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F L I C K E R
Version 2.21
________________________
| |
| A SOFTWARE PACKAGE FOR |
| PRESENTATION GRAPHICS |
|________________________|
by
Brian J. Dooley
-- Documentation --
Copyright 1985, 1986, 1987, 1988 by Brian J. Dooley. All Rights Reserved.
FLICKER Documentation by Brian J. Dooley
I N D E X
Introduction...............................3
Previous Versions..........................3
Overview...................................3
Starting the Program.......................5
Processing Modes...........................6
Command Line.............................7
Run .....................................7
Edit Mode................................7
Work Screen..............................8
The Commands...............................8
Controls.................................9
File Routines...........................11
Music...................................11
Screen..................................12
Screen Write............................14
Text Entry..............................15
Wipes...................................16
Capabilities..............................17
Use in Different Environments...........17
In-Store Displays.....................17
Business Presentations................18
Training Presentations................19
Effects.................................20
Animation.............................20
Banners...............................20
Sequence Planning.....................21
Presentation Frames...................21
Care in Preparation.......................22
Technical Notes...........................22
User Supported Software...................23
-- 2 --
FLICKER Documentation by Brian J. Dooley
I n t r o d u c t i o n
The FLICKER program is a command file processor for graphics presentations. It
is provided on an as-is basis through the user-supported software concept, as
described later in this manual. No warranties, either expressed or implied, are
made regarding the functioning of this product in a given setting.
To use this software, you need the following equipment:
An IBM PC or close compatible
128K+ memory
A Graphics Board and suitable monitor
The following accessories will make this program more useful:
A word-processing program capable of generating ASCII text
A graphics creation program capable of creating binary image files.
P r e v i o u s V e r s i o n s
Those who have participated in the development of this program will recognize
it as PRESENT. A name change became necessary when it was found that another
user-supported software package with that name was being uploaded to BBS
systems shortly after this program became available. We hope that the name
change has not caused any confusion.
You may also find the new name quite appropriate. Version 2 has been somewhat
long in coming, due to its ambitious specifications. The first difference that
you will note is that the program itself is over twice as large! The new,
interactive edit capability (Edit Mode) makes it much easier to set parameters
for screen placement and also makes it a treat to build screens with the new
drawing and text commands; not only can you "unerase", but you can go back and
alter the drawing commands themselves before creating a file.
For the most part, FLICKER is compatible with PRESENT 1. Line numbers may be
used in place of labels in files, for example. Check your syntax, though. And,
while you're at it, check out the many new commands.
O v e r v i e w
The FLICKER program is a graphics command processor. Its primary function is to
provide a means for creating sequences of images and sound that may be used for
store displays, for instruction, or for business (or other) presentations. In
its current form, the program does contain limited facilities for creation of
image files. These features augment the basic display functions to create
interesting effects not possible in most "slideshow" presentation systems.
FLICKER reads image files which have been created using the popular BSAVE
format, as specified in Microsoft Basic. Many graphics packages capable of
creating and saving graphics in this format exist; to date, there have been few
attempts to create a system for using these files in a sophisticated
-- 3 --
FLICKER Documentation by Brian J. Dooley
presentation. FLICKER can also compress files to save space, and these files
can be read with ordinary processing commands.
The functions of FLICKER are more easily understood when compared with a slide
show. In this context, the ordinary graphics program is the camera--it creates
a slide, consisting of a single image. FLICKER acts as a projector, allowing
these slides to be linked together in a single presentation.
FLICKER allows you to be creative after your images have been made. Functions
that are supported include the following:
Interactive Edit--you can create your FLICKER scripts and execute
them at the same time.
Limited Animation--rapid movement between screens can make the image
appear to be animated.
Zoom Capability--you can zoom in on any area of the screen, enlarging
it to 2x its original size.
Windowing--you can shrink an image to half its size and place it on
the screen in any location; in fact, you can place as many such
reduction windows on a screen as you want.
Merge--you can merge two graphics screens into each other, to create
an overlay effect.
Horizontal Scroll--you can scroll left or right to create banner-like
effects.
Vertical Scroll--you can scroll up or down to present a continuously
rolling "sheet".
Looping--you can create loops of a given number of passes (like FOR--
NEXT in Basic).
Key Trapping--you can make a given action dependent upon the
operator's pressing of a key.
Full Color Flexibility--you can change background colors and
foreground palettes at will.
