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and their availability at any time and without notice. Although Monarch has made every effort to
provide complete and accurate information in this manual, Monarch shall not be liable for any
omissions or inaccuracies. Any update will be incorporated in a later edition of this manual.
1994 Monarch Marking Systems, Inc. All rights reserved. No part of this publication may be
reproduced, transmitted, stored in a retrieval system, or translated into any language in any form,
by any means, without the written permission of Monarch Marking Systems, Inc.
Trademarks
Monarch is a registered trademark of Monarch Marking Systems, Inc.
Paxar is a trademark of Paxar Corporation.
1460, 6030, 9446, 9490, and 9494 are trademarks of Monarch Marking Systems, Inc.
Monarch Marking Systems, Inc.
170 Monarch Lane
Miamisburg, Ohio 45342
Preface
Before you read this manual, review the information in your printer’s Packet
Reference Manual.
About This Manual_________________________________________
This manual provides information on how to create graphic packets for all
Monarch printers that support Monarch Printer Control Language (MPCL or
MPCLII).
Chapter 1 Provides a basic overview of creating graphics.
Chapter 2 Explains how to map out the graphic image using the
Hex or Run Length method.
Chapter 3 Explains how to create a graphic packet using
Binary to Hex Conversion Chart ........................................................A-2
Dot to Run Length Encoding Chart ...................................................A-6
iv
Chapter 1. Introduction
You can use graphic packets to create
♦ Compliance Labels.
♦ Bitmapped images.
This chapter gives an overview of both approaches. To include a graphic
packet within your format, your format must contain a Graphic Field. Refer to
Chapter 4, “Placing the Graphic in a Format,” for more information.
Overview of Compliance Labels______________________________
You can create compliance labels by using a graphic packet for the fixed fields
and a format packet for the variable fields of your compliance label. The fixed
fields of a compliance label are composed of text, lines, or boxes, which are
repeated on each label. The variable fields are composed of text, bar codes,
and order information, which change with each label. Using a graphic packet
for the fixed fields saves time, because the printer does not have to image all
the lines or boxes each time the compliance label is printed.
Also, using a graphic packet for a compliance label reduces the number of
fields in your format. Formats have a maximum number of fields per packet
(0-99). However, you can bypass that requirement by placing your
compliance layout in a graphic packet. When you process your formats, you
only need one line to call the graphic packet.
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MPCLII Graphics Manual
The following example shows how to call a graphic packet from within a format
packet.
{Start of Packet
F,1,A,R,E,400,400,”RDCI”¦Format Header
G,57,0,0,0,0¦Call the graphic packet
.variable information
.variable information
}End of Packet
Once you have your compliance label format set up, all you need to do is add
the variable sections (bar codes, addresses, and order information) to the
format packet.
To see a sample compliance label graphic packet, refer to Chapter 3,
“Creating a Graphic Packet.” To see a sample compliance label using a
graphic packet within a format, refer to Chapter 4, “Placing the Graphic in a
Format.”
Overview of Bitmapped Images _____________________________
1-2
A printed image is formed through a series of dots. Each square on the grid
below represents a dot on the printhead. The graphic image is created by
blackening dots in a specific pattern.
You can print varying shades of gray according to the concentration of dots on
the image.
When the dots are printed together, the end result is a graphic image.
1. Introduction
Determining a Method
You can use one of two methods to map out your graphic image:
Hexadecimal Method
The dot sequences are segmented into Binary numbers, and then
converted to Hexadecimal numbers.
A graphic using gray-scaling, several slanted lines, or several vertical
lines typically translates more efficiently with Hex Representation.
Run Length Encoding Method
The dot sequences are segmented into black and white strings within
a row. The total count of each white string is converted to a lowercase
letter, corresponding to numeric value. The total count of each black
string is converted to an uppercase letter, corresponding to numeric
value. This method is more complicated, but can reduce imaging time
for graphics that contain repetitive rows of dots.
A graphic with horizontal lines or very few white-to-black borders
typically translates more efficiently with Run Length Encoding
The most efficient encoding method depends on how complicated your
graphic image is and whether or not imaging time is a concern. You may want
to experiment with both encoding methods to get optimal performance.
.
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MPCLII Graphics Manual
1-4
Chapter 2. Designing the Graphic Image
This chapter describes
♦ how to design compliance labels.
♦ how to design bitmapped images.
♦ special considerations.
♦ how to map out the graphic image by the Hex and Run Length
methods.
♦ how to store the graphic image.
The information presented in this chapter deals with Binary and Hexadecimal
numbers. Appendix A, “Conversions Charts,” contains the following charts:
♦ Binary to Hexadecimal
♦ Dot to Run Length Encoding
Once you determine the encoding method to use, you can begin mapping out
your graphic image.
NOTE: The image that you map must be an upside down mirror image of the
final result.
Special Considerations
Solid black print cannot exceed 20% (for the 9490/ 9494 printers) or 30%
(for the 9446/ 1460/ 6030 printers) of any given square inch of the
supply. If your black print exceeds this limit, you may lose data or damage the
printer.
2-2
In the first label, the large “M” logo and thick black line exceed the allowed
black to white print ratio. In the second label, the large “M” logo does not
exceed the black to white print ratio.
The following steps explain how to derive a Hexadecimal character string from
a bitmapped graphic.
Each square on the grid represents a dot. A black square indicates the dot is
ON, and a white square indicates the dot is OFF. A sequence of Binary
numbers, called a bit pattern or bitmap, determines what dots are on and off.
The numbers "0" and "1" are used for this purpose. The number "1" turns a
dot on and "0" turns a dot off.
1. Assign 1 to every black square and 0 to every white square.