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{$fc}5CS-14A comp
^ ^^
THE FUN GRAPHICS MACHINE
-v6 DEMONSTRATOR-
-JANUARY 1992-
DOCS PART-1
BACKGROUND, ORDERING, & INSTRUCTIONS
While reading these docs:
F1 for next {CBM-A}
F3 for previous {CBM-A}
R/S back to Load Menu
S to change {CBM-A} color
-JOYSTICK MAY BE USED IN PORT 2-
^
Hi, I'm Ron Hackley, author of the
FGM. I have been working on this new
version of the FGM since v.410 (v4.10)
was released several years ago. This
NEW FGM just kept growing & improving,
with many ends in sight along the way,
but FGM has finally reached the point
where it's ready to unleash (dare I?).
I'm quite happy with it, and I hope
this demo version encourages you to
send for the full-blown FGM and enjoy
more of the power of your '64.
Although FUN may be in FGM's name,
FGM is truely a PRODUCTIVITY program.
As a side-benefit, it turns out that
FGM makes it fun to play with {CBM-Z}s
and {CBM-A}s, and see what can be done
with a little {CBM-Z} twiddling.
^
This DEMO comes to you from:
THE FGM CONNECTION
P O BOX 2206
ROSEBURG OR 97470
Tel. (541)-496-2234
^
The FGM was initially designed for
those who would like to do hi-res work
but lacked drawing ability (ie: ME!).
The FGM lets you work with pre-drawn
{CBM-Z}s (and {CBM-A}s) using the vast
libraries of PS and PM {CBM-Z}s that
are available. Fasten {CBM-Z}(s) to
the {CBM-A}(s), add text, do a bit of
editing, & you have your masterpiece.
The FGM is ideal for creating/printing
custom labels & business card artwork.
Forms, postcards, greeting cards,
newsletters, and maps are also well
within the FGM's capabilities. Your
imagination is the only real limit.
Screen areas can be captured, edited,
and saved ($ version) as {CBM-Z}s for
use in PS or FGM. The demo section
can even be used in video work.
^
The previous version of the FGM (v410)
has been well received and users are
doing newsletters, labels, business
cards, greeting cards, video demos,
signs, sales brochures, and a variety
of other things with it (some are
even making extra money;).
I am making this demo available so you
can "try the FGM out" and get an idea
what the FGM is about before spending
your money for the full-blown version.
I've been told that I'm "giving away"
too much with this demo but I want you
to USE this demo and PASS IT AROUND
rather than having it get lost in a
drawer somewhere.
^
WHAT CAN YOU DO WITH THIS DEMO?
This demo program does MUCH more than
just SHOW you a demo of what the new
FGM can do. ALL HI-RES FUNCTIONS ARE
AVAILABLE! It includes the ability to
record and play demos, load Print Shop
(A&B) and Print Master {CBM-Z}s, and
photos and banners saved by Newsroom.
You can also load hi-res or Doodle
{CBM-A}s, edit and add {CBM-Z}s or text
to them, then save them in either
hi-res or Doodle format.
The demo section of this program can
be used to create your own demos; make
an "animated message" for a friend,
then send them your demo message along
with a copy of this program.
^
This new version of the FGM is
CONSIDERABLY faster than v.410 and
contains many additional features.
A PARTIAL listing of the NEW features
includes:
-LINKED {CBM-S}S: You can "work across"
2 or 3 {CBM-A}s and save/load/print
them as one using just one {CBM-W}.
-TEXT MODE has MARGINS, WORDWRAP, EOR,
BOLD, ITALICS, MICRO-INSERT, STRETCH,
VASTLY IMPROVED INSERT & DELETE.
-700+ CHARACTER SIZES (expansions) of
any {CBM-X} set in the buffers.
-3X {CBM-S} EXPANSION (V OR H)
(2X Expand/Reduce still available)
^
*-NEW FEATURES-*
-PIXEL EDIT has a WINDOW that shows
the {CBM-A} area being edited.
