All About SIXELs
		Chris_F_Chiesa@cup.portal.com 
		    4:24 pm  Sep 29, 1990 

    Well,  all,  it's  been  several months  since  I first agreed to write
something about Sixel graphics.  Sorry it's taken so long,  but that's life
when you're  a busy  computer jockey!  :-)   (I've actually written another
couple of Sixel-generating programs since then, too.  How time flies...!)

     I'm going to try to condense  three  years'  worth  of  gleanings from
manuals,  experiments,  programming,  and  other  investigations,  into one
document, while trying to remain coherent.  Please bear with me if  I don't
quite pull  it off.   Feel free to write me back and ask questions.  Having
said that, let the ramblings commence!

-----

I. GETTING "INTO SIXEL MODE"

    Putting a device  into  Sixel  interpretation  mode  is  performed, not
surprisingly,  by  means  of  an  escape  sequence.   The particular escape
sequence which  tells  a  terminal  (or  printer,  or  Sixel interpretation
software!) "sixel information follows," is 

    DCS p1; p2; p3; q

    ...  where  DCS  is  EITHER  the  eight-bit  "Device  Control Sequence"
character (decimal value 144), OR  the  two  seven-bit  characters "Escape,
capital P"  (Escape having  the decimal  value 27).  "P1, p2," and "p3" are
OPTIONAL parameters,  separated by  semicolons (;)  IF they  appear at all.
The "q" is a literal, lower-case letter Q.  There are, of course, no spaces
in the sequence; I've used them here for clarity in your reading.

    The VT340 Programmer's Reference Guide (not the Manual -- I'm referring
to the short summary thingie) describes these parameters this way:

          P1  is  the  macro  parameter. This parameter indicates the pixel
          aspect ratio used by the  application  or  terminal.    The pixel
          aspect ratio  defines the  shape of  the pixel  dots the terminal
          uses to draw images.  For example, a pixel that is twice  as high
          as it is wide has an aspect ratio of 2:1.

          NOTE:  The  macro  parameter  is  provided for compatibility with
          existing Digital software.  New applications  should set  P1 to 0
          and  use  the  set  raster attributes control, described later in
          this chapter.

               P1          Pixel Aspect Ratio
                           (Vertical:Horizontal)

               Omitted     2:1
               0 or 1      5:1
               2           3:1
               3 or 4      2:1
               5 or 6      2:1
               7,8, or 9   1:1

          P2 selects how the terminal draws the background color.   You can 3$
          use one of three values.

               P2          Meaning

               0 or 2      Pixel positions  specified as  0 are  set to the
                           current background color.

               1           Pixel positions specified as  0 remain  at their
                           current color.

          P3 is  the horizontal  grid size  parameter.  The horizontal grid
          size is the horizontal distance  between  two  pixel  dots.   The
          VT300 ignores  this parameter because the horizontal grid size is
          fixed at 0.0195 cm (0.0075 in).


    Keep in mind that  the above  description is  somewhat specific  to the
VT340  graphics   terminal;  the  general  idea  of  "what  the  parameters
represent" is more important than the specifics of how the VT340 happens to
do things.   (The  "default" pixel aspect ratio of the VT340 and VT240, for
instance, is 2:1,  but  for  other  devices  or  applications  it  might be
different.)

II. GETTING "OUT OF SIXEL MODE"

    Officially,  one  exits  Sixel  interpretation  mode by following one's
Sixel image data with the sequence

    ST

    ... where ST is  either  the  eight-bit  "String  Terminator" character
(ASCII 156 decimal), OR the sequence "Escape, backslash" (ESC \).

    In  practice,  for  example  when  using the VT240 terminal, ANY escape
sequence or eight-bit control  character  will  cause  Sixel interpretation
mode to terminate.  It's still a good idea to use the recommended sequence,
though, in case someday a particular device, or program, depends on it.

