Pixel frame image files
into the standard structure for  your  film  project.  The  macro  WAV  FRAMIZE
command  may  also be more convenient to use than the menu equivalent since you
can make a  "script"  to  process  many  shots  WAV  files  into  audio  frames
automatically.

The  Aggregate  command  in the Edit list sub-menu has another file name format
called type "P" for padded with leading zeros.  This option was needed since if
you want to output copies of the edit image frames to make an AVI file using  a
Windows (tm) program the Windows (tm) program may sort the frame numbers out of
sequence  without  the  leading zeros.  So numbered filename format "P" is like
"L" but with leading zeros, which introduces a problem if you want to Aggregate
a complete 88 minute film project,  since  limitations  in  some  Windows  (tm)
versions  may  limit the maximum number of files in a single sub-directory to a
number less that what is required.  To get around the number  of  files  issue,
you can output each reel and make separate AVI files for each reel, then stitch
the  reel AVI files together with an AVI editing program,  this works since the
AVI files combine the frames into a single file,  so there is no  problem  with
the disk limits,  unless the software you are working with is limited to an AVI
of 2.1GB,  in which case you might convert the AVI files to MPG and then stitch
the  MPG  files  together in an MPG editing program.  The interest in making an
AVI file is two fold,  so you can watch the edited frames with sound in a media
player program, and to make a high quality video file for burning a DVD version
of  your  edited  project.  In  the  case of using a media player program,  the
resolution size for un-compressed AVI files  limited  since  the  media  player
program  will  choke  if the resolution is too high and you will not get 24 fps
playback.  In the case of making a DVD since the AVI  file  processing  is  not
locked  to  "real time" the compression of the AVI can probably be set to lower
values before conversion to the format that DVD disks use.  When the  Aggregate
command is just copying the frame files without conversion,  you may be able to
Aggregate frame files of a type other than BMP or Pixel, i.e.  for a particular
brand  of  film  recorder or frame compiler,  and still be able to use the Edit
list for editing and audio mixing.

If you are going to be going to or from  video  you  may  need  to  stretch  or
shorten  the  WAV files used to compensate for the fractional NTSC frame rates.
The Edit list is designed to work at exactly 24,  25,  or 30 fps.  If you shoot
video  on  NTSC  equipment  the  audio length will be slightly off when you de-
compile the video file to image frames,  or compile the image frames to a video
file.  When  going  to  or from video rates you need to adjust or re-sample the
length of the WAV files.  When shooting image frames  with  a  video  camcorder
always use a clap board,  just like when you would be shooting film,  since the
Edit list is a double system editor,  and with out a start mark  for  both  the
image frames and audio frames you will waste a great deal of time adjusting the
pull up and pull down for each shot.

Audio  can  be recorded on any crystal controlled recorder,  such as a minidisk
(tm), PCM WAV recorder such as a laptop computer,  or a color VCR such as a HI-
FI  stereo  VHS recorder or camcorder.  You should always use a clap board like
in film work when shooting video so that you have a start frame  on  the  audio
that  you  can see in your WAV editor in order to trim the part of the WAV file
in front of the clap before you Framize that shot's audio.

When inserting image and audio frames into the standard  structure  you  should
number  the  clap  frames frame number zero (0).  Image and audio frames before
frame zero are not relevant to the Edit list.  You should avoid  using  only  a
tail slate clap since you then need to shift the clap frame to a number greater
than zero, since the first numbered frame in the structure should be frame zero
for both the image and audio.

If  audio  frames  are  missing  from  the  structure  the Link command inserts
silence,  i.e.  samples with zero value.  To avoid clicks you should  edit  the
source WAV files to fade to silence,  true sample value zero,  before and after
blank parts of the audio,  i.e.  there should not be a DC offset in the  source
WAV files since that would prevent "silent" frames from getting erased, what is
being  talked  about here is that you should not manually erase any frames that
have a DC offset,  and or are part of audio sounds,  or you will make clicks in
the  mixed  audio.  The  Link  command  automatically "blops" the audio between
Utrack shots, and at the start and end of the Ltracks, to avoid clicks.

If you are going to Film-to-Film print rather than use a Cine Film Recorder  to
output your project the Edit list can still be useful since you can use it as a
sort of digital work-print,  since the edit list can give you end cut frames in
order to zero cut on an optical printer,  and it  will  mix  your  sound  track
without  having  to  fuss  with  magnetic film editing.  In the case of digital
work-printing, you would hole punch the slate clap frame,  like otherwise,  and
scan  or  shoot  the  film  frames at a lower resolution such as 1024x768x24 or
640x480x8.  The whole punch in the clap film frame and the clap  sound  on  the
audio  track remove ambiguity about how to sync up the audio and picture later,
and how to assign the zero numbered frame files.

Here is an outline of the Kinema Edit list specifications (untested):

24, 25, or 30 frames per second.
Up to 10000 shots numbered 0 to 9999 (films have about 700 to 1500).
Up to 256 Utracks per Shot, 2560000 max. total (in theory).
Up to 256 Ltacks per project (in theory).
Up to 16 channel audio mix.
Up to 8000 samples per audio frame, or 192000 samples per second.
16 bit audio with 48 or 64 bits used during mixing.
Up to 512 noise gates.
Up to 32 compressor limiters.
SMPTE master or slave for audio playback while viewing.
Up to 2048x1536 (or more?) 24bpp Cine Film Recorder output.
Multiple drives C through Z to about 768Gb of files installed.
Unlimited removable supported disks for high resolution image frames.
Windows 98SE (tm) may be the preferred OS for the sync speed viewing.

Even though the Pick and View commands are limited by the harddisk  speed,  the
other  aspects  of  this editing system should be satisfactory for good quality
end results.  The somewhat grainy 640x350x4 monochrome Pixel files used for the
editing display don't  look  too  bad  when  running,  and  can  be  helped  by
sharpening  the  same size BMP files used to make the Pixel files.  This system
is specifically intended for making feature films as a replacement for  working
directly  with  film  work-prints and magnetic film sound tracks.  Sound tracks
used in feature films are mostly built up from specially recorded sound effects
and not from sync audio recorded at the time of shooting.  The main use of  the
sync  sound is as an aid when re-recording the dialog during post production so
that you can remember exactly what the actor said,  which may be different from
what is in the script,  and to help the actor perform the re-recorded dialog in
order to get the pacing of the words to match their lips in the  image  frames.
To  help see if the lip sync is adequate you might make a separate set of Pixel
files that have the high resolution frames cropped and re-sized such  that  the
actors lips take up most of the pixel file frame,  giving you a close up of the
moving lips when the Pick or View  commands  are  used,  compensating  for  the
limited  resolution  of the Pixel files that can run at 24 fps (due to harddisk
speed limitations).  There are Windows (tm) programs that can crop and  re-size
image files as a batch job,  and you can write a macro to convert those cropped
and re-sized BMP files to Pixel frame files for the Pick and View  commands  to
load.

Before  you  get  too  excited  about  going to Digital Intermediate you should
consider some of the issues regarding image and audio storage.  The Pixel files
for an 88 minute feature will take up  about  115000*(88*60*24)=15GB,  so  that
seems  manageable  if  you  have less than a 4:1 ratio of files that need to be
randomly accessible,  i.e.  64GB of Pixel files on four drives.  The  audio  at
48000    samples    per    second    for    24   tracks   add   up   to   about
(8192*(88*60*24))*24=25GB,  so that also seems manageable if you put the  audio
on  another  drive.  The  2000 sample 16 bit audio frames use 8192 bytes rather
then 4400 because of how the OS works.  If you sampled the audio at  24000  and
reduce the number of tracks and delete most unused Pixel image frames you might
fit  what  is needed for editing on a single 32GB drive.  The output resolution
and raw scanned images are another story!  Each BMP output frame  at  2048x1536
24bpp  comes  out  to  about  9.5MB,  so  you  would  need  to store the output
resolution frames on removable disks that can be swapped in and out.  The total
storage just for the output frames would come to about 9.5MB*(88*60*24)=1204GB,
so if you use DVDs to store the frames you might need about 2000 to 3000  disks
to  hold the raw and processed high resolution frames.  When you count in color
separations, mates, and other elements you can get a very large number of image
file disks to manage.  Compressing the output resolution files is  not  a  good
idea  since  2048x1536  is barely adequate for Cinema projection un-compressed.
So that gets you back to thinking that maybe Film-to-Film printing  is  not  so
bad,  except  for the dust and scratches?  One answer might be to erase some of
the intermediate or raw files rather than keeping all of them, you will have to
sit down and think about these issues and  work  up  relative  cost  estimates.
Another  idea  is  to just edit one 2000 foot reel at a time,  or just edit the
film in 400 foot sections and mechanically splice the 400 foot  rolls  together
after they are output on the Cine Film Recorder.

Another  serious  issue  is  the  time involved.  If scanning each frame with a
digital  camera  takes  10  seconds  and  you  have  a  4:1  ratio,   you   get
((4*10)*(88*60*24))/(60*60*24)  = 58 days.  If it took 100 seconds to scan each
frame,  making 9 separations of each frame,  you would be looking at 1.6 years!
The  same  idea can be used to figure the output speed,  getting 10 seconds per
frame at the output end is almost impossible when shooting of the monitor using
print stock,  you might be able to get it with medium speed camera film if  you
use a f/1.4 lens on the camera,  but a f/1.4 lens is not sharp,  so if you stop
the lens down to f/2.8 you have to increase the exposure to 40 seconds  and  it
would  take  about  58 days to output to the printing negative.  A very serious
issue relating to such long time periods is that the line voltage fluctuates so
much relative to the frame rate that you can  get  disastrous  flicker  in  the
prints struck from the negative made from the scanned image files.  Even if you
use  very good DC regulated power supplies to operate inverters to power the AC
equipment there will still be issues of equipment aging during the long periods
of time involved,  because you are basically making a time lapse movie of  line
voltage  variations  and equipment aging.  Optical printers for printing motion
picture film might be run at 4 to 8 frames per second,  not 1 or 2  frames  per
minute, so the flicker issues are not as great, but still present even at those
speeds.  Do  some 35mm tests on movie film and take the tests to a real theater
to see how they look in a real projection environment before you  jump  in  the
deep end and end up with an expensive mess.

If you use Magix Music Studio 7 DeLuxe (tm) to play back the mixed WAV file for
the project sound track only use the "Import Audio" command, not the other load
commands,  since the WAV file gets overwritten when you use the Link command in
the Kinema Edit list which may confuse the other load WAV  commands  and  cause
the loaded WAV file to be disrupted, i.e.  the WAV file name stays the same but
the WAV file length changes when changes are made to the Edit list and you  re-
Link  the  audio  mix WAV file.  If you have problems loading a revised WAV mix
file delete all the files in the "M" sub-directory in the  structure  that  has
the mixed track WAV file,  i.e.  1.WAV,  etc.  Magix Music Studio 7 DeLuxe (tm)
has playback options that work it SMPTE LTC converted to MTC to lock the  sound
playback  in  both  Master  and Slave modes when used with a module that can do
both,  such as a J.L.  Cooper Electronics PPS-2 synchronizer (tm) with the Plus
option  (tm)  chip  upgrade installed.  A telcom research T102 (tm) needs to be
hooked up to the computer's serial port if you want the  Kinema  Edit  List  to
Master or Slave to SMPTE time code in v3.7N of the CAD programs.  Two computers
should  be  used  for  SMPTE sync sound playback since the loading of the image
frames  takes  just  about  all  of  the  computer's  capacity,  i.e.  you  run
DANCAD3D.EXE  v3.7N  (tm)  on your "fastest" 2GHz+ computer (under Windows 98SE
(tm)),  and run Magix Music Studio 7 DeLuxe (tm) on another computer of  500MHz
or  better  (under Windows 95 OSR2 or Windows 98SE) to play the mixed track WAV
file.  To play back 6 tracks you can use three computers and  three  copies  of
Magix  (tm)  with  three  SMPTE LTC to MTC modules wired in parallel to the LTC
output of the telcom research T102 (tm) on  the  faster  computer  showing  the
image  frames.  You  can use a monitor,  mouse,  and keyboard switch box rather
than have each computer use its own since once you put Magix  (tm)  into  SMPTE
slave  mode  and DANCAD3D.EXE v3.7N (tm) into SMPTE master mode you do not need
to look at what Magix (tm) is doing,  it will automatically  follow  the  SMPTE
signals  from the telcom research T102 (tm) and play the sound in sync with the
image frames (more or less).  Do not mix tracks to channels that will  play  on
another computer, just to the two tracks that are playing on a single computer,
since  otherwise  the  weave  in  timing  between  the  computers would cause a
changing echo between the same sounds playing on different computers.

To output the edited sequence with sound to video tape in addition to the SMPTE
LTC to MTC and telcom research T102 (tm) you would need a SVGA to NTSC  or  PAL
composite video converter,  such as an AverMedia (tm) AverKey iMicro (tm) which
has adjustments for raster underscan and zoom which can help see the  edges  of
the  frame  on a TV and enlarge the actors lips to help check lip sync when you
are re-recording dialog,  and it also has sharpness adjustments.  The  SVGA  to
composite  video  converter box goes between your video board and your computer
monitor.  The composite output from the SVGA to composite video converter  then
goes directly into the video input of your VCR,  or can be feed through a SMPTE
"burner" module to overlay the SMPTE time code from the  telcom  research  T102
(tm)  before  the  video  is  then  taken from the output of the SMPTE "burner"
module,  such as a Horita WG-50 (tm) SMPTE time  code  play  speed  reader  and
window inserter,  to the VCR video input.  Although the ANIMATE, Pick, and View
commands can overlay SMPTE time code or frame numbers while  the  frame  images
are running,  using a "window inserter" to overlay the actual SMPTE time on the
video tape allows you to see if any of the frames displayed with  the  ANIMATE,
Pick,  or  View overlaid SMPTE time are out of sync with the SMPTE LTC signals,
i.e.  you would put the two overlays of the SMPTE time code on different  parts
of  the  video image and later pause the VCR playback to see if the numbers for
the SMPTE time match (you will probably see some drift on some frames since the
computer harddisk is a real issue in  getting  the  frames  to  load  on  time,
anything  you  can  do to speed up the harddisks used to store the image frames
may help).  Press [W] in the Pick,  View,  and Animate commands to turn on  the
internal "window inserter" and locate display the near the bottom of the screen
to reduce flicker while the frames are running at sync speed.


Here is a quick Q  and  A  format  explanation  of  essential  information  for
operating  and  making  practical  use  of the Kinema Edit list command.  These
answers refer to the design of the command in its state when this revision  was
released,  changes  in  any future revisions may make some operations easier or
expand their operation,  so check any more recent documentation.  These options
may  be new and still undergoing testing and development,  so be sure to report
any unresolved issues you encounter.  Although  the  descriptions  below  sound
complicated,  if  you  have  the  program  running while you read them and work
through the steps involved you should catch on,  basically you just need to put
the  right  kind  of  audio  and  image  frame  files in the right place in the
standard directory structure,  and the Edit list automatically finds  them  and
does  what  is  needed  with them from that point.  You can delete or move shot
image and audio frames that are not needed any longer  with  the  Windows  (tm)
file manager,  from the DOS prompt,  with the Files Utilities Set commands,  or
from a Macro or Batch file.  All specifications are subject to  change  without
notice.  Some  aspects  of  various  methods of use have not been tested or may
rely on third party products that may or may not be available to the  user,  or
the author, and would need to be tested for compatibility.



Q: How do I get started working on my film project with the Kinema Edit list?

A:  From the revised DANCAD3D.EXE v3.7N's Main Menu select Files then Utilities
then  Kinema then Structure.  Enter values in the Kinema Structure command that
will make a directory structure large enough to hold all  the  files  necessary
for your film project.  Feature films generally have less than 2000 shots,  and
24 tracks going to 2 channels would be enough for some sound tracks released as
optical stereo.  You can use the  Kinema  Structure  command  if  you  need  to
enlarge the Structure.  Making the full Structure can take an hour or more even
on  a  fast computer,  so do not think the program has crashed right away.  The
Structure takes up some disk space,  so try not to go crazy  with  the  values.
You will need to make a structure with the same project ID number on all of the
disk  drives that you will be using the Edit list with.  Several very fast 64GB
disks divided into a 31GB primary partition and a 31GB secondary partition  may
be  required  to have random access of all shots in your project,  depending on
your shooting ratio and the number of image resolutions you need  to  store  in
the  structure  all  the time.  Windows 98SE (tm) may be the preferred OS.  You
may need to get a patch from the Microsoft (tm) web site for FDISK.EXE (tm)  if
your  disk  is  larger  than  64GB  since  there  may  have been a problem with
FDISK.EXE (tm) not working as it should on larger disks.  It may not be a  good
idea  to  format  disks  under Windows 98SE (tm) to have partitions larger than
31GB since there may be other OS issues that show up when larger partitions are
made.  Using a solid state hard drive may improve the smoothness of  the  frame
display  rate  since  a  solid  state  hard  drive  may  respond  faster.   The
V320X200M16 and V640X200M16 video modes (in the revised current  version)  take
up  less  disk  space  and may load faster since the frame files in those video
modes require fewer bytes.