-ADJUST MODE includes MICRO-ADJUST for
STRETCHING and SHRINKING things.
-ADJUST MODE can capture 1-4 rows,
then OR, Paste, or EOR them back.
-Improved TRANSFER MODE with variable
size range, Overlay, Paste, and EOR.
-3 DRIVE SUPPORT and a Command Line
for sending commands to the drive(s).
-Supports the CMD Hard Drive, RAMLink,
RAMDrive. JiffyDOS compatible.
^
*-NEW FEATURES-*
-Save/load all 5 {CBM-Z}s buffers or
all 3 {CBM-X} buffers at once
using just one {CBM-W}.
-PRINTER SECTION now lets you access
most of the hi-res editing functions
so you can fasten {CBM-Z}s, do text,
transfer things around, etc, without
having to go back to 'CREATOR'.
-CLIPART SECTION for saving/loading
ranged areas of the {CBM-A}.
-SMOOTHING of ranged areas.
-CAPTURE HI-RES {CBM-S}S from many
programs (ie: GEOS, games, etc.).
^
*-NEW FEATURES-*
-IMPORT {CBM-S}S from HANDYSCANNER,
KOALA and MANY other programs.
-LOAD GG/JJ compressed KOALA & DOODLE
{CBM-A} files. Save as JJ.
-UTILITIES for customizing default
{CBM-Z}s, {CBM-X} sets, cursor
colors, and whatever else is dreamed
up. If you are adventurous you can
WRITE YOUR OWN UTILITIES and load/run
them from within FGM!
-And MUCH MORE. If you liked v.410 I
think you'll love this version. Most
all of the v.410 functions have been
retained (using the same keystrokes)
and many new things have been added.
^
*-FGM's PRINTER SECTION-*
The PRINTER SECTION of the full-blown
FGM supports most popular printers and
I believe that it's the most versatile
all-around printer driver available.
With most NON-Commodore emulating
printers the FGM will be able to print
up to 3 {CBM-A}s across (depending on
the density selected). This includes
Epson, Panasonic, Gemini, Star, NEC,
C.Itoh, & the MPS-1000 (in IBM mode).
Up to seven density selections are
available (depending on your printer's
capabilities). Double/triple width,
double height, and double pass with
offset are also supported.
^
PRINTER SUPPORT (continued)
Commodore 1525/MPS-803 and emulating
7 pin printers will be able to print
up to 1.5 {CBM-A}s across with FGM
(the maximum a 60 dpi printer is
capable of). Double height supported.
Most 24 pin printers are supported in
their 8 pin emulation mode & in 24 pin
mode. OKIDATA printers are limited to
1525 emulation unless they have Epson
compatible or similar 8 pin emulation.
FGM's PRINTER section is not limited
to printing screens created by FGM!
Screens from many other programs can
be imported into FGM, then modified
and/or printed using FGM's PRINTER.
^
-PLEASE NOTE-
This demo version of the FGM has all
of the hi-res FUNctions available to
try but DOES NOT include many of the
other features which are in the full-
blown FGM. This demo version does NOT
have multi-drive support, the ability
to send disk commands, multi-{CBM-A}
(or any) printer output, saving of
{CBM-Z}s or {CBM-X} sets, {CBM-X}
editor, utility sections for clip art,
smoothing, customizing, capturing
{CBM-A}s, joystick driven Menu Select
Bar, etc. STILL, there should be
PLENTY to keep you occupied:).
^
HOW TO BECOME A REGISTERED FGM USER
To receive the 'full-blown' version of
the FGM send $24.95 + $3.50 S&H to:
The FGM Connection
P.O. BOX 2206
Roseburg, OR 97470
U.S. orders sent PRIORITY MAIL.
Orders are often shipped out the day
after receipt.
The 'full-blown' version includes a
140+ page lay-flat reference manual,
the newest version of the FGM, and
user support from the author.
