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1990-07-15
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33KB
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912 lines
S C R E E N D E B U T v1.4
by Willie Robinson
2613 Louis Blvd
Hephzibah Ga 30815
(C)opyright 1990 Willie Robinson
S C R E E N D E B U T 1.4 Pg 1
─────────────────────────────────────────────────────────────────
Contents
Foreword...............................................Page 2
Disclaimer.............................................Page 2
Shareware Notice.......................................Page 3
Starting Screen Debut..................................Page 4
Exiting Screen Debut...................................Page 4
General Editing Commands...............................Page 4
Options................................................Page 6
Extended Options.......................................Page 8
Building ANSI Screens..................................Page 9
ANSI Animator..........................................Page 9
Support for GT Power BBSs..............................Page 12
Build ANSI Function....................................Page 13
Build BASIC Function...................................Page 14
BSAVE..................................................Page 14
Use with Hammerly's ProBas.............................Page 14
Build C Language Function..............................Page 15
Build Pascal Function..................................Page 15
File Handling..........................................Page 16
Block Diagram of Major Functions.......................Page 17
Snap Screen............................................Page 18
Odds and Ends..........................................Page 19
Limitations............................................Page 20
S C R E E N D E B U T 1.4 Pg 2
─────────────────────────────────────────────────────────────────
THANK-YOU
Thank-you to all the people who have contributed so greatly to
the success of this program. Without your support and suggestions
this program would not have achieved the level of performance that
it currently maintains.
A personal Thank-you to:
Scott Cushman
Tom & Jane Devlin
Jack Hazel
Chris Kitchin
Warren Leadbeatter
Steve Moody
Steve Paye
David Philpott
FOREWORD
Screen Debut is a very powerful screen generator. It's designed as
a tool to ease the development of text screens. It generates code
for screens in many different ways.
» ASCII Code
» ANSI Code for use with DOS and Telecommunications.
» BASIC Code with & without line numbers plus BSAVE.
» C Code for Turbo C.
» Pascal Code For use with Turbo Pascal.
» Compressed Binary Format for use with Snap Screen
and Hammerly's ProBas.
DISCLAIMER: While this program has been extensively tested,
unforeseen snags may arise. The use of this program is at your
own risk!
S C R E E N D E B U T 1.4 Pg 3
─────────────────────────────────────────────────────────────────
SHAREWARE NOTICE
This program is a shareware program, feel free to share it with
your friends or whomever. The more you share it, the wider it's
distribution will be. Please help by uploading it to all BBSs!
Under the shareware concept, the user is allowed to try out the
program before purchasing it. If you like the program and feel it
will be of use to you, please register it by sending $10.00 to the
below address. With a $10.00 registration you will receive a free
complimentary copy of Screen Predator (Outside US add $10.00 for
handling plus postage) and the most recent version of Screen Debut.
If you do use the program, help it along with your registration.
Your support will help to keep the program alive. Send registrations
to the below address. Please specify 3.5 or 5.25 inch disk. Outside
North America add $10.00 for handling and postage.
Willie Robinson
2613 LOUIS BLVD
HEPHZIBAH GA. 30815
NOTICE: This program is Copyrighted. ALL Rights Reserved. It may
not be modified, disassembled, or sold by second parties without
written consent from the author. Site license information is available.
NOTE TO SHAREWARE DISTRIBUTION OUTLETS: A small fee (Less Than $10.00)
may be charged for copying and providing a disk. This does not negate
the authors request.
NOTE TO SYSOPS: Thank-you for your support of this program!
S C R E E N D E B U T 1.4 Pg 4
──────────────────────────────────────────────────────────────────
RUNNING SCREEN DEBUT
From the Dos Prompt:
A>SD YOURFILE (Screens can be loaded from the command line)
Command Line Switches:
/S - Puts the program in Snow Suppression mode. This is only
useful for older CGA chips. If you don't see snow, don't use
this switch. It slows the program down.
EXITING THE PROGRAM
Use the Esc key to exit the program. The Esc key will also exit
any function within the program. With a mouse, locate the cursor
in the bottom right corner and click the left key.
EDITING COMMANDS
» Screen Debut is Mouse supported. All commands use the left button.
» The Arrow Keys move the cursor on the screen. The status bar at
the bottom of the screen indicates the cursor's coordinates. To
draw lines, use the F2 Key to toggle between Move Cursor, Single
Border, and Double Border.