Q: How do I insert the sound for each shot into the structure?

A:  Sound for each shot is held in the Utrack,  T001 etc.,  sub-directories  in
each shot's, S0001 etc. sub-directory in the project structure.  Use Magix (tm)
to  trim  a monaural WAV file such that the slate board clap is at the start of
the WAV file, then normalize the sound level to about 70%.  Trim the end of the
WAV sound to just past the length required so that you do not waist disk  space
with  audio  frames  that  will  not be used.  Save the WAV file as mono 16 bit
48000 samples per second from Magix (tm) into the "T" track  directory  in  the
"S"  shot  directory for the track and shot number that the audio should be in.
If you are using a different drive for the Utracks you should save the WAV into
the structure on that  drive.  Use  the  Track  list's  Insert  command  (added
November  27,  2006,  see  the revision info below) or use the WAV Framize menu
command or the WAV FRAMIZE macro command to split up  and  framize  (using  the
Divided,  type  [D],  filename format) the WAV file you just saved into the WAV
file track directory,  this will create one or  more  sub-directories  starting
with the word RAW that contain the numbered audio frames numbered 0.RAW and up.
When  using  the  Framize command you should number the first audio frame 0 and
that audio frame should contain the slate board clap sound,  of the slate  beep
if  you  are using an electronic slate.  Keeping original WAV file in the track
directory is useful since you can use it for the  sound  when  using  the  Pick
command  without  having  to  make  a mix using the Link command,  also you can
easily open that WAV file and make changes with  Magix  (tm)  if  you  need  to
adjust  the  EQ  or  relative  level  and such,  and then re-Framize the edited
original WAV source file.  If you do not have room on your disks  to  hold  the
WAV files for each track,  you can keep them on a CD or DVD,  or may be able to
reconstitute them by using the join mode in the  Framize  command  to  put  the
audio frames back together temporarily so the can be edited and played in Magix
(tm).  Be  sure  you  use the Divided filename format for the saved *.RAW audio
frames,  since that format is what the Edit List Link uses to  load  the  audio
frames  when  making  the  sound track mix.  In the current revised version the
Track list Insert command has two modes,  51 and 151,  that can  insert  a  WAV
sound  anywhere  along  one of the Utracks or Ltracks.  You can use the Pick or
View commands to find the frame number along the track to locate  the  inserted
WAV at.


Q: How do I insert the audio frames for the tracks that run the project length?

A: Sound for each full project or reel length track is held in the Ltrack, T001
etc.,  sub-directories in each reel's,  R000 etc.  sub-directory in the project
structure.  The operation for inserting the  full  length  audio  tracks,  i.e.
Ltracks,  is  like the operation described for inserting the shot tracks.  i.e.
Utracks, except that you put them in the "R" reel "T" track directory.  When in
the Track list be sure you press [L] to be in Ltrack mode,  then put the cursor
on  the track you want to insert audio frames into,  then press [SpaceBar] then
select Insert,  and enter the name of the WAV  file  to  insert  as  RAW  audio
frames.  Since  the  full length track files are different for each reel,  they
need to go into separate reel sub-directories.  The "R000" sub-directory is for
reel zero,  which is used for making the full project as one unit without  reel
changes,  this lets you View the full project with full length tracks.  You can
later extract parts of the full length  audio  frames  into  each  reel's  sub-
directory with the Files Utilities Set commands to renumber the audio frame for
the  start  of  each  reel to be its frame zero.  You should silence,  zero all
samples using Magix (tm) or some other WAV editor,  unused parts of the Utracks
and Ltracks so that the Link command can delete those audio frames that contain
only  silence  to reduce the disk space used to store the audio frames.  In the
current revised version the Track list Insert command has  two  modes,  51  and
151,  that can insert a WAV sound anywhere along one of the Utracks or Ltracks.
You can use the Pick or View commands to find the frame number along the  track
to locate the inserted WAV at.


Q: How do I adjust the volume of each sound in the audio mix?

A:  When  in  the  Kinema  Edit list you select the shot you want to adjust the
volume of then press the [SpaceBar] then select [T]rack  list  from  the  menu.
When  in  the  track  list you enter a gain value for each track in the channel
column,  this allows you to adjust the volume of a track's sounds that will  go
to  each  channel  in order to affect placement of the sound when more than one
speaker channel is used in the theater.  To make a stereo mix only channels one
and two would be used, all the other gain values would be zero.  You should set
the track channel gain to about 0.9 for dialog,  0.5 for effects,  and 0.2  for
background  sounds,  then  when the mix is made with the Edit list Link command
the compression gain should be set to about 3,  this will  let  the  background
sound  float up when there is not dialog,  and drop when there is dialog making
the track clearer and the dialog easier to make out from the other sounds.  You
can control the amount of work the compressor does by setting the track channel
gains higher or lower, but always have the dialog louder than the other sounds.
The sounds for each shot are adjusted when the Track list shows Utrack  in  its
upper  left  corner,  and  you  need  to  go  back to the edit list by pressing
[Escape] and select another shot if you want to adjust the  Utrack  levels  for
all  the  shots.  To adjust the Ltrack track to channel levels you need to open
the Track list on any shot, then press [L] to switch the track list into Ltrack
mode.  Effects sounds on the Ltracks should be  about  0.4,  background  sounds
about 0.2, and music between 0.5 and 0.1 depending on how prominent you want it
to  be.  Since  each Ltrack has just one audio gain value,  you should use more
than one track if you need different gain values for music in  different  parts
of  the  full  length,  you can also open the source WAV for an Ltrack in Magix
(tm) and fiddle with the level of the wave-form along the length of that WAV to
make some parts louder and others softer,  then re-Framize the fiddled WAV file
into  its  Ltrack  directory.  The  compressor  limiters automatically ride the
volume for you making continuous adjustments to reduce distortion due to  over-
gaining  when  all  the  tracks  are summed.  If you do not want the compressor
limiters to operate set the compression gains to 1 and set the track to channel
gain values so that the total of all track to channel gains for the Utracks and
Ltracks is less than 1 all the time,  i.e.  each shot's Utracks total plus  the
Ltracks  total is less than 1 and all the source WAV files have been normalized
to 70%.


Q: How do I make an audio mix of the sound for the range of shot index I want?

A:  When in the Kinema Edit list press [I] to change the shot numbers into shot
index  numbers,  note the first and last shot index numbers you want to use for
the audio mix,  or press [B] for begin block and [E] for end block to mark  the
range  of  shot index you want to mix sound for,  then press the [SpaceBar] and
enter or accept those shot index numbers into the Link  command.  If  you  want
the  full  length  mix  enter  0  to 9999 as the shot index numbers (or a range
within the size of the project structure you made,  since if you did not make a
maximum  size project structure you may get errors do to sub directories needed
that are not there for the outside range shots or tracks).  Remember  that  you
cannot insert and mix the Ltracks until after you have "locked picture" for the
edit  of your project's shots,  i.e.  once you start working in the Ltracks you
cannot change the edit cut frame numbers for any of the shots any  longer.  The
finished mix appears in the "M" sub-directory of the "R" reel directory you are
currently using.  If you have set up a special disk drive letter for the Ltrack
structure  you should look in the "M" sub-directory there for the *.WAV file of
the mix.  The "C" sub-directory in the "R" reel directory holds the  individual
mixed  channel  WAV  files,  which are not needed,  but you may want to use for
something,  or listen to with a WAV player to hear if each channel is mixed  as
you like.  The final mix files in the "M" sub-directory can be a mono WAV,  and
stereo WAV, a set of stereo WAV files,  or a multi channel WAV file,  depending
on  the settings you picked with the Edit list Link command.  When for instance
you are mixing a 6 channel sound track,  and you do not have a  6  channel  WAV
player and 6 channel sound board,  you can use three computers, e.g.  locked to
SMPTE,  to play three stereo WAV files at  once  through  normal  stereo  sound
boards.  Also  because  of  the  2.1GB  file  size  limit for WAV files and DOS
programs,  you may not be able to hold the full length of the  audio  for  your
project in a 6 track WAV file, therefore you would need three stereo WAV files.
A  6  track  WAV  file might work for each reel separately ,  since the reel is
shorter in length, and might fit in 2.1GB.


Q: How do I sync up tracks I re-record for dialog, effects, and music?

A:  In the December 10, 2006 revision the Track list Insert command has had two
new  modes  added  mode 51 and 151 which let you insert sounds anywhere along a
silent audio track.  Mode 51 and 151 can be used as a supplement to  the  other
methods,  described  below,  of  re-recording whole tracks.  To use Audio frame
insert modes Modes 51 and 151 you need to first use the Pick or View command to
find the starting frame where you want the WAV file inserted.  The WAV file  to
insert  should  be  trimmed to just have the length of the sound wanted and the
head and tail of the WAV sounds should fade in and out to  avoid  blasting  the
sound  in,  unless  that  is what you want.  Modes 51 and 151 blop the head and
tail of the inserted WAV to reduce clicks. If you need sounds to pass over cuts
between shots insert them into a Ltrack rather than a Utrack.  If you need  two
sounds to cross fade or overlap put the first sound on one track and the second
sound  on  another  track such that the last frame of the first sound runs past
the first frame of the second sound on the other track.  There is a "Beep mode"
option in the Edit list menu Global command,  this can be set to put a beep  on
the  first  frame of each shot in the mixed WAV audio file.  You can then use a
third computer,  minidisk,  PCM recorder,  or Hi-Fi VHS recorder hooked up such
that one channel records the beeped WAV at low -20 to -30 db VU,  and the other
channel records the new sound from your microphone at normal levels, about -6db
VU to -12db VU.  You can then make the recorded stereo sounds into a stereo WAV
file,  load that Stereo WAV file into Magix (tm) and trim the two  tracks  such
that  each  chunk begins with the start of a beep and ends just before the next
beep.  These stereo chunks can then be split  into  two  mono  WAV  files,  you
discard  the  one  with  the  beeps,  and Framize the recorded one into another
Utrack for its shot in the structure.  If you need sounds recorded to run  over
cuts,  open  the beeped full length mix in Magix and silence the beeps you need
to record past,  then proceed as described,  i.e.  record the beeped track from
before the part you want to record so that you get the head beep, which will be
somewhere  along  the  full  track.  You then load the full length beeped track
back into Magix (tm) and load the recorded section stereo  recording  with  the
part  of  the  beep track and the recorded track.  Trim the recorded section so
that it starts just before the beep and ends after the  sound  required.  Split
the  trimmed  stereo  recording into two mono tracks,  discard the one with the
beep,  mark and clip the recorded sound as a block to  paste,  then  paste  the
recorded  sound  over  the  full length beeped track by putting the paste point
just before the beep you left to mark the start of  the  place  to  record  new
sound,  then overwrite with the pasted sound, then silence the part of the full
length WAV and Framize it into one of the Ltrack directories.  You could record
and paste several sections into the full length  Beeped  WAV.  If  you  make  a
stereo beeped WAV you can paste over sections in one channel and keep the other
channel  with  its  beeps as a visual reference of the sounds and beeps to keep
your place when pasting in replacement recorded sound,  and you  can  play  the
stereo  WAV with the old beeped sound on one channel and the new recorded sound
on the other channel and listen for any "Echo" between the  audio  coming  from
the  left  and  right  speakers  that would indicate that you did not paste the
recorded sound in the right place,  or the sounds were recorded early  or  late
when  you were listening to the sync playback of the beeped tack.  When you are
done re-recording sound for the Utracks and Ltracks  you  then  set  the  "Beep
mode"  back  to  non-beep "blop" mode,  and use Link to remix in the full track
with the pasted recorded sounds in it.  If the sync is bad on some  tracks  you
can  use  the  audio frame pull-up and pull-down value in the Utrack and Ltrack
lists to adjust the timing then use Link  to  remix  with  those  audio  frames
shifted relative to the other tracks.


Q: How do I output the full resolution BMP frames to movie film?

A: When you get everything to look and sound good with the View command use the
Edit  list  Global  command  to  select the full resolution film out cine frame
resolution level, e.g.  4, also select the correct default drive letter for the
high resolution files, then use the Link command to make a CFL, Cine Frame List
file for all the frames in the project that you want to go to film.  If you are
going  to record a sub-range of shot index to film,  because your recorder only
has a 400 foot magazine or something,  be sure to backup  the  full  mixed  WAV
files  so that you do not accidentally overwrite them with sub-range WAV files.
Quit DANCAD3D.EXE (tm) and run DANCINEL.EXE v1.01 (tm).  Enter the name of  the
*.CFL  file  you  just made for the range of full cine film recorder resolution
frame files you want to record in your Cine Film  Recorder.  The  default  name
for  the  *.CFL  file  generated  is SHOOTLST.CFL and it is put in the "R" reel
directory of the project structure on the main project hard disk.  You need  to
setup  DANCINEL.EXE  v1.01  to  have  it display the frames in the correct mode
depending on the film stock  type  you  want  to  expose,  if  you  want  three
exposures so you can get better color with a filter wheel,  if you want to make
sequential separations, and so forth.  You also need to wire up your computer's
parallel port (or speaker) so that DANCINEL.EXE (tm) can operate the Cine  Film
Recorder  automatically  since  it  will take a long time to print off the high
resolution image frames.  Because removable disks will need to be used to store
all the high resolution frames, the drive letter encoded into the *.CFL file by
the Edit list Link command may be the letter for your DVD drive, tape drive, or
some other kind of drive.  On the disks that hold the  high  resolution  frames
you  need  to make the standard structure with the Kinema Structure command and
then you need to insert as  many  high  resolution  frames  as  will  fit  into
complete shots,  so that DANCINEL.EXE (tm) v1.01 will not stop in the middle of
a shot and ask for a disk change,  possibly making  a  slight  flicker  in  the
middle of a shot due to the camera being stopped for a while and the voltage to
the   monitor  changing.   See  DANCINEL.TXT  in  DANCINEL.ZIP  (tm)  for  more
information about setting up and using DANCINEL.EXE v1.01 (tm).  See  also  the
documentation at my WEB site about building a Cine Film Recorder.


Q: How do I get the full resolution frame images of my Cine Film?

A:  You can get the full resolution frame images in various ways.  When working
with motion picture film you can have it scanned  professionally  (if  you  are
rich!) or build a scanner using a digital SLR and a high quality macro lens.  I
would not worry about diffraction too much, soft focus is more likely to be due
to misalignment of the Digital SLR and the film projector,  so setting the lens
at f/11 or f/16 may increase the resolution rather than reduce it,  at f/22 the
sharpness  may  go  soft due to diffraction.  Sharpening the digital images can
make up somewhat for diffraction loss, but a sharpened image that is partly out
of focus due to using to open an aperture looks bad because  the  sharpness  is
uneven  across  the  frame.  It is best to make three exposures through Wratten
filters 98,  99,  and 70 in order to reduce de-saturation of the colors,  it is
better  to  get good Digital separations rather than introduce noise by masking
(turning up the color in a BMP file editor) later.  Using a tri-color LED light
source may also help the color separation.  The Cine film projector needs to be
fit with a single  frame  motor  and  have  good  steadiness.  You  can  put  a
mechanical  cam  on  the Cine film projector with a micro switch wired into the
electronic cable release such that each time the projector advances  one  frame
the  Digital  SLR  shoots a photo,  or cut three trip indentations into the RGB
separation filter wheel and have that set up so that  the  projector  advances,
then  the  RGB  separation  filter wheel rotates tripping the Digital SLR three
times, then the projector advances again, and so on.  There may be a busy light
on the Digital SLR,  which you could tape a photo transistor  to  so  that  you
could  automatically  detect  when  the Digital SLR is busy and hold the filter
wheel and projector motors by opening relays until the Digital SLR is ready  to
shoot  some  more  images.  The  blue  separation  noise  level  in Digital SLR
exposures may be very bad (snow, noise, and grain),  so you may need to shoot 8
or more exposures through the blue filter and mix those exposures to get a blue
exposure  with  low  enough  noise  to  be  usable.  Appropriate  image editing
software that has a batch processing mode may work for adjusting the image size
and color to get good full resolution image  files  to  use  with  DANCINEL.EXE
(tm).  You  should  use  the  Digital  SLR's  RAW  image  mode rather than some
compressed format to reduce image degradation,  which can get  worse  when  you
manipulate  the  image contrast and sharpness,  i.e.  little cubes,  blocks and
other compression artifacts appear in images that have  been  compressed.  Just
say no to compression.


