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GRASP.MAN
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1986-08-20
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G R A S P
GRAphical System for Presentation
Written by Doug Wolfgram and John Bridges for Microtex Industries
Another USEware product from:
Microtex Industries, Inc.
2091 Business Center Drive
Irvine, Ca. 92715
(714) 476-0777
(714) 545-8100 - PCPaint Picture Swap Line
Current release number: 1.10c Current release date: 08/86
GRASP - Table of Contents
=========================
Overview of Product . . . . . . . . . . . . . . . . . . . . . . 1
What is GRASP? . . . . . . . . . . . . . . . . . . . . . . 3
What is on the GRASP disk? . . . . . . . . . . . . . . . . 4
Making a working copy of the GRASP disk . . . . . . . . . 6
Installing GRASP . . . . . . . . . . . . . . . . . . . . . 7
GRASP Installation Diagram . . . . . . . . . . . . . . . . 8
How do I use GRASP? . . . . . . . . . . . . . . . . . . . 9
Running GRASP . . . . . . . . . . . . . . . . . . . . . . 10
The Grasp Editor . . . . . . . . . . . . . . . . . . . . . 12
Simple GRASP Tutorial . . . . . . . . . . . . . . . . . . 15
Running the library file version - GRASPRT . . . . . . . . 18
Using the GRASP Graphics Librarian - GLIB . . . . . . . . 19
The commands of GRASP - Detailed . . . . . . . . . . . . . . . 21
BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
CFADE . . . . . . . . . . . . . . . . . . . . . . . . . . 24
CFREE . . . . . . . . . . . . . . . . . . . . . . . . . . 25
CHGCOLOR . . . . . . . . . . . . . . . . . . . . . . . . . 26
CIRCLE . . . . . . . . . . . . . . . . . . . . . . . . . . 27
CLEARSCR . . . . . . . . . . . . . . . . . . . . . . . . . 28
CLOAD . . . . . . . . . . . . . . . . . . . . . . . . . . 29
COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . 30
EXEC . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
EXIT . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
FFREE . . . . . . . . . . . . . . . . . . . . . . . . . . 33
FGAPS . . . . . . . . . . . . . . . . . . . . . . . . . . 34
FLOAD . . . . . . . . . . . . . . . . . . . . . . . . . . 35
FLOAT . . . . . . . . . . . . . . . . . . . . . . . . . . 36
FLY . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
FSTYLE . . . . . . . . . . . . . . . . . . . . . . . . . . 38
GOSUB . . . . . . . . . . . . . . . . . . . . . . . . . . 39
GOTO . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
IFKEY . . . . . . . . . . . . . . . . . . . . . . . . . . 41
LINE . . . . . . . . . . . . . . . . . . . . . . . . . . 42
LINK . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
LOOP . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
MARK . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . 49
OFFSET . . . . . . . . . . . . . . . . . . . . . . . . . . 50
PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . 51
PAN . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
PFADE . . . . . . . . . . . . . . . . . . . . . . . . . . 53
PFREE . . . . . . . . . . . . . . . . . . . . . . . . . . 54
PLOAD . . . . . . . . . . . . . . . . . . . . . . . . . . 55
POINT . . . . . . . . . . . . . . . . . . . . . . . . . . 56
i
POSITION . . . . . . . . . . . . . . . . . . . . . . . . . 57
PUTUP . . . . . . . . . . . . . . . . . . . . . . . . . . 58
RECT . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
RESETSCR . . . . . . . . . . . . . . . . . . . . . . . . . 60
RETURN . . . . . . . . . . . . . . . . . . . . . . . . . . 61
SETCOLOR . . . . . . . . . . . . . . . . . . . . . . . . . 62
SETUPSCR . . . . . . . . . . . . . . . . . . . . . . . . . 63
TEXT . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
TILE . . . . . . . . . . . . . . . . . . . . . . . . . . 65
TRAN . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
VIDEO . . . . . . . . . . . . . . . . . . . . . . . . . . 67
WAITKEY . . . . . . . . . . . . . . . . . . . . . . . . . 69
WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Tips, Hints, Examples and Demo Programs . . . . . . . . . . . . 71
Example Program #1 - Slide Show . . . . . . . . . . . . . 73
Example Program #2 - How to animate using FLY . . . . . . 74
APPENDIX A - Command Summary . . . . . . . . . . . . . . . . . 75
APPENDIX B - Fade Table . . . . . . . . . . . . . . . . . . . . 77
APPENDIX C - Error Messages . . . . . . . . . . . . . . . . . . 79
APPENDIX D - Picture Swap Line . . . . . . . . . . . . . . . . 83
APPENDIX E - GRASP Order Form . . . . . . . . . . . . . . . . . 85
ii
Overview of Product
GRASP - Graphical System for Presentation
Page: 1
This page intentionally left blank
GRASP - Graphical System for Presentation
Page: 2
What is GRASP?
GRASP is a simple graphics programming pseudo-language which can
be used to create and run animated graphics demonstrations, tutorials,
and presentations on an IBM PC/XT/AT or respective compatible.
GRASP requires that the user make use of some other tool, such as
Mouse Systems' PCPAINT PLUS, to create PCPAINT PLUS packed
page or BSAVE format pictures, or 'capture' screens from any other
graphics software with the provided capture utility program. This
product was developed by the folks at Microtex Industries, the
authors of PCPAINT PLUS, so it is patterned to take advantage of
the pictures, clippings and fonts created with PCPAINT PLUS and its
related utilities, like FONTASIA and ARTOOLS.
GRASP was designed to be the base for many other products. GRASP
files can be generated by programs written in virtually any other
language. This allows great flexibility to users in many different
areas. It is this flexibility that sets GRASP apart from its comp-
etitors. GRASP in its raw form, as you have it here, is not indended
to be a user-friendly, end-user tool. It is, however, simple enough
that any user can quickly learn how to manipulate GRASP files with
ease.
Features:
* Supports IBM CGA, IBM EGA, HERCULES, AST ColorGraphPlus,
Plantronics, AST Preview, 3 text modes.
* 16 Picture Buffers
* 128 Clipping Buffers
* Single command to control animation sequences
* 25 different fades with limitless combinations
* Simple ASCII file format
* FONTRIX(tm) font compatible
* Fully PCPAINT PLUS from MOUSE SYSTEMS(tm) compatible
* Run Custom Programs from within GRASP program
GRASP is NOT public domain. It is USEWARE, which means that if
you use it, you should pay for it. I make it available to the public
because I believe you have the right to try software before you buy
it. Please do not assume that this software is free for everyone.
Unauthorized use is punishable by law! - D. Wolfgram
GRASP - Graphical System for Presentation
Page: 3
What is on the GRASP disk?
The following files are on the GRASP disk
GRASP.EXE -
This is the main GRASP program. This version of GRASP gets the
pictures, character sets, clippings and text files it needs from the
current directory on your current disk drive, unless otherwise
specified in the text files. This program allows you to create, edit
and execute your GRASP programs.
GRASPRT.EXE -
This is the run-time version of GRASP. This version of GRASP gets
the pictures, character sets, clippings, and text it needs from a
graphics library created with the GRASP graphics librarian GLIB.
This version only allows you to execute completed programs that are
in library form. No editing of the files is possible. This .EXE file,
along with your .GL file, may be distributed without license fees or
other compensation.
GLIB.COM -
Library manager for version GRASPRT of GRASP product. Allows
management of all necessary files in a library environment rather
than as files in a subdirectory on a disk.
CAP.COM -
Capture program for capturing screens and clippings from all your
favorite software.
WHATPIC.EXE -
Utility program to determine size and color combinations of PCPAINT
PLUS pictures.
WHATCLP.EXE -
Utility program to determine size and color combinations of PCPAINT
PLUS clippings.
*.SET -
Some fonts for you to use in your demo.
*.HLP -
Various help files.
GRASP - Graphical System for Presentation
Page: 4
GRASP.PIC -
A 4 color CGA picture to use for testing and learning about GRASP.
ALLFADES.TXT -
A sample GRASP text file that uses GRASP.PIC and demonstrates all
the different fades.
GRASP.MAN -
The GRASP manual. You are reading it right now!
CAP.MAN -
A short manual on CAP, the resident capture utility.
GRASP - Graphical System for Presentation
Page: 5
Making a working copy of the GRASP disk
The GRASP disk is not copy protected in any way. You should back
up the disk using the DOS diskcopy command, or you may perform a
file by file backup to a hard disk using the DOS copy command.
There are several different ways to copy disks under DOS, but the
following will work on almost any hardware configuration since all it
requires is access to the DOS master disk and 1 floppy disk drive.
For PCs with 1 or 2 floppys, or an XT or AT with 1 floppy:
Put your DOS master disk in drive A and turn on the machine or
press CTRL-ALT-DEL to re-boot the system. Enter the Date and Time
when prompted and you should see the system prompt:
A>_
Type:
A>DISKCOPY A: A:
and press the return key. You will be prompted to put the SOURCE
disk in drive A. Remove the DOS master disk from drive A, put the
GRASP distribution disk in, close the door and press the return key.