Frame Sequencing--you can create sequences (including action) which
can be switched forward and backwards on key.
Reverse--you can reverse the background and foreground colors.
Text entry--from within your command file, or from a separate ASCII
text file.
Drawing--you can actually draw lines, circles and boxes on screen
from your command file.
-- 4 --
FLICKER Documentation by Brian J. Dooley
Wipes and Patterns--you can create interesting color textures on
screen, and have the new screen open out from the sides, top,
diagonal, or center.
Cut and Paste--you can cut parts of screens, save them, and paste
them onto other screens for animated effects. This can all be done
from within your command file.
Chaining, subroutines...and more--now you can keep a library of
effects, and draw it into your present program...or reuse effects
within your program.
These effects are all obtainable because FLICKER allows you to create the
program. It operates on a text "script" that you create by using a simple and
easily understandable 'language'. The script can easily be changed through the
interactive edit capabilities provided, or through use of any ASCII text
editor. The new, interactive edit capability allows you to create screens and
test them from within the program itself--then write them to command files that
will run when you run the program.
S t a r t i n g t h e P r o g r a m
There are several methods for starting and using FLICKER, as described under
the various available operating modes. The basic method is to call the program
from DOS. To run the demo, place the FLICKER disk in your A drive. Enter
FLICKER DEMO at the A> prompt. The demo will run from the Demo command file
from start to stop, then return to DOS. This this will provide a good overview
of the program. To create your own command files and screens, however, you need
to get to the Edit screen.
From DOS, enter FLICKER. This will call the "WorkScreen" to apppear. The
WorkScreen is FLICKER's basic entry screen; it is used to move between edit and
run modes, and obtain directories. Get the directory of your A drive, and check
to see that you have FLICKER.HLP available. Now, type E. This will bring you
into the Edit mode. The Edit mode is easy to recognize because it has a number
(1, in this case) on the lower left edge of the screen, and a question mark
followed by a dash on the second last line. This is the command line; the dash
is a partial cursor.
Now, press the F1 key. This will call the help screen. Since no commands have
been entered, the screen showing the command list and keys will appear.
Pressing any key will now return you to where you were in the Edit Mode.
Try typing a command such as SHOW PIC1. Press the return (enter) key. The
FLICKER logo screen will appear, and the instruction pointer in the lower left
corner will display a two. Now enter WINDOW. Press the F1 key, and you will see
a complete description of how the WINDOW command is used. Press any key to
continue.
You should now be back in the Edit Mode, with the WINDOW command showing.
WINDOW is a command that permits use of the Box Edit mode to accurately place
your images. Press the F4 key. A large rectangle will appear; you can move this
-- 5 --
FLICKER Documentation by Brian J. Dooley
to the location where you want the image to appear with the cursor keys. When
you have found a suitable location, press F4 again. Numbers will appear after
WINDOW, according to the syntax of that command. Press enter, and the current
screen image will be reduced and placed in that location.
Some Box Edit commands (CUT and the drawing commands) require another press of
the F4 key. In these cases, you select one location by moving the marker to the
first location, press F4, and move a second marker to a second location.
Pressing F4 a third time then returns you to the Command Line as before.
Press the F9 key--the previous command entered will appear. You can advance to
the next command with the F10 key. The F7 key deletes the current line; the F8
key inserts a new line. The F6 key will run your script from start; the F5 key
will store it in a file. F3 clears the memory, and F2 calls a new file.
In using this processor, you will find that the capability to go back a few
lines and manually change parameters is most helpful. You can also use the
CHAIN command within edit mode, providing a simple method of maintaining a
library of drawings.
Command files can be read and written within the Edit Mode by using the F6 and
F2 keys. When you press F2, you will be prompted with a request for a command
file to be read. Enter Demo. The Demo file will now be in memory. You can work
with this file, making changes with the bottom function keys (F7,F8,F9,F10) and
entering new commands. To save the new (changed) file, press the F5 key. You
will be prompted for the name of the file to be written. Enter demo2. You have
now created a FLICKER script, which may be used just as you originally called
the Demo file from DOS; or, you may return to the WorkScreen and run it by
specifying Run; or, you can run it directly from the Edit Mode by pressing F6.
F6 is generally used to check command files before writing them to memory, so
that you can make any necessary changes.