» The Home, End, Pg Up, Pg Dn, and Tab also move the Cursor on the
screen.
» The Back Space key removes character to the left of the Cursor and
moves the Cursor one space to the left. Pulling all Characters to
the right of the cursor one space to the left.
» Pressing the "Ins" key will toggle between the insert mode and the
overwrite mode of operation. In the Insert mode the cursor is small.
This allows characters to be inserted. In the Overwrite mode the
cursor is full height. This allows characters to be overwritten.
» The Del key removes characters.
» Full Control key support. [Ctrl] A place ASCII character #1 (a happy
face) at the cursor and so on.
S C R E E N D E B U T 1.4 Pg 5
──────────────────────────────────────────────────────────────────
» Full Numeric ASCII code support. Hold down the [ALT] key and type
the ASCII code into the NUMERIC key pad. The Character will be
placed at the cursor position.
» [ALT] L (Letter) allows BIG LETTERS to be placed on the screen. All
ASCII characters from 1 to 127 are supported. The Pointer on the
ASCII Chart (F5) is used to select the fill characters. To use the
ASCII Chart without putting a character at the current cursor
position set the pointer and press Escape. The fill characters may
be of any ASCII character. The Letters will be of the Default color
set by the (F3) or (F4) select color commands. The Tab Key works
very well for letter spacing. The characters are based on a 8 x 8
Row/Column matrix. There are three methods to enter the BIG character.
1) Just use the normal keyboard keys.
2) Use the [Ctrl] letter combination that represents a control
character. (ASCII codes 1 to 30)
3) Hold down the [ALT] Key and type in the ASCII character number.
Note: This is a tough way to go, but if you don't have a book with
an ASCII chart then use the programs chart (F5). Just start at the
top and count from left to right. The first character is number #1
or [Ctrl] A depending how you look at it. This procedure is a last
minute addition to the program. It is not yet reflected in the
menuing system.
S C R E E N D E B U T 1.4 Pg 6
──────────────────────────────────────────────────────────────────
OPTIONS
╓──┐
║F1│ The F1 key activates the options menu. Use the up/down arrow
╚══╛ keys or press the appropriate short cut key to select an option.
The short cut keys are always active for fast service. A second
press of the F1 key activates the ANSI Animation Mode of operation.
╓──┐
║F2│ The F2 key toggles between Move Cursor, Single Border, and
╚══╛ Double Border. This is useful for moving the cursor and drawing
single or double lines.
[Shift] F2 for line modes without automatic junctions. This
command is not listed on the menuing system. However, the F2
command does have a dot next to it as a reminder.
╓──┐
║F3│ The F3 key sets the current color. The current color is
╚══╛ indicated by the color of the left half of the Status Line.
╓──┐
║F4│ The F4 key activates the recolor screen option. Place the
╚══╛ cursor over the color you wish to reset. Notice that the red
selector arrow visually differentiates this function from the
F3 function ( ≡> versus > ).
╓──┐
║F5│ The F5 key calls up the ASCII character chart. Characters not
╚══╛ supported by the Keyboard are available. The selected
character will be placed at the cursors current location.
[Shift] F5 or [Alt] Z places a ASCII character selected by the
ASCII chart to the current cursor position without going to the
menu.
Caution: Some ASCII characters, control codes, cause
unpredictable results when used in conjunction with programming
languages.
╓──┐
║F6│ The F6 key selects Box Junctions.
╚══╛
╓──┐
║F7│ The F7 key loads Screen Debut files. These files have the ".SD"
╚══╛ extension.
[Shift] F7 allows for the loading of raw files. Screen Debut
directs these files through the BIOS therefore ANSI Files are
no problem as long as the ANSI Device Driver is installed.
The files are loaded in line by line. Hit any key to
stop the loading process.
Note: The Screen Debut directory is limited to 110 SD files.
Use sub-directories to surpase this limitation.
S C R E E N D E B U T 1.4 Pg 7
──────────────────────────────────────────────────────────────────
╓──┐
║F8│ The F8 key saves the screen.
╚══╛ Caution: Do not keep more than 110 .SD files in one DOS
directory.
╓──┐
║F9│ The F9 key clears the entire screen to the default colors, a
╚══╛ grey foreground on a black background. Use the F4 key to
change the foreground and background colors if desired.
