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- F L I C K E R
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- Version 2.1
-
- ________________________
- | |
- | A SOFTWARE PACKAGE FOR |
- | PRESENTATION GRAPHICS |
- |________________________|
-
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- by
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- Brian J. Dooley
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- -- Documentation --
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- Copyright 1985, 1986 by Brian J. Dooley. All Rights Reserved.
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- Table of Contents
-
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- Introduction..................................2
-
- Previous Versions.............................2
-
- Overview......................................2
-
- Starting the Program..........................3
-
- Processing Modes..............................5
- Modes........................................5
- Command Line................................5
- Run.........................................5
- File Format................................5
- Break Key..................................5
- Edit Mode...................................5
- Edit Keys..................................6
- Function Keys..............................6
- Box Edit Mode..............................6
- Work Screen.................................6
-
- Colors........................................7
-
- The Commands..................................7
- Controls ....................................8
- @LABEL......................................8
- CHAIN.......................................8
- DELAY.......................................8
- FRAME.......................................8
- GOSUB.......................................8
- LOOP........................................8
- ONKEY.......................................8
- RETURN......................................9
- File Routines................................9
- SQUEEZE.....................................9
- UNSQUEEZE...................................9
- WRITE.......................................9
- Music .......................................9
- PLAY........................................9
- Screen......................................10
- CLEAR......................................10
- COLOR......................................10
- DOWN.......................................10
- LEFT.......................................10
- MERGE......................................10
- REVERSE....................................10
- RIGHT......................................10
- SHOW.......................................10
-
-
-
-
-
- UP.........................................11
- WINDOW.....................................11
- ZOOM.......................................11
- Screen Write................................11
- BOX........................................11
- CIRCLE.....................................11
- CUT........................................11
- LINE.......................................11
- PASTE......................................12
- PATTERN....................................12
- Text Entry .................................12
- C=.........................................12
- T=.........................................12
- TD=........................................12
- TEXT.......................................12
- FONT.......................................12
- Wipes ......................................13
- CENTEROUT..................................13
- DIAGONAL...................................13
- DISSOLVE...................................13
- WIPE.......................................13
-
- Capabilities ................................14
- Use in Different Environments...............14
- In-Store Displays..........................14
- Business Presentations.....................15
- Training Presentations.....................15
- Effects.....................................16
- Animation..................................16
- Banners....................................16
- Text and Characters........................17
- Sequence Planning...........................17
- Presentation Frames........................17
-
- Care in Preparation..........................18
-
- Technical Notes .............................18
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- User Supported Software......................18
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- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- I n t r o d u c t i o n
-
- The FLICKER program is a command file processor for graphics
- presentations. It is provided on an as-is basis through the
- user-supported software concept, as described later in this
- manual. No warranties, either expressed or implied, are made
- regarding the functioning of this product in a given setting.
-
- To use this software, you need the following equipment:
-
- An IBM PC or close compatible
- 128K+ memory
- A Graphics Board and suitable monitor
-
- The following accessories will make this program more useful:
-
- A word-processing program capable of generating ASCII text
- A graphics creation program capable of creating binary
- image files.
-
- P r e v i o u s V e r s i o n s
-
- Those who have participated in the development of this program
- will recognize it as PRESENT. A name change became necessary
- when it was found that another user-supported software package
- with that name was being uploaded to BBS systems shortly after
- this program became available. We hope that the name change has
- not caused any confusion.
-
- You may also find the new name quite appropriate. Version 2 has
- been somewhat long in coming, due to its ambitious specifica-
- tions. The first difference thatyou will note is that the
- program itself is over twice as large! The new, interactive
- edit capability (Edit Mode) makes it much easier to set
- parameters for screen placement and also makes it a treat to
- build screens with the new drawing and text commands; not only
- can you "unerase", but you can go back and alter the drawing
- commands themselves before creating a file.
-
- For the most part, FLICKER is compatible with PRESENT 1. Line
- numbers may be used in place of labels in files, for example.
- Check your syntax, though. And, while you're at it, check out
- the many new commands.
-
-
-
- -- 1 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- O v e r v i e w
-
- The FLICKER program is a graphics command processor. Its
- primary function is to provide a means for creating sequences
- of images and sound that may be used for store displays, for
- instruction, or for business (or other) presentations. In its
- current form, the program does contain limited facilities for
- creation of image files. These features augment the basic dis-
- play functions to create interesting effects not possible in
- most "slideshow" presentation systems.
-
- FLICKER reads image files which have been created using the
- popular BSAVE
- format, as specified in Microsoft Basic. Many graphics packages
- capable of
- creating and saving graphics in this format exist; to date,
- there have been few attempts to create a system for using these
- files in a sophisticated
- presentation. FLICKER can also compress files to save space,
- and these files can be read with ordinary processing commands.
-
- The functions of FLICKER are more easily understood when com-
- pared with a slide show. In this context, the ordinary graphics
- program is the camera--it creates a slide, consisting of a
- single image. FLICKER acts as a projector, allowing these
- slides to be linked together in a single presentation.