To leave the Edit Mode, press the Control key (Ctrl). Withou releasing this
key, press the END key (the '1' key on the numeric keypad). Since you started
FLICKER from the WorkScreen, this will return you to the WorkScreen. From the
WorkScreen, you can return to DOS by typing 'Q'; run a command file by pressing
'R'; obtain a directory by entering 'D' followed by the size (s) or time (t)
parameter; or, you can call a new command file into memory by pressing 'W'.
P r o c e s s i n g M o d e s
FLICKER is equipped with a variety of processing modes that provide the user
with considerable flexibility in creating and executing scripts. The basic
modes are Command Line, Work Screen, Run and Edit. Command Line processing
generally provides faster processing, and is suitable for short command
sequences or to make quick changes in a file. The Work Screen mode is the
"normal" mode; it permits movement to Run and Edit modes, provides various
services, and retains files in memory after processing. The Run mode is
actually a variation of the Command Line mode, and described in that section--
it is used for final execution of a program file; it processes the file and
simply returns to DOS. The Edit mode permits you to change and execute program
files in memory.
-- 6 --
FLICKER Documentation by Brian J. Dooley
Modes
Command Line
Several processing types can be specified at the command
line (from DOS) by making entries after the program name:
FLICKER filename : Runs a command file immediately.
FLICKER *EDIT : Opens program in Edit Mode.
FLICKER *command;command : Executes commands (128 chars).
-ALL Command Line options return to DOS; no file is created.
Run
Run Mode may be specified from the Command Line (FLICKER
filename) or from the Work Screen. In this mode, the command
file is simply processed as-is.
File Format
All FLICKER command files are straight ASCII text. Normally,
Commands are entered one per line, in upper or lower case
letters. For files used in the Run Mode, it is also possible
to separate commands by a semi-colon--except after the
last entry on a line. This is particularly convenient if
labels are used (@label; show b:filename).
Break Key
Ctrl-Break key or Control-C halt processing of command file.
Edit Mode
Edit Mode permits entry, storage and execution of commands.
A complete set of function keys is provided for these func-
tions. From Edit Mode, you can move to Box Edit Mode to
place picture items on screen (F4). Edit Mode displays a
command entry line near the bottom of the screen. The number
of the current line is listed directly below.
Edit Keys
The following keys function only in Edit Mode:
<Return> : Executes command and moves to next line if not
FRAME, ONKEY, or GOSUB.
<Ctrl-End> : Exits to Work Screen if in Workscreen mode, or
to DOS if Edit Mode was entered from DOS.
<INS> : Inserts characters without overwrite (toggle).
-- 7 --
FLICKER Documentation by Brian J. Dooley
<DEL> : Deletes character at current position.
cursor right, left : Move edit position on line.
<Backspace>: Deletes characters backwards.
C key : in Box Edit, changes box color on press of
cursor keys.
Function Keys
The following function keys are active in Edit Mode:
F1 : Help F2 : Read Command File
F3 : Clear Memory F4 : Box Edit switch
F5 : Write Memory to File F6 : Run File in Memory
F7 : Delete Current Line F8 : Insert Line
F9 : Go to Previous Line F10 : Go to Next Line
Box Edit Mode
Box Edit operates within the Edit Mode, when F4 is pressed
and the command line contains one of the following: CUT,
PASTE, WINDOW, ZOOM, BOX, CIRCLE, LINE, T=, TD=, C=. A box
of the appropriate side appears in the upper left corner.
This may be moved by cursor keys (including diagonals). For
some commands, two locations are specified (switch with F4).
When the location(s) have been marked on the screen, F4 is
pressed again. This places the appropriate parameters on the
command line for entry (or further editing) in Edit Mode.
Only the first part of the command need be typed before
pressing F4 : t=Flicker <F4> places x/y parameters on
command line--T=FLICKER 20/20--according location indicated.
Work Screen
The Work Screen is the normal first screen if FLICKER is run
without command line parameters. This screen provides direc-
tory services with size and time (s, t, st, or nothing). If
Work Screen Mode is on (i.e., you started from this screen),
termination (end of file, Ctrl-End, or Ctrl-Break) return
to Work Screen, with current file in memory.
T h e C o m m a n d s
In all cases, upper or lower case characters may be used. Each command must be
placed on a separate line, followed by up to two parameters. A single space
suffices to separate parameters and commands.
The FLICKER command set provides a wide variety of functions for use in display
and creation of presentation graphics sequences. For convenience, these
commands may be broken down into the following general groups:
-- 8 --
FLICKER Documentation by Brian J. Dooley
Controls: Commands that provide program flow control, such as
processing halts, delays, subroutines, file chaining,
etc.