III. SIXEL DATA REPRESENTATION

    Now that  you  know  how  to  put  a  device,  or  program,  into Sixel
interpretation mode,  it's time  to tell  you what Sixel data IS!  The word
"sixel" actually means six pixels ("six" + "pixel" = "sixel")  stacked atop
each other, like this:

        *
        *
        *
        *
        *
        *

    Each pixel  in the  sixel can  be either  ON or  OFF, in a single color
(you'll  see  how  multiple  colors  are  handled,  shortly).    Each pixel
position is  assigned a numeric power-of-two value, from 1 at the top to 32
at the bottom; thus, for any given combination  of on  and off  pixels, one
can add  up the values of the "on" pixels and obtain a unique number in the
range 0 to 63 decimal.  An offset of 63  decimal is  added to  this numeric
value to  obtain an  ASCII character  in the  "printable" range,  63 to 126
decimal, and it is these characters which appear  in a  "Sixel image file."
You can see that the MINIMUM numeric sixel value 0 gives ASCII code 63, the
"?" character, and that numeric sixel  value 63  gives ASCII  code 126, the
"~" character.  Now you know why Sixel graphics files have so many "?"'s in
them!

    Sixel data display begins at the "upper left corner" of whatever device
or imaging area is being used; successive sixels display consecutively from
left to right, building up a horizontal six-pixel-high "band" of imagery.

    You now know all  you need  to know  in order  to produce,  in Sixel, a
single  "band"  of  monochrome  graphics.    The Sixel graphics format also
includes several "control" characters -- in the printable  ASCII range, but
outside the  range of  63-to 126 decimal used for image data -- which allow
you to change the position where new Sixels will be  displayed, and  to set
and use a particular "color map.  I'll get to these shortly.

    Before that,  though, there's  one more thing to say about the ordinary
"data" portion of the  Sixel format.   In  the interest  of efficiency, the
Sixel format implements a run-length encoding scheme.  The "!" character is
used as a "repeat count introducer."  A "!" followed  by a  string of digit
characters "0"  through "9,"  preceding any  valid sixel-data character (63
to 126 decimal), causes that sixel  to  be  repeated  the  number  of times
represented by  the decimal  string.  For example, seven repetitions of the
sixel represented by the letter "A" could be transmitted either as 

    AAAAAAA

or, using a repeat count, as

    !7A

Obviously, the latter form is shorter; note that there is  a tradeoff  at 3
or 4  repetitions of  a character: sending "!3A" doesn't gain any advantage
over sending "AAA", and  sending  "!2A"  would  actually  LOSE  ground.   I
usually  try  to  implement  some  sort  of  "optimization" of this factor,
myself, although  I've never  run into  any Sixel-eating  device or program
that cared WHICH way any of this was sent to it!

(Another interesting  side note: when the VT240 is commanded to do a "print
screen,"  in  ReGIS  graphics  mode,  the  resulting  dump   is  in  Sixel.
Furthermore, the  VT240 never specifies a repeat-count greater than 255: if
it wants to send 600 repetitions of the  "empty" sixel  ("?" character), it
will send

    !255?!255?!90

to "build  up to" the full 600.  I do not know whether this is a limitation
of the Sixel format itself, or whether it's just an  internal register-size
limitation of the VT240...)

IV. SIXEL "CONTROL" CHARACTERS

    The material  presented so  far covers  the serial  interpretation of a
single horizontal band of sixels: each consecutive sixel  is placed  to the
right of  the last,  indefinitely.   If image data extends to the right (or
down, when we get to that) beyond the physical range  of the  output device
(e.g., a  band of  more than  640 sixels is sent to a VT240 terminal), data
that is "out of range" is NOT displayed.

    Although I've never seen it described in such terms, one can think of a
sixel  "cursor"  -  the  position  where  the NEXT sixel will be displayed,
analogous to the  usual  text  cursor.    What  I've  described  so  far is
equivalent  to  a  text  stream  containing  no Carriage Return or Linefeed
characters: the "cursor" simply keeps moving "linearly" from left to right.
But  the   Sixel  format   includes  two   "cursor  repositioning"  control
characters, one which behaves analogous to  a carriage  return, and another
which behaves like a "carriage return, linefeed" pair.

    The "-"  (hyphen or  minus sign)  character moves the sixel "cursor" to
the "beginning of the next line  (or band)"  of image  data.   In short, it
acts like  a "new  line" (*NIX  lingo) character or, more precisely, like a
CR/LF pair would in text mode.

    The "$"  (dollar  sign)  character  moves  the  sixel  "cursor"  to the
"beginning of  the current  (same) line (or band)," analogous to a plain CR
in text mode.   This allows new sixel data to "overstrike" what has already
been displayed, a necessity for rendering multiple-color imagery.  (Data of
a single color is laid down, then a $ character returns the "cursor" to the
left, then  data for  a new  color is  laid down "on top of" what's already
there.)