^
FOREIGN ORDERS
Foreign orders (exc. FPO/APO) will be
shipped by surface mail (SLOW, but
that's all $3.50 s&h allows). If you'd
like your order sent by AIRMAIL please
include the additional postage below:
CANADA/MEXICO: Add $1.00 US
ALL OTHER OVERSEAS: Add $5.00 US
Please submit in US dollars drawn on
a US bank (Canadian Postal Money
Orders are fine too).
^
DISCOUNTS
For orders from user groups,
you may deduct 10% from the total.
Note that since s&h doesn't increase
with additional items, you save
substantially more if you do a group
order. Orders from overseas will
especially benefit from a group
order.
^
KEYBOARD OVERLAYS are available for
FGM and JiffyDOS. These are available
for $3.50 each, post paid if ordered
along with FGM. If ordered separ-
ately from FGM, please add $2.00 S&H
per order. Overlays are on heavy index
stock. Please specify which keyboard
the overlay is for; C64, C128, SX-64.
A list of accessories for use
with FGM includes:
Graphics1 $5.00
ClipArt-1 (2 disks) $8.00,
ClipArt-2 $5.00
ClipArt-3 $5.00
ClipArt-4 (With printout) $6.00
Calendar Templates $5.00
FGM Updater to V6.5 $2.00
Keyboard Template disk $5.00
^
I will try to stick to the above
prices but they are subject to change;
this demo could take several years
getting to you and it's difficult to
guess how much effect future inflation
will have on FGM costs and postage.
This new version of the FGM is vastly
improved; much faster, smoother, more
powerful, and easier to use. This FGM
has some unique {CBM-A} manipulation
functions that simply don't exist in
other programs. I believe you will
find it to be well worth the price.
I guarantee it, and if you aren't
satisfied with the new FGM then you
may return it for a refund.
^
NOW, ON TO THE INSTRUCTIONS
^
This demo program doesn't just run
demos. This DEMO FGM has most of the
hi-res FUNctions that are available in
the $ version. You can also record
your own demos with this demo version.
I intend for demos made with this
demonstration FGM to remain compatible
with those made with the 'full-blown'
FGM. That way you'll be able to make
demos for someone who doesn't have the
'full-blown' version, send them this
demo disk, and they'll be able to play
the demos. Maybe not quite a singing
telegram but some fun and interesting
things can be done with the demos.
^
PRINTING THESE DOCS
You don't have to memorize these docs
to use the FGM, although you should
have a printout of them handy.
These text files may be printed out by
telling the program that you want them
sent to the printer instead of here to
the {CBM-A}. An option has been
provided so you can print this text
file on one side of the paper and
then roll the paper back (or re-load
it) and print the other text file on
the opposite side of the paper. These
docs are fairly long (12+ pages each)
so please plan accordingly.
^
PRINTING THESE DOCS
When you select PRINTER OUTPUT you'll
be told approximately how many pages
the printout will take, then asked:
"Left or Right side of paper L/R?"
Press L if you want the printout on
the left side of the paper and R if
you want it on the right side. The
normal way would be to select left
side for this text file and right
side for the other text file although
you can do it opposite if you wish.
If you don't want the files printed
side by side then just select LEFT
for both printouts.
^
The other (DOCS-2) file contains a
brief explanation of the keys and
functions used when on the hi-res
{CBM-A} editor.
The best way to learn this program is
to print out these docs, view the
demo(s), then jump onto the hi-res
{CBM-A}s & start experimenting (or
playing) with the FGM. You can't hurt
anything and you may come up with
something unique and useful.
^
When you select to load the main FGM
program (leave this boot) you'll be
asked if you want to load an "INFO
{CBM-S} Y/N?". The "info {CBM-A}" is a
hi-res {CBM-A} that can be loaded
with FGM, if present on disk. If you
answer Yes then FGM will look for an
"s.info*" {CBM-W} on the disk and
load it along with the program.