File Routines: Commands used to process files and perform such tasks as
file writing, file 'squeezing' and 'unsqueezing'.
Music: Commands used to play music files from FLICKER.
Screen: Commands used for processing screens, such as
directional movement, merge, reverse, etc.
Screen Write: Commands used to draw boxes, lines and circles and
create patterns on screen.
Text Entry: Commands used to enter text or characters on the screen,
either directly, or from files.
Wipes: Commands used to bring new screens into old ones in a
wiping motion (i.e., rather than moving the old screen
out).
All of these commands and functions are described alphabetically below for
convenience.
---------------------------------------------------------------------
Controls
@LABEL
Syntax : @label
Used with ONKEY, LOOP, GOSUB commands. A label is placed
on line to indicate a processing location (@thisplace).
CHAIN
Syntax : chain filename
Transfers control to chained command file, then returns
to next line. This allows previously created routines
to be called from within command file.
WAIT
Syntax : wait n
Halts processing for n milliseconds.
-- 9 --
FLICKER Documentation by Brian J. Dooley
FRAME
Syntax : frame
Halts display until + or - keys are hit. The + key continues
processing at next line; the - key resumes processing at
line after previous frame command. This command is used to
create 'slide sequences' (which may include action) that
can be reviewed or move forward.
GOSUB
Syntax : gosub @label
Goes to subroutine referenced by label, and returns to next
line when RETURN command is encountered.
LOOP
Syntax : loop @label n
Actually, a goto statement. Line number may be substituted
for label. Processing returns to indicated line, n times if
n parameter is included (otherwise, always).
ONKEY
Syntax : onkey p @label
A line number may be substitute for label. Any ASCII string
prefaced by @ can be used as a label, and placed on line to
move to. Default without label or line number holds pro-
cessing until parameter (letter) key is pressed. With line
number or label, processing moves to indicated line if
letter, and there is no hold (i.e., must be used in loop).
RETURN
Syntax : return
Returns processing to next line at end of subroutine
(GOSUB command).
---------------------------------------------------------------------
-- 10 --
FLICKER Documentation by Brian J. Dooley
File Routines
SQUEEZE
Syntax : squeeze filename1 filename2
Compresses file1 (filename1) and places results in file2
(filename2).
UNSQUEEZE
Syntax : unsqueeze filename1 filename2
Takes compressed file1 (filename1) and expands it to normal
picture file size, placing the result in file2 (filename2).
All picture file commands (SHOW, LEFT, etc.) recognize
squeezed files and process them to screen, but there is a
delay for processing.
WRITE
Syntax : write filename
Writes current screen to file indicated by filename.
---------------------------------------------------------------------
Music
PLAY
Syntax : play filename
Plays music file (filename). Processing does not continue
while music plays. Files can be created with BLUES public
domain music program.
If a music file generator is not available, an ASCII file
with the following format will do:
1 note per line, followed by a return.
tempo duration (inverse)
/ / //
12345678901
\ \\
\ note, and suffix (A#,Ab)
octave
(1-8)
---------------------------------------------------------------------
-- 11 --
FLICKER Documentation by Brian J. Dooley
Screen
CLEAR
Syntax : clear
Clears current screen and all screen buffers.
COLOR
Syntax : color n m
Turns on palette n, background color m. Changes colors of
current screen.
DOWN
Syntax : down filename
Moves the specified file (filename) onto the screen from the
top while moving the existing screen off the bottom. Useful
for creating moving banners.
LEFT
Syntax : left filename
Moves the specified file (filename) onto the screen from the
right, while moving the existing screen off the left. Useful
for creating moving banners.
MERGE
Syntax : merge filename
Merges file (filename) into current screen, using logical
OR statements.
REVERSE
Syntax : reverse
Takes current screen and reverses all colors.
-- 12 --
FLICKER Documentation by Brian J. Dooley
RIGHT
Syntax : right filename
Moves the specified file (filename) onto the screen from the
left, while moving the existing screen off the right. Useful
for creating moving banners.
SHOW
Syntax : show filename n
Brings file (filename) onto screen, holding it there for n
milliseconds in addition to processing time. Default, with
n not entered, is 2000 (2 seconds).
UP
Syntax : up filename
Moves the specified file (filename) onto the screen from the
bottom, while moving the existing screen off the top. Useful
for creating moving banners.