    You now know everything you need in order  to produce  a monochrome, or
single-bitplane,  Sixel  image.    You  can  enter Sixel mode, format image
pixels into sixel text characters, reposition  the "Sixel  cursor" to build
up an  image, and  exit Sixel mode when you're finished.  All there is left
to cover is COLOR!

    Color Sixel  graphics operate  in "color  map" fashion: color-selection
sequences  in  the  Sixel  data  stream tell the output device (or program)
which of a set of "color map registers" is to be used to display subsequent
data; the  CONTENTS OF that color map register determine the color actually
used for display of the data.  The VT240, for instance, offers  four color-
map registers designated by the numbers 0 through 3; Sixel data can thus be
displayed  in  four  colors  (including  the  background  color).    I read
somewhere that  the Sixel  format imposes  a limit of 256 colors (color map
registers 0 through 255),  but this  seems unnecessary:  the nature  of the
format  is  such  that,  with  appropriate  coding, ANY number of color map
registers  could  be  supported.    On  real  devices,  it  appears  (in my
experience) that  if Sixel data specifies a color register beyond the range
available on a particular device,  the  color  map  number  "wraps around,"
modulo N,  where N is the number of available color map registers.  (On the
VT240, for instance, colors 0 through  3  are  available.    If  Sixel data
specifies color  4, color  0 is  used; if  color 5 is specified, color 1 is
used, and so on.)

    In  the  Sixel  format,  the  "#"  character  is  the  "color  sequence
introducer."    It  is  followed  by  a  decimal  string  (string  of digit
characters in the range "0" through  "9") specifying  a color-map register,
and  optionally  by  four  semicolon-separated  color-selection parameters.
Without parameters, e.g.

        #3

the sequence means "USE color-map register"  (in this  example, "use color-
map register 3") to display subsequent sixels.  WITH parameters, e.g.

        #3;1;30;40;50

the sequence means "SET color-map register contents."

    The meaning  of the  parameters in the "SET" form of the sequence is as
follows:

    Designating the syntax of the sequence as "#n;p1;p2;p3;p4",

        n = color-map register number to be set

        p1 = color space to be used:

            1 = HLS (Hue, Lightness, Saturation)
            2 = RGB (Red, Green, Blue)

        p2,p3,p4 = color to be used, in the notation specified by p1:

            HLS:
                p2 = Hue, as an angle in the range 0 to 360 degrees
                p3 = Lightness, as a percentage from 0 to 100
                p4 = Saturation, as a percentage from 0 to 100

            RGB:
                p2 = Red content, as a percentage from 0 to 100
                p3 = Green content, as a percentage from 0 to 100
                p4 = Blue content, as a percentage from 0 to 100

    A few pointers from my practical experience:

        1)  On the VT240 at least, color-map numbers as used in  Sixel mode
            appear  NOT  to  bear  a  fixed  relationship  to the color-map
            numbers as  used  in  ReGIS  mode.    I  haven't  been  able to
            characterize this,  but I  CAN say  that if  I generate a color
            image in ReGIS graphics, then request a screen  dump (which the
            VT240 performs in Sixel format), then type out that screen dump
            back to the  terminal,  the  displayed  color  scheme  is often
            DIFFERENT than the original image: the same COLORS are present,
            but they  are assigned  to color  MAP REGISTERS  in a different
            order.   (If this  color-rotated image  is then dumped a second
            time, then this second  dumpfile typed  out, the  colors rotate
            yet again.)   There  are also  some discrepancies between WHICH
            color-map registers (as designated  in ReGIS)  actually receive
            the particular  colors requested  in a Sixel data stream.  Play
            with this yourself and  see if  you can  characterize it better
            than I've  been able  to; if anyone at DEC reads this who knows
            the innards  of the  VT240, I'd  be very  interested in hearing
            what the heck goes on. 

        2)  Before you  even ask,  no, I  DON'T know how to convert between
            "HLS" and "RGB" color representations.  So far,  I've only made
            use of the RGB mode in my own programs.

        3)  Characters  outside  the  recognized  range of Sixel data (e.g.
            characters other than "data" (ASCII 63-126 dec), "#",  "!", "-"
            and "$", are IGNORED if they appear in the Sixel data stream.