Q: Can I use the Kinema Edit list to edit CGI or video?

A:  It does not matter how you make the full resolution,  e.g.  2048x1536,  BMP
image files so long as they are re-sized to the  dimensions  supported  by  the
video  board used with DANCINEL.EXE (tm) and your Cine Film Recorder,  and that
you have configured DANCINEL.EXE (tm)  to  load.  Making  BMP  files  from  CGI
should be obvious, you just number the frame images in the right order.  If the
CGI  is  made  with  DANCAD3D.EXE  (tm) you can write a macro to make the image
files.  If you want to use video in your project,  either mixed video and  film
images or just video images,  you can convert the video to an AVI file and then
use an AVI de-compiler or  AVI  extractor  program  to  break  the  video  into
individual  numbered BMP files.  The AVI de-compiler or extractor may work with
any video size from SD to HD from NTSC to PAL to DV,  as far as the Kinema Edit
list  is  concerned  the source of the image files is neutral.  The Kinema Edit
list can work at 24, 25, or 30 fps,  but when editing for film output you would
always  run  the  Kinema  Edit  list at 24 fps.  Since NTSC video runs a little
slower than 24 fps you will need to adjust the sound a  little  by  re-sampling
its  WAV file to get the sound is sync with the images being run a little fast.
If you shoot PAL the sound needs a greater adjustment since you will be showing
the image frames shot at 25 fps at 24 fps and the sound would get out  of  sync
unless you re-sample it in the right ratio.  NTSC video also needs to be fussed
with to convert its near 30 fps frame rate to 24 fps,  there may be no good way
to do this conversion since some image data need to be dropped or mixed leaving
stutter in motion or image artifacts.  My choice would be to shoot PAL and  run
it  at  the  wrong speed,  then re-record the dialog which you should do anyway
since quality motion pictures rarely  use  sync  recorded  sound,  it  is  just
recorded  as a reference for the re-recording later.  If you can use a new type
24p camcorder you may not have to deal with the frame  rate  issues  of  video.
What  limitations  your  AVI  de-compiler  program  might have you will have to
investigate.  If your AVI de-compiler can convert video frame  rates,  you  may
what  to try that feature and see what its 24 fps image output looks like.  You
can also shoot claymation, cell animation, titles,  and other art work directly
with  a  Digital  SLR without using film.  You can also use a flat bed or other
scanner to make full resolution BMP frame files to cut into your project.


Q: How do I make the reduced resolution BMP file for Pixel conversion?

A:  Any image editing program that will do batch conversion might work,  one in
particular  you might look at is called IrfanView (tm) which can crop,  resize,
renumber, sharpen,  and adjust image tones all in one pass.  After you make the
reduced  resolution  BMP files,  you can write a macro for DANCAD3D.EXE (tm) to
make converted copies of the BMP files as Pixel  files.  In  the  December  21,
2006 revision of v3.7N the BMP to PIX conversion was revised to auto-resize the
BMP  image to the size of the video mode used to make the PIX files.  Therefore
you select the size of the PIX files to be made by picking the video mode  that
has  the  resolution  you  will  make.  The  video  board you use for the Pixel
conversion must be compatible with the video board you will be using  with  the
Kinema  Edit  list since the Pixel files are hardware dependent and are not all
transportable between incompatible video boards.  The preferred image size  for
the  Kinema  Edit  list  seems  to  be the EGA E640M16 or VGA V640X350M16 modes
(added in the current revision),  so quite a bit of dithering during the  Pixel
conversion  is  needed  to  get  a  good  gray  scale,  this  makes the reduced
resolution images somewhat grainy when viewer as still images, but less so when
running at 24  fps  or  faster.  The  numbered  Pixel  files  should  have  the
extension  PIX  and  be  in Divided number filename format.  In the December 3,
2006 revision a image Insert command was added to  the  Edit  list's  sub-menu.
This image Insert command can convert same pixel size BMP 8bpp or 24 bpp frames
into  PIX frame files for use in the Edit list project structure and sync speed
viewing with the Pick and View commands.  If you are going to want to  make  an
AVI  of your edited project,  save the BMP files you used to make the PIX files
from since using the original BMP frame  files  may  make  a  better  AVI  than
converting the reduced resolution PIX files back into BMP frames,  e.g.  insert
the PIX files into resolution I11 directories and the original BMP frames  into
the  I10  sub-directories so that you can use the Aggregate command in the Edit
list on the I10 BMP files to make the frame set for  conversion  into  the  AVI
file with your third party AVI compiler.


Q: What are the preferred video mode codes for use in converting BMP frames into
PIX frames for use with the Edit list Pick and View commands?

A:  In  the  current  revision  there are several modes available when you have
selected VGA or SVGA video board and one when EGA video board is selected.  For
SVGA you can use  modes  V320X200M16,  V640X200M16,  V640X350M16,  V640X480M16,
V320X200M256,  and  V320X200P256.  All  of those except V320X200M256 should use
dithering from 32 to 64 and be converted from a 24 bpp BMP file when  possible.
It  is  also  possible to convert from a 8 bpp gray scale BMP for the M palette
modes.  The V320X200P256 mode can display color frames.  When converting to the
V320X200P256 mode a color 24 bpp  BMP  files  is  preferred  since  the  random
dithering  will  be  different  on each frame expanding the tone range.  If you
convert 8 bpp color BMP frames into V320X200P256 PIX frames the results may  be
a little worse than if you convert from 24 bpp color frames, but the conversion
may  go  a little faster.  If you are using an EGA board the E640M16 mode works
like the VGA V640X350M16 mode.  Any of the other supported video modes  can  be
used since ANIMATE supports all the pixel file resolutions, but the larger file
sizes  of the higher resolution PIX files may prevent them from running in sync
at 24 fps.  In the December 21,  2006 revision of v3.7N  the  BMP  to  PIX  was
revised  to auto-resize,  so you can make the PIX files for use with the Kinema
Edit list's Pick and View commands directly from your film recorder  resolution
(2048x1536 24bpp) BMP files.


Q: How do I output my project to AVI or MPG for theater DLP projection?

A: Since a whole project worth of the full resolution images when run through a
high resolution AVI compiler would take up too much disk space you will need to
select  a  sub-range  of  shot  indexes  with  the Kinema Edit list's Aggregate
command,  compile each range of frames with the high  resolution  AVI  compiler
using  an  appropriate compression type,  then do another range and so on until
you had a set of compressed AVI files that you could stitch together in a  high
resolution  AVI  file editor.  You would then need a high resolution AVI to MPG
converter to convert the huge AVI file into a very large MPG file.  From AVI or
MPG you could then convert down to some other media file  type  that  hopefully
would  not  be  so  compressed  as to have destroyed the visual quality of your
project.  In order to make WAV files that match each of the sections you  would
need to framize the finished sound mix and select a similar sub-range of frames
then  de-framize that range to make a WAV file that goes with each sub-range of
image frames going into each AVI file.  You can write a macro  to  framize  and
de-framize the mixed sound sections automatically.


Q: How do I output my project to AVI or MPG for a media player?

A:  This  is  easier than making a full resolution media file since the size of
the compressed AVI is much smaller.  Even so,  you should try to  find  an  AVI
compiler  program  that  will  make  AVI  files  larger than 2.1GB in case your
project runs longer than that.  It is best to use reduced resolution BMP  files
that  have  a  1:1  pixel  aspect ratio,  since most media files are watched on
computers that have a 1:1 pixel aspect ratio.  A media player may not  be  able
to  run  video at 640x480 resolution at 24 fps due to data flow issues,  so you
may be limited to using 320x240 or 320x200 or similar sizes.  So you  may  need
to make a separate structure on another disk drive and generate special reduced
resolution BMP frame images just for making your AVI or MPG media file.  If you
are  lazy  or  do  not  have  enough  disk  space  the  Aggregate  command  can
automatically convert the Pixel image files you have been using with  the  Pick
and View command into an aggregated BMP file set that you can convert into your
AVI  file  with  your AVI compiler program.  The disadvantage of converting the
Pixel files into your AVI file, via BMP files,  is that the color or gray scale
resolution  in  the  AVI  file  may be un-necessarily limited by the use of the
preferred Pixel resolution having been used because of viewing speed issues  in
the Pick and View commands.  Anyway, after you make the compressed AVI file you
can  use  an  AVI  to  MPG  converter  program  to make a MPG version.  The AVI
compiler should be able to integrate a WAV file with the BMP frames if you want
a sync sound AVI result.  You may need to make adjustments to your AVI compiler
program if the sound seems to get out of sync as the resulting AVI  file  plays
after being compiled.  If you want the 640x350 pixel files to look correct when
converted  to  an  AVI  file showing on a 1:1 pixel aspect monitor,  you should
adjust the aspect ratio of the images when you make the reduced resolution  BMP
images  that the Pixel files are made from,  i.e.  1:1.83 which is close to the
1:1.85 standard movie aspect ratio,  and just a little wider than the  16:9  or
1:1.77 new HD video shape.  You could fudge 1:1.77 into 1.1.83 by squeezing the
images  a little.  When you watched the 1:1.77 on 640x350 using the V640X350M16
video mode you would need to adjust the CRT monitor height and  width  controls
to  set  the with to maximum and the height down until you get a 16x9 raster on
the screen.


Q: How do I Aggregate image files other than *.BMP or *.PIX?

A:  There should be a prompt in the Aggregate command Mode 1 that asks you  for
the  file  extension  you want for the source files.  Just about any image file
type should be able to get Aggregated so long as there is  just  one  frame  in
each  file.  Because  you  may  be loading the Aggregated frames into a Windows
(tm) program you should probably make the result set in  Padded  numbered  file
name format.  Aggregated frames may start with frame number 0, you can renumber
numbered  sets  of  files with the Files Utilities Set commands.  Because of OS
issues with Long and Padded filenames you may not  be  able  to  Aggregate  the
whole  project  at one time,  but since one reel contains about 31680 files you
may be under the OS limit,  so you probably can Aggregate one reel at  a  time.
Because your cine film recorder may use only a 400 ft magazine, you may need to
break the Aggregation of your output resolution files into smaller ranges,  400
ft of 35mm is about 6400 frames.  About 450 output resolution  frames  can  fit
onto a DVD,  so each 400 feet of film would require about 15 DVD disks,  15 DVD
disks cost about $4.00 and 400 ft of film costs about $40 to $200, so DVD disks
seem cheaper than film, by quite a bit, for storing frames.


Q: Aggregate failed to finish when I was outputting my full project to a sub-
directory, why, and how can I work around this?

A:  The OS has a limit on how many files you can put in a single sub-directory,
perhaps 65534.  If you go over that limit Aggregate will probably report a disk
error.  To  get around this,  select a sub-range of shot index and Aggregate to
more than one sub-directory.  Convert each sub-directory full of  frames  to  a
compressed  AVI file,  then use an AVI editor to stitch the series of AVI files
you made from the Aggregated frames together.

Q:  What file numbering format type should I select to Aggregate frames  to  an
AVI compiler?

A:  The [P] type or Padded type may work best,  it pads the frame  number  with
leading  zeros  so that Windows (tm) programs are more likely to sort the frame
numbers in the right order,  if you use the [L] or Long type the frames may  be
compiled  into  the  resulting  AVI file out of order.  There may be a limit of
65534 frame files in a single sub-directory under some OS,  so you may need  to
divide  your project into reels shorter than that limit.  Twenty two minutes at
24 fps is 22*60*24=31680 frames,  and so is well within the  65534  limit.  The
Edit  list  uses  the Divided filename format which is not subject to the 65534
limit,  but third party AVI compiler  programs  may  not  support  the  Divided
filename  format,  so  you  would  need to use the Padded file name format with
them, and select a shorter range of shots to Aggregate frames from.


Q: Do I need to have the SMPTE hardware in order to get sync sound in View?

A: Using the SMPTE hardware in Master mode for the Edit list lets you start and
stop the View command and the audio will re-sync automatically  after  the  two
second run-up.  You can also get SMPTE sound in the Pick command if you use the
Utrack  source file for that shot,  or you adjust the the SMPTE offset in Magix
(tm) to compensate for the first audio frame not being frame zero.  If  you  do
not have SMPTE hardware you can view a trimmed shot by using Link for just that
shot  and  then  start the View running manually in ANIMATE trigger mode 1,  or
automatically by using the simple trigger circuit described on my Web site  and
ANIMATE  trigger mode 2.  Using ANIMATE trigger mode 3 is easier since the sync
is automatic after you use Link and load the new WAV file  from  the  "M"  sub-
directory into Magix (tm).  ANIMATE trigger mode 4 makes the View command slave
to  Magix  (tm),  allowing  you to put the sample cursor in Magix (tm) anywhere
along the WAV data and use the Magix (tm) play button to start the  sound  from
that  point,  after  a  second  or so the SMPTE will lock and the corresponding
image frames will be displayed.  ANIMATE trigger mode 3 is the  preferred  mode
since  it lets you use the right and left arrow keys to move around in the shot
or edited shots and then restart from anywhere, whereas ANIMATE trigger modes 1
and 2 require you to press the [Backspace] key to return  to  the  first  image
frame and restart the sound from the beginning.


Q: How do I restart the sync display after I single frame in Pick and View?

A:  Press  the  [SpaceBar].  Press [Q] to Quit the ANIMATE command.  In ANIMATE
press [Return] for the ANIMATE pop-up menu of  commands.  If  the  commands  in
ANIMATE  do  not respond,  press the [Control] key before and after the command
key since you may be stuck in one of the  trigger  modes  and  the  program  is
waiting  for  the  start  trigger.  Also  if the T102 (tm) is not on or working
properly, the time base for the frame clock may not be running, so you may need
to press [Control] to get out of the serial port read and write  interface  for
the SMPTE time code.


Q: The program reports that the SMPTE hardware did not initialize, how do I fix
this?

A: Make sure that all the SMPTE hardware is connected and powered on before you
enter  the  ANIMATE  command,  or the Pick and View commands in the Kinema Edit
list.  Also make sure that you have the serial port  settings  correct  in  the
Edit  list  Global  command since if the wrong serial port number is entered or
the serial port wire is on the wrong port the T102 (tm) cannot be  communicated
with  to  initialize.  Another problem is that if you open one DOS window under
windows then run my CAD program from there,  then you open another  DOS  window
and  run my program from there,  Windows (tm) may hold the COMx port for use by
just one of the DOS windows,  and the program will report errors when run  from
another  DOS  window.  If  you  get a SMPTE hardware initialization fault,  try
closing all the DOS windows and ant other  programs  that  use  the  computer's
ports and then re-open a new window and try again.  It closing the windows does
not help, you may need to close all the programs and windows, turn the computer
off,  turn off the SMPTE hardware, wait a few minutes, and then turn everything
back on and open just ONE DOS window and run the program JUST from that  single
DOS window.  Same thing goes, if the program crashes Windows (tm) may think the
COMx port is still in use, so you may need to shut the computer down before you
can get Windows (tm) to let my programs access the COMx port again.


Q: How do I adjust the SMPTE offset in Magix (tm) and the Edit list?

A:  Click  on  the small [Sync] button on the play controls and enter the right
value in the value box.  Because  SMPTE  does  not  do  negative  numbers,  the
convention is to always start SMPTE at plus one hour,  e.g.  01:00:00:00, which
for movie use is 60*60*24=86400 frames.  Be sure you have the system set to  24
frames at all points or the sync will be off.  It is also necessary to have the
Edit  list  SMPTE  offset  set  to  plus one hour,  or the wrong frames will be
displayed, or you will just get the first or last frame displayed over and over
since the frame pointer will be out of range.  If the starting image  or  audio
frame is not frame zero,  you may need to add or subtract from the SMPTE offset
value used.