WINDOW
Syntax : window filename x/y
Shrinks file (filename) to one half its size, and places
results in quarter of current screen whose upper left hand
corner is x/y.
window x/y (no filename) shrinks current screen and places
it at specific location in current screen.
ZOOM
Syntax : zoom filename x/y
Expands the quarter of file (filename) whose upper left
corner is at location x/y (i.e., 10/20), and writes directly
to the screen.
zoom x/y (no filename) zooms current screen from location
specified and writes result to current screen.
---------------------------------------------------------------------
-- 13 --
FLICKER Documentation by Brian J. Dooley
Screen Write
BOX
Syntax : boxn x1/y1 x2/y2
Writes box on screen in color indicated by n (box1=color 1),
where x1/y1 is the upper left corner, and x2/y2 is lower
right corner (360 x 200 matrix).
CIRCLE
Syntax : circlen x1/y1 x2/y2
Writes circle on screen in color indicated by n (circle1 =
color 1) where x1/y1 is the upper left, and x2/y2 is lower
right end of circle's diameter (360 x 200 matrix).
CUT
Syntax : cut filename x1/y1/x2/y2
Cuts a portion from current screen, with upper left corner
at x1/y1 and lower right at x2/y2. Writes result to file
(filename). Cut files are retrieved only with PASTE command.
Uses 80 x 100 matrix.
LINE
Syntax : linen x1/y1 x2/y2
Writes line on screen in color indicated by n (line1 =
color 1) where x1/y1 is the upper left, and x2/y2 is lower
right (360 x 200 matrix).
PASTE
Syntax : paste filename x/y
Paste file (filename) formerly created with CUT command to
location pointed to by x/y (upper left corner). Uses 80 x
100 matrix.
-- 14 --
FLICKER Documentation by Brian J. Dooley
PATTERN
Syntax : pattern nnnn mmmm
Writes pattern of colors to screen, where each parameter (m,
n) is a color between 0 and 3. Patterns are on alternate
lines, across screen (n above) as follows:
pattern 1203 3132 = 1203120312031203...
3132313231323132... (colors)
---------------------------------------------------------------------
Text Entry
C=
Syntax : c=n m x/y
Writes ASCII character number n to screen at x/y location
in color m, at screen location x/y (40 x 25 matrix).
T=
Syntax : t=word n x/y
Writes character string (word) to current screen in color n,
left to right from location x/y (40 x 25 matrix).
TD=
Syntax : td=word n x/y
Works like T= command, only text goes down instead of left
to right.
TEXT
Syntax : text filename n
Writes ASCII file (filename) to screen in color n. The
text file can be created by any editor producing ASCII
format, and should be no more than 40 characters across
and 24 lines down.
---------------------------------------------------------------------
-- 15 --
FLICKER Documentation by Brian J. Dooley
Wipes
CENTEROUT
Syntax : centerout filename
Brings file (filename) into current screen, all directions
from center.
DIAGONAL
Syntax : diagonal1 filename
Works like WIPE command, only files enter from corners and
move in diagonally. The parameter (p) specifies the corner
numerically, clockwise from upper left (diagonal1, diagonal2
diagonal3, diagonal4).
DISSOLVE
Syntax : dissolve filename
Dissolves current screen, and writes file (filename) to
screen.
WIPE
Syntax : wipeu filename
Brings file (filename) into current screen, in direction
indicated by parameter (p). The following parameters may
be used : U = up, D = down, L = left, R = right (wipeu,
wiped, wipel, wiper).
---------------------------------------------------------------------
-- 16 --
FLICKER Documentation by Brian J. Dooley
C a p a b i l i t i e s
USE IN DIFFERENT ENVIRONMENTS
FLICKER contains special features for use in specific environments. In writing
a FLICKER script, you should focus upon the types of effects that will be most
useful in the intended context.
IN-STORE DISPLAYS
Store displays using FLICKER can be particularly effective. In this
environment, the loop command is particularly useful. A complete script can be
written using the absolute looping function (LOOP 1) at the end. Once the
presentation is finished, it will then begin again at the first line, and run
continuously. Within the absolute loop, numbered loops can be used to provide
animation, or to repeat information screens.