V. EXAMPLE SIXEL IMAGE

    Let's look  at one  very simple  Sixel example.  Suppose we have a very
short Sixel image file that contains the following:

        <ESC>Pq
        #0;2;0;0;0#1;2;100;100;0#2;2;0;100;0
        #1~~@@vv@@~~@@~~$
        #2??}}GG}}??}}??-
        #1!14@
        <ESC>\

    First we see that the introductory  and termination  sequences (lines 1
and  6)  are  in  seven-bit  form,  and  that  no parameters are explicitly
specified in the introductory sequence.   (The absence  of parameters means
that your  device, or  software, will  use its "default" behavior, whatever
that is.)

    Line 2 sets color-map registers 0,  1,  and  2,  all  in  RGB notation.
Color 0  is set  to the  RGB triplet  (0,0,0) --  BLACK.  Color 1 is set to
(100,100,0) -- YELLOW.  Color 2 is set to (0,100,0) -- GREEN.   Color  3 is
unspecified, so will retain whatever setting it had previously.

    Line 3  supplies, first,  the command  to "use color (map register) 1,"
then 14 sixels' worth of image data, then the "$" character which  causes a
"carriage-return" to  the beginning  of this  SAME line -- meaning that the
next data will OVERSTRIKE this line's data.

    Line 4 performs much as did line 3, except that  it specifies  color 2,
and that  it ends  with the  "-" character, meaning that line 5's data will
appear on a new line, rather than being overstruck again.

    Line 5 specifies 14 sixels of value 1 ("@" =  ASCII 64;  64 -  63 = 1),
by using  a repeat-count  rather than  14 individual  instances of the same
character.

    If you haven't figured it out yet, this image produces  a 14-by-7-pixel
yellow rectangle  with the  word "HI"  picked out  on it  in green!  On the
VT240, with its pixel aspect ratio of 1:2, this rectangle  should appear as
a SQUARE, if I haven't screwed up somewhere.  Like this:

    ..............
    ..**..**..**..
    ..**..**..**..        . = color 1, yellow
    ..******..**..        * = color 2, green
    ..**..**..**..
    ..**..**..**..
    ..............

    This should  appear on  a black background.  I'm afraid it'll be almost
too small to see on a VT240 or 340, but you should be at least able to tell
that it's there...

    That about  does it  for the theory end of it; I'll tack on some source
code for your enlightenment and edification, and see  if it  makes sense to
you now...

-----

EXAMPLE 1 --  VAX FORTRAN.

This example is VAX FORTRAN code to generate a single-bitplane (i.e. mono-
chrome) Sixel image data file.  An array of 800 by 51 bytes is used as a 
bitplane for drawing; each byte in this array is treated as a SIX-bit rather
than EIGHT-bit quantity, so that no bit-shuffling is needed in order to 
convert the bitmap to Sixel: that is, each byte's two most-significant bits
are unused, leaving each byte to contain only valid-Sixel values (0 to 63 
decimal) which can be converted DIRECTLY to Sixel.  (If all eight bits of
each byte were used, the code to convert to Sixel would have to reorganize
the bits into length-six units, taking time and effort I didn't feel like
expending.)  This fact makes the Sixel-output routine almost trivially 
simple.

For the sake of brevity, I've omitted the code which actually generates
the image -- sets bits in the IMAGE array -- but I can send it to anyone
who would like to see it.

I'm afraid the architecture of this example is pretty poor: the Sixel-output
routine receives the "bitmap" array not as an explicit argument, but impli-
citly through a COMMON block; the explicit argument to the Sixel-output 
routine is a buffer that isn't used ANYWHERE else in the main program,
and could have been declared locally in the subroutine.  Looking back now,
so long after writing this, I can only assume that with my limited knowledge
of FORTRAN I went for "anything that would WORK," rather than for elegance
and efficiency.