Q: How do I display a list of the "blind" commands in the Edit list?

A: Press [F1] to get a list of the "blind" commands you can also just press the
"blind" command keys while using the Edit list.


Q: How do I change a value in the Edit and Track list?

A:  Move the cursor to the value box for the value you want to change and press
[Return]  then type in the new value.  For drive letters enter the drive letter
for a custom drive to be used,  or press [=] to have the default  drive  to  be
used.  The default drives are set with the Global command in the Edit list sub-
menu you get when you press the [SpaceBar].


Q: Why would I need to change the default disk drive letters?

A:  You may need to distribute the files across many disks because of disk size
limitations and the enormous number and size of files involved.


Q: How do I display the Edit list values in SMPTE time plus frames?

A:  Press [F4] to display the Edit list in Time plus Frames format.  Press [F2]
to return to frames only format.


Q: How do I display the Edit list values in Feet plus Frames format?

A: Press [F3] to display the Edit list values in Feet plus Frames format. Press
[F2] to return to frames only format.


Q: How do I switch the Edit list display back to Frame numbers display?

A:  Press  [F2].  Press  [F3] for Frames plus Feet or press [F4] for SMPTE time
plus frames.  You select the frame rate and frames per  feet  with  the  Global
command in the Edit list sub-menu.


Q: How do I display the shot index values to find a shot range?

A:  If  you  see the shot numbers,  then press [I].  You can press [I] a second
time to toggle back to shot numbers.


Q: How do I display the shot numbers to find the directory it is in?

A:  If the display is showing shot index values press [S].  You can press [S] a
second  time to toggle the display back to shot index values.  Shot numbers are
the numbered "S" directories in  the  structure,  shot  index  values  are  the
position  within the series of shots from top to bottom in the Edit list,  that
is the order the shots will show in when Linked or Aggregated.


Q: Do I need to remember the Shot Index range numbers to use the Link and
Aggregate commands?

A:  You can,  but if you use the [B]egin and [E]nd block commands in  the  Edit
list  you  can mark a range of shots and when you select Link or Aggregate that
shot index range will be passed to their prompts automatically.


Q: What is this structure you keep talking about?

A:  You need to put the image and audio  frames  into  the  standard  structure
before  the  Edit  list  can  use  them.  You  use  the  Files Utilities Kinema
Structure command to make the standard structure on all of the disk drives that
you will be using for files that belong to a given project.  Each project has a
project ID number which all structures for a given project must share, no mater
what disk or drive they are on.


Q: How do I change the Track list from Utracks to Ltracks?

A:  When you are in the track list press [L] to work on the  Ltracks.  You  can
press  [U]  to come back to the Utracks for the current shot.  The current shot
is selected by the shot the cursor was on in the Edit list when you pressed the
[SpaceBar] to go to the Edit list sub-menu in order to open the Track list.


Q: How do I create a Mnemonic for each shot so I can remember what it is?

A:  Pick the shot you want to make a Mnemonic for in the Edit list,  then press
the  [SpaceBar],  then select the Mnemonic command from the Edit list sub-menu,
then type in something descriptive about the unique properties  of  that  shot.
The Mnemonic you make for the shot will display when the Edit list cursor is on
a value for that shot.  If you move the shot the Mnemonic will move with it.


Q: How do I create a Mnemonic for each track so I can remember what it is?

A:  While  in  the Track list,  pick the track you want to make a Mnemonic for,
then press the [SpaceBar], then select the Mnemonic command from the Track list
sub-menu,  then enter a descriptive title about the unique properties  of  that
audio  track.  The  Mnemonic  you make for the Utrack or Ltrack will display on
the Track list when the Track list cursor is on a value  for  that  track.  You
must  have the Track list in Utrack mode to add a Mnemonic to a Utrack,  and in
Ltrack mode to add a Mnemonic to a Ltrack.  i.e.  press [U] or [L] in the Track
list before you use the Track list's Mnemonic command.


Q: How do I display a list of "blind" commands in the Track list?

A: Press [F1].  You can also enter the "blind" commands particular to the Track
list while in the Track list without pressing [F1].


Q: How do I delete silent audio frames to make more disk space?

A: While running the Link command in the Edit list sub-menu silent audio frames
get  deleted  to  increase  the  free disk space.  If the disk you are using to
store the Utrack or Ltrack audio frames is filling up,  you can  try  to  do  a
"dummy"  mix  using  the  Link command and see if the free disk space increases
after.  Since you would normally be using the Link command all the time to  use
View  while editing,  the Link command would have probably already deleted most
of the silent frames you have inserted into the structures.


Q: What sample rate should I use for the project audio?

A:  The sample rate must be divisible in whole numbers by the frame  rate.  For
working  with  24  fps film type editing you would use 48000 samples per second
giving exactly 2000 audio samples per audio  frame.  If  you  record  sound  at
44100  samples  per  second  or  some other rate you need to use a program like
Magix (tm) to re-sample the sound to 48000 before you can use the  WAV  FRAMIZE
command  to  convert the WAV file into RAW audio frames that the Edit list Link
command can mix into a finished sound mix.  It may be  possible  to  use  lower
sample rates to save disk space or higher sample rates to think you are getting
better  quality,  but  for  motion  picture  work  48000  samples per second is
probably  the  point  of  diminishing  returns,  particularly  for  in  theater
auditorium presentation.


Q: What bit resolution should my WAV files have?

A:  The  Edit  list  Link  command currently only supports 16 bit samples,  but
processes them internally using 48 bits or 64 bits.  If you have some 24 bit or
32 bit WAV files you will need to process them in you audio editing software to
re-save them as 16 bit per sample WAV files.  Because  of  the  high  level  of
compression  used  in  motion  picture sound tracks using more than 16 bits per
sample would produce little  if  any  audible  improvement  and  would  greatly
increase  the size of the disk space required for all of the audio frame files,
which is barely manageable when using 16 bit  48000  sample  per  second  audio
frames.  For comparison,  16 bit 48000 sample per second audio frames have more
data and are slightly better than so called CD quality you hear  from  a  audio
CD.


Q: Your program will not read my WAV files, how do I fix this?

A:  Some  programs put un-necessary information into WAV files,  my programs do
not want this data.  To clean your WAV files of extra trash data load them into
Magix (tm) Music Studio 7 DeLuxe (tm) and then export the sounds as mono 16 bit
48000 sample per second.  Sometimes Magix (tm) is stubborn about saving the WAV
file as stereo rather than mono causing my programs to  fail  loading  the  WAV
file,  use  the  Windows  (tm)  file manager to highlight the problem file then
right click and select properties to see if Windows (tm)  thinks  the  file  is
mono or stereo, if it is stereo fiddle with Magix (tm) until you get it to save
the  WAV  as  mono.  Try the "Convert Audio" then "Save in Format" command this
brings up a dialog titled "Save in New Format" in Magix (tm),  from  there  you
should  be  able  to  select  Mono 16 bit.  If you do not get 48000 samples per
second you may need to re-sample the WAV before you save the mono 16 bit  file.
Sometimes  it  is better to save just the right or left channel of a stereo WAV
since mixing the channels may produce odd cancellation effects in the sound.


Q: When I load the mix WAV into Magix (tm) for sync play it is messed up?

A:  Try the "File" then "Import Audio" command in Magix (tm), the problem seems
to  come  from  Magix  (tm)  making  some files in the "M" mix directory,  then
getting confused when the 1.WAV or other WAV files get overwritten by the  Edit
list  Link  command and Magix (tm) thinks the file size is wrong.  Try deleting
all the files in the mix "M" directory in the (Ltrack) structure before you use
the Edit list Link command to make the mixed audio mix of your projects audio.


Q: When I try to use Link in the Edit list to make the audio mix for my project
I get an error message saying that it could not save  the  WAV  or  some  other
error message, whats wrong?

A:  If you have enough disk space you may have left one of the WAV files in the
reel M sub-directory open in some WAV editor or player.  Always close  all  WAV
and image editing programs before you try to use my programs on the same files,
since my programs cannot share files with Windows (tm) programs, you will get a
load  or  save  file  error  message.  This is not a bug,  it is just that some
Windows (tm) programs or other programs in other windows using  the  same  file
can  generate  a  file  sharing  error,  so  you  need to close all windows and
programs before you run my programs to try to ensure that none of the files  my
programs  will  need  to  use are already being used by some other program.  If
there is a program crash in one of the programs on the  computer  Windows  (tm)
may think that a file is still in use and generate a file sharing error, to fix
that problem you need to shut down the computer and restart from a cold boot.


Q: How do I turn on the SMPTE sync modes?

A:  The  default  ANIMATE  trigger  mode  for the Edit list is mode 0 since not
everyone will have the proper SMPTE hardware hooked up, i.e.  the default is to
use  the  Pick  and View commands in MOS or silent mode.  Before you select the
SMPTE master mode you should have all the proper hardware hooked up and  turned
on,  the reason is that in SMPTE master mode the external hardware provides the
clock for the ANIMATE command and if there is no clock the ANIMATE command gets
stuck waiting for the clock to count.  Once you have everything turned  on  and
hooked  up  you  can use the Global command in the Edit list sub-menu to select
the ANIMATE trigger mode 3 for SMPTE master mode, then Magix (tm) or some other
SMPTE compatible WAV player will have the sound follow while you use  the  Pick
and  View commands.  You may be able to unstick the ANIMATE command by pressing
[Q] then [Ctrl] then [SpaceBar] or [Q] then [Control] over and over  until  you
get  out,  you  might  also  try  [Ctrl]  then [Escape] or [Ctrl] plus [X] then
[Escape] or [Q] then [Control].


Q: I cannot hear the sound playing in sync?

A:  You need to copy the mix WAV file(s) from the "M" sub-directory after using
the  Edit  list's  Link  command  from  the  Edit list computer to the computer
running Magix (tm) or other compatible SMPTE sync WAV  player.  In  Magix  (tm)
you  need  to  select the [Sync] button on the play controls and click on Slave
mode,  then enter the proper SMPTE offset,  usually an offset of plus one hour.
When  Pick  and  View  are in SMPTE Master mode Magix (tm) needs to be in SMPTE
Slave mode.  To copy the mixed WAV file between the two computers you could use
a USB flash drive or a CD-R disk.  Do not try to run my programs and Magix (tm)
on the same computer at the same time,  the CPU and other parts cannot keep up,
even on a 4GHz machine.  Use a separate computer to play the WAV.  The computer
that  plays  the WAV needs a MIDI port,  or a 15 pin game port and a MIDI cable
for  you  to connect to your SMPTE LTC to MTC convert module.  You can probably
find a SMPTE LTC to MTC converter module on e-bay cheep now since people are no
longer syncing their MIDI synths to analog tape machines.  Be  sure  you  close
any  WAV  player  on  the  computer  running  my CAD programs before you try to
generate WAV files,  e.g.  by using the Edit list Link command,  since  if  you
leave a WAV player open with a WAV file of the same name you are trying to make
you may get file sharing errors, i.e.  my program will report that it could not
save the WAV file (since it was already open in another program).


Q: My copy of Magix (tm) does not have a "sync" button, why not?

A:  I think you may need the DeLuxe version,  such as Magix (tm) Music Studio 7
DeLuxe (tm).


Q: How do I use the Edit list without SMPTE sync sound hardware?

A:  Select  ANIMATE  trigger mode 0 and the Pick and View commands will run off
the computer's crystal clock rather than the external SMPTE reader/writer.  You
can also use ANIMATE trigger modes 1  and  2  for  "syncish"  sound  but  those
require you to start from the beginning rather than at any point like the SMPTE
modes.  You can also make an AVI file and watch that in a media player.


Q: How do I turn the "Beep" mode on to get markers in the audio?

A: The "beep" mode option is in the Edit list's sub-directory's Global command.
The "beep" mode puts a one frame beep at the start of each shot and can be used
as  markers  to  sync  up  tracks while doing recording and re-recording of the
dialog, effects,  and music tracks,  i.e.  for cues and to visually line up the
wave  forms in audio editing software.  Remember to switch the "beep" mode back
to "blop" mode before making the final mix of  your  projects  audio  WAV.  The
first  beep is at 100% modulation,  but the other beeps coming from the Utracks
will be between about 70% modulation and higher depending  on  the  compression
gain used,  so you should only use the first beep in the mixed track as a level
reference.


Q: How do I change the default drive letters to split the files onto disks?

A:  The default drive letters used for the various structures  located  on  the
different disks are selected in the Edit list's sub-directory's Global command.
When  using  the  Edit  list enter [=] to select the default drive letter for a
given structure, i.e.  image structure, Utrack,  or Ltrack structure,  or enter
the  specific  drive  letter  if you want to override the default drive letter.
Rather than going through all the shots overriding the default, it is better to
change the default, and only override when there is no other choice.


Q: How do I move a shot in the Edit list to a different position?

A:  First put the cursor on the starting shot,  then press [B] for begin block,
then  move  the  cursor  to the ending shot,  then press [E] for the end of the
block,  then move to where you want the block moved,  then press [M] for  move,
then  press  [A]  for above the current shot or [B] for below the current shot.
The Edit list Insert command can also be used to physically copy or move frames
to another shot directory.


Q: How do I delete a shot in the Edit list?

A:  The delete command does not delete the image and audio frames,  you need to
do that with the file set commands,  but if you change the shot frame length to
zero the Edit list Link and Aggregate command will ignore that shot.  There  is
a  Delete command that works like the Move command except it just sets the shot
frame length to zero for all the shots in  the  marked  block.  First  put  the
cursor  on  the  starting shot,  then press [B] for begin block,  then move the
cursor to the ending shot, then press [E] for the end of the block,  then Press
[D]  to  "Delete"  the  block  by setting the length of each shot in the marked
block to a length of zero frames.  The  Edit  list  image  Insert  command  can
physically delete image frame files to make free disk space.


Q: I do not see channel 16 in the Track list how do I get it?

A: You need to move the cursor "past" the right side of the screen while in the
Track list command.


Q: I do not see resolution 12 in the Edit list how do I get it?

A: You need to move the cursor "past" the right side of the screen while in the
Edit list command.


Q: How do I get the Edit list sub-menu?

A: You need to press [SpaceBar] while in the Edit list.


Q: How do I get the Track list sub-menu?

A: You need to press [SpaceBar] while in the Track list.


Q: How do I get out of the Edit or Track list?

A: Press [Escape].


Q: How do I get out of Pick or View?

A:  Press  [Q].  If  that  does not work press [Q] then [Control] then [Return]
then [Control] then [Q], keep pressing [Q] then [Control],  also try [SpaceBar]
then [Control] and then [Control] plus [X] several times.


Q: I cannot find a file, where do I look?

A:  Try the Windows (tm) Find command in its start menu, search all drives that
you have been using or have a structure on.


Q: What OS should I use for the Edit list?

A:  Windows 98SE (tm) may be the best if not the only choice since it runs  DOS
software  and  can  work  on  computers faster than 1GHz.  The computer running
Magix (tm) Music Studio 7 DeLuxe (tm) as the WAV player can be running  Windows
95 OSR2 (tm).


Q: Why is the Edit list in Text mode only?

A:  Windows (tm) does not like to restore my program sometimes when you pop out
using the "windows" key if you are in graphics mode, particularly SVGA graphics
modes,  it will not let you back into my programs because it cannot restore the
screen  or  mouse  properly.  This  does  not  seem  to happen (as often?) when
popping in and out while my programs are running in text only mode.  Text  mode
is  also  faster generally.  You should quit the Pick and View commands (or any
other commands in graphics mode) back to the Text mode menus before poping  out
of my programs if you want to pop back in.


Q: What is SMPTE LTC?

A:  SMPTE  LTC  is  an audio signal going over any quality shielded audio cable
that lets you connect two devices  and  synchronize  them  to  the  same  frame
number.  Since  I use the SMPTE time plus frame number code to locate the image
and audio frame files I am not supporting  the  screwy  drop  frame,  i.e.  DF,
format,  so  do  not select DF or drop frame on your SMPTE LTC to MTC converter
module.  Only select 24, 25, or 30 frames per second.


Q: What is MTC?