-
- FLICKER allows you to be creative after your images have been
- made. Functions that are supported include the following:
-
- Interactive Edit--you can create your FLICKER scripts
- and execute
- them at the same time.
-
- Limited Animation--rapid movement between screens can
- make the
- image appear to be animated.
-
- Zoom Capability--you can zoom in on any area of the
- screen, en
- larging it to 2x its original size.
-
-
-
-
- -- 2 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- Windowing--you can shrink an image to half its size
- and place it
- on the screen in any location; in fact, you can place
- as many
- such reduction windows on a screen as you want.
-
- Merge--you can merge two graphics screens into each
- other, to
- create an overlay effect.
-
- Horizontal Scroll--you can scroll left or right to
- create banner-
- like effects.
-
- Vertical Scroll--you can scroll up or down to present
- a con
- tinuously rolling "sheet".
-
- Looping--you can create loops of a given number of
- passes (like
- FOR--NEXT in Basic).
-
- Key Trapping--you can make a given action dependent
- upon the
- operator's pressing of a key.
-
- Full Color Flexibility--you can change background
- colors and
- foreground palettes at will.
-
- Frame Sequencing--you can create sequences (including
- action)
- which can be switched forward and backwards on key.
-
- Reverse--you can reverse the background and
- foreground colors.
-
- Text entry--from within your command file, or from a
- separate AS
- CII text file, in several different typestyles.
-
- Drawing--you can actually draw lines, circles and
- boxes on screen
- from your command file.
-
-
-
- -- 3 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- Wipes and Patterns--you can create interesting color
- textures on
- screen, and have the new screen open out from the
- sides, top,
- diagonal, or center.
-
- Cut and Paste--you can cut parts of screens, save
- them, and paste
- them onto other screens for animated effects. This
- can all be
- done from within your command file.
-
- Chaining, subroutines...and more--now you can keep a
- library of
- effects, and draw it into your present program...or
- reuse effects
- within your program.
-
-
- These effects are all obtainable because FLICKER allows you to
- create the
- program. It operates on a text "script" that you create by
- using a simple and easily understandable 'language'. The script
- can easily be changed through the interactive edit capabilities
- provided, or through use of any ASCII text editor. The new, in-
- teractive edit capability allows you to create screens and test
- them from within the program itself--then write them to command
- files that will run when you run the program.
-
-
- S t a r t i n g t h e P r o g r a m
-
- There are several methods for starting and using FLICKER, as
- described under the various available operating modes. The
- basic method is to call the program from DOS. To run the demo,
- place the FLICKER disk in your A drive. Enter FLICKER DEMO at
- the A> prompt. The demo will run from the Demo command file
- from start to stop, then return to DOS. This this will provide
- a good overview of the program. To create your own command
- files and screens, however, you need to get to the Edit screen.
-
- From DOS, enter FLICKER. This will call the "WorkScreen" to ap-
- ppear. The
-
-
-
- -- 4 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- WorkScreen is FLICKER's basic entry screen; it is used to move
- between edit and run modes, and obtain directories. Get the
- directory of your A drive, and check to see that you have
- FLICKER.HLP available. Now, type E. This will bring you into
- the Edit mode. The Edit mode is easy to recognize because it
- has a number (1, in this case) on the lower left edge of the
- screen, and a question mark followed by a dash on the second
- last line. This is the command line; the dash is a partial cur-
- sor.
-
- Now, press the F1 key. This will call the help screen. Since no
- commands have been entered, the screen showing the command list
- and keys will appear. Pressing any key will now return you to
- where you were in the Edit Mode.
-
- Try typing a command such as SHOW PIC1. Press the return
- (enter) key. The
- FLICKER logo screen will appear, and the instruction pointer in
- the lower left corner will display a two. Now enter WINDOW.
- Press the F1 key, and you will see a complete description of
- how the WINDOW command is used. Press any key to continue.
-
- You should now be back in the Edit Mode, with the WINDOW com-
- mand showing.
- WINDOW is a command that permits use of the Box Edit mode to
- accurately place your images. Press the F4 key. A large rec-
- tangle will appear; you can move this to the location where you
- want the image to appear with the cursor keys. Now, press the
- 'C' character key. The box marker will change color. This is
- useful when you are working on a screen that is mostly in a
- single foreground color. When you have found a suitable loca-
- tion, press F4 again. Numbers will appear after WINDOW, accord-
- ing to the syntax of that command. Press enter, and the current
- screen image will be reduced and placed in that location.
-
- Some Box Edit commands (CUT and the drawing commands) require
- another press of the F4 key. In these cases, you select one
- location by moving the marker to the first location, press F4,
- and move a second marker to a second location. Pressing F4 a
- third time then returns you to the Command Line as before.
-
- Press the F9 key--the previous command entered will appear. You
- can advance to the next command with the F10 key. The F7 key
- deletes the current line; the F8 key inserts a new line. The F6
-
-
-
- -- 5 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- In using this processor, you will find that the capability to
- go back a few
- lines and manually change parameters is most helpful. You can
- also use the
- CHAIN command within edit mode, providing a simple method of
- maintaining a
- library of drawings.