╓───┐
║F10│ The F10 key exits to the DOS shell. This means the
╚═══╛ program stays in the computer's memory while work is being
done at the DOS level.
Tip: Set the DOS Path so COMMAND.COM can be found. As an
alternative, place COMMAND.COM in the current directory.
S C R E E N D E B U T 1.4 Pg 8
──────────────────────────────────────────────────────────────────
EXTENDED OPTIONS
╓───┐ ╓──┐
║Alt│ ║F1│ activates the pull up "Extended Options" menu. This
╚═══╛ ╚══╛ menu provides a quick reference of the extended editing
capabilities of the program. All commands have shortcut
keys.
╓───┐ ╓──┐
║Alt│ ║F2│ Recolor Area - Recolors a Block (a square) on the
╚═══╛ ╚══╛ screen.
Note: The Block is Re-colored to the current selected
color.
╓───┐ ╓──┐
║Alt│ ║F3│ Cut & Paste - Removes selected text and allows
╚═══╛ ╚══╛ movement of it to another location via the arrow
keys.
╓───┐ ╓──┐
║Alt│ ║F4│ Copy & Paste - This function allows a block to be
╚═══╛ ╚══╛ copied from one position to another.
╓───┐ ╓──┐
║Alt│ ║F5│ Cut - Cuts a block from the screen, storing it in
╚═══╛ ╚══╛ memory for later recovery with Paste. Cut is also
useful for erasing all or part of the Screen. The
cut area assumes the current color attributes.
╓───┐ ╓──┐
║Alt│ ║F6│ Copy - This function works much like a camera. It
╚═══╛ ╚══╛ Copies a selected area into memory, saving it for
later recovery with Paste.
╓───┐ ╓──┐
║Alt│ ║F7│ Paste - Restores a block which was saved with the
╚═══╛ ╚══╛ Cut or Copy function.
Note: The main purpose of the Cut, Copy, and Paste functions is
to allow the importation of screen snapshots (blocks).
S C R E E N D E B U T 1.4 Pg 9
──────────────────────────────────────────────────────────────────
BUILDING ANSI SCREENS
SYSTEM SET-UP:
ANSI Screens use the ANSI.SYS file that comes with DOS. Make sure
your CONFIG.SYS file contains the following.
DEVICE = ANSI.SYS
It should be in the root directory on the hard disk or on the boot
up disk. If it doesn't exist it can be created with a word
processor, or the DOS COPY CON command. (SEE YOUR DOS MANUAL).
Now your ready to use the ANSI screens built by Screen Debut.
ANSI screens have the extension ".ANS". Use the DOS "TYPE" command
to post the screen to your monitor. Like this
A>TYPE YOURFILE.ANS
NOTE: An alternative to the ANSI.SYS is to use Snap Screen.
(See Snap Screen in the Index)
Ansi Animation
Screen Debut allows for Animated and Non-Animated screens. For
information on how to create Non-Animated screens see the section
on editing commands. A small blinking box on the right of the status
line indicates the screen is Animated.
╓──┐ ╓──┐
║F1│ ║F1│ To Enter or Exit the ANSI Animation mode of operation
╚══╛ ╚══╛ press the F1 key twice. Once you have pressed the F1
key twice you will notice a change at the bottom status
line of the screen. In the Animation Mode of operation, a
Frame counter will appear on the Statue Line.
Note: Some of the editing commands available under the
F1 Option have changed. Extended options are not used in
this mode of operation.
S C R E E N D E B U T 1.4 Pg 10
──────────────────────────────────────────────────────────────────
╓──┐
║F2│ The F2 key toggles between Move Cursor, Single Border, and
╚══╛ Double Border. This is useful for moving the cursor and
drawing single or double lines.
╓──┐
║F3│ The F3 key sets the current color. The Current color status
╚══╛ colors the left half of the status line at the bottom
of the screen.
╓──┐
║F4│ The F4 key selects the "Data View" Option. This option pulls
╚══╛ up a window that contains information contained within the
animation frames. The options available are:
Up/Down Arrow - Scrolls data
Left/Right Arrow - Sets Replay Delay time in micro-seconds.
This is the Animation display delay.
Ins - Depressing the insert key insert a +/- character into
the frame selected by the red arrow.
Del - Cuts the character selected by the red arrow.