A:  MTC is a rough equivalent to SMPTE LTC but is in a special form that can be
moved over MIDI cables,  in order to connect SMPTE LTC to your computer that is
playing the WAV file of the mixed audio for your project you need  a  converter
box  that  converts  the  SMPTE  LTC  signal  into  the MIDI MTC signal.  These
converter boxes were expensive,  but since they are no longer used to sync MIDI
instruments  to  analog tape you can find them cheep on e-bay.  Avoid converter
boxes that use software,  the stand alone ones are easier  to  get  going.  The
converter  box has an SMPTE LTC in and MIDI out,  the MIDI out connects to your
computer through a Joy-Stick to MIDI spliter cable.  The Joy-Stick port on your
sound board doubles as a MIDI port and can be used for input  of  MTC  signals.
Some  modules  also allow you to convert MTC to SMPTE LTC,  this lets the audio
software act as Master rather than just as Slave letting you pick the  starting
point  in  the WAV player and the images that go with it are displayed when you
start the WAV player.  When the Edit list is in Master mode the  sound  follows
the  picture which you start by pressing the [BackSpace] or [SpaceBar].  If you
module goes both ways you can have the WAV player or the Edit list master,  but
having  the  Edit  list  master  is  preferred  if  only  one way conversion is
available.


Q: What hardware is required for the Edit list computer?

A:  Right  now  I  am  only  supporting  a  telcom  research  T102  (tm)  SMPTE
reader/writer module.  To connect the T102 (tm) you need two audio cables and a
special  RS-232  cable.  The  literature  (downloadable?)  from  the  T102 (tm)
manufacture describes the cable requirements and DIP switch settings.  Use  the
highest  BAUD rate if you can.  The operational switch settings might be Up-Up-
Down-Down-Down (viewing from the back right side up left  to  right).  Although
the  T102  (tm) is expensive through retail outlets you may be able to find one
used through e-bay.com (tm) or craigslist.org  (tm).  SMPTE  LTC  is  an  older
technology  so there is a great deal of older equipment laying around not being
used any longer, asking around could save you several hundred dollars.


Q: How do I make a "window insertion" of SMPTE time code in the image?

A:  The Pick and View commands use the ANIMATE command which has  an  automatic
time code,  feet and frames, or frame number on-screen display while the frames
are running at speed.  Press the [W] key while in the Pick,  View,  or  Animate
commands  and  answer  the  prompts to get the type of display format you want.
When in ANIMATE mode 3 reading the frame filenames from the PFL and  PFF  files
there are two frame numbers displayed at the same time,  one for the cumulative
frame count in the edited frames,  and the particular frame number  within  the
shot  being displayed at that moment.  In ANIMATE mode 3 the shot number in the
edited sequence is also displayed so you can know what shot you are looking at.
In ANIMATE mode 3 the frame number,  feet and frames,  or SMPTE time and frames
display  can be Absolute counting from the zero slate board slap frame,  or the
frame Count from the first frame in the  current  edit,  letting  you  see  the
length  of each shot or the time each shot plays.  You can go into single frame
mode in Pick or View and read the frame information off the read-out that  pops
up  in  single  frame  mode.  In  single  frame  mode you can also have the [W]
command window insert on to see the ANIMATE mode 3 shot frame in two formats at
once.  If you have a Horita WG-50 (tm) SMPTE time code play  speed  reader  and
window inserter, and a SVGA to composite converter, you can route the composite
video  through  the Horita WG-50 (tm) to overlay the SMPTE LTC time plus frames
on another part of the screen to act as a backup to check the sync,  especially
if  you  are  outputting  to  video tape to use the tape to record or re-record
sounds.


Q: Can I use video tape to re-record dialog, effects, and music?

A:  The Insert command in the Track list command can insert WAV sounds anywhere
along  an  Ltrack  or  Utrack,  see  modes  51 and 151 in the Track list Insert
command (modes 51 and 151 were added in a  later  revision).  Sometimes  it  is
easier  to  record sound effects on tape,  and later Insert WAV files mode from
those tapes,  there are two methods.  Method one is to generate the mixed track
with beeps, then record that onto a VHS camcorder's analog track, if you have a
SVGA  to  composite  converter  you can input the image through the camcorder's
composite video input,  if not you can point the camcorder  at  the  computer's
screen  (the  quality  of  the  video  is  not  important  it is just used as a
reference for doing the recording of the new sounds.) You then  play  back  the
video tape,  find the spot you want to re-record,  but the camcorder into audio
only over-dub mode, get ready, start the camcorder, and record your sound while
looking at the images play on the electronic view-finder or a  monitor  on  the
camcorder's  video  out.  You  can then rewind the video tape and listen to the
recorded sound while you watch the images to see if you did  the  recording  in
sync, if not just rewind and try again.  You can record in several places along
the  tape if you are working with the fill length mix.  It does not hurt if you
record over some of the beeps,  this is a good way to record  sounds  that  run
over  image  cuts.  After you get your tape recorded over in several places you
can play the tape into your computer's sound board and make a  mono  WAV  file.
You then make a stereo WAV file from the original WAV mix file and the recorded
over WAV file from the camcorder tape, you can then cut and paste the camcorder
channel  until  you  get the remaining beeps lined up with the original WAV mix
file.  You will need to pull the camcorder recording up and down  a  little  in
your  WAV  editing software (with the stereo channels separated) to align it in
various places since the computer and camcorder do  not  run  at  exact  speed.
Once you get the camcorder WAV aligned,  you can mark and silence all the parts
of that recording you do not want,  including all the beeps.  Then you  framize
the  camcorder  WAV  into  you  Ltrack  and  use  it in the mix in place of the
original sounds, e.g.  set the track to channel gain for the original sounds to
zero.  The  second  method is similar,  but uses two VHS Hi-Fi VCRs rather than
one analog camcorder.  You record the picture and  beeped  audio  mix  playback
from  the  computer on a Hi-Fi VHS tape.  You then play that tape such that one
channel of the second Hi-Fi stereo VCR records the beeped  mix  and  the  other
channel  records  the  live  sound.  You  can then play the first VCR while the
second VCR records.  The beeped mix can be feed to headphones on one  side  and
the  live  sound  can be feed to the head phones on the other side.  The person
talking or making effects or music can see the images on the monitor  and  hear
the  beep  cued  sound as well as the sounds he or she is making.  You can keep
the second VCR running and back up the first VCR to re-do  a  take.  Later  you
can  watch the tape from the second VCR with just the recorded sound playing to
see if you got the sync right and which takes to use.  You then make a WAV file
of the good takes and align them to the original WAV mix in your audio  editing
software, silence the unwanted parts and Framize the recorder audio into one of
the Ltracks.  A variation on method two is to record directly to the second VCR
from the computers running off the Edit List,  in that way you can mark a range
and just hit the [Backspace] key to "rewind" and do  another  take.  You  would
set the range points to include a head and tail beep beyond the recording range
in  order  to  sync  the  recording later against the source beeped mix WAV.  A
further extension would be to use a third computer in place of the  second  VCR
to do the recording of the beeped WAV and the fresh sound onto the two channels
of a stereo WAV file using a WAV recorder program, reducing the loss of quality
caused  by  going  out  to  the  VCR.  The advantage of the VCR is that you can
rewind the tape from the second VCR and play it in sync to check how  well  you
did the re-recording.


Q: How do I repeat a shot in two places in my project?

A:  Insert  the shot's frames into two or more shot directories,  and use those
separate shot numbers.


Q:  Is there a way I can watch my project  in  color  and  with  sound  without
hooking up SMPTE hardware?

A:  You  can  use  the  Edit List in MOS mode if you have good slate clap board
marks.  Then use Link to generate the WAV for the sound.  Then use Aggregate on
a set of reduced resolution color BMP frames.  Then merge the BMP  frames  with
the WAV sound in a AVI compiler.  The compiled AVI can then be converted into a
MPG  file you can watch on a media player program,  or be burned into a DVD and
watched on a DVD player.  The Aggregate command can work  with  any  resolution
BMP  frame  file,  but  the  OS limits the maximum number of frames in a single
aggregation to about 65534,  and the speed of the media player limits the frame
rate  you  can get at any given resolution of the BMP frames.  How good the end
result looks is influenced by the AVI compiler and MPG converter software since
the will need to compress the images,  my Edit list does not degrade the output
frames  it  just copies them or makes a filename list of where they are.  There
are issues with how much disk space will be used for image frames  of  a  given
resolution,  so you may need to make several smaller MPG files and join them in
a video or media editing program if your project is too long otherwise.  If you
are editing with PIX frames in the I11 resolution directories,  you  could  put
higher  resolution  BMP  files  of  the  same  frames  in  the  I10  resolution
directories,  then select I10 as the directory resolution to  Aggregate  frames
from  without conversion (just copy BMP to BMP) and in that way make a AVI file
that is higher resolution than what you see with the Edit list's Pick and  View
commands.


Q: What do I do if something does not seem to work as described?

A:  If you are a "Beta Tester" you let me know about it, if you are not a "Beta
Tester" you should not be using the program in the first place.



---
CHANGES TO CAD PROGRAMS V3.7N NOVEMBER 27, 2006

Some changes were made to the Files Utilities Set commands  to  allow  for  the
Padded  numbered  filename  format.  The  Padded format is like the Long format
except that the filename numbers are  padded  with  zeros  going  left,  it  is
primarily for use with frame numbers from zero up so that Windows (tm) programs
can process the numbered frames in the correct sorted order,  the Long filename
format does not work well with Windows (tm) programs since the way Windows (tm)
sorts the filenames may make some names become out of order.

The Aggregate command in the Kinema Edit list was revised to ask for the source
file if it is not found,  this enables you to feed high resolution image frames
in to the Aggregate command from DVD or other removable disks.

An  Insert  command  has  been added to the Track list sub-menu to insert audio
frames into the Edit list structure automatically.  The way it  works  is  that
you  select  the  shot  you  want to add sound to in the Edit list,  then press
[SpaceBar], then select the Track list, then press [U] or [L] in the Track list
to get the list you want,  then move the cursor onto the track you want to  add
audio  frames  to  (which  would  be empty unless you want to overwrite what is
there),  then you press [SpaceBar],  then you select the Insert track  command,
then you enter the name of the audio WAV file for that track.  The Insert track
command then automatically framizes the WAV into the Divided filename RAW audio
frames  for  that  track.  There  is  an  option  to erase the source WAV file.
Although the Insert track command looks in the same track directory for the WAV
file first,  you can change the source WAV path  and  name  to  find  the  file
anywhere  on  another  disk  and  such.  The  track insert command can also de-
framize the RAW audio frames back into a WAV file.  This  option  uses  Framize
mode  3  which  can  fill in missing audio frames with silent frames,  which is
needed because the Edit list Link command erases silent audio  frames  to  save
disk  space.  There  is  an  option  to  delete  the  source RAW files when de-
framizing.  You might need to de-framize if you wanted to change the EQ  or  do
other effects on one of the audio tracks and had lost the original WAV file the
audio frames were made from for that track.  Once you have edited the WAV sound
file  for  your  track  you  just  use the Insert command in Framize to put the
edited sound back into the track.  Be sure that you  have  selected  the  right
shot  number,  Utrack or Ltrack mode,  and the right track number or your track
audio files will get inserted into the wrong track.  If you put a track in  the
wrong place, you can use the Files Utilities Set commands to move or remove the
out of place audio frames.

The  WAV  Framize  command  was revised to have two new modes,  mode 3 and 103.
Mode 103 is like 3 but erases the source RAW  audio  frames  after  making  the
result  WAV  file.  Mode 3 works like Mode 2 in that they both de-framize,  but
Mode 3 fills the gaps caused by  silent  frames  being  removed  with  silence,
whereas  Mode 2 stops at the first gap,  so "island" audio frames are not added
to the result WAV file.  If you need to de-framize tracks  from  the  structure
that  have  been  Linked with the Edit list Link command use Framize Mode 3 and
not Mode 2.

---
CHANGES TO CAD PROGRAMS V3.7N DECEMBER 3, 2006

An image Insert command has been added to the Edit  list  sub-menu  to  aid  in
inserting  frame  image  files  into  the  Edit list directory structure.  This
Insert command frees you from having to write a Macro to  do  the  BMP  to  PIX
conversion for making the reduced resolution image frame files used by the Pick
and  View  commands.  This Edit list image Insert command complements the Track
list track Insert command added in the last revision.  There is an option to do
just one shot at a time, do a range of shots up to the full project, or to do a
range marked in the Edit list with the [B]egin and [E]nd block commands.

Since the program has no way of knowing how many frames there will be for  each
shot  before  they  are  loaded  into  the Edit list's structure for the active
project it starts at frame number zero and counts up until there is a frame not
found, so there cannot be gaps in the image frames numbers,  and all shots must
be numbered from frame zero.

There is an option in Insert image to have the program ask you to insert a disk
with the needed source frames on it if you are using removable disks.  You need
to  manually press [D] for Done when all the frames for a given shot are loaded
in removable disk mode since the program has no way of knowing how  many  disks
worth  of frames you are trying to Insert into the project's structure.  If you
put the wrong disk in the program will repeat the prompt.  If you do  not  have
the correct source disks, you can press [Control] and [X] to abort insertion of
the  image  frames.  If you are inserting several shots you would need to press
[D] for Done at the end of the frames for each shot in removable disk mode.

The file numbering format used for image frames in the Edit list  structure  is
type  "D"  or Divided type.  Since you may be converting and resizing your high
resolution frame images down to the dimensions for the  Pixel  frames  using  a
third party Windows (tm) program such as IrfanView (tm) there is a provision to
read other numbering formats including the "P" or Padded numbering format which
may  sort  the frames better in Windows (tm) programs.  You may need to use the
Files Utilities Set commands to get the filenames for  the  reduced  resolution
BMP  frame  files  into  "P" or Padded format and to have them start with frame
numbered zero.  The image frame numbered zero is always the  slate  clap  board
slap frame for each shot, even for MOS or silent shots.

Once  you get the reduced resolution BMP frames into the shot directories,  and
"I" level 11 directory,  you can use the image Insert command to convert all of
the  reduced resolution BMP frames into PIX files for the Pick and View command
to display at or near sync speed.  Be sure  that  the  reduced  resolution  BMP
files  have the same pixel dimensions as the video mode you want to use the PIX
files with.  EGA mode E640M16 or 640x350x4  monochrome,  or  V640X350M16  mode,
seems  to  be the best compromise between disk space used,  image quality,  and
frame loading speed.  Any video mode can be used, but higher resolutions and 16
bpp color may not run at 24 fps since there  are  problems  with  the  harddisk
transfer  speed  and the total disk space required to hold all the image frames
and audio frames for a 88 minute feature film.  If your  disks  are  large  and
fast  enough  you  can  experiment  with  the  higher resolutions,  but the EGA
640x350x4 (E640M16) and VGA 320x200x8 (V320M256 or  V320P256)  or  V640X320M16,
V640X200M16,  and  V320X200M16  resolutions  will  probably  work  best.   When
converting from BMP files to the M16 palette video  modes,  24  bpp  BMP  files
allow dithering adjustment,  but 8 bpp BMP files are just palette converted, so
the end results may look better if the  source  files  for  conversion  of  the
reduced  resolution BMP frames to PIX frames are 24 bpp BMP files rather than 8
bpp BMP files.

There are options in the image Insert command for Copy or Move,  Copy  makes  a
new  copy  of  the  file,  or makes a converted file and leaves the original in
place,  whereas Move deletes the source file,  so if disk space is limited  you
may wish to use the Move option.

There  are  options  in the image Insert command to copy and move files without
conversion into and out of the Edit list structure  without  conversion,  these
would  be  used  for  moving  the high resolution image frames around,  and for
moving the reduced resolution BMP frames into a place where they  can  be  used
for the conversion to PIX for the Pick and View commands.

Normally  you  would store all image frames in the standard directory structure
on all disks even removable disks so that  the  shots  can  be  identified  and
located.  The  image Insert options that go between the structure and a general
directory drive and path are for use only when files to be relocated  have  not
been properly stored in the standard structure, such as RAW files in a camera's
memory  card  and  such.  When you are going to burn a DVD to store image frame
files you should make the standard structure on a hard disk first, and copy the
files you want to store in that structure then burn that structure onto the DVD
disk,  that way the shot frames can be located automatically later  since  they
will be in the proper sub-directories.