-
- Other useful keys within the edit mode are the Pg Up, Pg Dn,
- Home, and End keys on the cursor pad. Pg Up copies a command
- line, and Pg Dn places it. This permits multiple entries of a
- single command; simply type in the command, enter it, and press
- Pg Dn to copy it to the next line.
-
- Pressing the Home key results in a request for a line number to
- go to. This is chiefly useful when dealing with large files.
- The End key erases the current screen.
-
- Commands can be entered and saved in memory without execution
- by pressing the Ctrl (control) key and, while it is still down,
- pressing the enter key. This will also move you to the next
- line for further commnd entry. Command files can be read and
- written within the Edit Mode by using the F6 and F2 keys. When
- you press F2, you will be prompted with a request for a command
- file to be read. Enter Demo. The Demo file will now be in
- memory. You can work with this file, making changes with the
- bottom function keys (F7,F8,F9,F10) and entering new commands.
- To save the new (changed) file, press the F5 key. You will be
- prompted for the name of the file to be written. Enter demo2.
- You have now created a FLICKER script, which may be used just
- as you originally called the Demo file from DOS; or, you may
- return to the WorkScreen and run it by specifying Run; or, you
- can run it directly from the Edit Mode by pressing F6. F6 is
- generally used to check command files before writing them to
- memory, so that you can make any necessary changes.
-
- To leave the Edit Mode, press the Control key (Ctrl). Withou
- releasing this
- key, press the END key (the '1' key on the numeric keypad).
- Since you started FLICKER from the WorkScreen, this will return
- you to the WorkScreen. From the WorkScreen, you can return to
- DOS by typing 'Q'; run a command file by pressing 'R'; obtain a
- directory by entering 'D' followed by the size (s) or time (t)
-
-
-
- -- 6 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- P r o c e s s i n g M o d e s
-
-
- FLICKER is equipped with a variety of processing modes that
- provide the user with considerable flexibility in creating and
- executing scripts. The basic modes are Command Line, Work
- Screen, Run and Edit. Command Line processing generally
- provides faster processing, and is suitable for short command
- sequences or to make quick changes in a file. The Work Screen
- mode is the "normal" mode; it permits movement to Run and Edit
- modes, provides various services, and retains files in memory
- after processing. The Run mode is actually a variation of the
- Command Line mode, and described in that section--it is used
- for final execution of a program file; it processes the file
- and simply returns to DOS. The Edit mode permits you to change
- and execute program files in memory.
-
- Modes
-
- Command Line
-
- Several processing types can be specified at the com-
- mand
- line (from DOS) by making entries after the program
- name:
- FLICKER filename : Runs a command file immediately.
- FLICKER *EDIT : Opens program in Edit Mode.
- FLICKER *command;command : Executes commands (128
- chars).
- -ALL Command Line options return to DOS; no file is
- created.
-
- Run
-
-
- Run Mode may be specified from the Command Line
- (FLICKER
- filename) or from the Work Screen. In this mode, the
- command
- file is simply processed as-is.
-
- File Format
-
-
-
- -- 7 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- All FLICKER command files are straight ASCII
- text. Nor
- mally, commands are entered one per line, in
- upper or
- lower case letters. For files used in the Run
- Mode, it is
- also possible to separate commands with a semi-
- colon--
- except after the last entry on a line. This is
- par
- ticularly convenient if labels are used (@label;
- show
- b:filename).
-
- Break Key
-
-
- Ctrl-Break key or Control-C halt processing of
- command
- file.
-
- Edit Mode
-
- Edit Mode permits entry, storage and execution of
- commands.
- A complete set of function keys is provided for these
- func-
- tions. From Edit Mode, you can move to Box Edit Mode
- to
- place picture items on screen (F4). Edit Mode dis-
- plays a
- command entry line near the bottom of the screen. The
- number
- of the current line is listed directly below.
-
-
- Edit Keys
-
-
- The following keys function only in Edit Mode:
-
- <Return> : Executes command, rgisters it,
-
-
-
- -- 8 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- to next line if not FRAME,
- ONKEY, or
- GOSUB.
- <Ctrl-Return>: Registers command without ex-
- ecuting, moves
- to next.
- <Ctrl-End> : Exits to Work Screen if in
- Workscreen
- mode, or to DOS if Edit Mode was
- entered
- from DOS.
- <INS> : Inserts characters without
- overwrite
- (toggle).
- <DEL> : Deletes character at current
- position.
- cursor right, left : Move edit
- position on
- line.
- <Backspace> : Deletes characters backwards.
- C key : in Box Edit, changes box color
- on press of
- cursor keys.