╓──┐
║F5│ The F5 key selects the ASCII character chart.
╚══╛
Caution: ASCII codes below 32 are used for control codes.
In certain circumstances they may cause unpredictable results.
S C R E E N D E B U T 1.4 Pg 11
──────────────────────────────────────────────────────────────────
╓──┐
║F6│ The F6 key selects Box Junctions.
╚══╛
╓──┐
║F7│ The F7 key steps the program one frame back.
╚══╛
╓──┐
║F8│ The F8 key steps the program one frame forward.
╚══╛
╓──┐
║F9│ The F9 key clears the animated portion of the screen.
╚══╛
╓───┐
║F10│ The F10 key causes the animator to reset to frame 1 then
╚═══╛ it replays the animation. To stop the animator press any
key. Animation speed is set using the F4 function.
See the instructions on the F4 key for an explanation on
how this works.
S C R E E N D E B U T 1.4 Pg 12
──────────────────────────────────────────────────────────────────
SUPPORT FOR GT Power BBSs:
GT Power BBSs allow uploading of ANSI Code into the message areas
using the ASCII protocol for uploading. Screen Debut supports these
message areas in the following ways.
This example of the ANSI code parameter window appears every time
the Build ANSI code procedure is invoked.
╓─────────────────────────────────────────╖
║ ║
║ Code Style Compact ║
║ Code Width ± 72 ║
║ Clear Screen Yes ║
║ BBS Control Code ^E ║
╟────────────────────┬────────────────────╢
║ Enter │ Esc ║
╙────────────────────┴────────────────────╜
1) Code Style
Code style selects the coding routine which will code the non-
animated screen. There are two flavors, Regular and Compact.
Regular code is special geared to scroll the screen as it appears.
Compact code on the other hand uses a different coding strategy. It
will minimize the number of lines of code. Ideal for fairly complex
screens which will be used in a BBS message base.
2) Code Width
Use a width of 72 for message base work otherwise open it up to
250. For fine tuning use the + or - keys. Note that these widths
are only approximations. The actual code width may be wider under
some circumstances.
3) Clear Screen
Controls whether or not the code to clear the
screen is to be used.
4) Control Code Support
GT BBSs use the ^E and ^R characters to control the "More Y/n?".
The "More" prompt is not always desirable. To add a ^E or ^R to
the beginning of a file, set ANSI Code parameter window's "BBS
Control Code". A ^E will give one "More Y/n?" then allow the file
to run uninterrupted . A ^R will allow a file to run it's entire
length without a "More Y/n?"
S C R E E N D E B U T 1.4 Pg 13
──────────────────────────────────────────────────────────────────
ALT A BUILD ANSI CODE:
Screen Debut use three separate algorithms to code ANSI screens.
The first two code the Static (Non-Animated) Screen. Screen Debut
uses Auto-Sizing to adjust the size of the coded screen. Auto Sizing
first determines the existence and actual size of the drawing by
scanning the screen from bottom (Row 24) to top. Then it scans from
right to left to determine the right edge of the drawing. It does
this by searching for characters that are not blank spaces (ASCII
character 32) of the default color white on black. Once it has
determined that a drawing does exist on the screen and it's size,
it codes it. See the section on the previous page for a discussion
of the code parameter window.
The Third algorithm codes the Soft (Animated) Screen. It first
checks to see if an animated drawing exists. If there is anything
in the animation buffer (memory area) it codes it. The code
produced here is sensitive to screen placement because it uses the
screens X, Y coordinates to place each character. Furthermore, the
cursors resting position (position of the cursor when the ALT A
command was used) will be recorded into the ANSI code.
S C R E E N D E B U T 1.4 Pg 14
──────────────────────────────────────────────────────────────────
BASIC
BUILD BASIC CODE: [ALT] B
Screen Debut codes the top 24 rows of the screen in Basic, with or
without line numbers. Use Basic's "MERGE" command to place the
code built by Debut in your program. Basic screen files end with
the .BAS extension. Use Basic's "RENUM" command to renumber the
line numbers if needed.
BSAVE
Load BSAVE files from Basic with the use of the "BLOAD" command. An
example has been provided in the file "BLOAD.BAS".
Note: The BSAVE files made by this program haven't been successful on
Tandy computers. (?)