The  image Insert command also has a Delete option to allow you to delete image
frame files from the standard structure to free disk space.  The  block  Delete
command in the Edit list just sets the shot length to 0, it does not delete the
frame  files  in case you want to resurrect them later,  if you are sure you do
not need those frames for your project you can Delete them from your hard  disk
in fact using the Delete option in the image Insert command.

To  change  the CAD programs into EGA video modes use the small menu that comes
up when you first run the CAD programs and select Video.

The Edit list values for the shot length,  head,  key,  and tail frames  should
update  after  you  use  the Edit list Insert command on PIX frames in the sync
resolution "I" directory (normally I resolution level 11).  When you Insert  or
Delete  files  at  other resolutions or other types the Edit list values do not
update since the Edit list primarily  works  with  the  sync  resolution  image
frames,  and  the  other resolution sub-directories are used temporarily during
processing of the image frames for the film output high resolution files  which
are  too  large to have the project directory structure hold all of them at one
time.  Since the reduced resolution sync resolution image frames can  be  small
enough  to all fit into the project directory structure (distributed on several
disks) at one time the Edit list can report errors  if  those  frames  are  not
present  and  available  for  immediate  display.  In other words if you Insert
pixel files for a shot 100 frames long,  the Edit list will read a shot  length
of  100  after insertion,  or if you delete a shot's image frames the Edit list
will be updated to have its shot length set to 0.  Similarly if  you  move  the
pixel  files  from  one  shot directory to another within the structure the old
shot length will be set to 0 and the new shot length will be set to the maximum
frame count for that set of pixel frames.

Since the Edit list Insert commands operate on all of the  image  frames  in  a
given shot, not just the sub-range of frames for that shot selected in the Edit
list  for  the  selected  shot  or  range  of  shots,  you should use the Files
Utilities Set commands to delete the upper range of image frames in  each  shot
if  you  just  need  the  first  part  of  the  shot frames to free disk space.
Remember that you always need to have a continuous numbered set of image frames
for each shot numbered from zero up in the "D" or Divided numbering format  for
the  Pick  and View commands to show the frame range selected in the Edit list.
In other words,  shot 1 will have a frame zero,  shot 2 will have a frame  zero
and so on.

The  Aggregate  command  makes a set of frames from the range of shots starting
from frame zero,  but the frame numbers Aggregate makes are sequentaly numbered
and  do not reflect the actual frame numbers in each shot in the range of shots
aggregated.  in other words frame zero in the aggregated frame set may be frame
452 in shot 6 or anything else.

When  using  the  file type conversion mode in the Edit list Insert command and
the source file is an 8bpp BMP gray scale file,  you  should  use  the  Palette
conversion  mode 1 since my M16 and M256 video modes will not be using the same
palette as the third party graphics program you used to make the 8 bpp BMP file
with.  Converting from 24 bpp BMP image files to PIX files  for  the  Pick  and
View  commands may give better results since you can adjust the dithering value
to improve the tonal scale in the displayed frame images.  When using the  same
pixel  size  conversion  from  BMP  to  PIX  it  is important that the BMP file
actually have the same pixel dimensions.  Some Windows  (tm)  programs  may  be
very  stubborn  about  making BMP files that are one pixel off of the requested
size,  so if the conversion fails  use  the  properties  or  image  information
commands  in  your Windows (tm) programs to check what size the BMP files ended
up being in spite of your trying to resize them to the correct dimensions.

Always keep a backup copy of the film output resolution frame  image  files  so
that  you  can use that backup copy to restore the film output resolution frame
image files to the structure in case you need to resize the reduced  resolution
files  for  re-conversion to Pixel files if you have trouble with disk space or
getting the frames to run a sync speed  when  your  disk  is  full,  i.e.  make
smaller size Pixel files to get more space and speed at sync resolution.

---
CHANGES TO CAD PROGRAMS V3.7N DECEMBER 10, 2006

The  Track list's Insert command has be modified to have three new modes,  mode
51 inserts audio frames anywhere along an audio track so that  you  can  insert
sound effects, music or other sounds into the Utracks or Ltracks without having
to  start  a fresh track from audio frame zero,  mode 151 is like 51 but erases
the source WAV file after framizing,  and 201 deletes audio frames from one  or
more track. Mode 201 can read the start of block and end of block from the Edit
list  and or the Utrack or Ltrack lists and delete a range of audio frames from
a range of shots,  a range of tracks,  and a range of  frames.  You  should  be
careful  when using Mode 201 since it can delete all of the audio frames if you
enter the wrong values.

To use the Track list's Insert audio frames modes 51 and 151,  first  view  the
shot in the Pick command,  or the Linked shots in the View command and find the
starting frame number where you want the WAV file inserted into the  Utrack  or
Ltrack.  Then use Mode 51 or 152 to framize the WAV file into the current track
selected  in the Track list.  Be sure you have the correct shot selected in the
Edit list also.  When inserting sounds into a  Ltrack,  remember  to  link  the
image frames from the beginning of the reel or project,  since the frame offset
into the track you will be entering is relative to the start  of  the  reel  or
project, Linked frames start from zero for those edited shots, which may not be
frame  zero  in  the first shot selected.  By inserting sounds into the Ltracks
you can have sounds cross edits between shots.  Be sure that you trim  the  WAV
files that you want to insert,  and fade the head and tail of the WAV sounds so
that they come in from silence and out to silence  before  you  use  the  Track
list's  Insert  command.  When  inserting short sounds into a track the area of
the track you are putting the sound into should be silent,  if there is already
some sound in that section of the track,  use another track to insert the sound
into.  The Track list's Insert command mode 51 and 151 will blop the  head  and
tail of the WAV you are inserting to reduce clicks, but you should not have the
WAV  at  full volume at its head and tail unless you want the sound to blast on
and off since it takes the compressor a brief time to adjust the mix volume  to
level  the  track mix gain.  Its better to have the sounds fade in and out over
about a frame width or two.  You can fade and trim your WAV files to insert  in
a  third  party WAV editing program like Magix (tm).  Avoid long silence at the
head and tail of the WAV you are inserting since the extra frames may overwrite
sounds that are already on the track you are inserting into.

You can now mark a block in the Track list by pressing [B] for  begin  and  [E]
for  end  of  block.  After marking a block you can press [D] for delete block,
which does not delete the tracks it just sets the tracks MixP, Mix Priority, to
zero so that you can do the audio mix without those tracks.  If you really want
to physically Delete tracks use the Track list's Insert command  mode  201.  In
addition  to  disabling tracks if you mark a block in the Track list,  and then
enter a value inside the marked block you have the option to have  the  entered
value  repeated  vertically  within  the marked block,  this can be faster than
having to enter the value into each track separately.  For instance if you want
to set the noise gate threshold for Ltracks 100 through 150 to 0.01  you  would
press [L] then move to Ltrack 100, then press [B] then move to Ltrack 150, then
press  [E],  then  press [Return] while in the NGT column and enter 0.01,  then
answer [Y] when the program asks you if you want the value repeated  vertically
in the marked block.

The  vertical repeat for values entered in the marked block has also been added
to the Edit list,  but there it would mostly be of use when changing the  drive
letters for the various resolution levels.

You  can  adjust  the sync of sounds inserted into tracks by deleting them with
Track Insert mode 201 and inserting them again with a different starting frame,
or if the inserted sound is the only sound in the track you can use the Pull up
and Pull down value in the Track lists.  You can also  use  the  Utilities  Set
commands  to  renumber the audio frames to shift a range of audio frames to the
head or tail as needed in any track.

Some other minor changes were made in the course of doing the update.

---
CHANGES TO CAD PROGRAMS V3.7N DECEMBER 14, 2006

Some changes were made to the video mode entry to allow three "new" video modes
to be used when the CAD programs are configured to use  a  VGA  or  SVGA  video
board  (only  VGA  modes  that  allow  the  M16 palette are valid for the "new"
modes.)

New video mode codes have been added for the VGA and SVGA board types:

V320X200M16  = 320 x 200 pixels 16 value gray scale palette (new).
V640X200M16  = 640 x 400 pixels 16 value gray scale palette (new).
V640X350M16  = 640 x 350 pixels 16 value gray scale palette (EGA only before).
V640X480M16  = 640 x 480 pixels 16 value gray scale palette (aka V640M16).
V320X200M256 = 320 X 200 pixels 256 value gray scale palette (aka V320M256).
V320X200P256 = 320 X 200 pixels 256 value color photo palette (aka V320P256).

Some of these codes where there before with different names,  but the new names
make  discussion  of  the  modes  likely to be used with the Kinema Edit list a
little less nebulous.

Previously you needed to re-configure the CAD programs  into  EGA  video  board
mode  in  order  to  use  the  E640M16 mode code,  but now you can use the code
V640X350M16 from the VGA and SVGA board type configuration, making it easier to
switch video codes while in VGA and SVGA type  configuration.  The  V640X350M16
video  mode  is the preferred video mode to use with the Kinema Edit list since
it has a good compromise between image resolution and file size,  and is  about
the  largest frame file that will run at 24 fps without lost frames much of the
time.

The two new  video  mode  codes,  V320X200M16  and  V640X200M16  are  like  the
V640X350M16  mode  except that they are lower resolution and have smaller frame
file sizes,  and so may be of use on  slower  computers,  when  disk  space  is
limited, and where you need to edit using 30 fps.

Here  is  a comparison of the frame file size for the various video modes,  and
how much disk space would be required for an 88 minute feature.  An  88  minute
feature  has  88*60*24=126720 frames total.  When editing using the Kinema Edit
list you might need 3 to 6 times the total number of  frames  in  the  finished
project  because the takes are loaded starting with the slate clap board frame.
You can delete unneeded image frames from the tail of the shots as you edit  if
you need to free disk space.

V320X200M16  =  32016 bytes per frame, about  4GB per 88 minutes. (mono)
V640X200M16  =  64016 bytes per frame, about  8GB per 88 minutes. (mono)
V640X350M16  = 112016 bytes per frame, about 15GB per 88 minutes. (mono)
V640X480M16  = 153600 bytes per frame, about 20GB per 88 minutes. (mono)
V320X200M256 =  64000 bytes per frame, about  8GB per 88 minutes. (mono)
V320X200P256 =  64002 bytes per frame, about  8GB per 88 minutes. (color)

Although  any supported video mode can be used with the ANIMATE command and its
use as the Pick and View commands in the Kinema Edit  list,  the  SVGA  16  bpp
video  modes generally make video files too large to display at 24 fps,  unless
you have some computer that is exceptionally fast,  and the 16,  24,  or 32 bpp
mode  files  are  much larger and would take a great deal more disk space.  You
can experiment if you like by using the video mode code word "LIST" and see  if
your  video board supports 320X240X16 or 320X400X16,  that SVGA VESA color mode
might look more TV like and be just small enough to  run  at  24  fps  on  some
really fast computer.

You  should  use  heavy  dithering  with  the M16 and P256 palette video modes,
perhaps values around 32,  48,  or 64.  The M256 modes do not require dithering
usually.  Dithering increases the apparent number of tone values when the image
frames  are  run at sound sync speed.  Too much dithering makes the images more
grainy.

The P256 palette is supported at resolutions  higher  than  320X200X8  but  the
320X200X8 mode does not require "bank switching" of the video memory and so may
work faster on some video boards. The video mode codes that start with V do not
bank switch and are VGA board compatible,  the video mode codes that start with
S mostly bank switch and require a SVGA video board.  That  is  you  could  try
video mode codes:

S640P256  =  640 X 480 X 8 = 308KB per frame, about  40GB per 88 minutes.
S800P256  =  800 X 600 X 8 = 481KB per frame, about  61GB per 88 minutes.
S1024P256 = 1024 X 768 X 8 = 787KB per frame, about 100GB per 88 minutes.

But  I  doubt your computer is fast enough for them to run at 24 fps unless you
are using a solid state disk drive, i.e.  large hardware RAM disk, then the 640
X 480 X 8 mode might have a chance.

The SVGA 16 bpp files use twice as much disk space:

SVGA  320 X 240 X 16 =  154KB per frame, about  20GB per 88 minutes.
SVGA  320 X 400 X 16 =  256KB per frame, about  33GB per 88 minutes.
SVGA  640 X 480 X 16 =  616KB per frame, about  80GB per 88 minutes.
SVGA  800 X 600 X 16 =  962KB per frame, about 122GB per 88 minutes.
SVGA 1024 X 768 X 16 = 1574KB per frame, about 200GB per 88 minutes.

I  am almost sure you are not going to get the 1024 X 768 X 16 frames to run at
24 fps no matter how fast you think your computer is,  but you could use  those
frames  in single frame mode in the Edit list to get a close look at the action
stepping frame by frame.  You can change the resolution "I" level used  by  the
Pick and View commands with an option in the Edit list's Global command.  I did
not list the modes above 1024,  but 1280 X 1024,  1600 X 1200, 1940 X 1440, and
2048 X 1536 are also supported if your  video  board  is  compatible  at  those
resolutions.

Anyway,  you have a range of video modes,  resolutions,  and color or black and
white options now to use in the VGA and SVGA  video  board  configuration,  the
V640X350M16 mode is probably the best compromise for speed and resolution,  and
the V320X200P256 mode is usable if you want to see the shots run at sound speed
in color.  When running the V320X200P256 frames look better than in still frame
since the image details from one frame to the next blend in your eyes,  also if
you  turn  the  lights off and stand back from the monitor,  and maybe squint a
little,  you may see more detail than when viewing the images  close  up  since
when you are too close you see the pixels as little squares rather than part of
the image.

If  you  have  an  electronic  SVGA  to composite converter video box connected
between your computer and computer monitor, you can connect a small 3 inch to 5
inch TV set or composite video monitor and watch the reduced resolution  frames
on  the  smaller  screen,  where they may look better than blow up too large on
your computer monitor.

When working with a project in 16:9 video ratio  or  1.66:1,  1.85:1,  2:1,  or
2.35:1  wide  screen  ratios,  you  can turn down the monitor height to get the
various aspect ratios to display properly.  You may need to resize  the  source
BMP  frame  files  to  have non-square pixels in order for the resolutions like
V640X350M16 or V640X200M16 to come out with the right shape rectangle frame and
still show the proper portion of  the  negative  area  so  that  parts  of  the
original frame image are cropped properly.

You  enter  the  video mode code words at the video mode prompts when asked for
what video mode to use.  Not all video boards support all mode codes.  Remember
that when converting BMP frame files to PIX frame files,  you should  have  the
BMP  images resized to the exact pixel size for the video mode you want to make
the PIX frame files,  that is if you want to make 640 X  350  pixel  files  you
would  resize  your BMP frames to be 640 X 350 pixels before you try to convert
them to PIX frames.  Some Windows (tm) programs may resize the  BMP  files  one
pixel  off  size causing the conversion to PIX to fail,  so check the BMP frame
file properties by right clicking on their filenames to try to make  sure  they
are  the  right size.  Converting 24 bpp BMP files may look better as PIX frame
files than converting 8 bpp BMP files since the  dithering  can  be  adjustable
when converting from 24 bpp BMP frame files.

Changes  were made to the Kinema Edit list's Link command to allow you to set a
separate mix priority for the Utracks and the Ltracks.  This  lets  you  filter
the  tracks  getting  included in the audio mix in more ways.  The major reason
for this change is to allow you to cut up the mix for the  whole  project,  the
reel 0 mix,  into parts and insert those parts as Ltracks into the various reel
mixes without having the Utracks getting mixed into the individual reel mixes a
second time.

The Kinema Edit list now asks if you are sure you want to quit, to avoid flying
out if you hold the Escape key down too long when exiting the  Edit  list  sub-
menu.  Some other code was revised and updated.

---
CHANGES TO CAD PROGRAMS V3.7N DECEMBER 21, 2006

The  8bpp  and  24bpp  BMP to PIX conversion that converts BMP image files into
Pixel files for display in the  ANIMATE,  Pick,  and  View  commands  has  been
heavily  revised,  and  now  automatically  resizes the BMP image to any of the
video modes.  The program auto-detects if the source BMP file is 8bpp color  or
gray-scale  or  24  bpp and converts the colors or tones as best it can to work
with the various video modes.

The BMP to PIX conversion in the Files Utilities BMP PIX command and the  image
Insert  command  in the Kinema Edit list both use this new capability,  as does
the LOAD BMP to screen macro command.  When the LOAD BMP load to  screen  macro
command is used for conversion of BMP to PIX, the GRAPH_MODE macro command must
be used before it to set the graphics mode you want, and the SAVE PIXEL command
must  used  after  it  to  save  the  screen  to  a  PIX  file using that video
resolution.