- Function Keys
-
- The following function keys are active in Edit
- Mode:
-
- F1 : Help F2 : Read
- Command File
- F3 : Clear Memory F4 : Box Edit
- switch
- F5 : Write Memory to File F6 : Run File
- in Memory
- F7 : Delete Current Line F8 : Insert
- Line
- F9 : Go to Previous Line F10 : Go to
- Next Line
- <Home> : Go To Line <End> : Clear
- Screen
- <Pg Up> : Copy Line <Pg Dn>: Place
- Copy
- <Ins> : Box Cursor Toggle (Box Mode Only 1-
- 10)
-
-
-
- -- 9 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- Box Edit Mode
-
- Box Edit operates within the Edit Mode,
- when F4 is
- pressed and the command line contains one of the
- following: CUT, PASTE, WINDOW, ZOOM, BOX,
- CIRCLE, LINE,
- T=, TD=, C=. A box of the appropriate side ap-
- pears in the
- upper left corner. This may be moved by cursor
- keys
- (including diagonals). Toggle the Box Cursor be-
- tween 1
- and 10 with the <Ins> key. For some commands,
- two loca
- tions are specified (switch with F4). When the
- location(s) have been marked on the screen, F4
- is
- pressed again. This places the appropriate
- parameters on
- the command line for entry (or further editing)
- in Edit
- Mode. Only the first part of the command need be
- typed
- before pressing F4 : t=Flicker <F4> places x/y
- parameters
- on command line--T=FLICKER 20/20--according
- location in
- dicated.
-
- Work Screen
-
-
- The Work Screen is the normal first screen if FLICKER
- is run
- without command line parameters. This screen provides
- direc-
- tory services with size and time (s, t, st, or
- nothing). If
- Work Screen Mode is on (i.e., you started from this
- screen),
- termination (end of file, Ctrl-End, or Ctrl-Break)
- return
-
-
-
- -- 10 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- to Work Screen, with current file in memory.
-
-
- C o l o r s
-
- Many of the commands used in FLICKER make reference to numbers
- specifying
- color palettes and foreground and background colors. The num-
- bers used corre
- spond to the normal PC color scheme of four palettes specifying
- foreground
- groups of 4 colors each, and 16 background colors. Following
- are all color codes available:
-
- Palette Foreground Codes
-
- ---------------------------------------------------------------
- --------
- 0 1 2 3
-
- --------------------------------------------------------
- 0 Background Green Red
- Brown
- 1 " Cyan Magenta Light Gray
- 2 " Light Green Light Red Yellow
- 3 " Light Cyan Light Magenta White
-
- ---------------------------------------------------------------
- ---------
-
-
- Background Codes
-
- 0 Black 1 Blue 2 Green 3 Cyan
- 4 Red 5 Magenta 6 Brown 7 Light
- Gray
- 8 Dark Gray 9 Light Blue 10 Light Green 11 Light Cyan
- 12 Light Red 13 Lgt Magenta 14 Yellow 15 White
-
- Table 1. Standard Color Codes
-
-
- When a single color is specified, it is generally the
- foregound. The actual color produced by the code is dependent
-
-
-
- -- 11 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- T h e C o m m a n d s
-
-
- In all cases, upper or lower case characters may be used. Each
- command must be placed on a separate line, followed by up to
- two parameters. A single space suffices to separate parameters
- and commands.
-
- The FLICKER command set provides a wide variety of functions
- for use in display and creation of presentation graphics
- sequences. For convenience, these commands may be broken down
- into the following general groups:
-
-
- Controls: Commands that provide program flow con-
- trol, such as
- processing halts, delays, subroutines,
- file chain
- ing, etc.
-
- File Routines: Commands used to process files and per-
- form such
- tasks as file writing, file 'squeezing' and
- 'unsqueezing'.
-
- Music: Commands used to play music files from
- FLICKER.
-
- Screen: Commands used for processing screens,
- such as
- directional movement, merge, reverse,
- etc.
-
- Screen Write: Commands used to draw boxes, lines and
- circles and
- create patterns on screen.
-
- Text Entry: Commands used to enter text or charac-
- ters on the
- screen, either directly, or from files.
-
- Wipes: Commands used to bring new screens into
-
-
-
- -- 12 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- a wiping motion (i.e., rather than moving
- the old
- screen out).
-
- All of these commands and functions are described alphabeti-
- cally below for
- convenience.
-
-
- ---------------------------------------------------------------
- ------
-
- Controls
-
- @LABEL
-
- Syntax : @label
-
- Used with ONKEY, LOOP, GOSUB commands. A label is placed
- on line to indicate a processing location (@thisplace).
-
- CHAIN
-
- Syntax : chain filename
-
- Transfers control to chained command file, then returns
- to next line. This allows previously created routines
- to be called from within command file.
-
-
- DELAY
-
- Syntax : delay n
-
- Halts processing for n milliseconds.
-
-
- FRAME
-
- Syntax : frame
-
- Halts display until + or - keys are hit. The + key con-
- tinues
- processing at next line; the - key resumes processing at
-
-
-
- -- 13 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- line after previous frame command. This command is used to
- create 'slide sequences' (which may include action) that
- can be reviewed or move forward.
-
-
- GOSUB
-
- Syntax : gosub @label
-
- Goes to subroutine referenced by label, and returns to
- next
- line when RETURN command is encountered.
-
-
- LOOP
-
- Syntax : loop @label n
-
- Actually, a goto statement. Line number may be substituted
- for label. Processing returns to indicated line, n times
- if
- n parameter is included (otherwise, always).