An in-store display for a software store, for example, might begin with a
banner identifying the store:
show file1 0
left file2
left file3
It might then go on to show a screen depicting the names of popular products
available in the store:
show file4
show file5
The last screen could be emphasized through rapid shifts through colors and
backgrounds:
color 5 3
delay 100
color 4 2
delay 100
color 0 1
Pictures of various product types (icons) could be shown in the four quadrants
of a screen; each quadrant could then be zoomed for emphasis:
show file6
zoom 0 0
zoom 40 0
zoom 0 50
zoom 40 50
-- 17 --
FLICKER Documentation by Brian J. Dooley
An animation effect could then be created to demonstrate, say communications
between two terminals using a popular communications package:
@mark
show d:file7 0
show d:file8 0
show d:file9 0
loop @mark 3
(d: is assumed to be a RAM drive, line 16 is the first line in this
sequence)
This could be followed by a final screen, some concluding music, and a return
to line1 :
show file10 0
play starspang
loop @top
BUSINESS PRESENTATIONS
Business presentation require a somewhat different type of script. Here, the
primary command used is the Frame command. This is important, because it allows
review of material covered previously.
Most business presentations will also rely heavily upon charts and graphs,
which may be created by saving screens from integrated programs (Lotus 1-2-3,
or SuperCalc 3, principally). Other graphics programs may also be used. In many
cases, it makes good sense to mix the straight analytical graphics of an
integrated program or business graphics program with straight presentation
material containing illustrations and/or text.
A business presentation may begin with a title screen, followed shortly by an
extended list of the points to be covered, within a frame context:
frame
show file1
up file2
up file3
frame
In this case, file1 contains the introductory material--who is presenting, and
what the presentation is about. Files 2 and 3 contain points that are to be
covered. The presentation begins when the presenter presses the '+' key, and
stops with file3 on screen until '+' is pressed again.
Next, the presenter may wish to show a chart of business activities, as created
by a business graphics or integrated spreadsheet program. Because these graphs
-- 18 --
FLICKER Documentation by Brian J. Dooley
are small, he (or she) may wish to switch to an enlargement--as a separate
frame:
show file3
frame
zoom 30,50
frame
This allows the audience to view a selected portion of the chart in greater
detail. Next, the presenter may wish to show a frame that contains an extended
bar chart--two screens across:
show file5
left file6
frame
The presenter may then wish to reiterate initial points--this time, without the
scroll:
show file2
frame
show file3
frame
Of course, colors could be changed during the presentation, specific points
could be zoomed in upon (provided they occupied quadrants of the screen), and
some animation effects could be used.
TRAINING PRESENTATIONS
FLICKER can be particularly useful in training presentations, because it allows
actions to be demonstrated on screen, in addition to providing capability to
show a set of graphic screens.
As with business presentations, training presentations are mainly dependent
upon the frame command, which allows switching back and forth between screens.
Within training frames, animation effects can be used to demonstrate effects of
actions. A helpful feature here is the Onkey command, which allows switching to
the next screen--within a frame--either on any key being pressed, or on the
pressing of a specific key.
Therefore, a demonstration of spreadsheet usage may contain 3 screens, each one
showing effects of an action. Present's screen creation is very fast, so
pressing a key makes it appear as though that key is directly responsible for
an entry on the screen:
frame
show file1 0
onkey
show file2 0
onkey
show file3 0
frame
-- 19 --
FLICKER Documentation by Brian J. Dooley
The Onkey command can also be made dependent upon entry of a specific letter,
but this feature is only really relevant in special cases--such as in an
interactive system, where pressing the letter specifying the correct answer
results in continuation of the program.
EFFECTS
Many interesting effects are available through creative use of FLICKER
commands. Some of these effects are built into the system. Following are sample
scripts to produce special effects.
ANIMATION
Animation is best done by placing the graphics files that you will be using on
a RAM disk; the effect works when floppy or hard disks are used, but it tends
to be slow. An animation script appears as follows:
@top
show file1 0
show file2 0
show file3 0
show file4 0
loop @top 10
The show commands indicate that each file is to be shown for 0 milliseconds;
the sequence is then looped through 10 times. Files 1-4 contain images which,
when shown rapidly in sequence, create an animation effect.
BANNERS
Interesting banners of any length can be created. To develop a banner, use your
graphics program to write large letters on the screen; take the letters as
close as possible to the right edge of the screen and continue the banner on
the next screen:
______ ______ ______
| || || |
| GRA||PHICS || |
| PRESE||NTATIO||N |
|______||______||______|
screen screen screen
1 2 3
To show the banner, the following script would be used:
show file1 0
left file2
left file3
This brings up file1 (screen 1) for the minimal period of time, then scrolls in
screens (files) 2 and 3 from right to left.