In the Files Utilities Kinema Edit list's Insert image command  the  new  auto-
resize  feature  allows  you  to  use as the source BMP files the film recorder
resolution (2048x1536 24 bpp) BMP image frames stored on DVD+/-R  disks  to  be
read  from  and  converted  directly  to make the reduced resolution (640x350x4
etc.) sync sound play speed PIX files for use while editing  in  the  Pick  and
View  commands  of  the Kinema Edit list.  This saves you the trouble of making
sets of reduced size BMP frame files before conversion of the image  frames  to
PIX files for viewing with the Pick and View commands.

Conversion from BMP to the M2, C4, C16, and C256 video palettes was added which
lets  you  view  PIX  frame  images  in color on a EGA video board by using the
E640C16 video mode,  although the results are a bit abstract.  On a  VGA  video
board  the  P256  palette should be used rather than the C256 palette for color
image frames,  although both will display now.  On the CGA board the M2 and  C4
palettes can now be used with image frames, but just barely.

---
CHANGES TO CAD PROGRAMS v3.7N REVISION SEPTEMBER 4, 2008

Many improvements to the internal code have been made over  the  last  year  to
improve  the  speed  of  the  file  processing  in the Kinema Edit list.  These
improvements help speed the DI workflow.

Some changes to the menu commands and program operation have been  made,  these
are listed in the following.

To improve the motion picture frame quality for footage brought into the Kinema
Edit  list  48bpp 16 bit TIF file support has been added to the Files Utilities
Kinema Edit list's image frame Insert  and  Grading  commands.  This  TIF  file
support  should  allow the CAD programs to deliver professional quality results
from Color Correction and Editing by using 48bpp TIF  16  bit  RGB  input  from
Digital Cinema cameras (like RED ONE (tm),  SI-2K (tm),  ARRI D-20 (tm), etc.),
film scanners and other sources, and then making 48bpp TIF 16 bit RGB output to
film recorders, Digital projection, and BluRay (tm), DVD (tm), etc.

The 48bpp 16 bit RGB TIF support should work up to 6K+ resolution or  more,  if
you find any issues please let me know by email,  you may need to let me have a
sample TIF file that works with your workflow so I can see an example  to  make
an  evaluation  of  what  the  issue  might be.  I have done some compatibility
testing and do not anticipate major issues,  my programs should be able to read
valid  48bpp  16 bit RGB TIF files that do not have an Alpha,  i.e.  just three
colors in one image, and that have the image data in a block, as most do.  This
revision does NOT read 8 bit TIF files, you can convert those to 24bpp BMP with
third party freeware and import the 8 bit data as BMP.

Other programs that read 48bpp 16 bit RGB TIF files  should  be  able  to  read
48bpp 16 bit RGB TIF files made with my programs,  if you have a problem it may
be that the image is too large for the other  program,  or  that  program  only
reads 8 bit TIF files, if the program only reads 8 bit TIF files you can output
24bpp BMP rather than TIF.

Some  internal processing is still done with 14 bit Look Up Tables (LUT) so the
16 bit TIF you import should be Log or video Gamma rather than Linear  (lighter
rather  than  very  dark  and  underexposed  looking if possible) if you have a
choice when you save your scanner or Digital Cinema camera to 16 bit TIF files.
If you use Log or  video  Gamma  TIF  files  for  import  there  should  be  no
noticeable  difference  between  using  14  bit  and  16 bit LUT other than the
program can process the frames a little faster,  perhaps.  This may  change  in
future program revisions.

For  output the 16 bit TIF files would normally be at video Gamma,  but you can
ALTER the output Gamma value in the KCC file setup in the Grading menu to alter
the output Gamma of the 16 bit TIF frames saved that you would  send  along  to
the film recorder or Digital Projection, etc.

If  you  are  using  a  MAC  (tm)  or other OS that names TIF files with a TIFF
extension you will need to rename the frames to have just a  TIF  three  letter
extension since the CAD programs use the DOS 8+3 character file name system.

Related  to  the  16  bit  TIF  support  I  have  changed  the  utility program
DCRAWBAT.COM (tm) to use the third party DCRAW  (tm)  program  to  convert  the
*.CR2  files made by a Canon XTi (tm) digital DSLR into 16 bit TIF files rather
than 8 bit TIF files,  this allows direct import of single 16  bit  TIF  frames
from a film scanner or other DSLR use such as titles,  time lapse,  claymation,
and such.  The FUSE option of the Edit list Insert command now supports both  8
bit  24bpp  BMP and 16 bit 48bpp TIF files,  so to get better quality I changed
DCRAWBAT.COM (tm) to just make 16 bit TIF files from the DSLR RAW  frames.  The
new  DCRAWBAT.COM (tm) is in the revised DANCINES.ZIP (tm),  see also the *.TXT
documentation in DANCINES.ZIP (tm) for more information.  To be clearer, you no
longer need to make 8 bit TIF from the CR2 frames then convert those into  BMP,
rather  you  make  16  bit TIF and use those directly with DANCAD87.EXE (tm) or
DANCAD3D.EXE (tm).

If you are using the third party REDCINE (tm) program to  convert  R3D  footage
files  into  TIF  frames you should adjust the string for the numbered filename
output so that you get my "Padded" numbered file name type,  like 00000000.TIF,
since  the  version  of  REDCINE  (tm)  you  are  using may just output 6 digit
filenames you may be able to alter the output filename string to have two extra
zeros in front of the filename six digit number like "00#6.E" or something, see
the command in the output section of REDCINE (tm). Try making REDLog type 16bit
TIF files for your frames.  Be sure to select the best  de-Bayer  settings  for
making your TIF files,  and select 16 bit RGB (48bpp) TIF type as the file type
to output.  You can do one shot at a time,  and adjust the output directory  to
put  the  TIF  frames directly into my program's project directory shot's image
resolution level I01,  like path C:\P0001\S0123\I01 as the output path for shot
123  (you  can rearrange the shots later when editing in my Edit list,  but the
files stay in that directory (folder)).  When you adjust the trim controls  put
the  head trim point for the shot so that the "slate" slap or beep frame is the
first frame,  i.e.  00000000.TIF,  since the Insert command always assumes  the
zero  frame  is  the slate frame,  like having the head sync on zero frame of a
35mm film synchronizer.  Doing it this way lets you use the edit list values if
you want to just workprint edit and sound mix with my programs  and  have  your
35mm  negative  cut to match the edit list values and otherwise make conforming
to other systems easier.  It is also easier to edit the sound for  each  shot's
track if the sync beep is the first (2000) sample frame in the WAV file.

IMPORTANT  PLEASE NOTE THIS CHANGE!  To reduce the number of dropped frames the
sync playback makes when the programs are run  under  FreeDOS  FAT32  (tm)  the
Divided filename format has been changed,  if you are working on a project that
uses the old Divided name format you will  need  to  press  [~]  from  the  CAD
program's  Main Menu and select the old Divided name type for source and result
files,  or the program will report file not found for existing files using  the
old Divided filename format (old is type 1).

Two  new Divided filename formats have been added,  type 2 limits the number of
frame files in a folder to 500 rather than a thousand,  this is because DOS has
speed problems if there are more than about 511 files in a folder,  this change
requires using twice as many folders so the project length for playback is half
as long or about 2.9 hours before the folder count also gets above 500 folders.
The 500 limited "type 2" Divided file name  format  is  easier  to  read  under
Windows  (tm) file manager since the filenames and folder names are padded with
leading zeros,  making the filenames sort in order better,  this is a big  help
when  you  use Windows (tm) to look for a range of files to copy and such.  For
projects that are longer in playback than 2.9 hours there is a "type 3" Divided
name format that works like the old "type 1" Divided  filename  format,  except
that  is  uses  leading  zeros  to  improve  the sort when being looked at in a
directory or folder with Windows (tm),  etc.  You would select just one of  the
Divided  filename  types  for  a given project by pressing [~] key from the CAD
program's Main Menu.  This work is  on-going  so  if  you  have  any  questions
contact me by email.

The Format for the file names is like this:

LONG         PADDED      DIVIDED 1       DIVIDED 2        DIVIDED 3

-123456.TIF -0123456.TIF TIF-123\456.TIF TIF0123A\456.TIF TIF0123S\456.TIF
-123789.TIF -0123789.TIF TIF-123\798.TIF TIF0123B\798.TIF TIF0123S\789.TIF
 123456.TIF 00123456.TIF TIF123\456.TIF  TIF0123C\456.TIF TIF0123T\456.TIF
 123789.TIF 00123798.TIF TIF123\798.TIF  TIF0123D\789.TIF TIF0123T\789.TIF
      1.TIF 00000001.TIF TIF0\1.TIF      TIF0000C\001.TIF TIF0000T\001.TIF

Negative  numbers  do  not  work in all parts of the programs,  so the examples
shown may not be available for all or any command options in this revision.

In the original Divided type 1 the numbers were not padded with leading  zeros,
so  when  the  filenames  were  viewed  with  the Windows (tm) file manager the
filenames would not sort in the right order.  Also under DOS there  are  issues
with  mow many files will work fast in a single directory folder,  so the first
511 about "proxy" image frame files would read without dropped or  lost  frames
then  frames  about  512 to 999 in each folder would slow down and drop frames.
Under Windows 98SE (tm) this did not seem to be an issue,  but in order to  use
FreeDOS FAT32 (tm) for editing the problem needed to be improved.

To  improve  the  "proxy"  frame reading by FreeDOS FAT32 (tm),  and maybe some
other OS using a FAT32 formatted disk,  DIVIDED  filename  type  2  was  added.
Divided  filename  type  2  is  the  new default type,  if you are working on a
project that uses the older type 1 you should press [~] in  the  CAD  program's
main menu and change the Divided name type back to type 1 until that project is
finished or you have copied and renamed the files.

Type  2 limits the number of frames to 500 in each divided name folder,  so you
get frames 000.TIF to 499.TIF in folder TIF0000C and frames 500.TIF to  999.TIF
in  folder  TIF0000D.  To  handle  negative  values  in the future folder names
ending in A would be for negative values from  000  to  499  and  folder  names
ending in B would be for negative values 500 to 999.

So with type 2 you will see folders with names ending in A,  B,  C,  and D with
positive values just in C and D folders,  if a frame number has its last  three
digits less than 500 it will be in a C folder,  and if the frame number has its
last three digits of 500 or more it will be in a D folder.

Keeping the folder name in base 10 makes  the  reading  of  the  frame  numbers
easier, frame 1234 would have a full path like:

C:\P0001\S0321\I01\TIF0001C\234.TIF

and frame 45934 would have a full path like:

C:\P0001\S0321\I01\TIF0045D\934.TIF

Once you understand how the frame number is split between the directory and the
filename  part for each folder you should be able to find any frame you want on
your harddrives.  Note that when you enter the Divided file name in many of the
prompts in the CAD programs you enter then  like  a  Long  type  name  and  the
program  figures out the Divided Format from the type you selected with the [~]
menu in the Main Menu.  If you are working on a  new  project  JUST  LEAVE  the
Divided filename in its default type 2 setting all the time, except if you need
to change it for a special use.

For the above examples you would enter the Long filename format as:

for frame 1234 enter,

C:\P0001\S0321\I01\1234.TIF

and frame 45934 would enter a full path like:

C:\P0001\S0321\I01\45934.TIF

And many of the prompts that use Divided filenames will add the folder part, in
fact  if  you  put  the  folder  part  in the program will not find the file or
folder, unless you are in a prompt that is just for full filenames,  there is a
note  on the screen that tells you if it is a formatted filename prompt much of
the time. For the most part you only need to deal with the divided folders when
you work with the frames from outside the CAD programs.

Padded type is the most compatible with Windows (tm) programs and  other  third
party  programs  (Linux  (tm)  etc.) but the Padded filenames have a problem in
that under FAT32 or some OS you may not be able to get more  than  about  65535
files in a folder,  and the folder will slow down a great deal if you have more
than 511 files in the folder, so you can only use Padded filenames for not time
critical tasks.

The CAD programs seem to run, at least in part,  under Windows XP SP3 (tm) with
the NTFS rather than FAT32.  The main objection to installing Windows XP SP3 in
a  NTFS  partition  is  that you may not be able to boot your computer with the
FreeDOS FAT32 (tm) boot CD and run both OS on  the  same  harddrive  that  way.
Windows  XP  SP3  (tm)  prevents you from formatting a whole 500GB harddrive as
FAT32,  so you need to format the harddrive FAT32 before you install Windows XP
SP3.  You may be able to do that with a freeware program called FAT32FORMAT.EXE
(tm)  by  using  another  computer and formatting the new harddrive as a second
harddrive before you move it to the new computer and  install  Windows  XP  SP3
(tm).  Windows  XP  SP3 (tm) may have issues with some computers using AMD (tm)
CPU, so if the computer you will be using has an AMD (tm) CPU you might want to
try SP2 first.  It may also be possible to use  the  FDISK  (tm)  program  from
Windows  ME  (tm) (not 2000) to format large disks FAT32,  as well as using the
FDISK (tm) replacement used by FreeDOS FAT32 (tm).

If you get a message about "fnode" problems  the  harddisk  controller  on  the
mother board or your computer may be too old to work with harddisks as large as
500GB.  In  that  case you will need to replace the motherboard or at lease the
harddisk controller.  This will probably only be a problem with computers older
than five years since newer computers have  a  harddisk  controller  chip  that
works with disks up to 2TB in many cases.

For  use with FreeDOS FAT32 (tm) and my programs you may need to use 500GB EIDE
harddrives rather than SATA harddrives since there may be a memory conflict  if
the  SATA BIOS uses some DOS memory areas up,  that may depend on the SATA BIOS
and is something I do not have  good  answers  about  as  I  write  this,  just
mentioning that 500GB EIDE drives may work out while SATA may not, but I do not
know  for  sure.  A EIDE to SATA converter device may have its own memory since
it plugs into the end of the EIDE cable, but one type may work and another not,
I have not tested SATA drives as of the time I  am  writing  this,  500GB  EIDE
drives  seem to work on newer computers,  and a FreeDOS FAT32 (tm) drive can be
mounted as a second drive on a Windows XP SP2 or SP3 (tm) system,  and on a SP3
system  XP  (tm)  can  copy files from NTFS SATA drives to the EIDE FAT32 drive
without observed issues if you make sure the filenames are just 8+3  type,  not
long  filenames.  My  programs do not work with long filenames anyway,  so just
don't use them and you should be able to get things to work together.

It should also be possible to mount a FreeDOS  FAT32  (tm)  system  disk  as  a
second  data  disk  on  a Ubuntu Linux (tm) computer if you want easier network
access to copy files on and off the FreeDOS FAT32 (tm) disk.  You may  also  be
able  to  make  your FreeDOS FAT32 (tm) disks dual boot with both FreeDOS FAT32
(tm) and Ubuntu Linux (tm) on them,  that way you can work with the files under
Lunix  (tm)  and  with  my programs without copying the frames from one disk to
another or moving the jumpers on the drive from master to  slave,  just  reboot
the same drive.

When  viewing  image  frames  in  Sync mode using the Pick,  View,  and Animate
commands you can now press [Ctrl] and [W] to toggle the  dropped  (lost)  frame
readout  on  and  off,  if  your  harddrive  is fast enough for the "proxy" low
resolution frames to load on time the dropped (lost) frame readout should  show
Zero, 0, all the time the frames are running, it will count out of range at the
end of the frame range display, until you press [BackSpace] to restart the sync
frame display.  You can still press [W] to setup the values for the SMPTE start
point, the dropped (lost) frame readout, and the frame counter (window dub like
readout).  The advantage of pressing [Ctrl] and [W] (^W) is that you can toggle
the dropped frame readout on and off while the frames are running at sync speed
without having to stop the sync playback.

Some  issues  came up when FreeDOS FAT32 (tm) was tested with the CAD programs,
an issue with INSTALL.BAT required a change to that file to get the install  to
work,  the  FILES=20  should  be increased to FILES=40 or so in FDCONFIG.SYS on
your FreeDOS FAT32 (tm) system disk (you can press [~] from  my  CAD  program's
Main Menu to check that there are enough file handles free there should be more
than  9),  and  some  other  things  like  the changes to the Divided file name
format.  FreeDOS FAT32 (tm) seems to work with 500GB EIDE disks on newer mother
boards that still have EIDE  along  with  SATA  harddrive  connectors.  As  was
mentioned  if  you  get  a  "fnode"  or  "Panic"  error  that may be due to the
motherboard being too old to work with 500GB disks without changes.