If an "INFO {CBM-S}" is not present and
you answer yes then the program will
"crash" with a file-not-found. If this
happens just type RUN, press RETURN,
and answer NO to the prompt.
^
Once the main program has loaded you
will be presented with the the Main
Menu for DEMONSTRATOR (if you opted
for the "INFO {CBM-S}" you'll have to
"PRESS A KEY" to get the Main Menu,
although it will time-out on its own).
To play the demo(s?) on the disk
please see #5 PLAY A DEMO further on
in these docs. Essentially, if you
press #5, then press RETURN at the
"d." {CBM-W} prompt you'll be shown
a list of any/all demos on the disk,
and you can select one to play.
^
Following will be a bit of info about
LOADING FILES and using the SELECTIVE
DIRECTORY. This will be followed by a
description of each of DEMONSTRATOR'S
Main Menu selections. The full-blown
FGM has other Main Menus for its other
sections but they won't be discussed
here.
^
LOADING FILES/SELECTIVE DIRECTORY
The first three menu selections are
for loading files; GRAPHICS, {CBM-S}S,
and CHARACTER SETS. When you make one
of these selections you'll be prompted
for a {CBM-W}. A prefix will be
pre-printed on the {CBM-W} entry
line. These prefixes are an aid to
identifying files and helpful when
using the SELECTIVE DIRECTORY. The
FGM offers these same prefixes when
saving files.
g. for a {CBM-Z}
s. for a {CBM-A}
f. for a {CBM-X} set (font)
If the file you are loading doesn't
begin with the prefix then DELETE IT
and enter the {CBM-W} that's needed!
^
THE SELECTIVE DIRECTORY
You can load files by listing the
directory and then highlighting the
{CBM-W} of the file you want to load.
To get a listing of ALL files on the
disk press ; at the {CBM-W} prompt.
To get a listing of files that begin
with the first 2 {CBM-X}s on the
{CBM-W} entry line press =.
If only two {CBM-X}s are on the
{CBM-W} entry line and the second is
a period (ie: s.) then just pressing
RETURN will give a listing of files
that begin with those two {CBM-X}s.
To CANCEL, delete name & press RETURN.
^
THE MAIN MENU SELECTIONS
1. LOAD A GRAPHIC FILE
Use this selection to load Print Shop
and PrintMaster {CBM-Z}s into one of
the five {CBM-Z}s "buffers". Once a
{CBM-Z} is loaded it may be moved
around the {CBM-A}(s), manipulated,
and fastened to the {CBM-A}(s).
Either PSA or PSB {CBM-Z}s may be
loaded. If you load a PSB {CBM-Z} you
will be asked if you wish to convert
it into a PSA {CBM-Z}.
PM {CBM-Z}s should end with ".gra".
Use the up-arrow as the 1st {CBM-X}
in the {CBM-W} if loading a PM type
{CBM-Z} that doesn't end in ".gra".
^
2. LOAD A HI-RES {CBM-S}
Use this to load normal 32 block
hi-res {CBM-A}s, Doodle {CBM-A}s,
Newsroom photos and banners. Doodle
{CBM-A} {CBM-W}s must begin with "dd".
NR photos must begin with "ph." and
NR banners must begin with "bn.".
The above prefixes are how the above
programs normally save their files.
Note that FGM works in black & white
and Doodle {CBM-A}s will be loaded and
saved in that format.
If {CBM-A}s are LINKED when you go to
do a load you'll be asked if you want
to LOAD LINKED {CBM-S}S y/n? See the
section on LINKED {CBM-S}S for more
about {CBM-Q} {CBM-A}s.
^
3. LOAD A CHARACTER SET
Use this to load a {CBM-X} set into
the program. You will be asked which
{CBM-X} buffer (1-3) you want to
load the {CBM-X} set into.