And now the code:
C
C  IMAGE array is the bitmap (800 horizontal pixels by 51x6=306 vertical
C  pixels) in which the image is "drawn"; if this bitmap were "display
C  memory" on a microcomputer or VT240 terminal, the image would appear
C  immediately as the bits were set...
C
C  BUFFER is a contiguous area of storage big enough to hold the longest
C  Sixel band that could ever be produced from the IMAGE array.
C
        BYTE            IMAGE(0:799,0:50)
        CHARACTER*800   BUFFER
C
C  For obscure reasons, IMAGE is passed to the DUMPBUFFER Sixel-output
C  subroutine only by virtue of this COMMON block; BUFFER is the explicit
C  argument to DUMPBUFFER.  Weird.
C
	COMMON /SIXEL/ IMAGE
C
C  *****
C  *
C  *   IMAGE-GENERATION AND BIT-SETTING CODE WOULD APPEAR HERE.
C  *   OMITTED FOR BREVITY.
C  *
C  *****
C
C  The following call, although it's hardly obvious, causes the contents of
C  the bitplane array IMAGE to be output to a data file in Sixel format.
C
	CALL DUMPFILE(BUFFER)
C
	STOP 
	END
C
C----------------------------------------------------------------------
C  Finally, what you've all been waiting for: the Sixel output subroutine!
C
C  Note again that A) the argument architecture here is kind of screwy:
C  BUFFER is passed explicitly, but IMAGE is passed in a COMMON block,
C  and B) only SIX bits are used of each byte in IMAGE.
C
C  Output goes to a sequential output file whose name is hardcoded as
C  "SIXEL.DAT".  The file is explicitly given a "record length" capable
C  of containing in ONE record the longest Sixel band the IMAGE array 
C  could possibly give rise to: 800 characters.
C
	SUBROUTINE     DUMPFILE(BUFFER)
C
	CHARACTER*1    BUFFER(0:799)
C
C  TC is a "temporary character" I found necessary for moving data from
C    the IMAGES array to the BUFFER output buffer.
C
C  X and Y are horizontal and vertical indices, respectively, for retrieval
C    of data from the IMAGE array.
C
	INTEGER*2      TC
	INTEGER*2      X,Y
C
	BYTE           IMAGE(0:799,0:50)
C
	COMMON /SIXEL/ IMAGE
C
C  Create the output file...
C
	OPEN(UNIT=10,FILE='SIXEL.DAT',RECL=800,ORGANIZATION='SEQUENTIAL',
     *   TYPE='UNKNOWN')
C
C  Sixel output starts with the introducer sequence, as documented 'way back
C  earlier in this posting:
C
	write (10,*) char(27),'P9q'
C
C  For each BAND (horizontal strip of sixels) in the image -- er, bitmap...
C
	do y=0,50
C
C    ... and for each SIXEL within each band...
C
	  do x=0,799
C
C  ... do the following:
C
C   Grab the sixel value stored at (X,Y) in the array IMAGE; this is raw
C   sixel data so we have to add 63 decimal to it to get an ASCII code for
C   the data file:
C
	    tc = image(x,y)+63
C
C   Stick the resulting ASCII code into the buffer
C
	    buffer(x) = char(tc)
	  end do
C
C  ... and when all Sixels of a band have been stuffed there, write out
C  the buffer!
C
C   NOTE that I made NO attempt to optimize this output: no "color" infor-
C   mation is written, and NO "REPEAT COUNT" information!  This leads to a
C   VERY INEFFICIENT Sixel data file!  I didn't feel like implementing these
C   features at the time I wrote this code, but if YOU implement it I would
C   appreciate a copy!
C
	  write (10,*) (buffer(x), x=0,799),'-'
	end do
C
C   Believe it or not, that's all there is to writing the file.  A Sixel
C   data stream ends with the "string terminator" sequence or, in this 
C   case, its seven-bit equivalent:
C
	write (10,*) char(27),'\'
	close (unit=10)
	return
	end

-----

EXAMPLE 2 --  AMIGA BASIC.