After it reads some information, DOS will ask you to put the
TARGET disk in drive A. Put a blank disk (formatted or unformatted)
into drive A, close the door and press return. If your machine has
less than 512K of memory, you may be prompted to perform this disk
exchange several times. When the process is complete, put the GRASP
disk away in a safe place and use the backup copy for your work.
GRASP - Graphical System for Presentation
Page: 6
Installing GRASP
Simple Set-Up
-------------
To develop demos under the grasp system, you need to have the
following GRASP files and programs accessible:
GRASP.EXE
CM1.HLP
CM2.HLP
ED1.HLP
FD1.HLP
FD2.HLP
RP1.HLP
as well as your pictures, clippings and fonts.
With all of these files in one subdirectory, you will be able to create
and edit your demo program and have access to the help. If you do
not need the help files, you may omit them. If you are going to be
creating a library version of your demo, you will also need access to
the librarian utility, GLIB.EXE.
Advanced Set-Up
---------------
The following is an example of a well set-up system on a hard disk,
including PCPAINT, so that you can edit pictures and clippings and
create your demo with a minimum of effort.
From the root directory, create a sub-directory called PAINTLIB and
put all the PCPAINT files in it. (This is the recommended method for
installing PCPAINT). In addition, be sure your PATH statement points
to PAINTLIB and set up an environment variable to point to
PAINTLIB as well with the command:
SET PAINTLIB=C:\PAINTLIB
Also make a sub-directory off the root called GRASP. Copy the
GRASP disk contents to the sub-directory GRASP. Add the GRASP
directory to your PATH command. Then create a DEMO directory,
change to it, and run GRASP by typing GRASP at the command
prompt. When you are in the GRASP editor, you can run PCPAINT by
pressing ALT-F10 and your previous PATH and SET statements will
help DOS know where to find it. The following diagram is an
example:
GRASP - Graphical System for Presentation
Page: 7
GRASP Installation Diagram
This diagram shows the proper structure for your sub-directories for
GRASP to perform in the above stated manner. This is not a require-
ment, just an example.
C:\Root
|
__________________________
| | |
PAINTLIB GRASP DOS or OTHER
: : :
PCPAINT.EXE GRASP.EXE : DOS files
PxPAINT.OVR ED1.HLP : Various batch files
CAP.COM CM1.HLP :
CM2.HLP :
CM3.HLP :
FD1.HLP :
FD2.HLP :
RP1.HLP :
:
:
Demos
Then these statements would be in your AUTOEXEC.BAT file:
SET PAINTLIB=C:\PAINTLIB
PATH C:\PAINTLIB;C:\GRASP;C:\whateverelseyouwant...
With this set-up, you can be in any directory and run GRASP by
typing GRASP and PCPAINT by typing PCPAINT. You have full access
to all help files and the PCPAINT system. The auto-run feature in
GRASP (ALT-F10) allows you to run PCPAINT while in GRASP. It
looks for PCPAINT in the \PAINTLIB directory. The GRASP help
files are only accessible if they are in one of three places:
1) In the current directory
2) In the directory pointed to by the environment string 'PAINTLIB'
3) In a sub-directory off the root called 'GRASP'
GRASP performs a search for the help files in this order. If they are
not found, a message will appear when you first run grasp telling you
so. You may run GRASP without access to the help files, but you will
get a beep if you try to access them.
GRASP - Graphical System for Presentation
Page: 8
How do I use GRASP?
To use GRASP you need to do 3 things.
1) Create the pictures and clippings you want to use with PCPAINT
PLUS, or capture them the the CAP utility.
2) Use the built-in GRASP editor to create an GRASP 'program'
which is nothing more than a list of GRASP commands and some
comments.
3) Run your demonstration by pressing F10 from the editor or by
selecting EXECUTE FILE from the main GRASP menu.
It's that simple. If you want to give your demo away, you must put
the .PIC, .CLP, .SET and .TXT files into a library with the GLIB
utility, and distribute the library file with GRASPRT.EXE.
GRASP - Graphical System for Presentation
Page: 9
Running GRASP
To run the GRASP, enter at the command prompt:
A:>GRASP
You will be presented with a screen that looks something like this:
G R A S P
GRAphical System for Presentation
Version 1.10c - August, 1986
Copyright (C) 1986 - Microtex Industries, Inc.
Edit File
Execute File
Load File
Save File
Drive/Path
Exit GRASP
Current File: TMPFILE
Current Path: C:\GRASP\
To select an option from this menu, use the up and down arrow keys
until the option you want to select is highlighted. Then just press
return and the option is selected. Each of these options has a special
meaning to GRASP.
Edit File: The Edit File option tells GRASP that you want to go to
the editor and create or modify your GRASP program file.
Execute File: The Execute File option tells GRASP to execute the
currently loaded GRASP program file.
Load File: The Load File option allows you to tell GRASP to load in
an existing file, or to create a new one. Notice that just below the
menu there is an area with the current filename listed. When you
first run GRASP, the system will default to a file named TMPFILE.
This is the name that GRASP will use unless you specify a new one.
To specify a new one, just type in the name you want. DO NOT
specify the filename extension. GRASP will automatically use the
extension .TXT for you. To create a new file, just perform the load
as though the file you want already exists. GRASP is smart enough to
understand and create a new file for you. If a file is already loaded,
and changes have been made, GRASP will prompt you for saving
before allowing you to load another. This keeps you from trashing
your current file.
GRASP - Graphical System for Presentation
Page: 10
Save File: The Save File option tells GRASP that you want to save
the current working GRASP program file. It works much the same as
the load command. Just specify the name you want to save the file
under and press return. The system will default to the current
working name.
Drive/Path: The Drive/Path option allows you to change the current
logged drive and path. This is useful if you want to continue working
in GRASP but want to work on a different demo in a different
directory.
Quit GRASP: The Quit GRASP option tells the system that you want
to exit GRASP. If a file is loaded and has been changed since the
last save, GRASP will prompt you for saving before allowing you to
quit.
Be sure to save your file before quitting!
Of these options, the only one that requires special consideration is
the first one, Edit File. Select that option and let's explore the world
of the GRASP editor...
GRASP - Graphical System for Presentation
Page: 11
The Grasp Editor
If you have selected the Edit File option from the main menu, you
will now be in the GRASP editor. The screen should have a blue line
across the top that looks like the following:
TMPFILE COL:1 LINE:1 POS:0 LEN:0 INSERT ON
These are just information items about the current file you are
working on and the mode you are operating in. Starting at the left is
the name of the current file, which defaults to TMPFILE. Next comes
the current cursor column number, the current cursor line number,
the current cursor's character position relative to the entire file, and
the total number of characters in the current file. At the far right is
the status of the INS key on your keyboard. If INSERT mode is ON,
then characters you type will be inserted before the character just to
the right of the cursor. If INSERT mode is OFF, then characters to
the right of the cursor will be overwritten. This second mode,
INSERT OFF, is commonly called OVERSTRIKE mode. This information
is just there for reference, and with the exception of the INSERT
mode signal, you probably won't need to refer to it too often.
The first three function keys are the most important keys to learn in
the GRASP editor. GRASP provides 'Quick Help' for three different
areas and is accessable by pressing F1, F2 or F3.
NOTE: If you press one of these function keys and hear a low tone
from your computer and no help appears, it means that GRASP
couldn't find the .HLP files that were on your distribution disk. If
you want to use the help. the .HLP files must be on the current
drive and directory, in a directory called 'GRASP' directly off the
root directory, or in a directory pointed to by the environment string
'PAINTLIB'. See INSTALLING GRASP for more details.
F1 - Provides help in using the GRASP Editor. This includes a list of
the most commonly used editing keys and a description of what each
function key is used for.
F2 - Provides a quick summary listing of all available GRASP
commands. This information is not a complete reference on the
commands of GRASP, but rather a command syntax reference so that
you can insure proper useage of the commands and a brief description
of what the command is used for.
F3 - Provides a summary listing of the 25 GRASP fades and their
respective numbers. Remember that all fades can be used for graphics
pictures, text pictures, pictures in a window and clippings.
If this is your first time running GRASP and you are too lazy or too
bored to read the entire manual, you should find enough information
in these help keys to get you started.
GRASP - Graphical System for Presentation
Page: 12
If you want to learn a little more about the editor, here is a full
description of all the keys available in the GRASP editor.
F1 - Quick help with the editor.
F2 - Quick help with the commands.
F3 - Quick help with the fades and video modes.
F4 - Start/End highlighting a block.
F5 - Copy a highlighted block.
F6 - Move a highlighted block.
F7 - Read a block in from disk.
F8 - Write a highlighted block to disk.
F9 - Save current file and run from current line.
F10 - Save current file and run from the top.