Many {CBM-X} sets for the FGM are
available in the PD, and {CBM-X}
sets saved by the $ version of the FGM
may be loaded. Character sets from
other programs may or may not load
properly & some may crash the program.
Character sets that FGM loads are
normally five blocks in size. FGM
cannot load "large" {CBM-X} sets
from GEOS, PS, and other programs.
^
4 HI-RES {CBM-S} EDITOR
This is where you work on the hi-res
{CBM-A}s. Three separate hi-res {CBM-A}s
are available and you can go between
them by pressing x.
When you first go to the hi-res
{CBM-A}s they will probably be filled
with "garbage". The FGM does not clear
the hi-res {CBM-A}s when it loads. This
is so you can have the opportunity to
capture hi-res {CBM-A}s that may be
left behind by previous programs. If
you use a RESET SWITCH to reset the
computer while another program is in
the computer there's a chance that it
will leave its hi-res {CBM-A}s behind
and you'll be able to use them.
^
HI-RES {CBM-S} EDITOR (cont)
When on the hi-res {CBM-A}s you can
manipulate the {CBM-A}s (flip, invert,
reverse, expand 2x/3x vert & horiz,
reduce 2x vert & horiz, scroll the
{CBM-A}s, fasten {CBM-Z}s to them, type
text, capture {CBM-A} areas to move
elsewhere, pixel edit, etc).
{CBM-S}s may be "{CBM-Q}" together so
you can work on two or three across
"as one". Press the / key from the
Main Menu to access the Link Menu.
When {CBM-A}s are {CBM-Q} you can load,
edit, and print($) them "as one",
although they still remain as
individual {CBM-A} files.
^
5 PLAY A DEMO
Use this selection to play demos which
have been recorded with the FGM. When
you select this you'll be prompted for
a {CBM-W}:
1. PRESS RETURN at the "d." {CBM-W}
prompt. A DIRECTORY of the DEMOS
on the disk will appear.
2. Use the u/d cursor keys to select
one of the demos and press RETURN.
3. When prompted for SPEED and DELAY
just press RETURN to accept the
default values. (0 is fastest)
4. While the demo is playing:
PRESS SHIFT to PAUSE DEMO
PRESS the C= KEY for FAST PLAYBACK
PRESS C= SHIFT CTRL to CANCEL DEMO
^
A speed of 10 is about average for
demo playback. The demo included on
the disk is pretty long; you might
consider viewing it at a faster speed
(ie: 0) if time is a consideration.
Holding down the Commodore (C=) key
will accomplish the same thing.
Turning off the bell can be done
using Main Menu selection 0. This
speeds up the demo somewhat and
could save a marriage.
^
NOTE! When playing a demo it will use
whatever {CBM-Z}s and {CBM-X} sets
are presently in the program. If these
are different than those used when the
demo was recorded (ie: different
{CBM-Z}s, flipped, inverted) then the
results may not be what was expected.
The last thing to do before finishing
a recording is to un-flip/un-invert
any {CBM-Z}s so they are in the same
position they were in when the
recording was started.
HINT: You can re-load the 5 {CBM-Z}s
buffers with FGM's default {CBM-Z}s by
answering "a" (for all) when prompted
for which {CBM-Z} buffer to load, then
selecting the "g.1 grabuf" file.
^
6 SAVE A HI-RES {CBM-S}
Use this to save a hi-res {CBM-A}. If
{CBM-A}s are {CBM-Q} then multiple
{CBM-A}s may be saved depending on the
link configuration that's in effect.
You will be asked how many rows you
wish to save. A full {CBM-A} is 25 rows
(the default).
An "s." will be pre-printed on the
Filename Entry Line when you go to
save a {CBM-A}. You don't HAVE to use
this "s." prefix but it's recommended,
unless saving as a Doodle {CBM-A}.
Doodle {CBM-A}s save in b&w format and
the {CBM-W} must begin with "dd".
^
SAVING LINKED {CBM-S}S
Screens must be {CBM-Q} before you can
save {CBM-Q} {CBM-A}s. Use / from the
Main Menu to set link configuration.