-
- ONKEY
-
- Syntax : onkey @label p
-
- A line number may be substitute for label. Any ASCII
- string
- prefaced by @ can be used as a label, and placed on line
- to
- move to. Default without label or line number holds pro-
- cessing until parameter (letter) key is pressed. With line
- number or label, processing moves to indicated line if
- letter, and there is no hold (i.e., must be used in loop).
- Use of ONKEY with no parameters holds till any key is
- pressed.
-
- RETURN
-
- Syntax : return
-
- Returns processing to next line at end of subroutine
- (GOSUB command).
-
-
-
- -- 14 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- ---------------------------------------------------------------
- ------
-
- File Routines
-
- SQUEEZE
-
- Syntax : squeeze filename1 filename2
-
- Compresses file1 (filename1) and places results in file2
- (filename2).
-
-
-
- UNSQUEEZE
-
- Syntax : unsqueeze filename1 filename2
-
- Takes compressed file1 (filename1) and expands it to nor-
- mal
- picture file size, placing the result in file2
- (filename2).
- All picture file commands (SHOW, LEFT, etc.) recognize
- squeezed files and process them to screen, but there is a
- delay for processing.
-
-
- WRITE
-
- Syntax : write filename
-
- Writes current screen to file indicated by filename.
-
-
- ---------------------------------------------------------------
- ------
- Music
-
- PLAY
-
- Syntax : play filename
-
-
-
-
- -- 15 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- Plays music file (filename). Processing does not continue
- while music plays. Files can be created with BLUES public
- domain music program.
-
- If a music file generator is not available, an ASCII file
- with the following format will do:
-
- 1 note per line, followed by a return.
-
- tempo duration (inverse)
- / / //
- 12345678901
- \ \\
- \ note, and suffix (A#,Ab)
- octave
- (1-8)
-
-
-
-
- ---------------------------------------------------------------
- ------
-
-
-
-
-
- Screen
-
- CLEAR
-
- Syntax : clear
-
- Clears current screen and all screen buffers.
-
-
- COLOR
-
- Syntax : color n m
-
- Turns on palette n, background color m. Changes colors of
- current screen.
-
-
-
-
-
- -- 16 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- DOWN
-
- Syntax : down filename
-
- Moves the specified file (filename) onto the screen from
- the
- top while moving the existing screen off the bottom. Use-
- ful
- for creating moving banners.
-
-
- LEFT
-
- Syntax : left filename
-
- Moves the specified file (filename) onto the screen from
- the
- right, while moving the existing screen off the left. Use-
- ful
- for creating moving banners.
-
-
- MERGE
-
- Syntax : merge filename
-
- Merges file (filename) into current screen, using logical
- OR statements.
-
-
- REVERSE
-
- Syntax : reverse
-
- Takes current screen and reverses all colors.
-
-
- RIGHT
-
- Syntax : right filename
-
- Moves the specified file (filename) onto the screen from
- the
- left, while moving the existing screen off the right. Use-
-
-
-
- -- 17 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- for creating moving banners.
-
-
- SHOW
-
- Syntax : show filename n
-
- Brings file (filename) onto screen, holding it there for n
- milliseconds in addition to processing time. Default, with
- n not entered, is 2000 (2 seconds).
-
-
-
-
- UP
-
- Syntax : up filename
-
- Moves the specified file (filename) onto the screen from
- the
- bottom, while moving the existing screen off the top. Use-
- ful
- for creating moving banners.
-
-
- WINDOW
-
- Syntax : window filename x/y
-
- Shrinks file (filename) to one half its size, and places
- results in quarter of current screen whose upper left hand
- corner is x/y.
-
- window x/y (no filename) shrinks current screen and
- places
- it at specific location in current screen.
-
-
- ZOOM
-
- Syntax : zoom filename x/y
-
- Expands the quarter of file (filename) whose upper left
- corner is at location x/y (i.e., 10/20), and writes
-
-
-
- -- 18 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- to the screen.
-
- zoom x/y (no filename) zooms current screen from location
- specified and writes result to current screen.
-
-
- ---------------------------------------------------------------
- ------
-
- Screen Write
-
- BOX
-
- Syntax : boxn x1/y1 x2/y2
-
- Writes box on screen in color indicated by n (box1=color
- 1),
- where x1/y1 is the upper left corner, and x2/y2 is lower
- right corner (360 x 200 matrix).
-
-
- CIRCLE
-
- Syntax : circlen x1/y1 x2/y2
-
- Writes circle on screen in color indicated by n (circle1 =
- color 1) where x1/y1 is the upper left, and x2/y2 is lower
- right end of circle's diameter (360 x 200 matrix).
-
- CUT
-
- Syntax : cut filename x1/y1/x2/y2
-
- Cuts a portion from current screen, with upper left corner
- at x1/y1 and lower right at x2/y2. Writes result to file
- (filename). Cut files are retrieved only with PASTE com-
- mand.
- Uses 80 x 100 matrix.
-
-
- LINE
-
- Syntax : linen x1/y1 x2/y2
-
-
-
-
- -- 19 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- Writes line on screen in color indicated by n (line1 =
- color 1) where x1/y1 is the upper left, and x2/y2 is lower
- right (360 x 200 matrix).