ALT/F1 - Quick exit to DOS. Typing EXIT at the DOS propmt
returns you to the GRASP editor.
ALT/F10 - Run PCPAINT from within the GRASP editor.
PCPAINT.EXE and its overlays must be in a
subdirectory called PAINTLIB off the root directory on
the current drive.
CTRL-K-X or
ESC - Quit the editor. Do not save file. Leave flag set that
indicates changes if they have been made.
CTRL-K-Q - Quit the editor. Do not save file. Reset flag to indicate
no changes have been made.
CTRL-K-D or
ALT/X - Quit the editor, save file if changes have been made.
CTRL-K-S or
ALT/S or
ALT/W - Save the current file and continue editing.
ALT/L or
ALT/R - Reload the current file and continue editing,
overwriting any changes made.
CTRL-Y or
ALT/D - Delete current line.
CTRL-N - Insert a carriage return and leave cursor at current
line.
CTRL-K-B - Mark block beginnng. Same as the first time you hit
F4.
CTRL-K-K - Mark block end. Same as the second time you hit F4.
CTRL-Q-B - Go to block beginning.
GRASP - Graphical System for Presentation
Page: 13
CTRL-Q-K - Go to block end.
CTRL-K-C - Copy a block. Same as F5.
CTRL-K-V - Move a block. Same as F6.
CTRL-K-R - Read block at cursor position. Same as F7.
CTRL-K-W - Write block. Same as F8.
CTRL-K-Y - Delete highlighted block.
CTRL-HOME or
CTRL-Q-R - Go to top of file.
CTRL-END or
CTRL-Q-C - Go to end of file.
CTRL-RIGHT ARROW or
CTRL-F - Skip word right.
CTRL-LEFT ARROW or
CTRL-A - Skip word left.
CTRL-Q-S or
HOME - Go to beginning of line.
CTRL-Q-D or
END - Go to end of line.
INS - Turns insert mode on and off.
DEL - Deletes character under cursor and adjusts text.
ARROW KEYS / PGUP / PGDN and Wordstar(tm) 'Diamond' equival-
ents move cursor around document.
Now that you know how to use the editor, let's see exactly how to
make a demo...
GRASP - Graphical System for Presentation
Page: 14
Simple GRASP Tutorial
Loading and displaying a picture:
It is important to understand that GRASP is very much a LINE
oriented programming pseudo-language. It is called this because inter-
line dependencies have been kept to a minimum. In simpler terms,
GRASP interprets one line at a time, executes it, then goes and gets
the next line. Except for a few special cases, what happens on each
line is relatively independent of the previous line or the next line.
This is important because if you understand this, then creating a
GRASP program will be easier to understand in concept.
Each line can start with only one of three things:
1) A GRASP command. (PRESS F2 to see all the GRASP commands)
2) A semicolon - ';'. This indicates the beginning of a comment.
3) A label. This can be any continuous string of ASCII characters
with the exception of space, and must be followed by a colon - ':'.
This keeps the GRASP interpreter's job simple. It either sees a
command, and immediately looks for possible parameters, or a
semicolon, in which case it ignores the rest of that line, or a label,
which it puts into a list so it can find it later if needed.
Any variation from these three options will result in GRASP thinking
that what you typed was a GRASP command which it cannot under-
stand, and results in an 'INVALID COMMAND IN LINE XXX' message
when you try to execute the program.
Usually, you will want to start you GRASP program with a comment,
like a title of your program or your name, etc. Type:
; DEMO Program for GRASP
and press return. You now have written a 1-line GRASP program.
Exciting huh? I'll bet you can't wait for more.
The very first command in every GRASP program should be a VIDEO
command which tells GRASP which video mode you want to use. If
you select a video mode that is not available on your computer,
GRASP will try to understand and tell you so. If you get wierd
results, or the screen seems to go crazy, don't worry, just check the
reference section of this manual to be sure you are using a valid
video mode. For this tutorial, we will assume that your computer has
an IBM Color Graphics Adapter or compatible, and we will use the
standard 4 color 320x200 mode, which GRASP understands as video
mode A. Type the following (exactly as spelled below, with upper
case):
GRASP - Graphical System for Presentation
Page: 15
; DEMO Program for GRASP
;
video Q
Now press F10 to execute the program. (By the way, all this does is
set the video mode and come back to the editor. Not too exciting
yet, but we're getting there...)
You should get a message that says
Illegal argument(s) at line 3
File TMPFILE.TXT
Press any Key to Continue
Any time you see the message, it means that the command you
entered was correct, but one of the arguments you entered was
incorrect.
Press a key and you will be returned back to the editor, to the line
where the error occured. The problem here is that Q is an invalid
video mode. Change it to A (which stands for CGA 320x200 4 color
mode) and press F10 again. Your screen should blink and the you will
be put back in the editor.
Now we have named the program and set up a video mode, so it's
time to try out some graphics commands. On the distribution disk is
a picture named GRASP.PIC. This is a 4 color picture from the
CGADEMO.GL file. Let's load it into GRASP and display it using a
variety of fades.
; DEMO Program for GRASP
;
video A
;
pload grasp,1 ; load picture into buffer #1
pfade 0,1,0,0 ; fade it to the screen using fade
; #0
waitkey ; wait for a keypress before
; returning to the editor.
now, press F10 and you should see the GRASP.PIC picture loaded and
displayed.
Change the first parameter of the pfade command to any number
between 0 and 25 and watch all the different special effects. Then to
slow things down, try a number like 50 for the third parameter,
which is the speed of the fade. Speed seems to have no effect on
some fades, while on others, it makes a lot of difference. This is
because of the nature of each individual fade. To optimize the
performance of GRASP, it was decided that speed would be a relative
number, that is, relative to the actual fade. This way, each fade may
be accurately controlled from its fastest speed to its slowest.
Let's do one more command, the WINDOW command. Window means
GRASP - Graphical System for Presentation
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don't allow any part of the picture that lies outside of a specific
rectangle to be faded to the screen. Add the window command to
your demo program as follows:
; DEMO Program for GRASP
;
video A
;
pload grasp,1 ; load picture into buffer #1
window 0,0,100,100 ; set fade clip window
pfade 0,1,0,0 ; fade it to the screen using fade
; #0
waitkey ; wait for a keypress before
; returning to the editor.
now press F10 and watch the difference. You should see that only
the lower left part of your picture was actually dissolved to the
screen. Change the coordinates of the window command and watch
the results.
One other note: The window command can only operate on byte
boundaries. For most video modes, this means every 8 pixels in the x
direction. You don't have to worry because WINDOW will automatic-
ally adjust itself to a byte boundary.
This concludes this lesson. Other commands in GRASP work in a
similar fashion. Experiment with them. Just remember to keep track
of your video modes and buffers. You may also want to take apart
the demo program, CGADEMO.GL using the GLIB.EXE utility and look
at the code for more examples.
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Running the library file version - GRASPRT
The Library file, or runtime version of the program is identical to
the text file version except that the interpreter gets its information
from a library file instead of the current disk and directory. The
GLIB utility will put all of your .PIC, .CLP, .SET and .TXT files into
a library with the extension GL. To run your demo execute the
command:
GRASPRT <libfile> <textfile>
If the textfile is omitted from the command line, GRASP will
execute the first text file it finds in the library.
To run the demo that comes with GRASP, type:
GRASPRT CGADEMO
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Using the GRASP Graphics Librarian - GLIB
The Graphics LIBrarian, GLIB.EXE, is used in the following manner:
GLIB [-dstuea] libname [files...]
where the following commands are supported:
-d delete file from library
-s extended file list
-t quick file list
-u update (add) file to library
-e extract file from library
-a extract all files from library
For example, if you wanted to put all of the .PIC files in the current
directory into a library file named MYFILE, you would type:
GLIB -u MYFILE *.PIC
Or if you wanted to extract GRASP.PIC from the library CGADEMO,
you would type:
GLIB -e CGADEMO GRASP.PIC
Be sure that all files needed for your demo are in the library file
before you try to run it. Otherwise, you may get error messages.
NOTE:
You cannot use wild cards for extracting or deleting in this version
(1.0) of GLIB. However, you may use wild cards for adding to or
updating the library.
More Examples:
GLIB -d DEMO FRED.TXT
will delete the file 'fred.txt' from library file DEMO.GL
GLIB -e DEMO LOGO.CLP
will extract the clipping 'logo.clp' from library file DEMO.GL
GLIB -u DEMO MTX.CLP
will add/replace the picture 'mtx.pic' to library file DEMO.GL
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The commands of GRASP - Detailed
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BOX
Summary:
-------
BOX allows you to draw a box on the screen in the current drawing
color.
Syntax:
------
BOX startx, starty, endx, endy, <width>
where 'startx' and 'starty' is the point of one corner of the box and
'endx' and endy' is the point of the opposite corner of the box.
Width is the number of pixels wide you want the box to be. Width is
drawn 'inward' from the original box.