When saving across-{CBM-Q} {CBM-A}s use
a file-naming convention such as
"s.a1 name" & the other {CBM-A}(s) will
be named "s.a2 name", "s.a3 name".
When saving down-{CBM-Q} {CBM-A}s use
the same filenaming convention as
above and the other {CBM-A}(s) will be
named "s.a1 name", "s.b1 name".
If the file(s) you are saving already
exist you'll be asked if you want to
REPLACE EXISTING FILE y/n?.
^
7 RECORD A DEMO
You will be prompted for a {CBM-W}. A
"d." prefix is pre-printed and should
be used. Then you'll be prompted for
SPEED; enter the default speed you'd
like the demo to play back at. Then
you'll be prompted for DELAY; this is
how long the demo will pause when the
player sees a PAUSE CODE. When you go
to play a demo you'll be offered the
SPEED and DELAY values entered for the
recording but you can change them.
After you enter the value for delay
you'll be taken to the hi-res {CBM-A}
editor. Just do whatever you wish;
everything you do on the hi-res
{CBM-A}s will be recorded as a
SEQuential file on the disk.
^
RECORDING DEMOS (cont)
The {CBM-A} link status is recorded
when the demo begins. You may change
the link configuration while recording
the demo by pressing RETURN from
GP Mode. You'll be taken to a menu
which asks if you wish to:
1. DONE RECORDING
2. CHANGE LINKS
Select accordingly or just press
RETURN if you didn't want to be on
this menu.
Note: Once you end a recording you
cannot re-start it, and editing a demo
isn't easy. You can make minor changes
to the demo by using a disk doctor on
the SEQ "d." demo file.
^
RECORDING DEMOS (cont)
There are several additional key
commands available on the hi-res
{CBM-A}s when recording demos.
C= CTRL E: Done from GP Mode. Puts a
code in the recording so the {CBM-A}
will be erased during playback but
doesn't erase the {CBM-A} while
recording (use for tracing).
C= CTRL P: All modes. Puts a DELAY
CODE in the recording which will
delay for the specified time during
playback.
When you go to record a demo if a file
with the same name exists you will be
prompted "REPLACE EXISTING FILE Y/N?".
^
IMPORTANT!!! DO NOT use ADjUST Mode's
AUTO ROW SPACER (C= >) when making a
demo; it won't record properly and
you will ruin your demo. This is the
only hi-res function that will mess
things up if used for a demo.
^
8 PLAY INFO DEMO
This will play a short demo that's
built into this demonstration program.
You will be prompted for SPEED & DELAY
just as if the demo was playing from
disk. Enter a zero for SPEED & DELAY
to get an idea how fast this new FGM
can go.
In the $ version of the FGM this
selection is replaced by a selection
to LOAD COLOR EDITOR. The Color Editor
is a utility that lets you change the
default cursor & border colors, create
a separate color file (for demos),
change the CTRL{CBM-P}A & D increments,
set the joystick speed, select default
{CBM-Z}/char buffers, & other things.
^
/ LINK MENU
This will take you to a menu where you
can link/unlink {CBM-A}s. When {CBM-A}s
are un{CBM-Q} they are just like in
v.410; three independent {CBM-A}s.
When {CBM-A}s are {CBM-Q} a letter/
number will appear on the Main Menu to
the left of the #4 selection (ie: A3).
The letter D will appear if {CBM-A}s
are Down-{CBM-Q} and the letter A if
Across-{CBM-Q}. The number (2 or 3) is
how many {CBM-A}s are {CBM-Q}.
When {CBM-A}s are {CBM-Q} wordwrap and
margins are available. Linked {CBM-A}s
may be loaded/saved as a "group" and
you can "work across" across-{CBM-Q}
{CBM-A}s.
