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README.TXT
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Welcome to Graphic Vision
-------------------------
Copyright (c) 1995,1996 Jason Burgon
All rights reserved
All rights not expressly licensed to the user are reserved to the developer.
Version 1.20 (20:08:96)
TABLE OF CONTENTS
-----------------
1. Overview
2. Minimum system requirements.
3 Warranty
4. Copyright Notice
5. Installation
6. Compiling the Graphic Vision run-time-library.
7. Compiling the demo programs.
8. How to get help
9. When the Demo program won't run
10. Contacting the author
11. Credits
1. OVERVIEW
===========
Graphic Vision has been modeled on Borland International's pascal version of
Turbo Vision 2.0 (TV) Application Framework. It has almost exactly the same
functionality, user and programmer interface as Turbo Vision, but uses a
graphics screen for its visual output instead of TV's text-only screen.
Graphic Vision (GV) is not "Turbo Vision on a graphics screen". There would
be little point in making Graphic Vision *look* like TV. GV just *works*
like TV. GV's visual appearance is similar to that of Microsoft Windows 3.1,
though it's appearance can easily be altered for specialist applications,
such as games, by simply re-writing or overriding some of the draw methods.
All existing Turbo Vision applications should convert to Graphic Vision,
most of them quite easily. You can also use GV applications that you would
never have considered using TV for, such as games "front ends". Like TV,
Graphic Vision fully supports real and 16-bit DOS protected mode programs.
Later versions will also support 32-bit DPMI if Borland ever get round to
releasing a 32-bit DPMI Pascal compiler.
Graphic Vision uses its own (very fast) graphics engine (including mouse
cursor animation) which is VESA VBE compliant. This allows Graphic Vision
applications to use any screen resolution from 320x200 to 1600x1200 with
almost every SVGA graphics card ever made. The mouse is fully supported in
all GV compatible video modes, which can be up to 32 x 32 pixels in size
when the target CPU is a 386 or better (16 x 32 on a 286).
2. MINIMUM SYSTEM REQUIREMENTS
==============================
DOS 3.0
286 processor
640K RAM (2MB for the DPMI version)
SVGA Graphics card capable of 640 x 480 x 256 colours
VESA BIOS or TSR conforming version 1.0 or higher (UniVESA driver supplied)
Hard Drive with at least 2MB free
Turbo Pascal for DOS (version 7.0)
Recomended System Requirements
DOS 6.2
Fast 386 processor or better
Microsoft compatible mouse (Version 8.0 or better)
SVGA video card with capable of 800 x 600 x 256 colours
VESA BIOS or TSR conforming version 1.0 or higher
Hard Drive with at least 10M free
Borland Pascal (version 7.0)
Graphic Vision only supports 256 colour VGA/SVGA video modes. I did think
about supporting other modes, but this is looking unlikely at the moment.
3. WARRANTY
===========
As you expected....
This software is provided "as is", with no warranty expressly stated or
implied. The user of this software assumes all risk of use. Jason G Burgon
will not be held liable for any loss of profit or damages due to claims
based on consequential, incidental, or other similar damage claims.
4 COPYRIGHT
===========
YOU MAY ONLY USE THIS SHAREWARE PRODUCT FOR THE SOLE PURPOSE OF
EVALUATING ITS SUITABILITY FOR YOUR REQUIREMENTS. THE EVALUATION
PERIOD LASTS FOR 30 (THIRTY) DAYS, AFTER WHICH TIME YOU MUST EITHER
REGISTER OR LICENCE GRAPHIC VISION OR STOP USING IT AND ANY PROGRAMS
CONTAINING ANY PART OF THIS PRODUCT.
See LICENCE.DOC for the copyright and full warranty agreement.
5. INSTALLATION
===============
This product comes with its own interactive installer/demo program which
allows you to specify which parts of the product you want to install and the
directories you want to put them into. Not only that, the installation
program is itself a Graphic Vision application, so you can have a look at
GV in action before deciding to install it!
INSTALL.EXE will make a temporary directory (\GV$) on your hard drive then
copy all the files needed to run the demo/installer into it. These files
and the temporary directory it makes will be deleted when you exit the
installer.
Installing from the .ZIP archive
Create a temporary directory (eg C:\TEMP\GV) and extract all from the .ZIP
archive into it or exctract all the files onto an empty 1.44MB floppy disk,
then follow the instructions for intalling from a floppy disk below. You can
delete all the files in the temporary directory (C:\TEMP\GV) after you have
finished the install process, but you may want to keep VESAINFO.EXE and
UNIVESA.EXE.
Installing from the floppy disk
Run INSTALL.EXE that is on the distribution disk (eg A:INSTALL). This
program will check your machine is GV compatible, then copy and run the
GV demonstation/installation program on your hard drive. Choosing
Options|Install will then display the install screen where you can choose
the parts of this product you want to install and the directories you want
to install them into.
After installation. the Mahjong! game will be in a zip file in the
GV\EXAMPLES\MJ sub-directory. This archive will need unzipping manually.
See the WHEN THE DEMO WON'T RUN section if it won't.
Because Graphic Vision contains some code that is copyright of Borland
International Inc I cannot supply the Graphic Vision source code "as is".
What I provide you with the registered version are all the DIFFERENCES
between the Turbo Vision source code and its Graphic Vision equivalent.
The GV installation program makes copies of your Borland run-time-library
source files and "patches" my code into them. Hey presto, you have the
Graphic Vision source code and I still have a shirt on my back.
This does mean you need the Borland RTL disk (supplied with Borland Pascal
with Objects 7.0) if you want the Graphic Vision source. You can still
program in Graphic Vision using the supplied TPU's and TPP's if you do not
have Borland's RTL disk or are evaluating GV with the shareware version.
6. COMPILING THE GRAPHIC VISION RTL
====================================
Most of the source code for GV's RTL is not in this evaluation version,
but there are a some RTL files do need compiling before you can compile
any of the demo programs, so this is the first thing to do. The
following two sections assume you have installed this package into the
default directories (as recommended by the installer program).
1 From the DOS prompt, change to the GV base directory (C:\BP\GV)
2 invoke BP.EXE by typing BP (BP.EXE must be in your DOS path).
3 The C:\BP\GV directory contains IDE startup files appropriate for
re-compiling the Graphic Vision RTL files.
4 Use FILE:OPEN to open the BUILDGV.PAS file, and read what it says.
5 Set the Primaray file to BUILDGV.PAS
6 Select the appropriate platform (Real-mode or Protected-mode), then
rebuild the RTL by selecting COMPILE|BUILD from the IDE menu bar.
7 All the GV run-time TPU's / TPP's have now been built and are residing
in the C:\BP\GV\UNITS directory. Make sure this directory is in your
IDE's UNITS path when compiling a Graphic Vision unit or application.
7. COMPILING THE DEMO PROGRAMS
===============================
All GV directories containing source code contain a BP.TP and a TURBO.TP
configuration file, so all you have to do is exit BP.EXE, "CD" to the
appropriate GV sub-directory and type "BP" or "TP" to invoke the
appropriate pascal IDE. Some of the examples use a help file, so the next
thing to do is change to the GV\TOOLS directory and compile GVHC.PAS. The
resulting executable (GVHC.EXE) should be put in your PATH; the obvious
place to put it is in \BP\BIN. This is also true for the shared resources
script compiler; RSCMAKE.EXE.
Now you have all the tools required to make any of the example programs.
You should try compiling GVDEMO first. This is in the GV\EXAMPLES\GVDEMO
directory.