If you have problems with the SVGA video modes under Windows XP Home  SP2  (tm)
rebooting  your  system with the FreeDOS FAT32 (tm) CD may let the program work
better,  but your Windows XP Home SP2 (tm) disk should be formatted  FAT32  not
NTFS  for  that  trick to work and may need to be EIDE not SATA harddisks.  The
advantage of FreeDOS FAT32  (tm)  over  Windows  98SE  (tm)  is  that  if  your
motherboard's  harddisk  chips are new enough you can use 500GB EIDE harddrives
to get enough disk space to work with large 16 bit TIF frame files.  Windows ME
(tm) may work better than Windows XP Home SP2 (tm) with my programs,  but I  am
looking  into  various  OS and Video board issues.  To format large disks FAT32
with Windows XP (tm) you need a freeware program  called  FAT32FORMAT.EXE  (tm)
since  Windows XP (tm)'s GUI format tool was crippled to 32GB FAT32 partitions,
with the freeware program you can format up to  2TB  using  XP  (tm)  from  the
command  prompt after you use the GUI tool to make a new drive letter,  just DO
NOT format using the GUI format tool,  look at the screen and do not select the
format option in the GUI, see the online documentation for FAT32FORMAT.EXE (tm)
at it's Author's Web site.  If you have XP (tm) on a FAT32 disk, up to 2TB, you
can  boot with FreeDOS FAT32 (tm) CD so that things may work better if you have
XP (tm) video or other problems.  Please read the revised INFOV37N.TXT file  in
DANCAD16.ZIP  (tm) for more information about some of the changes in this major
revision of the CAD programs.

Since the batch frame processing for color correction in my CAD  programs  uses
Text  mode rather than graphics for making output frames for the film recorder,
BluRay (tm),  DVD (tm),  and such you may be able to use SATA  harddrives  with
Windows XP SP3 (tm) and the NTFS along with 2TB harddrives for that batch frame
processing  work  from  the Kinema Edit list Insert command.  If you have video
problems you can use another computer,  or swap harddisks and use FreeDOS FAT32
(tm) with my programs to do the Grading for the color correction, once you have
configured a *.KCC for the keyframe in each shot you can then batch process the
frames without needing compatible video Graphics modes.

Problems  with  graphics  under Windows XP SP3 (tm) do not mean that your video
board will not work under FreeDOS FAT32 (tm) or Windows ME  (tm).  If  you  can
boot  your  computer  under FreeDOS FAT32 (tm) your video problems may go away,
unless your video board does not support VBE 1.2,  2.0,  or 3.0 VESA modes,  in
which case you may need a TSR program to get VESA video support.

Some  newer  video boards may not support any VESA modes in their BIOS,  so you
may need to select video board type CGA to get into the CAD programs, this will
let you use the Text mode parts of the program for large image frame processing
and sound mixing.

If your video board does not work, you can try to disable the PCI Express video
board and use the on-mother-board VGA video chip.  Go into the CMOS  setup  for
your  mother board and select the on-mother-board VGA video BEFORE you move the
monitor connector to the on-mother-board VGA video connector,  or you will just
get a blank screen.  Most on-mother-board VGA chips support 640x480 resolution,
but  to  use  the  color correction your chip will need to support 1024x768x15,
1024x768x16,  1024x768x24,  1024x768x32 SVGA modes.  For some reason Windows XP
SP2  (tm)  may  force the vertical refresh rate to unusable low Hz like 54Hz or
31Hz so that your monitor will go black or display a out of Hz  range  for  the
VHz  and  or  the  HHz.  I have not found a simple way to override this problem
with XP (tm),  but under Windows 98SE (tm) and FreeDOS  FAT32  (tm)  the  video
should  work at the video BIOS default refresh rate and you should see a normal
display on your monitor.  I spoke to Microsoft (tm) support  about  this  issue
and  was  told more or less that I would not be allowed to speak to anyone with
the knowledge required to find out why Windows XP Home SP2 (tm) was doing  this
to  the  vertical refresh rate.  I have seen a 1024x768 mode display on another
computer with another video board running Windows XP Home SP3 (tm)  on  another
monitor,  but that monitor may have just been able to sync at lower VHz, if you
try the programs under XP (tm) please let  me  know  what  Graphics  resolution
modes  you  get  to  work.  If you use some SIS video cards (AGP) you should be
able to get many modes up to 1920x1440x32bpp to work under FreeDOS FAT32  (tm),
the   View  option  in  the  Grading  menu  can  show  your  graded  frames  at
1920x1440x32bpp (24bpp data + 8 unused bits) so you can judge the look of  your
keyframes  on  your 22 inch CRT grading monitor.  DANCINEL.EXE (tm) can also be
used to display selected key frames at up to 2048x1536x32bpp  (or  more)  as  a
final  check  before you send your frames out on your film recorder.  There may
be a video board that works with my CAD programs at 2048x1536x32bpp (or  more),
but  I  am  still looking into that as manufactures of video boards to not tell
what VESA modes their boards support in Banked and Linear memory modes, for the
most part, which means you have to purchase a pile of video cards and test them
yourself, ouch.

To summarize the changes:

1) When outputting TIF frames from REDCINE (tm) try to set the output  path  to
the  right  frame  folder  in your film project structure to avoid lost time in
copying the frame files later,  that can save months of  computer  time  for  a
feature film.

2) When outputting TIF frames from REDCINE (tm) try to set the filename control
string  to  "00#6.E"  or  something  like  that  so that you end up with padded
filenames that have eight numbers in them,  like 00000123.TIF and so  on.  That
is  two  leading  zeros  as text,  plus the six numbers generated for the frame
number, so you get eight numbers in the name part to be like my padded filename
type.

3) When converting Canon XTi (tm) *.CR2 RAW image files from your film  scanner
or  other  DSLR  image  capture use the revised version of DCRAWBAT.COM (tm) to
make 16 bit TIF files rather than the old version that made 8 bit TIF files, so
that you can get higher quality with direct import and use of the FUSE  command
to  fuse  16  bit  TIF  rather than 8 bit BMP files.  The new DCRAWBAT.COM (tm)
program is in the revised DANCINES.ZIP (tm) download file.

4) When converting TIFF files for use with my programs rename them  TIF  before
you  try  to  process  them  with  my  programs.  My  programs support only 8+3
filenames do not use long file names with them, or use long folder names. Using
long folder names and long file  names  may  cause  issues  when  booting  your
computer  for use with my programs using FreeDOS FAT32 (tm) even though FreeDOS
FAT32 (tm) may tolerate them since they will be converted into  new  8+3  names
and you may get "file not found" errors.

5)  When  viewing in sync in the Animate,  Pick,  and View commands you can not
press [Ctrl] and [W] to toggle the dropped frame readout on and off to  see  if
your  computer's  harddrive is fast enough to show the resolution you have made
the "proxy" resolution frames at,  e.g.  the I11 folder frame PIX frame copies.
If  you  get  too  many dropped frames you can try a Solid State harddrive,  or
putting the frames into a USB drive or CF card in a reader, etc., or use a RAID
harddisk array.  To store all the  "proxy"  resolution  frames  for  editing  a
feature  film  you should have a Solid State or RAID harddrive of 32GB or more,
but if you edit one reel at a time you might get by with less, the size depends
on how many frames you make and what resolution you want the playback at,  that
is  640x480  monochrome  8 bit takes half the disk space of 640x480 color 16bpp
and loads twice as fast.

6) The default video mode for making the PIX "proxy" frames  for  viewing  with
the  Animate,  Pick,  and  View commands was lowered to 320x200x4bpp monochrome
V320X200M16 which should be used with a dither value of  32  or  so.  This  was
done  so  that  the  sync  playback  would  not drop frames (much) when the CAD
programs are run under  FreeDOS  FAT32  (tm)  using  a  single  EIDE  harddrive
(7200RPM, 16MB buffer, 500GB).  You can change the default video resolution for
the "proxy" PIX frames to a higher resolution like V640x350M16 if your computer
is  fast enough not to drop frames and or you are using Windows 98SE/ME (tm) by
pressing the [~] key from the CAD programs Main Menu.

7) The default Divided numbered file name Format was changed to a  500  limited
files  per  folder  (type  2)  Format so that the frames would play back better
under FreeDOS FAT32 (tm).  If you are working on a project that used the  older
Type  1 Divided filename Format you will need to press [~] from the CAD program
Main Menu and select Type 1 for both source and result Divided filename  files.
If  you  have  not  started  a  film  project or will start a new one leave the
Divided filename Format as Type 2 or reset it to Type 2.  If your film  project
will  require playback of longer than 2.9 hours you may want to use the Divided
filename Format Type 3 for that project,  but that would work best  with  frame
playback under a OS with disk I/O faster than FreeDOS FAT32 (tm),  maybe, these
matters are being looked into,  you might want to do some tests with junk  data
frames to see if you get dropped frames after playback of 2.9 hours.

9)  The FUSE command in the Kinema Edit list Insert command now supports both 8
bit BMP frames and 16 bit TIF frames for making HDR (High Dynamic  Range)  type
image fusion from Digital camera source frame and color separation images, such
as  groups  of  images  shot for each frame off a movie film roll in an optical
printer to scan move film for use with my programs to do a DI color  correction
and edit along with sound mix.

10)  When  needed  the  commands in the Files Utilities Set menu can be used to
help import numbered frame sets that are not named the  way  my  programs  name
numbered  frame  sets.  The  command  in  the  Files Utilities Set menu are not
finished yet,  so be sure to backup your frame sets before using any  of  those
commands  on  them  to avoid loss of data.  These commands should be considered
early "Beta Test" and perhaps "Alpha Test" so be sure to only work on copies of
your needed frames.

11) INSTALL.BAT in DANDAD16.ZIP (tm) was revised to correct for a problem  when
used  under FreeDOS FAT32 (tm),  so be sure you unzip and extract all the files
in DANCAD16.ZIP (tm) if you are installing into a directory folder  where  your
old copy is,  and be sure to run the new INSTALL.BAT before you run the revised
programs.  Also if you install FreeDOS FAT32 (tm) on the harddrive you will run
my programs on,  you should edit the FDCONFIG.SYS and set FILES=40 in an effort
to  get  more  file  handles,  you  need  to  reboot  after  saving  the edited
FDCONFIG.SYS.  If my programs report errors with the  number  of  file  handles
press  [~]  from  the CAD program's Main Menu and see how many file handles are
free,  you should have 9 or more,  under Windows 98SE (tm) it might read 14  or
so.  You  can also try to re-boot from the FreeDOS FAT32 (tm) CD and see if you
get a different number of file handles that way.

12) The macro file FRAMES_A.MAC in DANCAD16.ZIP (tm) has been revised  to  keep
the background color,  and to work with a buffered set of frames so that it can
make large frame sets in order for you to check your harddisk speed to  see  if
you  are  going  to  get  any  dropped frames when you playback hours of edited
footage in sync with the sound track mix WAV file.

13) You can select the endian mode for the saving of the 16 bit  TIF  files  by
pressing  [~]  from  the  CAD  program's  Main  Menu.  There  are  two options,
"littleendian" for Intel (tm) processor computers,  and  "bigendian"  for  some
other  computers  like  older  MAC computers.  Since most programs have to read
both kinds it does not matter which mode is used,  but one  or  the  other  may
process  faster in some other programs or on some other computers.  The default
output is for "littleendian" which should work with most PC programs that  read
16 bit TIF RGB 48bpp graphics files.

14) You should not use Windows 3.11, 95 OSR2, or 98SE (tm) with a FreeDOS FAT32
(tm)  formatted 500GB harddisk since those OS do not understand large disks and
will scramble  the  FAT  that  holds  the  file  information  making  the  disk
unreadable.  500GB disks formatted with FreeDOS FAT32 (tm) should be compatible
with Windows ME,  XP SP2,  and XP SP3 (tm) so you should be able to copy frames
and  KCC color correction files on and off the disks to work on the files under
all those OS.  My programs can run on NTFS disks,  but only when the system  is
booted  with  XP (tm),  if you boot with FreeDOS FAT32 (tm) my programs and the
files required should be on FAT32 formatted disks.  As was noted above, XP (tm)
is crippled so that you cannot format large disks FAT32 BY DESIGN,  unless  you
use a freeware program called FAT32FORMAT.EXE.  If you use Ubuntu Linux (tm) or
some  other OS just be sure you use 8+3 file and folder names,  and that the OS
can read and write to FAT32 disks LARGER than 32GB without errors,  and  things
should  go  well.  Remember  that  even  if you cannot get XP (tm) to work with
graphics modes higher than 640x480 on your computer,  it might work  better  on
another computer with XP (tm),  and you can process frames under XP (tm) on and
off up to 2TB harddrives using NTFS or FAT32 while running  my  programs  under
Windows XP Home SP2 or SP3 (tm),  it seems.  So you best OS choices seem to be:
FreeDOS FAT32 (tm),  Windows ME (tm) (being looked into),  and Windows  XP  SP3
(tm)  (may  have  some  issues  with graphics modes on some computers,  but can
access NTFS disk arrays for processing many TB of frame files.) I do not have a
program version for Ubuntu Linux (tm) yet,  but you should  be  able  to  mount
disks with frame files made by my programs (that might have my programs on them
along with FreeDOS FAT32 (tm)) on a Ubuntu Linux (tm) computer as a slave drive
and  use  some  third  party  Linux (tm) programs to edit frames in my programs
project structure which is always open so you can get to  the  frame  files  as
needed  (do not edit frames while my program might use them or you will cause a
file sharing conflict,  which my program will  probably  report  as  "file  not
found"  since  it  cannot  share files or open files that are opened by another
program at the same time.) To edit and DI a feature film you may  need  between
50  and  400  500GB harddrives.  If you use 500GB EIDE work drives in a render-
farm made of junk computers,  you can use Ubuntu (tm) or XP (tm) to dump frames
onto  2TB  SATA drives for archive and then re-use the EIDE drives with FreeDOS
FAT32 (tm).  One advantage of using FreeDOS FAT32 (tm) is that you can move the
disk from one computer to another and  it  will  boot  and  run,  whereas  both
Windows  (tm) and Ubuntu (tm) will not work if the computers are different,  or
at least you will have more problems with hardware.

15) If you use junk computers in your "render farm" running FreeDOS FAT32  (tm)
to  hold  costs  down,  and  you  want  to generate PIX "proxy" frame files for
selected shots so  you  can  use  those  PIX  frames  as  a  sync  sound  speed
"workprint"  the  video  chip or card must be compatible with the video chip or
video card that you will use on  your  "editing  computer".  Some  video  chips
cards  use  different  memory division for some video modes,  and since the PIX
files are a memory image they are  not  transportable  to  computers  that  use
different  video memory divisions.  That means you should test each computer in
your "render farm" to see if PIX files made in the playback resolution you want
to use with the Animate,  Pick,  and View commands on your  "editing  computer"
i.e. the one with the SMPTE playback hookup to the sound playback computer that
syncs  to  the editing playback so you can hear the sound track mix playback in
sync while editing.  You can mark which "render farm" computers will  work  for
making  the  "proxy"  PIX  frames,  and  just  use the others for making output
frames,  since the output frame processing does not require graphics  modes  of
the  video  card.  You  can make sample PIX frames with the View command in the
Grading command in the Kinema Edit list,  just be sure to record which computer
was used to make which file.

16)  Many  small  changes  and  adjustments have been made to the CAD programs.
Speed improvements over some past versions are  significant.  Although  changes
are   on-going  the  programs  are  approaching  practical  usefulness  in  the
production of professional quality motion pictures with the addition of 16  bit
TIF  support  for  both  import  and export.  You should check the "What's New"
section at my Web site often and keep updated about changes if  you  are  using
the programs on a project.  You should also report any issues you find to me by
email  so  I  can know about them.  For information on the various changes made
over the last year or so check the "What's New" section at my Web site, also.


---
ADDITIONAL INFORMATION

Please  visit  my Web site On-Line at:  http://www.DANCAD3D.com/ for additional
information.  Please  report  bugs,  mistakes,  or  other  problems  with  this
document or the programs,  see SECTION:  8 at the current On-Line version of my
Web site for current instructions.





















































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