Screen Debut Files with HAMMERLY'S PROBAS
The Compressed Binary files with the .SD file extension are compatible
with Hammerly's ProBas. Here's the code segment needed to load and post
the screens.
DIM SCR%(2000) '--- Dimension Array to 2000 integers
DIM CSCR%(2000)
'-/OPEN SCREEN FILE TO BE READ IN FROM DISK/-----------------------
CALL FOPEN("YOURFILE.SD", 0, 0, HANDLE%, ECODE%)
IF ECODE% THEN PRINT "ERROR"
'-/Get file size/--------------------------------------------------
CALL FSIZE(HANDLE%, BYTES&)
BYTES% = CINT(BYTES&) '--- Put Long integer into short
'-/Read Data in file/----------------------------------------------
CSEG% = VARSEG(CSCR%(1)) '--- Set Pointers
COFS% = VARPTR(CSCR%(1))
CALL DFREAD(HANDLE%, CSEG%, COFS%, BYTES%, BYTESREAD%, ECODE%)
IF ECODE% THEN PRINT "ERROR"
'-/Close File/-----------------------------------------------------
CALL FCLOSE(HANDLE%)
S C R E E N D E B U T 1.4 Pg 15
─────────────────────────────────────────────────────────────────
'-/UnCrunch Screen Data(Decompress)/-------------------------------
DSEG% = VARSEG(SCR%(1)) '--- Reset pointers
DOFS% = VARPTR(SCR%(1))
CSEG% = VARSEG(CSCR%(1))
COFS% = VARPTR(CSCR%(1))
CALL UNSCRUNCH(DSEG%, DOFS%, CSEG%, COFS%)
'-/Put Data to the Screen/-----------------------------------------
DSEG% = VARSEG(SCR%(1)) '--- Reset Pointers
DOFS% = VARPTR(SCR%(1))
CALL DSCRREST(DSEG%, DOFS%, 0, SNOW%)
NOTE: When saved the 25th line assumes the current color attributes.
C Language
The C code is built top 24 rows of the screen. The code is compatible
with Turbo C. C screen files end with the ".C" extension.
Pascal
Originally Screen Debut was built as a Pascal only screen code
generator. The Pascal code generated by it is compatible with Turbo
Pascal. Due to the use of the "CheckSnow" variable the screens are
very fast. The code can be produced as either a procedure or as a
unit. See your Language manual to include the screens into your
program. Pascal coded screens end with the extension ".PAS".
S C R E E N D E B U T 1.4 Pg 16
──────────────────────────────────────────────────────────────────
File Handling
When doing a F7, Load Screen function, Screen Debut looks for the
files with the ".SD" extension. When a file is selected from the menu
it checks to see if it is has an animated counterpart. The animated
files are the files with the extension ".SDA". If one exists, it
loads it along with the ".SD" file. It is assumed that a ".SDA" file
will not exist without a ".SD" file. When saving a file from one of
the build code functions the ".SD" file, the ".SDA" file (If
appropriate), and the code file are all saved. If the .SD file exists,
Screen Debut will challenge the user with "*.SD EXISTS OVERWRITE ?".
Select "No" to write the code to the disk without overwriting the
*.SD file. Hit Escape to abort the procedure entirely. Debut
guards the ".SD" files because they represent your work. The coded
screens are of no concern to it, it will overwrite them without
notification.
File Extensions
.SD...........Debut's Compressed Binary File
.SDA..........Debut's Animated Screens
.ANS..........ANSI Coded Screens
.ASC..........ASCII Files
.BAS..........Basic Coded Screens & BSAVE
.C............C Language Coded Screens
.PAS..........Pascal Coded Screens
S C R E E N D E B U T 1.4 Pg 17
──────────────────────────────────────────────────────────────────
Major Function Areas
A>SD >──────────────────────┐
┌────────┴────────┐
│ OPENING SCREEN │
└────────┬────────┘
┌───────────┐ ┌─────────┴──────────┐ ┌─────────────┐
│ │ │ │ ┌───┤ Build ALT │
│ │ │ │ │ │ ASCII @ │
│ │ │ │ │ ├─────────────┤
│ A A │ │ │ ├───┤ Build ALT │
│ N N │ │ │ │ │ ANSI A │
│ S I │ │ Main │ │ ├─────────────┤
│ I M ├───────┤ Editor ├───┼───┤ Build ALT │
│ A │ │ │ │ │ Basic B │
│ T │ │ │ │ ├─────────────┤
│ O │ │ │ ├───┤ Build ALT │
│ R │ │ │ │ │ C Lang. C │
│ │ │ │ │ ├─────────────┤
│ │ │ │ └───┤ Build ALT │
│ F1 - F1 │ │ │ │ Pascal P │
└───────────┘ └─────────┬──────────┘ └─────────────┘
│
│ (Escape Key to DOS )
A> <──────────────────┘ (Or out of any Area)
S C R E E N D E B U T 1.4 Pg 18
──────────────────────────────────────────────────────────────────
SNAP SCREEN
Snap Screen posts to the screen, Screen Debut files. It's primarily
intended for use with batch files. It's advantage over ANSI is that
it posts screens very fast. It can reach across a directory or even
a drive and post a screen in the blink of an eye. All screens can be
kept in one directory for easy maintenance. It also has the ability
to post screens in a dramatic split screen way.