-
-
- PASTE
-
- Syntax : paste filename x/y
-
- Paste file (filename) formerly created with CUT command to
- location pointed to by x/y (upper left corner). Uses 80 x
- 100 matrix.
-
- PATTERN
-
- Syntax : pattern nnnn mmmm
-
- Writes pattern of colors to screen, where each parameter
- (m,
- n) is a color between 0 and 3. Patterns are on alternate
- lines, across screen (n above) as follows:
- pattern 1203 3132 = 1203120312031203...
- 3132313231323132... (colors)
-
-
- ---------------------------------------------------------------
- ------
- Text Entry
-
- C=
-
- Syntax : c=n m x/y
-
- Writes ASCII character number n to screen at x/y location
- in color m, at screen location x/y (40 x 25 matrix).
-
-
- T=
-
- Syntax : t=word n x/y
-
- Writes character string (word) to current screen in color
- n,
- left to right from location x/y (40 x 25 matrix).
-
-
-
- -- 20 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- TD=
-
- Syntax : td=word n x/y
-
- Works like T= command, only text goes down instead of left
- to right.
-
-
- TEXT
-
- Syntax : text filename n
-
- Writes ASCII file (filename) to screen in color n. The
- text file can be created by any editor producing ASCII
- format, and should be no more than 40 characters across
- and 24 lines down.
-
-
- FONT
-
- Syntax : font fontname
-
- Calls font specified by fontname. When a font is called,
- text commands write in that font (Text, T=, TD=). Avail-
- able fonts are NORMAL, SANSERIF, and GOTHIC. Normal calls
- the standard color graphics character set, and extended
- characters (over ASCII 128) are available with C=; the
- other fonts eliminate the special ASCII characters.
-
-
-
-
- ---------------------------------------------------------------
- ------
-
-
- Wipes
-
- CENTEROUT
-
- Syntax : centerout filename
-
-
-
-
- -- 21 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- Brings file (filename) into current screen, all directions
- from center.
-
-
- DIAGONAL
-
- Syntax : diagonalp filename
-
- Works like WIPE command, only files enter from corners and
- move in diagonally. The parameter (p) specifies the corner
- numerically, clockwise from upper left (diagonal1,
- diagonal2
- diagonal3, diagonal4).
-
-
- DISSOLVE
-
- Syntax : dissolve filename
-
- Dissolves current screen, and writes file (filename) to
- screen.
-
-
- WIPE
-
- Syntax : wipeu filename
-
- Brings file (filename) into current screen, in direction
- indicated by parameter (p). The following parameters may
- be used : U = up, D = down, L = left, R = right (wipeu,
- wiped, wipel, wiper).
-
-
- ---------------------------------------------------------------
- ------
-
-
-
-
-
-
-
-
-
-
-
-
- -- 22 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- C a p a b i l i t i e s
-
- Use in Different Environments
-
- FLICKER contains special features for use in specific environ-
- ments. In writing a FLICKER script, you should focus upon the
- types of effects that will be most useful in the intended con-
- text.
-
- In-Store Displays
-
- Store displays using FLICKER can be particularly effective. In
- this
- environment, the loop command is particularly useful. A com-
- plete script can be written using the absolute looping function
- (LOOP 1) at the end. Once the presentation is finished, it will
- then begin again at the first line, and run continuously.
- Within the absolute loop, numbered loops can be used to provide
- animation, or to repeat information screens.
-
- An in-store display for a software store, for example, might
- begin with a
- banner identifying the store:
-
- show file1 0
- left file2
- left file3
-
- It might then go on to show a screen depicting the names of
- popular products available in the store:
-
- show file4
- show file5
-
- The last screen could be emphasized through rapid shifts
- through colors and
- backgrounds:
-
- color 5 3
- delay 100
- color 4 2
- delay 100
- color 0 1
-
-
-
- -- 23 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- Pictures of various product types (icons) could be shown in the
- four quadrants of a screen; each quadrant could then be zoomed
- for emphasis:
-
- show file6
- zoom 0 0
- zoom 40 0
- zoom 0 50
- zoom 40 50
-
- An animation effect could then be created to demonstrate, say
- communications between two terminals using a popular communica-
- tions package:
-
-
- @mark
- show d:file7 0
- show d:file8 0
- show d:file9 0
- loop @mark 3
-
- (d: is assumed to be a RAM drive, line 16 is the
- first line in
- this sequence)
-
- This could be followed by a final screen, some concluding
- music, and a return to line1 :
-
- show file10 0
- play starspang
- loop @top
-
-
- Business Presentations
-
- Business presentation require a somewhat different type of
- script. Here, the primary command used is the Frame command.
- This is important, because it allows review of material covered
- previously.
-
- Most business presentations will also rely heavily upon charts
- and graphs,
- which may be created by saving screens from integrated programs
-
-
-
- -- 24 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- A business presentation may begin with a title screen, followed
- shortly by an extended list of the points to be covered, within
- a frame context:
-
- frame
- show file1
- up file2
- up file3
- frame
-
- In this case, file1 contains the introductory material--who is
- presenting, and what the presentation is about. Files 2 and 3
- contain points that are to be covered. The presentation begins
- when the presenter presses the '+' key, and stops with file3 on
- screen until '+' is pressed again.