Example:
-------
BOX 0,0,100,100
will draw a box in the current drawing color from x=0, y=0 to x=100,
y=100.
Comments:
--------
Transparent mode does not affect this command. Default width is 1.
BOX is not available in text modes.
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CFADE
Summary:
-------
CFADE allows you to dissolve or fade a clipping to the screen. You
may specify one of several dissolves, the speed for that dissolve, and
a delay after the dissolve. This command is similar to PFADE, but
applies to clippings. The same 25 fades that apply to pictures also
apply to clippings.
Syntax:
------
CFADE fade number, x, y, <buffer number>, <speed>, <delay>
where 'fade number' is the number of the fade you want to use,
'buffer number' is the clipping buffer number where the clipping you
want to fade has been loaded, 'x' and 'y' are the location for the
clipping to be faded, 'speed' is the speed of the fade and 'delay' is
the time to wait after the delay. Speed can be in the range 0-10000.
Check Appendix B for a list of fades.
Example:
-------
CFADE 2,20,40,5,500,1000
will fade the clipping in buffer 5 using fade 2 at location x=24, y=40
at speed 500, and then wait 10 seconds. The delay works the same as
using the WAITKEY command.
Comments:
--------
Note: CFADE only fades byte-width clippings and puts them up at the
nearest byte boundary to the x and y specified in the command.
Deviations may cause unpredictable results. Use the utility WHATCLP
to obtain the needed information about your clippings. If your
clipping is not byte-width, it will fill the right edge to byte-width
with white (highest color available). Transparent mode does NOT
apply to CFADE.
Default values for optional parameters:
buffer number: 1
speed: 0
delay: 0
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CFREE
Summary:
-------
CFREE is used to free-up a clipping buffer. Sometimes, you may run
out of memory and need to clear up some buffers you have full of
clippings you have already used.
Syntax:
------
CFREE buf1, <buf2>, <buf3>...
where 'buf1' and other buffers are buffers you want to free-up.
Example:
-------
CFREE 1,4,12
will free-up clipping buffers 1, 4 and 12.
CFREE 1,-,16
will free-up buffers 1 through 16. You MUST use commas or spaces
to separate these parameters.
Comments:
--------
This is especially useful in EGA 16 color mode where space is
critical.
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CHGCOLOR
Summary:
-------
Chgcolor is used to set the color palette registers in IBM EGA 16
color mode. On the EGA, there are 16 possible colors, called an
'index', and each of these color indices may be one of 64 color
'values'.
Syntax:
------
CHGCOLOR color index, color value,...
where 'color index' refers to the color number you want to change in
the range 0-15 and 'color value' lies in the range 0-63.
Example:
-------
CHGCOLOR 3,32
will change color index 3 to color value 32.
Comments:
--------
Remember, this only works in EGA 16 color modes.
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CIRCLE
Summary:
-------
CIRCLE allows you to draw a circle or ellipse on the screen in the
current drawing color. The color parameters must be specified in
pairs, as in the example.
Syntax:
------
CIRCLE centerx, centery, xradius, <yradius>
where 'centerx' and 'centery' is the center point of the circle or
ellipse, xradius' is the radius in the x-direction and 'yradius' is the
radius in the y direction.
Example:
-------
CIRCLE 100,100,100,20
will draw a circle centered at x=100, y=100 with x radius=100 and y
radius=20.
Comments:
--------
Transparent mode does not affect this command. Failure to specify a
yradius assumes yradius=xradius and a circle is produced. Note also
that circle here implies xradius=yradius which, depending on the
aspect ratio of your current video mode, may not be a circle. CIRCLE
is not available in text modes.
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CLEARSCR
Summary:
-------
Clearscr is used to clear the screen to the current drawing color.
Syntax:
------
CLEARSCR
Example:
-------
CLEARSCR
will clear the screen to the current drawing color (the color set with
the last COLOR command).
Comments:
--------
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CLOAD
Summary:
-------
This command is used to load a clipping into a buffer. There are 128
buffers available for clippings in GRASP. It is advised, for memory
reasons, that the user try to manage using as few as possible. A
clipping must be loaded into a buffer before it can be dissolved or
put up onto the screen.
Syntax:
------
CLOAD clipping, buffer number, <shiftparm>
where 'clipping' is the name of the clipping you want to load (the
file name extension is optional) and 'buffer number' is the number of
the buffer you want to load in to. Valid buffer numbers are 1
through 128. Buffer 0 is non-existent for clippings, and thus, no
clipping may be loaded into it. 'Shiftparm' indicates whether or not
to create the shifted copies necessary to place clippings at non-byte
boundaries. Default for shiftparm is 0 or YES. Placing a 1 here will
cause GRASP not to create the shifted copies and thus saving
memory. This is useful if you know that you are going to be using
CFADE on this clipping and therefore couldn't use the shifted copies
anyway.
Example:
-------
CLOAD myclip,5
will load the clipping myclip.clp into clipping buffer number 5.
Comments:
--------
If you do not understand the concept of shifted copies, it is best not
to fool around with the shiftparm parameter. Note also that a file
extension is not necessary in your GRASP file. Drive letter and path
may be specified.
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COLOR
Summary:
-------
COLOR allows you to choose a drawing color. Drawing color is used
for drawing primitives (such as line, box, circle, or point), trans-
parent mode selection, text strings and clearing the screen. Secondary
color is used for background color in text mode or shadow color for
font styles in graphics modes.
Syntax:
------
COLOR n1,<n2>
where 'n1' is the drawing color and 'n2' is the secondary color.
Example:
-------
COLOR 3,0
will set the current drawing color to color 3 and the secondary color
to 0.
Comments:
--------
Related commands are LINE, BOX, CIRCLE, POINT, TRAN,
CLEARSCR, PALETTE, MODE and PFADE. The secondary color is
used for the bottom character in shadow text strings and the
background color for text screens. Secondary color defaults to color 0
if not specified.
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EXEC
Summary:
-------
This command allows you to execute another program from within
your GRASP program. Useful for utility programs, or custom programs
you write that provide a function that GRASP does not.
Syntax:
------
EXEC program, <parameters>
where 'program' is the name of the program you wish to execute. You
MUST include path if it is in a different path, and all program names
must include the extension. 'Parameters' are any command line
parameters you would normally pass to the program.
Example:
-------
EXEC \PAINTLIB\PCPAINT.EXE, /O
will execute pcpaint from the \paintlib directory on the current drive
passing the /O parameter.
Comments:
--------
You MUST include full path and file extension.
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EXIT
Summary:
--------
Exit will cause the currently running GRASP program to quit and
return to DOS or the GRASP editor.
Syntax:
------
EXIT
Example:
-------
EXIT
will cause the currently running GRASP program to terminate and
return to DOS or the GRASP editor.
Comments:
--------
If you are running GRASPRT, EXIT returns you to DOS. If you are
running GRASP, EXIT returns you to the editor or the main menu,
depending on how you ran the program.
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FFREE
Summary:
-------
This command will free up the font buffer so that more memory may
be available for pictures and clippings.
Syntax:
------
FFREE
Example:
-------
FFREE
will free up the font buffer.
Comments:
--------
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FGAPS
Summary:
-------
This command allows you to set the gaps between characters in the
text command and also the width of the space character.
Syntax:
------
FGAPS <char gap, space gap>
where 'char gap is the number of pixels between characters and
'space gap' is the number of pixels wide for the space character.
Example:
-------
FGAPS 3,9
will set the inter-character gap to 3 pixels and the space character
to a width of 9 pixels.
Comments:
--------
Note that this has no effect on the TEXT command if you are in
TEXT mode. FGAPS with no parameters resets the gaps to the default
gaps for the currently loaded font.
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FLOAD
Summary:
-------
This command is used to load in a character set. The GRASP system
only allows 1 character set in memory at a time. After a character
set has been loaded, TEXT commands (see command TEXT) will be
performed using the currently loaded font. Applies only to graphics
modes.
Syntax:
------
FLOAD fontname
where 'fontname' is the name of the FONTRIX(tm) or PCPAINT font
file you wish to load. File name extensions are optional.
Example:
-------
FLOAD bocklin
will load the FONTRIX(tm) font bocklin.set into memory for use by
the TEXT command.
Comments:
--------
When a font is loaded with FLOAD, the gaps are reset to the default
gaps for that font. So be sure to reset gaps using the FGAPS
command if the default gaps aren't adequate.
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FLOAT
Summary:
-------
FLOAT allows you to animate a clipping or series of clippings
between any two points on the screen with one command. It
is similar to FLY except that it performs an exchange with screen
data so that the background may be preserved.
Syntax:
------
FLOAT startx, starty, endx, endy, increment, delay, clip1, clip2,
...clipn
where 'startx' and 'starty' indicate the starting point, 'endx' and
'endy' indicate the ending point, 'increment' is the distance between
each put along the line, 'delay' is the wait time between each put
and 'clip1-clipn' is the list of clippings.