The advantages of using Snap Screen over ".COM" screens are.
1) Saves Space - It reads Screen Debuts compressed binary files which
are typical about 800 Bytes in size. A typical ".COM" screen that
carries no video assistance takes over 4000 bytes of disk space!
2) Monitor Support - Snap Screen checks for the type of monitor (color
or monochrome) and then loads the screen correctly. It also sets the
DOS prompt to the position you indicate.
3) Dramatic split screen displays - optional
4) Ease of Maintenance - All screens can be kept in the directory with
Screen Debut for easy modification and still used with batch files
that are located elsewhere.
Here's how it works:
A>SNAPSCRN YOURFILE.SD 20 1
^ ^ ^
│ │ └───(NON Zero = Split Screen, 0 = Normal)
│ │
│ └─────(UP/DOWN Location of the A> (1 - 24))
│
└──────────────(File made with Screen Debut )
(The extension .SD is not necessary )
S C R E E N D E B U T 1.4 Pg 19
──────────────────────────────────────────────────────────────────
ODDS & ENDS
When developing a screen it is very important to pay attention to
the hidden color attributes. Changing color attributes for no reason
adds unnecessary extra code.
PROGRAM ERRORS
The program has had the heck run out of it. To the best of my
knowledge it's bug free, however there's the human element. If you
find an error please let me know so I can correct it.
ANTICIPATED ERRORS
Hardware versus Software type errors have been anticipated. An
example of this type of error is writing to a drive while the drive
door is open. In the event of an anticipated error the program will
try to recover itself. It will beep, give an error message for
approximately five seconds, then revert to where it was before the
error occurred. The only action required on your part is to heed the
error message.
MEMORY ALLOCATION
[ALT] = : This function checks the amount of unused memory. Without
enough free memory, Screen Debut will crash. In fact, this is the
only time it's been known to crash. Adding TSR's improperly from the
DOS shell causes a memory allocation problem. Don't load Screen
Predator from the DOS shell! If you suspect the program is running
out of memory check it by pushing "[ALT] =" while in the Main Editing
environment. Storage of all the large data arrays takes place in the
Far Memory. Insure that there's plenty of free memory here as it is
allocated on the fly. (30KB plus)
S C R E E N D E B U T 1.4 Pg 20
──────────────────────────────────────────────────────────────────
Limitations
The program will code up to 999 lines of code.
Line 25 has been left off coded screens. Because, when the last
character of line 25 is written it causes the cursor to move to
line 26. This causes the screen to scroll.
The ANSI Animator can handle up to 6000 frames. The equivalent
of three full screens.
Inquires
Please direct inquires to the fore mentioned address or via the GT
Power Network to NET NODE 081/001 (Jack's Board of Augusta Georgia).
Open questions concerning ANSI may be directed thru the "Inter-
national ANSI Conference" or the "OZ ANSI Conference" also in the GT
net. Thanks for taking the time to look this program over!
Sincerely,
╔═════════╗
║│ │∙││∙┌─╜
║│││││││├─
║└┴┘└┴┴┘└─╖
╚═════════╝
Willie Robinson
-------------------------- TRADEMARKS ----------------------------
TURBO C & TURBO Pascal are trademarks of Borland International.
Tandy is a trademark of the Tandy Corporation.
ProBas is a trademark of Hammerly Computer Services.
GT Power is a product of P & M Software Co.