- Next, the presenter may wish to show a chart of business ac-
- tivities, as created by a business graphics or integrated
- spreadsheet program. Because these graphs are small, he (or
- she) may wish to switch to an enlargement--as a separate frame:
-
- show file3
- frame
- zoom 30,50
- frame
-
- This allows the audience to view a selected portion of the
- chart in greater
- detail. Next, the presenter may wish to show a frame that con-
- tains an extended bar chart--two screens across:
-
- show file5
- left file6
- frame
-
- The presenter may then wish to reiterate initial points--this
- time, without the scroll:
-
- show file2
- frame
- show file3
- frame
-
-
-
-
-
- -- 25 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- Of course, colors could be changed during the presentation,
- specific points
- could be zoomed in upon (provided they occupied quadrants of
- the screen), and some animation effects could be used.
-
-
- Training Presentations
-
- FLICKER can be particularly useful in training presentations,
- because it allows actions to be demonstrated on screen, in ad-
- dition to providing capability to show a set of graphic
- screens.
-
- As with business presentations, training presentations are
- mainly dependent
- upon the frame command, which allows switching back and forth
- between screens. Within training frames, animation effects can
- be used to demonstrate effects of actions. A helpful feature
- here is the Onkey command, which allows switching to the next
- screen--within a frame--either on any key being pressed, or on
- the pressing of a specific key. Therefore, a demonstration of
- spreadsheet usage may contain 3 screens, each one
- showing effects of an action. Present's screen creation is very
- fast, so
- pressing a key makes it appear as though that key is directly
- responsible for an entry on the screen:
-
- frame
- show file1 0
- onkey
- show file2 0
- onkey
- show file3 0
- frame
-
- The Onkey command can also be made dependent upon entry of a
- specific letter, but this feature is only really relevant in
- special cases--such as in an interactive system, where pressing
- the letter specifying the correct answer results in continua-
- tion of the program.
-
- Effects
-
- Many interesting effects are available through creative use of
-
-
-
- -- 26 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- commands. Some of these effects are built into the system. Fol-
- lowing are sample scripts to produce special effects.
-
-
- Animation
-
- Animation is best done by placing the graphics files that you
- will be using on a RAM disk; the effect works when floppy or
- hard disks are used, but it tends to be slow. An animation
- script appears as follows:
-
- @top
- show file1 0
- show file2 0
- show file3 0
- show file4 0
- loop @top 10
-
-
- The show commands indicate that each file is to be shown for 0
- milliseconds; the sequence is then looped through 10 times.
- Files 1-4 contain images which, when shown rapidly in sequence,
- create an animation effect. The CUT and PASTE commands can also
- be used for animation. In this case, CUT the figure, leaving
- some background space opposite the direction of movement. then,
- simply paste the figure repeatedly across the screen.
-
-
- Banners
-
- Interesting banners of any length can be created. To develop a
- banner, use your graphics program to write large letters on the
- screen; take the letters as close as possible to the right edge
- of the screen and continue the banner on the next screen:
-
- ______ ______ ______
- | || || |
- | GRA||PHICS || |
- | PRESE||NTATIO||N |
- |______||______||______|
- screen screen screen
- 1 2 3
-
- To show the banner, the following script would be used:
-
-
-
- -- 27 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- show file1 0
- left file2
- left file3
-
- This brings up file1 (screen 1) for the minimal period of time,
- then scrolls in screens (files) 2 and 3 from right to left.
-
-
- Text and Characters
-
- FLICKER provides several interesting ways of entering text.
- Three fonts, and numerous additional characters are available.
- If you are in the NORMAL (default) character set, you can
- access the complete PC ASCII extended character set. Non- al-
- phabetic characters may be entered by using the C= command, or
- by specifying the character within the T= command string. In
- the latter case, the lower ASCII characters can be specified by
- using a Ctrl-alphabetic key combination, or by using the DOS
- alt-cursor key combination. The latter method is also useful
- for entering upper range ASCII characters, including the spe-
- cial borders. To use the Alt key, first press Alt; while this
- key is pressed, press keys on the numeric keypad that cor-
- respond to the number of the character required (Alt 123, for
- example). Let up the Alt key, and the specified character will
- appear.
-
- The SANSERIF and GOTHIC fonts are provided for use in creating
- interesting displays. These can be called by using the FONT
- command. Once a font is specified, it is applied to all text
- entry routines until the next font is called. When using SAN-
- SERIF and GOTHIC, the special ASCII characters are not avail-
- able.
-
-
- Sequence Planning
-
- To plan FLICKER sequences, you can write a script that shows
- several screens at once, through use of the Window command.
- Thus, the following script:
-
- screen off
- show file1
- window 0 0
-
-
-
- -- 28 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
- show file2
- window 40 1
- show file3
- window 40 50
- show file4
- window 0 50
-
- This short script places the four screens specified at each
- quadrant of the
- screen, in clockwise direction. This feature can aid in plan-
- ning placement of screens within a presentation sequence. The
- screen off feature is important, because in this case, the show
- command is used simply to get the required screen. If the
- screen were on, each show command would overlay the existing
- screen, and windowing would be lost.