' (In Amiga BASIC, lines beginning with single quotes (') are COMMENTS.)
'
'  The following is a Sixel image viewer written in AmigaBASIC, 
'  which is Microsoft BASIC with Amiga extensions.  It should be
'  trivial to port this to the PC, by replacing Amiga-specific 
'  statements (e.g. MOUSE, SCREEN, and WINDOW) with the equiva-
'  lent PC-environment statements.  I'll point out statements 
'  that do particular things, but won't go into detail about what
'  they do in the Amiga environment.
'
'  This program has been VERY heavily commented for this presentation,
'  with the result that it may be almost impossible to read.  I suggest
'  you edit out all comment-only lines if you just want to read CODE...
'
INPUT "File to display: ",fil$
MOUSE OFF
ON MOUSE GOSUB quit
MOUSE ON
OPEN fil$ FOR INPUT AS #1
'
fil$ = fil$ + " -- Left-Click to exit!"
'
'  Set up a four-color graphics screen/window
'
SCREEN 1,640,240,2,2
WINDOW 2,fil$,,0,1
'
'  Set default colors, corresponding to the VT240
'  immediately after reset
'
PALETTE 0,0,0,0     ' color 0 = black
PALETTE 1,0,0,1     ' color 1 = blue
PALETTE 2,1,0,0     ' color 2 = red
PALETTE 3,0,1,0     ' color 3 = green
'
'  This version of the program, as-is, will override
'  the default colors above if it finds RGB color-
'  specification data in the Sixel file.  If you want
'  an intermediate stage where you, the user, can
'  "manually" specify colors, un-comment the following
'  section of code.
'
'WINDOW 3,"color setup",(300,20)-(600,80),0,1
'WINDOW OUTPUT 3
'PRINT "Color range = 0 to 100"
'FOR k = 0 TO 3
'  PRINT "Color ";k; : INPUT " (R,G,B) ";r,g,b
'  PALETTE k,r/100,g/100,b/100
'NEXT k
'WINDOW CLOSE 3
'
WINDOW OUTPUT 2
'
'====
'  The Sixel-interpretation process can be considered as
'  a series of general operations repeated over and over:
'    - read a data stream, ignoring record/line boundaries.
'      While there is data, do the following.
'        - Wait for the Sixel introducer sequence; after
'          you have seen it, read the rest of the data 
'          stream, acting as follows while doing so:
'            - if you encounter a Sixel control character --
'                "$" => carriage-return-like
'                "-" => newline-like
'                "!" => numeric "repeat-count" follows
'                "#" => color USE or SET command follows
'                ";" => one command-parameter is ended, and
'                       another follows
'              -- perform the defined control operation
'            - if you encounter a valid Sixel data character,
'              convert it to pixels and plot them in the current
'              color at the current position
'            - if a character is invalid or out of range, ignore
'              it.
'====
'
'  Here's where Sixel interpretation starts!  I'll note the 
'  use of variables where they first occur.
'
'  X and Y represent the horizontal and vertical position where
'  the uppermost pixel of the next sixel (stack of six pixels) will
'  be plotted, measured in PIXELS.  Since the VT240 begins displaying
'  Sixel graphics in its upper left corner, so do we: initialize X and
'  Y both to 0.
'
x=0
y=0
'
sixelprocess:
'
'  The string SIX$ and the index PT are used by the subroutine GETCHAR to
'  transparently ignore record/line boundaries in the Sixel input file.
'  More on that below...
'
  pt = 1
  six$ = ""
'
'  This first data-fetch primes the pump for the main loop.
'
  GOSUB GETCHAR
'
'  C is the number of the color to be used for setting pixels.  I don't
'  recall just what the VT240 does, but I default to color 1 here.
'
  c=1
'
'  REPEAT is the "repeat count" used by Sixel to achieve a sort of run-
'  length encoding for data-compression.
'
  repeat = 1
'
'  The following ten statements comprise the main program loop!
'
  xloop:
'
'  I should actually recode this to ignore characters UNTIL an
'  ESC P (or DCS) q is seen; for now, the file should START 
'  with the 7-bit form of the Sixel introducer sequence.  When
'  the initial ESC is seen, we ignore everything until the 
'  terminating "q".
'
'  BYTE is the character most recently returned by the GETCHAR subroutine.
'
    IF byte = 27 THEN GOSUB header
'
'  If the data is "out of range" for Sixel, ignore it and repeat the loop.
'
    IF byte < 33 OR byte > 126 THEN GOSUB GETCHAR: GOTO xloop
'
'  Since this is the "outermost" level of interpretation, a semicolon is
'  not valid here, so we ignore it.
'
    IF char$ = ";" THEN GOSUB GETCHAR : GOTO xloop
'
'  The "#" character indicates color specification or selection to follow,
'  so we go into a a subroutine to handle it.  Every subroutine invoked
'  like this must invoke GETCHAR at least once beyond the data it handles,
'  so that the next character will kbe available at this level.
'
    IF char$ = "#" THEN GOSUB processcolor : GOTO xloop
'
'  In exactly the same manner, the "!" indicates that we must go process
'  a repeat-count specification.
'    
    IF char$ = "!" THEN GOSUB getrepeat : GOTO xloop
'
'  The "-" character says "reposition to the beginning of the NEXT line..."
'
    IF char$ = "-" THEN GOSUB linefeed : GOTO xloop
'