Example:
-------
FLOAT 0,0,200,200,2,10,1,2,3
will 'FLOAT' the clippings 1,2 and 3 in that order from 0,0 to
200,200, skipping 2 pixels between each put, waiting a count of 10
between each put. For example, clip 1 will be put at 0,0, clip 2 will
be put at clip 2,2, clip 3 will be put a 4,4, clip 1 will be put at 6,6,
clip2 will be put at 8,8, etc.
Comments:
--------
This command differs from FLY in that it preserves the background.
Also note that the last operation it performs is the swap-back, which
restores screen data. This means that if you want to have a clipping
on the screen after the FLOAT command, you have to follow the
FLOAT with a PUTUP command. Selective use of transparent can
yield very interesting results.
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FLY
Summary:
-------
FLY allows you to animate a clipping or series of clippings between
any two points on the screen with one command.
Syntax:
------
FLY startx, starty, endx, endy, increment, delay, clip1, clip2, ...clipn
where 'startx' and 'starty' indicate the starting point, 'endx' and
'endy' indicate the ending point, 'increment' is the distance between
each put along the line, 'delay' is the wait time between each put
and 'clip1-clipn' is the list of clippings. You may animate up to 10
clippings.
Example:
-------
FLY 0,0,200,200,2,10,1,2,3
will 'fly' the clippings 1,2 and 3 in that order from 0,0 to 200,200,
skipping 2 pixels between each put, waiting a count of 10 between
each put. For example, clip 1 will be put at 0,0, clip 2 will be put at
clip 2,2, clip 3 will be put a 4,4, clip 1 will be put at 6,6, clip2 will
be put at 8,8, etc.
Comments:
--------
Selective use of slightly larger than necessary clippings (to wipe out
the previous put) and transparent mode can yield very interesting
results.
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FSTYLE
Summary:
-------
This command allows you to choose a style for the characters in the
TEXT command. Styles are as follows:
style # style
------- -----
0 Default, normal letters
1 Bold up.
2 Bold right.
3 Shadow up right.
4 Shadow up left.
5 Shadow up right 2 pixels.
6 Shadow up left 2 pixels.
Syntax:
------
FSTYLE fstyle
where fstyle is the number of the desired style.
Example:
-------
FSTYLE 4
will set the text style to shadow up left.
Comments:
--------
Use of the command with no parameters will default to style 0.
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GOSUB
Summary:
-------
This command allows the transfer of control during execution of a
GRASP program to a sub-program defined elsewhere in the program.
This is similar to a BASIC gosub command. The subprogram is defined
by a label at the beginning, and a RETURN command at the end.
When the RETURN is encountered, control is returned to the line
following the line where the GOSUB ocurred.
Syntax:
------
GOSUB subroutine
where 'subroutine' is a sub-program defined elsewhere in the GRASP
program.
Example:
-------
GOSUB myprog
will transfer control to the sub-program 'myprog'. Control will return
when the statement RETURN in encountered in the sub-program.
Comments:
--------
Also see command RETURN.
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GOTO
Summary:
-------
This command allows you to transfer control of a GRASP program to
another portion of the program, similar to the same command in
BASIC. You must first define a label at the point you want to go to.
Labels are defined as any string of less than 16 characters terminated
by a colon (:).
Syntax:
------
GOTO label
where 'label' is defined somewhere else in the program.
Example:
-------
GOTO here
will transfer control to the line which begins with the string 'here:'.
There may only be one label of a particular name in one GRASP
program.
Comments:
--------
You may have up to 512 labels in a GRASP program.
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IFKEY
Summary:
-------
IFKEY allows conditional branching by means of an implied goto. If
the key indicated in the command matches the last key pressed
during a waitkey command, branching occurs.
Syntax:
------
IFKEY key label
where key is the key code to compare to and label is a label defined
elsewhere in the program.
Example:
-------
IFKEY 1 part1
means that if, during the last waitkey command, the '1' key was
pressed, goto label "PART1".
Comments:
--------
Valid keys are all numeric and letter keys, F1-F10, UP, DN, LF, RT,
PGUP, PGDN, HOME, END.
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LINE
Summary:
-------
LINE allows you to draw a single pixel width line on the screen in
the current drawing color.
Syntax:
------
LINE startx, starty, endx, endy
where 'startx' and 'starty' is the location for the first point in the
line and 'endx' and 'endy' is the location for the last point in the
line.
Example:
-------
LINE 0,0,100,100
will draw a line in the current drawing color from x=0, y=0 to
x=100, y=100.
Comments:
--------
Transparent mode does not affect this command. LINE is not available
in text modes.
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LINK
Summary:
-------
This command is used to link to another text command file. IF you
wish to have several special effects, and for editing purposes, keep
them is separate ASCII files, you may link them during GRASP run
time with this command.
Syntax:
------
LINK txtfile
where 'txtfile' is the name of the command file you wish to execute.
File name extensions are not required, but all text command files
must have an extension of txt.
Example:
-------
LINK race
will link to the text command file 'race.txt' and continue executing.
Comments:
--------
Since this command requires interpretation of the command itself, the
loading of a new file, and the interpretation of the second file, it
has a tendency to slow things down. It is recommended that all
commands be put into one file before giving a presentation using
GRASP. This command is useful during development, or if you have
stored several effects from previous demonstrations and want to link
them together.
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LOOP
Summary:
-------
This command causes the GRASP interpreter to loop back to the
previous mark. This will happen n number of times, where n is the
number specified in the previous MARK command.
Syntax:
------
LOOP
Example:
-------
LOOP
will loop to previous mark.
Comments:
--------
MARK/LOOP pairs may be nested up to 16 levels deep.
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MARK
Summary:
-------
This command is used to mark a position which will be the top of a
loop. Coupled with the LOOP command, MARK allows you to repeat
the same steps in your GRASP command file a specified number of
times.
Syntax:
------
MARK xxx
where 'xxx' is the number of times you wish to loop back to this
mark.
Example:
-------
MARK 10
will place a mark at this point so that the next time a LOOP
command is encountered, the program will loop back to this point.
This process will occur ten times.
Comments:
--------
MARK/LOOP pairs may be nested up to 16 levels deep. The maximum
number of times you can loop is 65535.
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MODE
Summary:
-------
Mode is used in IBM CGA 4 color mode and IBM CGA 2 color mode
only. It is used to set the palette and border color in these modes.
Syntax:
------
MODE border color, palette
where 'border color' refers to the background color in IBM CGA 4
color mode and foreground color in IBM CGA 2 color mode. 'Border
color' can be in the range 0-15. Palette affects only IBM CGA 4
color mode and is in the range 0-5. Refer to the following tables for
specifics.
Border Color Table
Color Color Pal 1 2 3
0 Black 0 Cyan Magenta White
1 Blue 1 Green Red Brown
2 Green 2 Cyan Red White
3 Cyan 3 B. Cyan B. Magenta White
4 Red 4 B. Green B. Red Yellow
5 Magenta 5 B. Cyan B. Red White
6 Brown -------------------------------------------
7 Grey
8 Dark Grey (Bright Black)
9 Bright Blue
10 Bright Green
11 Bright Cyan
12 Bright Red
13 Bright Magenta
14 Yellow (Bright Brown)
15 White (Bright Grey)
In the above Palette table, color 0 is the currently selected Border
Color.
Example:
-------
Mode 1,4
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will yield the following: (Assuming we are in IBM CGA 4 color mode),
border color is blue (Drawing Color 0), and the palette will be bright
cyan, bright magenta, and white. (Drawing colors 1,2 and 3, respect-
ively) in IBM CGA 4 color mode. In IBM CGA 2 color mode, The
foreground color will be blue.
Comments:
--------
This command was intended for use only in IBM CGA 4 color and
IBM CGA 2 color modes. Use in any other mode may result in an
error message.
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MOVE
Summary:
-------
MOVE allows you to move a region of the screen.
Syntax:
------
MOVE x, y, x1, y1, dx0, dy0
where 'x, y' is the location of the lower left corner of the source
area, 'x1, y1' is the opposite corner of the source area, and 'dx0,
dy0' is the lower left corner of the destination area.
Example:
-------
MOVE 0,0,319,198,0,1
will move the entire screen (in this case, video mode A) up 1 pixel.
Remember that the coordinates must correspond to valid coordinates
for the current video mode.
Comments:
--------
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NOISE
Summary:
-------
NOISE allows you to make music in GRASP. By specifying starting
and ending frequencies, as well as a duration, you can make single
notes, or complex sounds.
Syntax:
------
NOISE startfreq, endfreq, duration
where 'startfreq' and 'startfreq' are the starting frequencies for the
noise and 'duration' is the overall length of the noise.
Example:
-------
NOISE 440,440,100
will play the note with a frequency 440 for duration 100.