-
-
- Presentation Frames
-
- The Frame command is most helpful when it is used to organize
- presentation
- material. In writing scripts for a presentation, you will find
- it best to
- offset the Frame command slightly from the rest of the com-
- mands, for easy
- identification of sequences:
-
- frame
- show file1
- frame
- show file2 0
- left file3
- left file4
- frame
- clear
- color 1 3
- show file5
- frame
-
- By allowing movement backwards and forwards between sequences
- ('+' and '-'
- keys), the frame command also allows you to go back and review
- material within a presentation. Such repetition works effec-
- tively as an aid to recall (show-explain-show).
-
-
-
- -- 29 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- C a r e i n P r e p a r a t i o n
-
- It is important to bear in mind that the FLICKER program is
- merely a tool. It is easy to get carried away with computer
- graphics, because they are fun to create and provide many in-
- teresting possibilities. FLICKER will contribute to graphics
- flexibility by providing a powerful projector for image files.
-
- In preparing a presentation, always remember that you are at-
- tempting to make a point--whether it be for sales, for train-
- ing, or for a business report. The point, not the graphics,
- must come first. This means that effects should not be used
- simply to "wow" the audience. There must be a reason for each
- screen used, and sufficient supporting material to make the
- point.
-
-
- T e c h n i c a l N o t e s
-
- FLICKER uses graphics files that have been created in the BSAVE
- format used
- with Microsoft Basic. In this format, the screen is essentially
- dumped into a file, which is about 16K in length (there are
- variations). Graphics programs generally permit this as an op-
- tion, though it may not be their standard method of saving
- files. To identify a BSAVE file, simply look for a picture file
- of 16K or more, since BSAVE options tend to create relatively
- long files of a standard length.
-
- Although it does tend to take up a lot of space, the BSAVE for-
- mat was used to speed execution and provide immediate (rather
- than drawn) screens. This was necessary due to the intensive
- processing required for many of the FLICKER functions. The
- built-in file compression functions will enable you to use
- fewer disks, but unsqueezing a file does take time--so you
- should continue to use BSAVE files where speed is essential.
- All animation sequence files should be kept on a RAM disk. Use
- of a RAM disk provides negligible speed advantages for other
- functions, since they are processor dependent.
-
- The maximum number of command lines that can be included in a
- FLICKER script is 450; the maximum number of loops is 100; the
-
-
-
- -- 30 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- For those who work within an operating system environment such
- as TopView or Gem, it should be noted that this program writes
- directly to screen memory. The speed and effects required made
- this absolutely necessary.
-
-
- U s e r S u p p o r t e d S o f t w a r e
-
- FLICKER is distributed under the user supported software con-
- cept. This means that you are encouraged to copy and distribute
- this program to others, with the sole proviso that this message
- be included.
-
- If you find this program useful, we request that you send a
- check for $25 to the following address:
-
- BRIAN J. DOOLEY
- 14 Northgate Village
- Burlington, NJ 08016
-
- A contribution of this amount will entitle you to support,
- notices of new releases, and insure that development of this
- much-needed software will continue. In some cases, source
- code will also be released.
-
- To register your copy, complete the following form:
-
- Name __________________________________
-
- Phone ____________________
-
- Company __________________________________
-
- Address __________________________________
-
- City ___________________ State ______________
-
- Zip _______________
-
-
-
- To guide us in enhancing this software, please also answer the
- following questions:
-
-
-
-
- -- 31 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
- 1.) In what setting is FLICKER being used ? (Personal,
- Institutional)
-
-
- _______________________________________________________________
-
-
- 2.) What form of presentation is FLICKER supporting ?
- (training, educational, in-store display, trade show, etc.)
-
-
- _______________________________________________________________
-
-
- 3.) What software are you using to create your FLICKER image
- files ?
-
-
- _______________________________________________________________
-
-
- 4.) Are you using the music function ?
-
-
- _______________________________________________________________
-
-
- 5.) What type of plotter/printer do you use?
-
-
- _______________________________________________________________
-
-
- 6.) Do you use an enhanced graphics card ? If so, which one ?
-
-
- _______________________________________________________________
-
-
- 7.) What features do you feel we should add to this program ?
-
-
- _______________________________________________________________
-
-
-
- -- 32 --
-
-
-
- FLICKER Documentation by Brian J. Dooley
-
-
-
-
-
- Thank you. We hope that you enjoy FLICKER, and look forward to
- serving your needs in future.
-
-
-
-
-
-
-
-
- ------------------------------------------------------------
-
- This disk copy provided as a service of
-
- The Public (Software) Library
-
- the software library of
- The Houston Area League of PC Users
-
-
- For a copy of the latest monthly software library newsletter
- and a list of the 600+ disks in the library, call or write
-
- The Public (Software) Library
- P.O.Box 35705
- Houston, TX 77235-5705
- (713) 721-6104
-
- Newsletter subscriptions are available for $12 a year.
-
-
-
-
-
-
-
-
-
-
- -- 33 --
-
-