'  The "$" character says "reposition to the beginning of the CURRENT line"
'
    IF char$ = "$" THEN GOSUB carret : GOTO xloop
'
'  If the character is neither "out of range," "out of context," nor a 
'  "control" character, it must be data -- so we go plot it!
'
   GOSUB plotbyte
  GOTO xloop
'
'====
'  The rest of the program consists of support routines.
'==== 
'   
plotbyte:
'
'   This routine plots the current sixel data as a stack of six pixels
'   repeated as many times as the immediately preceding repeat-count says,
'   or just ONCE if NO repeat-count preceded the data.
'
'---
'   First, remove the +63 "bias" that shifts Sixel data into the
'   printable character range... this turns the byte into raw binary data.
'
  byte = byte - 63
'
'   In BASIC, we have to painstakingly loop-and-shift to pick bits out 
'   of the data byte; this would be easier in almost ANY other language.
'
  FOR offset = 5 TO 0 STEP -1
'
'  If the high bit was clear, we don't have to set anything and can
'  skip some processing
'
    byte = byte * 2
    IF byte < 64 THEN GOTO ploop
'
'  The high bit was SET, so we chop it off to prepare for the next iter-
'  ation of the loop
'
    byte = byte - 64
'
'  A pixel multiplied by a repeat-count equals a LINE; note that the Y
'  coordinate of the LOWERMOST pixel is offset by the loop counter, so 
'  that the bits end up stacked.  (You could exchange X and Y in this 
'  program, and display Sixel data SIDEWAYS!  Other variations are just
'  as easy...)
'
    LINE(x,y+offset)-(x+repeat-1,y+offset),c
ploop:
  NEXT offset
'
'  Horizontal position must advance by the number of pixels just drawn
'  
  x=x+repeat
'
'  The repeat-count applies only to the Sixel character immediately 
'  following it, so we reset it to 1 after using it.
'
  repeat = 1
'
'  As mentioned in the main loop comments, each subroutine called from
'  there must read one character BEYOND what it uses.
'
  GOSUB GETCHAR
  RETURN
'
'====
'  
header:
'
'  This routine waits for the Sixel introducer sequence.
'  This is pretty naive, but it works.  It relies on the 
'  assumption that we already KNOW we are dealing with a
'  Sixel data file, and it just waits til the Sixel intro-
'  ducer sequence termination character ("q") is seen.
'
  GOSUB GETCHAR
  IF char$ <> "q" THEN GOTO header 
  GOSUB GETCHAR
  RETURN
'
'====
'  
processcolor:
'
' This procedure processes the two varieties of color control
' command sequence. 
'
cloop:
'
'  The GETNUM procedure is a jacket routine that comes in 
'  handy: it calls GETCHAR repeatedly when a numeric string
'  is expected, returning the numeric value in NN and the
'  first non-numeric character in BYTE.
'
'  Here, we're getting the first parameter after the "#"
'  control character, which represents "color number:"
'
  GOSUB getnum 
  c = nn
'
'  Just like the VT240, we treat our colors "MODULO 4"
'
  WHILE c>3 
    c = c-4
   WEND
'
'  The "#" character can introduce a color SPECIFICATION or
'  color SELECTION command.  The former has multiple para-
'  meters, the latter does not, so we can tell which is 
'  which by whether or not we see a parameter separator 
'  (semicolon (;) ).
' 
  IF char$ = ";" THEN
'
'  Arguments mean this is a command to SET the color.
'
    GOSUB getnum        ' Param. 1 ==> color space (RGB or HLS)
    colorspace = nn
'
    GOSUB getnum        ' Param. 2 ==> RED (channel 1) value
    chan1 = nn
    GOSUB getnum        ' Param. 3 ==> GREEN (channel 2) value
    chan2 = nn
    GOSUB getnum        ' Param. 4 ==> BLUE (channel 3) value
    chan3 = nn
'
'  COLORSPACE will be either 1 for HLS, or 2 for RGB.  The Amiga,
'  fortunately, operates directly in RGB.  Ideally, there would be
'  code in the "ELSE" clause here to convert HLS to RGB, but I 
'  don't know how to do it!  If anyone reading this knows how, write
'  me at Chris_F_Chiesa@cup.portal.com and explain it to me.
'    
    IF colorspace=2 THEN
'
'  Comment out the PALETTE statement here to disable interpretation of 
'  color information fro the sixel file.  Useful if file info is WRONG.
'
      PALETTE c,chan1/100,chan2/100,chan3/100
    END IF
  END IF
  RETURN
'
'====
'  
getrepeat:
'
'  This procedure reads the numeric string following a "repeat count
'  introducer" character ("!"), and converts it to the numeric value of
'  REPEAT for use in the PLOTBYTE routine.
'
'  R$ is a starter string that we can fall back on if the repeat-count 
'  turns up damaged or missing
'
  r$ = "0"
'
'  Tack characters onto the end of CHAR$, which is the ASCII string
'  form of the character returned by GETCHAR, until we hit a non-
'  numeric character which terminates the read.  (I apparently wrote
'  this routine before implementing the GETNUM routine, and never
'  converted it to use GETNUM.)
'
gloop:
  GOSUB GETCHAR
  n$ = char$
  IF n$>="0" AND n$<="9" THEN r$=r$+n$ : GOTO gloop
'
'  Once we have a numeric string, BASIC makes it easy to convert it to
'  a truly numeric value...
'
  repeat = VAL(r$)
'
'  If no numeric characters were seen, or if the repeat-count was 
'  specified as 0, we assume it should really be 1.
'
  IF repeat = 0 THEN repeat = 1
  RETURN
  