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FLICKER Documentation by Brian J. Dooley
SEQUENCE PLANNING
To plan FLICKER sequences, you can write a script that shows several screens at
once, through use of the Window command. Thus, the following script:
screen off
show file1
window 0 0
show file2
window 40 1
show file3
window 40 50
show file4
window 0 50
This short script places the four screens specified at each quadrant of the
screen, in clockwise direction. This feature can aid in planning placement of
screens within a presentation sequence. The screen off feature is important,
because in this case, the show command is used simply to get the required
screen. If the screen were on, each show command would overlay the existing
screen, and windowing would be lost.
PRESENTATION FRAMES
The Frame command is most helpful when it is used to organize presentation
material. In writing scripts for a presentation, you will find it best to
offset the Frame command slightly from the rest of the commands, for easy
identification of sequences:
frame
show file1
frame
show file2 0
left file3
left file4
frame
clear
color 1 3
show file5
frame
By allowing movement backwards and forwards between sequences ('+' and '-'
keys), the frame command also allows you to go back and review material within
a presentation. Such repetition works effectively as an aid to recall (show-
explain-show).
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FLICKER Documentation by Brian J. Dooley
C a r e i n P r e p a r a t i o n
It is important to bear in mind that the FLICKER program is merely a tool. It
is easy to get carried away with computer graphics, because they are fun to
create and provide many interesting possibilities. FLICKER will contribute to
graphics flexibility by providing a powerful projector for image files.
In preparing a presentation, always remember that you are attempting to make a
point--whether it be for sales, for training, or for a business report. The
point, not the graphics, must come first. This means that effects should not be
used simply to "wow" the audience. There must be a reason for each screen used,
and sufficient supporting material to make the point.
T e c h n i c a l N o t e s
FLICKER uses graphics files that have been created in the BSAVE format used
with Microsoft Basic. In this format, the screen is essentially dumped into a
file, which is about 16K in length (there are variations). Graphics programs
generally permit this as an option, though it may not be their standard method
of saving files. To identify a BSAVE file, simply look for a picture file of
16K or more, since BSAVE options tend to create relatively long files of a
standard length.
Although it does tend to take up a lot of space, the BSAVE format was used to
speed execution and provide immediate (rather than drawn) screens. This was
necessary due to the intensive processing required for many of the FLICKER
functions. The built-in file compression functions will enable you to use fewer
disks, but unsqueezing a file does take time--so you should continue to use
BSAVE files where speed is essential. All animation sequence files should be
kept on a RAM disk. Use of a RAM disk provides negligible speed advantages for
other functions, since they are processor dependent.
The maximum number of command lines that can be included in a FLICKER script is
500; the maximum number of loops is 100; the maximum allowable frames is 100.
For those who work within an operating system environment such as TopView or
Gem, it should be noted that this program writes directly to screen memory. The
speed and effects required made this absolutely necessary. T
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FLICKER Documentation by Brian J. Dooley
USER SUPPORTED SOFTWARE
FLICKER is distributed under the user supported software concept. This means
that you are encouraged to copy and distribute this program to others, with the
sole proviso that this message be included.
If you find this program useful, we request that you send a check for $25 to
the following address:
BRIAN J. DOOLEY
14 Northgate Village
Burlington, NJ 08016
A contribution of this amount will entitle you to support, notices of new
releases, and insure that development of this much-needed software will
continue. In some cases, source code will also be released.
To register your copy, complete the following form:
Name __________________________________ Phone ____________________
Company __________________________________
Address __________________________________
City ___________________ State ______________ Zip _______________
To guide us in enhancing this software, please also answer the following
questions:
1.) In what setting is FLICKER being used ? (Personal, Institutional)
_______________________________________________________________________
2.) What form of presentation is FLICKER supporting ? (training, educational,
in-store display, trade show, etc.)
_______________________________________________________________________
3.) What software are you using to create your FLICKER image files ?
_______________________________________________________________________
4.) Are you using the music function ?
_______________________________________________________________________
5.) What type of plotter/printer do you use?
_______________________________________________________________________
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FLICKER Documentation by Brian J. Dooley
6.) Do you use an enhanced graphics card ? If so, which one ?
_______________________________________________________________________
7.) What features do you feel we should add to this program ?
_______________________________________________________________________
Thank you. We hope that you enjoy FLICKER, and look forward to serving your
needs in future.