Comments:
--------
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OFFSET
Summary:
-------
The OFFSET command allows you to treat coordinates in other
commands (like putup, line, box, cfade, etc...) as relative coordinates
rather than absolute. If the OFFSET is set to 0,0, then the coordin-
ates you enter in the other commands are relative to the screen as a
whole which appears to be absolute. This command is used when you
want to repeat a series of operations but don't want to have to alter
all the coordinates in order to use a different region of the screen.
Syntax:
------
OFFSET x,y,<r>
where 'x' and 'y' are the x and y offset values and 'r' indicates
whether or not to make the offset RELATIVE to previous offset.
Example:
-------
OFFSET 40,32
will set the offset to x=40, y=32. This means that if you specify that
you want a line drawn from 0,0 to 10,10, it will actually draw it from
40,32 to 50,42. In other words, the offset values are added to the
coordinate data you type in the command.
Comments:
--------
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PALETTE
Summary:
-------
Palette is used to set the current palette to that of the specified
picture which has been loaded into a buffer. This sets the 16 colors
out of 64 on EGA 16 color modes and the border-palette combination
of CGA 4 color mode.
Syntax:
------
PALETTE buffer number
Where 'buffer number' is the number of the buffer in which the
picture resides.
Example:
-------
PALETTE 2
will set the current palette to the palette used for the picture which
was loaded into buffer 2 with the PLOAD command.
Comments:
--------
This command was intended for use in EGA 16 color mode and CGA 4
color mode only. Use in other modes may cause unpredictable results.
Use with caution.
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PAN
Summary:
-------
This command allows you to perform a hardware pan if you are
operating in one of the EGA modes. If the picture you want to pan
around on is larger than a screen then the following rules apply: 1)
You MUST use PFADE number 0 to put up the picture, 2) when you
are finished panning and scrolling, you MUST PFREE the picture,
clear the screen with CLEARSCR, then do a RESETSCR before using
any other pictures. This is so that the EGA will be able to keep
track of which picture you are using and how to best display it.
Also, sequences of PAN commands should always return you to the
coordinate 0,0 when you are done. Think of the picture as being a
very large screen with the upper left corner being coordinate 0,0.
Pan then allows you to change upper left corner to be any coordinate
in the valid coordinate space.
Syntax:
------
PAN x0,y0,x1,y1,buffer
where 'x0', 'y0' is the starting coordinate for panning and 'x1', 'y1'
is the ending coordinate. 'Buffer' is the picture buffer that the
command will look into to get real picture coordinates and set the
EGA display modes to coincide to.
Example:
-------
PAN 0,0,100,100,1
PAN 100,100,0,0,1
will smoothly pan the screen diagonally from the upper left corner to
100,100 and back again.
Comments:
--------
This is a complicated command and requires some thought to use
effectively. Be careful.
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PFADE
Summary:
-------
Pfade is the heart of GRASP. It allows you to dissolve a picture to
the screen. You may specify one of several dissolves, the speed for
that dissolve, and a delay after the dissolve.
Syntax:
------
PFADE fade number, buffer number, speed, delay
where 'fade number' is the number of the fade you want to use,
'buffer number' is the picture buffer number where the picture you
want to fade has been loaded, 'speed' is the speed of the fade and
'delay' is the time to wait after the delay. Speed can be in the range
0-10000. Check Appendix B for a list of fades.
Example:
-------
PFADE 12,1,500,1000
will fade the picture in buffer 1 using fade 12 at speed 500 and then
wait 1000. The delay works the same as using the WAITKEY comm-
and.
Comments:
--------
The first 25 fades in GRASP are the same in all video modes. Fades
beyond 25 may be mode specific and must be used with caution.
Specifying buffer 0 will cause a blank screen of current drawing
color to be generated and faded to the screen. Transparent mode does
NOT apply to PFADE.
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PFREE
Summary:
-------
PFREE is used to free-up a picture buffer. Sometimes, you may run
out of memory and need to clear up some buffers you have full of
pictures you have already used.
Syntax:
------
PFREE buf1, buf2, buf3...
where 'buf1' and other buffers are buffers you want to free-up.
Example:
-------
PFREE 1,2
will free-up picture buffers 1 and 2.
Comments:
--------
This is especially useful in EGA 16 color mode where space is
critical.
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PLOAD
Summary:
-------
This command is used to load a picture into a buffer. There are 16
buffers available for pictures in GRASP. It is advised, for memory
reasons, that the user try to manage using only one buffer. A picture
must be loaded into a buffer before it can be dissolved onto the
screen.
Syntax:
------
PLOAD picture,buffer number
where 'picture' is the name of the picture you want to load (the file
name extension is optional) and 'buffer number' is the number of the
buffer you want to load in to. Valid buffer numbers are 1 through 16.
Buffer 0 is a dummy buffer used for solid color wipes and changes,
and thus, no picture may be loaded into it.
Example:
-------
PLOAD mypic,1
will load the picture myfile.pic into picture buffer number 1.
Comments:
--------
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POINT
Summary:
-------
POINT allows you to draw a single pixel on the screen in the current
drawing color. If a second point is indicated, a random point is drawn
in the rectangular region defined by the 4 coordinates.
Syntax:
------
POINT startx, starty, <endx, endy>
where 'startx' and 'starty' is the location for the point and 'endx'
and 'endy' define the region for randomization.
Example:
-------
POINT 50,50
will draw a point in the current drawing color at x=50, y=50.
POINT 100,100,150,150
will draw a random point in the region defined by 100,100,150,150.
Comments:
--------
Transparent mode does not affect this command.
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POSITION
Summary:
-------
This command is used to set the current x,y location in a page buffer
where the fade commands will start. It is useful for setting up large
pages and software-panning.
Syntax:
------
POSITION buffer,x,y,<r>
where 'buffer' is the page buffer to set the position in, 'x,y' is the
location, and 'r' is an optional parameter which indicates whether or
not to make this position RELATIVE to the current position. Adding
the ',r' will indicate relative, omitting it means absolute position.
Example:
-------
POSITION 1,100,204
will set the current position into buffer 1 to 100,204.
Comments:
--------
Works only with EGA modes and PAN command.
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PUTUP
Summary:
-------
PUTUP allows you to place a clipping on the screen. PUTUP is
similar to CFADE 0, but allows placement at any x and y location
and supports transparent mode.
Syntax:
------
PUTUP x ,y, <buffer number>, <delay>
where 'x' and 'y' are the location where the lower left corner of the
clipping will be placed, 'buffer number' is the clipping buffer number
where the clipping you want to put up resides and delay is the time
to wait after the putup in hundredths of a second.
Example:
-------
PUTUP 25,50,1,1000
will put the clipping in buffer 1 up on the screen at x=25, y=50 and
then wait for time 1000 (10 seconds). Remember that the x and y
coordinates correspond to the current video mode. Exceeding these
coordinates may result in an error message.
Comments:
--------
Also see CFREE.
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RECT
Summary:
-------
RECT allows you to draw a fast filled rectangle on the screen
defined by the boundaries specified. It is useful when used in
conjunction with the scroll command. The rectangle is drawn in the
current drawing color.
Syntax:
------
RECT x ,y, x1, y1
where 'x' and 'y' are the lower left corner of the rectangle and x1,
y1 is the upper right corner.
Example:
-------
RECT 25,50,100,100
will draw a filled rectangle from 25,50 to 100,100 in the current
drawing color.
Comments:
--------
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RESETSCR
Summary:
-------
This command is used to reset the virtual screen back to display
screen size after a PAN command with a larger-than-screen picture.
Syntax:
------
RESETSCR
Example:
-------
RESETSCR
will reset the virtual screen image.
Comments:
--------
Works only with EGA modes and PAN command.
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RETURN
Summary:
-------
This command causes execution of the current sub-program to halt
and return control to the calling program.
Syntax:
------
RETURN
Example:
-------
RETURN
will return control to calling program.
Comments:
--------
Also see command GOSUB.
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SETCOLOR
Summary:
-------
Setcolor is used to set the color palette registers in IBM EGA 16
color modes. On the EGA, there are 16 possible colors, called an
'index', and each of these color indices may be one of 64 color
'values'. SETCOLOR differs from CHGCOLOR in that SETCOLOR sets
all 16 color indices at once. This is faster and is useful for animation
effects.
Syntax:
------
SETCOLOR color value 1, color value 2, ... color value 16
where 'color value n' lies in the range 0-63.
Example:
-------
SETCOLOR 3,32,23,53,12,11,10,21,35,2,4,8,30,40,61,63
will set the current palette registers to the 16 color values specified.
Comments:
--------
Remember, this only works in EGA 16 color modes and requires an
Enhanced Color Display (ECD).
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SETUPSCR
Summary:
-------
This command is used to set the virtual screen to page size before a
PAN command with a larger-than-screen picture.
Syntax:
------
SETUPSCR buffer
Example:
-------
SETUPSCR 1
will setup the virtual buffer according to the picture loaded into
buffer 1.
Comments:
--------
Works only with EGA modes and PAN command. Default is buffer 1.