linefeed:
'
'  This procedure performs a "graphic linefeed" -- repositions us to
'  the "beginning of the next Sixel band."  Simple - just hack X and Y.
'
  x=0
  y=y+6
'
'  I apparently had in mind to disable plotting when I went off the
'  bottom of the screen, but I don't think I use this anywhere...
'
  IF y>ymax THEN plotenable = 0
  GOSUB GETCHAR
  RETURN
'
'====
'  
carret:
'
'  This procedure performs a "graphic carriage-return" -- repositions us
'  to the "beginning of the current Sixel band."  Simple - just hack X.
'  Note that the "plot enable" flag shows up here too!
'
  x=0 : IF y<= ymax THEN plotenable=1
  GOSUB GETCHAR
  RETURN

getnum:
'
'  Read a number from the string data stream
'
  n$ = ""    ' return numeric string value n$,
  nn = 0     ' numeric value nn, & terminator char$/byte
  GOSUB GETCHAR   ' get new "char$" and "byte"
  WHILE char$ <= "9" AND char$ >= "0"
    n$ = n$ + char$
    GOSUB GETCHAR
  WEND
  IF n$ <> "" THEN nn = VAL(n$)
  RETURN
  
GETCHAR:
'
'  Read a character from the string data stream
'
'  Have we run out of data in the most-recently-read record/line?
'
  IF pt > LEN(six$) THEN
'
'  Yes: reset the index and try to read another line --
'
    pt = 1 
    IF EOF(1) THEN         '  -- unless we're at end of file
      GOTO done
    ELSE
      six$=""
'
'  If NOT at end-of-file, read until we get a non-empty record.
'
      WHILE LEN(six$)<1
        INPUT #1,six$
      WEND
    END IF
  END IF
'
'  We get here with valid data at position PT in string SIX$.
'
    char$= MID$(six$,pt,1)       ' Extract ASCII character,
    byte = ASC(char$)            ' return it also as an integer
    pt = pt+1                    ' and advance the index
'
    RETURN

    
 PRINT "This should never be printed!"  

'
'  The origins of the following tidbits are lost in the mists of
'  time...
'
done:
CLOSE #1
'
waitpt:
 SLEEP
 GOTO waitpt
'
'  We come here when the left mouse button is pressed, closing
'  and shutting stuff down.
'
quit:
  PRINT "Closing!"
  WINDOW CLOSE 2
  SCREEN CLOSE 1
'    
END
/* ---------- */