^
0 DISK FUNCTIONS/DIRECTORY
Press 0 for a sub-menu that will let
you scratch files, validate a disk,
turn bells and 'flash' on/off.
Press D for a directory of the disk.
In the $ FGM this selection will also
let you turn prompts on/off for multi-
drives and let you send commands to
the disk drive(s).
NOTE: The BLOCKS FREE displayed after
a save or scratch will probably not be
correct for a 1581 or hard-drive. The
BLOCKS FREE shown when the directory
is listed will be correct.
^
+ LOAD PRINTER/OTHER
In the $ version of the FGM this will
take you to a sub-menu where you can
go to the CREATOR, CLIPART, & PRINTER
sections, or LOAD OTHER FGM UTILITIES.
CREATOR is the FGM's "main" section
where you can save the {CBM-Z}s and
edit/save the {CBM-X} sets.
In this demo version the + selection
will take you to a menu which will ask
if you want to quit the program. If
you answer yes the program will do a
BASIC COLD START with sys58260. This
may or may not reset your system back
to 'normal'. The best way to quit FGM
(or any other program) is usually with
a reset switch.
^
CARTRIDGE COMPATIBILITY
I have attempted to write FGM so it is
compatible with most fast-load type
cartridges. I have found that a few
cartridges simply are not transparent
enough; they use/corrupt areas of the
computer's memory which FGM also needs
to use. If there are any compatibility
problems they will most likely show
during a turbo-save with cartridges
that include that feature (especially
SS4). Before doing any extensive work
with FGM it's suggested that you save
two "scratch" {CBM-A}s; if they save ok
then you probably won't have problems
using FGM with your cart. FGM is
compatible with Jiffy DOS, Commodore's
1541/71/81's, and the CMD Hard Drive.
FGM with a CMD HD is a REAL DELIGHT!
^
-DISCLAIMER-
The author disclaims responsibility
for any adverse effects use of the FGM
may have on your life. Lost television
time, flat tires, spousal unhappiness,
computer addiction, etc. are all the
full responsibility of the user.
On the positive side, use of the FGM
could improve your social life. Learn
how to use the program and then teach
a friend. There's also the frequent
trips to the store for more disks:).
^
-A LITTLE RESPECT-
GEOS, PRINTSHOP, PRINTMASTER, DOODLE,
NEWSROOM, COMMODORE 64, JIFFY DOS/CMD,
LOADSTAR, and Q-LINK are registered
trademarks of Berkeley Softworks,
Broderbund Software Inc., Unison World
Inc., Omni Unlimited, Springboard
Software Inc., Commodore Electronics
Ltd., Creative Micro Designs Inc.,
Softdisk Publishing, and Quantum
Computer Services Inc., respectively.
^
-THAT'S ABOUT ALL FOR DOCS-1-
Many thanks go out to Jerry Freadman
for the new FGM DOG. Jerry's kids
named the dog Sparky after their
Dalmation, so you'll get to meet
SPARKY the FGM DOG when you load up
this demo. Jerry is also responsible
for creating some excellent keyboard
overlays, using FGM:).
Big thanks also go out to many FGM'ers
and to the FGM BETA TESTERS for
helping to make this a better program
than it would have otherwise been.
Thanks also to SYSOPS WP & PH, and
SYSHELPS KW & RS in Q-LINK'S GRAPHICS
SUPPORT GROUP for their support:)
^
DOCS-2 covers the hi-res FUNctions
which are available for you to use.
That's where all of the action is:).
For anyone wondering about Roseburg,
it's a medium size town (17000) in the
"banana belt" of Oregon. Named after
Mr. Rose, Roseburg's primary industry
is timber (big on Douglas fir). Roses
grow well here too, as do blackberries
(like weeds!). Hopefully FGMs will do
well here too:).
^
THIS IS THE LAST PAGE OF DOCS-1!
Press F1 for LOAD MENU
Press F3 for PREVIOUS PAGES
HAPPY FGMing,
Ron C. Hackley
^ 1