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TEXT
Summary:
-------
TEXT allows you to put-up a string of text in the font loaded with
FLOAD in the current drawing color.
Syntax:
------
TEXT x, y, string, <delay>
where 'x' and 'y' is the location of the lower left corner of the first
character in the string, 'string' is the string to put up and 'delay' is
the time to wait after the put-up in hundredths of a second.
Example:
-------
TEXT 4,4,"This is a text string..."
will put the string indicated between the quotes up at x=4, y=4, using
the current drawing color.
Comments:
--------
The string to be put must be in double quotes.
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TILE
Summary:
-------
TILE allows you to fill the screen or 'tile' the screen with a
particular clipping. It is useful for creating backgrounds and curtains.
Syntax:
------
TILE buffer_number
where 'buffer_number' is the number of the clipping that you have
loaded and want to tile the screen with.
Example:
-------
TILE 2
will tile the screen with the clipping in buffer 2.
Comments:
--------
Remember that you must use a clipping from the current video mode
and you must have NOT loaded the clipping with the extra parameter
that skips the shifted copies.
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TRAN
Summary:
-------
TRAN allows you to set transparent mode on or off, and to specify
which colors to make transparent. This is used for overlaying objects
or floating objects across complex backgrounds.
Syntax:
------
TRAN on/off, color1, color2,...colorn
where 'on/off' specifies whether you want transparent mode turned
on or off and color1-colorn indicate which colors you want to make
transparent. Color1-colorn may have the values 0 to maxcolor where
maxcolor is the highest color number available in your current video
mode.
Example:
-------
TRAN on 2,14
will turn transparent mode on and make the colors 2 and 14 trans-
parent.
TRAN off
will turn transparent mode off.
Comments:
--------
If you turn transparent mode on and off, the next time you turn it
on, you must re-specify which colors you want to be transparent.
Transparent does not work in EGA 16 color modes.
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VIDEO
Summary:
-------
Video is used to set the video mode. Video should be used at the
beginning of the GRASP text file. Video modes may be changed
during the demo, but caution is advised. Damage may be done to a
monitor if the wrong video mode is requested for your system. The
default video mode is A, (see table below).
Syntax:
------
VIDEO vidmode
where 'vidmode' is one of the following...
Maximum Picture Memory
Vidmode Resolution # of Colors Requirement
--------------------------------------------------------
0 40x25 16 2K (IBM 40 column text)
1 80x25 16 4K (IBM 80 column text)
2 80x25 2 4K (IBM 80 column text)
A 320x200 4 16K (IBM CGA)
B 320x200 16 32K (IBM PCjr/STB)
C 640x200 2 16K (IBM CGA)
D 640x200 16/64 64K (IBM EGA)
E 640x350 2 32K (IBM EGA monochrome)
F 640x350 4 64K (IBM EGA)
G 640x350 16/64 128K (IBM EGA)
H 720x348 2 32K (Hercules monochrome)
I 320x200 16 32K (Plantronics/AST CGP)
J 320x200 16 32K (IBM EGA)
These modes, (with the exception of the text modes) correspond to
PCPAINT video modes.
Example:
-------
VIDEO G
Will set up GRASP to use the high resolution mode of the EGA
adapter in 16 out of 64 colors.
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Comments:
--------
Memory requirement in the table above is the approximate amount of
memory required for the buffer to hold EACH picture you load in for
use. Also, pay attention to the size of the screen in each video mode.
Attempting to FADE pictures other that this size may yield unpred-
ictable results. The exception to this is when using the PAN command
on an EGA.
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WAITKEY
Summary:
-------
This command instructs the demonstration or presentation to pause
until a key is pressed, or until timeout value, if specified. If timeout
occurs, conditional branching is allowed.
Syntax:
------
WAITKEY <timeout>, <label>
where 'timeout' is the time to wait before timeout in 100ths of a
second and 'label' is the label to go to if timeout occurs.
Example:
-------
WAITKEY 600,myline
will wait until a key is pressed, or until delay of 6 seconds. If delay
of 6 seconds is reached, goto label 'myline'.
Comments:
--------
If no timeout is specified, WAITKEY will wait forever until a key is
pressed. The key that is pressed to abort the wait is saved and may
be tested by IFKEY.
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WINDOW
Summary:
-------
This command is used to restrict a picture fade to a particular
portion of the screen. The coordinates you pass are in pixels, but
they are rounded to the nearest byte, or usually 8 pixels.
Syntax:
------
WINDOW x,y,x1,y1
where 'x', 'y', 'x1' and 'y1' are the lower left and upper right corner
of the window to set for clipping.
Example:
-------
WINDOW 40,40,100,160
will set the fade window to 40,40,100,160. The PFADE command will
only fade that portion of the screen that lies in this region.
Comments:
--------
WINDOW has no effect on the CFADE command.
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Tips, Hints, Examples and Demo Programs
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Example Program #1 - Slide Show
-------------------------------
A simple slideshow can be constructed by creating a grasp command
file as follows:
; Slideshow demo for GRASP
;
; This program will load and display 4 pictures, alternating
; between fade #1 and fade #2, waiting for a count of 500 between
; each fade.
;
video a ; set medium res 4 color CGA mode (this can
; be whatever mode you want to use)
;
load pic1 ; load pic1 into buffer 1
fade 1 ; fade using fade number 1
waitkey 500 ; wait for a count of 500
;
load pic2 ; load pic2 into buffer 1
fade 2 ; but use fade #2 this time.
waitkey 500 ; etc...
;
load pic3
fade 1
waitkey 500
;
load pic4
fade 2
waitkey 500
;
exit ; quit the program
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Example Program #2 - How to animate using FLY
---------------------------------------------
Let's say you have 2 clippings which are a flock of birds with wings
up and wings down. To fly them across the screen, (from 0,160 to
300,160 issue the following sequence:
tran on 3 ; turn transparent mode on
; (this assumes the background is color 3.)
;
cload birds1,1 ; load in first clip
cload birds2,2 ; load in second clip
fly 0,160,300,160,3,4,1,2 ; fly 'em!
;
tran off ; turn off transparent mode
The parameters in the fly command are x1,y1,x2,y2,step(number of
pixels between each putup),delay(time of delay between each putup),
and list of clippings, in this case, 1 and 2.
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APPENDIX A - Command Summary
Notes:
-----
Each command's arguments (if any) are separated by commas or
spaces, whichever is preferable.
Comments begin at a semicolon and continue for the rest of the
line.
Line labels are up to 16 characters long and end with a
colon,i.e.,<label>:.
Subroutines can be nested up to 16 levels deep.
There can be up to 16 levels of nesting in MARK,LOOP constructions.
CAPITAL letters are the command name. It must be spelled correctly,
but capitals are not required.
LOWERCASE letters and numbers are parameters. You must specify all
required parameters, (those not enclosed in <>), or you will get an
error message indicating too few parameters.
GRASP - Graphical System for Presentation
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Command Summary:
---------------
BOX x,y,x2,y2,<width> - draw a box
CFADE #,x,y,<buffer>,<speed>,<delay> - fade a clipping to screen
CFREE buffer,<buffer>,... - free up clipping buffer(s)
CHGCOLOR from,to,<from,to>,... - EGA, change color index
CIRCLE x,y,rx,<ry> - draw an ellipse
CLEARSCR - clear screen
CLOAD clipping filename,<buffer> - load a clipping
COLOR color1,<color2> - set color 1 & color 2
EXEC program,<parameters> - exec program from GRASP
EXIT - quit program
FFREE - free the font buffer
FGAPS <char_gap, space_gap> - set text gaps
FLOAD character set filename - load a font
FLOAT xs,ys,xe,ye,step,delay,clp1... - float clip across screen
FLY xs,ys,xe,ye,step,delay,clp1... - fly clip across screen
FSTYLE style - set text style
GOSUB label - execute subroutine
GOTO label - goto label
IFKEY key,label - if key match, goto label
LINE x,y,x2,y2 - draw line
LINK textfile filename - link to another text file
LOOP - loop to previous mark
MARK loop count - mark for looping
MODE border color,<palette> - CGA border & palette set
MOVE x0,y0,x1,y1,dx0,dy0 - move a region of the scrn
NOISE freq1,freq2,duration - make some noise
OFFSET x,y,<r> - set x and y offsets
PALETTE buffer - EGA mode set palette
PAN x0,y0,x1,y1,<buffer> - EGA pan - x0,y0 to x1,y1
PFADE #,<buffer>,<speed>,<delay> - fade a picture to screen
PFREE buffer,<buffer>,... - free up picture buffer(s)
PLOAD picture filename,<buffer> - load a picture
POINT x,y,<x2,y2> - draw a point
POSITION buffer,x,y,<r> - set position in page
PUTUP x,y,<buffer>,<delay> - put a clip to screen @ x,y
RECT x,y,x1,y1 - draw a filled rectangle
RESETSCR - reset screen to default
RETURN - return from subroutine
SETCOLOR c1,c2,c3...c16 - EGA mode set 16 colors
SETUPSCR buffer - Set up screen for PAN
TEXT x,y,"some text",<delay> - put up text @ x,y
TILE buffer - tile screen with clipping
TRAN on/off, color - transparent mode on/off
VIDEO vidmode - set video mode
WAITKEY <timeout>, <label> - wait for a keypress
WINDOW x0,y0,x1,y1 - set clip window
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APPENDIX B - Fade Table
There are 25 fades in GRASP which must be called by number. All
fades work on graphics screens, graphics screens in a window,
clippings and text screens. This list is also accessable by pressing F3
while in the GRASP editor.
Fade # Description
------ -------------------------------------------------------
0 Quick snap wipe
1 Horizontal left to right wipe
2 Horizontal right to left wipe
3 Horizontal edge to center wipe
4 Horizontal center to edge wipe
5 Horizontal 1 pass filter wipe - both sides simultaneously
6 Horizontal 2 pass filter wipe - from left, then from right
7 Horizontal halves wipe - left to right, then right to left
8 Horizontal halves wipe - left and right simultaneously
9 Vertical top to bottom wipe
10 Vertical bottom to top wipe
11 Vertical edge to center wipe
12 Vertical center to egde wipe
13 Vertical filter wipe, top and bottom simultaneously
14 Vertical halves wipe, top and bottom simultaneously
15 Vertical halves wipe, left down, right up
16 Vertical quarters wipe
17 Vertical fingers wipe
18 Vertcial fingers/filter combination wipe
19 Slither from top to bottom
20 Sparkle fade (random)
21 Diagonal wipe
22 Aperature dissolve - edge to center
23 Aperature dissolve - center to edge
24 Clockwise clock dissolve
25 Double slant dissolve
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APPENDIX C - Error Messages
The following is a list of messages you may get while executing
GRASP and some of their causes and solutions.
MOST COMMON ERRORS:
I. The most common error is not a grasp program error but a
system error. The screen will clear, and you will get an error like
External Memory allocation overflow, xxxxk requested, yyyyk
free.
This means that you have tried to load a picture or clipping
that is too large for the memory you have left. There are
several fixes for this problem.
1) Buy more memory. EGA 16 color demos usually take most
of a 640K machine
2) Check your code and use PFREE, CFREE and FFREE to
clean up memory when you are through using particular
pictures, clippings and fonts. See the section of the manual
on these commands.
3) Use the special parameter, ',1' on clipping loads that
don't make the shifted copies. In order to be able to
PUTUP a clipping at any single-pixel coordinate, GRASP
needs to make up to 8 shifted copies of the clipping. If you
are going to be using CFADE or putting it up at a byte
boundary, then the shifted copies aren't necessary. You can
keep them from being generated by typing:
CLOAD clip,1,1 ;note the extra ',1'
If you do specify the extra parameter, and you try to put
up the clipping at a non-byte boundary, no putup will occur.
Remember, FLY, FLOAT and PUTUP can put clippings at
any coordinate. CFADE can only putup at a byte boundary.
If none of the above three work, then call the GRASP and
PCPAINT BBS for more advice.
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II. System Errors
The following is a list of the GRASP system errors that you may
encounter. These will appear on the top of the screen while running
your demo along with a line number where the error occurred. When
you press a key, you will be returned to that line in your program. If
you get the error while running under the runtime version, the
program will stop.
DUPLICATE LABEL
- You have used the same label name more than once in your demo
and GRASP is confused.
ERROR IN LOOP COUNT
- Loop count must be a positive number. This error occurs if a
negative number was specified.
ERROR IN NAME
- You have used an invalid character in a filename, or the file
GRASP was trying to load was not found.
ERROR IN PACKED CLIPPING
- sometimes, clippings may be trashed or someone tries to load some
other file with a .CLP extension. If GRASP does not recognize a
clipping as being a valid clipping file, you will get this message.
ERROR IN XCOORD
- The Y-coordinate lies off the screen. This may occur after an
OFFSET command. If you specify 0 for the Y coordinate, but Y offset
is set to -5, you will get this error.
ERROR IN YCOORD
- The Y-coordinate lies off the screen. This may occur after an
OFFSET command. If you specify 0 for the Y coordinate, but Y offset
is set to -5, you will get this error.
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ERROR LOADING FONT
- GRASP doesn't recognize the font you are trying to load. Also
could be too large for memory or hardware error during load.
ERROR LOADING PICTURE
- GRASP doesn't recognize the picture you are trying to load. Also
could be hardware error during load.
ERROR LOADING TEXT
- GRASP doesn't recognize the text file you are trying to link to.
Also could be hardware during load.
ILLEGAL ARGUMENT(S)
- One of the arguments for the current command is invalid.
Examples are invalid video mode, etc.
ILLEGAL BUFFER
- You have specified a buffer number that is outside of valid range.
Buffers are 1-16 for pictures and 1-128 for clippings. Also may get
this when an error occurs trying to allocate a new buffer during
load.
ILLEGAL COLOR
- You have specified an invalid color number for this video mode.
ILLEGAL FADE
- You have specified an invalid fade number. Valid fades are 0-25.
ILLEGAL PALETTE
- You have specified an invalid palette number for CGA 4 color
mode. Valid palettes are 0-5.
ILLEGAL SPEED
- You have specified an invalid speed for a fade. Valid speeds are 0-
10000.
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INVALID FONT STYLE
- You have specified an invalid font style number. Valid styles are
0-6.
INVALID GAP VALUE
- You have specified an invalid GAP value. Range is 0-255.
LABEL NOT FOUND
- You have tried to reference a label which was not previously
defined.
MEMORY ERROR
- When trying to allocate the memory for your GRASP command file,
an error was encountered. Usually only happens when a command file
is too large.
NOT ENOUGH ARGUMENTS
- Certain commands require a minimum number of arguments. You
need to specify some more.
THIS COMMAND REQUIRES AN EGA
- Just like it says, this particular command requires an EGA card
and EGA video mode to operate.
TOO MANY LOOPS
- You have nested your loops deeper than the maximum, which is 16,
or you have more loop commands that mark commands.
TOO MANY MARKS
- You have nested your loops deeper than the maximum, which is 16,
or you have more mark commands than loop commands.
UNKNOWN COMMAND
- GRASP found something that was not a comment, not a label and
couldn't recognize as a valid command. Check your spelling.
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APPENDIX D - Picture Swap Line
There is a public domain electronic bulletin board which operates 24
hours a day with the sole purpose of providing a method by which
users of PCPAINT and GRASP may exchange pictures, clippings, fonts,
effects and ideas. This help eliminate the extra cost of providing
artwork for many of the GRASP demos you may want to create. The
most current version of GRASP will be avaliable this system.
All uploads and downloads are free and may be used by anyone. We
encourage you to contribute any artwork you feel could be used by
someone else. Of course there will be proprietary artwork you either
pay to have developed, or need to keep confidential. But your
discards may be another's joy...
The BBS is located in Costa Mesa, California, and the number is
*** (714) 545-8100 ***
You will be limited to 1 hour of use per day. We suggest that you
use 1200 or 2400 baud modems set at 8 bits, 1 stop bit, no parity.
You will be transferring binary files so the 8 bit mode is a must.
There are several utility programs you will want to download first
which allow you to squeeze and unsqueeze the pic files so that they
will not take as much time to upload and download. You will find
them in the UTILITY file area.
Thanks in advance for your support and contributions to the board.
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APPENDIX E - GRASP Order Form
GRASP is distributed in the USEware format. If you are going to
USE it, please check the appropriate box below and enclose a check
or purchase order. If you find the program unUSEable, please drop us
a line telling us why. If you pay for the program by sending in this
registration form with a check or money order, you will be added to
our mailing list and be kept notified of new releases and new
utilities.
------------------------------------------------------------------
Single-User Order Form
======================
If you are going to pay for less than 50 copies, use this form. The
single user price is $50.00. California residents please add 6% sales
tax. You must pay for EACH copy you plan to use.
Name :______________________ ___Copies @$50.00= ______
Address :______________________ 6% Sales Tax= ______
:______________________ Total= ______
City :________________________ St:____ Zip:__________
(Internal Use Only) BBS or HotSpot___________________________
GRASP - Graphical System for Presentation
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Corporate Site License Information Form
=======================================
If you are going to be using in excess of 50 copies of GRASP within
your company at one site, (5 mile radius from licensing party), you
need only pay for the first 50 copies. You may then make and
distribute to your employees an unlimited number of copies of the
software and manual. This applies to Computer User Groups as well.
------------------------------------------------------------------
____ Yes, I would like more information on Corporate or User
Group Licensing. Please call me at the number listed below.
Primary Contact for updates, etc.:
Name :_________________________
Address :_________________________
:_________________________
Department :_________________________
City :___________________________ St:_____ Zip:_________
Phone :________________ Ext:__________ Date:____________
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