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Fritz: All Fritz
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All Fritz
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MEDIALTH
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HEART.LZH
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DEMO.TXT
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Text File
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1986-03-12
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9KB
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428 lines
\DOS AT END OFF
\SCREEN 1,0
\MOVE 0 TO #999
\ONKEY F1 HELP
\ONKEY 9064 HORSES
\ONKEY 7777 AIRFOIL
\ONKEY 9032 HORSES
\ONKEY 7745 AIRFOIL
\ONKEY 8260 BEGIN
\ONKEY 8292 BEGIN
\X BEGIN
\ONKEY 18688
\ONKEY 20736
\ONKEY 7181 KITTY
\READ RUSSPROD.FON
\LOC 76,0\WID 11\HEI 16\OVE 0
\BLANK 0,0,320,200
PROGRAM BY
\LOC 100,36\WID 7
RUSSELL
\LOC 100,71\HEI 120\OVE 0
HOFFMAN
\"
\ROUNDS 4 SPEED 1111
\WAIT LIMIT 9
\LOC 0,154\WID 20\HEI 99\OVE 0
PRESS F1 ANYTIME FOR
HELP.
\READ USAEAGLE.PIC
\MARQUE 99,34,210,88,2
\ONKEY 7181 KITTY
\SHOW 92,100,1,7
\X KITTY
\ONKEY 7181 HORSES
\WAIT LIMIT 444
\LOC 72,0\WID 11\HEI 90\SCRO 0
\"
\"
\LOC 32,106\WID 17\HEI 16\OVE 66
\BLANK 40,93,200,107
ANIMAL MOTION IS
\LOC 0,124\WID 20
\BLANK 40,122,200,123
TRACED FROM EADWEARD
\LOC 8,142\WID 20
\BLANK 0,139,319,143
MUYBRIDGE'S ANIMALS
\LOCATE 8,160
\BLANK 0,158,319,161
IN MOTION, DOVER
\LOCATE 8,178
\BLANK 0,176,319,180
PUB., INC. NEW YORK
\READ CATGALOP.PIC
\BLANK 80,0,222,100
\ROUNDS 8 SPEED 400
\SHOW 108,28,1,12
\X HORSES
\READ ANNIEGW6.PIC
\DOT 0,0,0
\PAINT
\READ RUSSPROD.FON
\BLANK 0,0,320,200
\ONKEY 18688 HORSES
\ONKEY 20736
\ONKEY 7181 SKIP1
\LOC 0,40\HEI 118\WID 20\SCRO 0
IN THE LATE 1800'S
EADWEARD MUYBRIDGE
IS SAID TO HAVE
SETTLED A FAMOUS
WAGER AS TO
WHETHER OR NOT A
HORSES'S HOOFS ARE
EVER ALL OFF THE
GROUND WHEN A HORSE
TROTS. FOLLOWING
ARE FOUR GAITS,
GALLOPING, TROTTING,
PACING AND CAN-
TERING. THESE
TRACINGS, TAKEN
FROM EADWEARD
MUYBRIDGE'S PHOTO-
GRAPHS, SHOW THAT
FOR ALL THESE
GAITS, THE HORSE
LEAVES THE GROUND
ENTIRELY AT SOME
POINT(S) IN THE
STRIDE. MUYBRIDGE'S
FRIEND WON THE BET.
\"
\"
\"
\"
\"
\"
\"
\JUMP SKIP3
\X SKIP1
\BL 0,0,320,200
\ONKEY 7181
\ONKEY 20736
\X SKIP3
\ONKEY 18688
\READ RUSSPROD.FON
\READ ANNIEGW6.PIC
\ONKEY 8968 AGAIN
\OVE 0 \WID 9
\X PIC1
\ONKEY 18688 PIC4
\ONKEY 7181 PIC2
\ONKEY 20736 PIC2
\READ ANNIEGW6.PIC
\ROUNDS 8 SPEED 344
\LOCATE 12,82
\DISPLAY "GALLOPING"
\SHOW 26,6,1,15
\ROUNDS 8 SPEED 314
\X PIC2
\ONKEY 18688 PIC1
\ONKEY 7181 PIC3
\ONKEY 20736 PIC3
\LOCATE 177,82
\READ DAISYTRT.PIC
\DISPLAY "TROTTING"
\SHOW 188,6,1,16
\X PIC3
\ONKEY 18688 PIC2
\ONKEY 7181 PIC4
\ONKEY 20736 PIC4
\ROUNDS 8 SPEED 344
\READ PRONTOPC.PIC
\LOCATE 28,182
\DISPLAY "PACING"
\SHOW 28,104,1,19
\X PIC4
\ONKEY 20736 PIC1
\ONKEY 18688 PIC3
\ONKEY 7181 AGAIN
\ROUNDS 8 SPEED 414
\READ ANNIECNT.PIC
\LOCATE 162,182
\DISPLAY "CANTERING"
\SHOW 178,102,1,11
\WAIT NOW 23333
\X AGAIN
\READ RUSSPROD.FON
\ONKEY 20736
\ONKEY 18688
\ONKEY 8968 SKIP1
\ONKEY 7181 NEXT1
\READ RUSSPROD.FON
\LOC 0,0\WID 20\HEI 200\OVE 0
TO SEE ANY OF THESE
SEQUENCES AGAIN,
PRESS 1,2,3, OR 4.
(DO NOT USE THE
NUMERIC KEYPAD).
1--GALLOPING
2--TROTTING
3--PACING
4--CANTERING
END-PRESS RETURN `
\"
\BLANK 0,180,319,199
\WAIT LIMIT 75
\MARQUE 61,85,257,152,3
\WAIT LIMIT 666
\MOVE B TO W
\ONKEY 7181 AGAIN
\ROUNDS 22 SPEED 313
\IF B=65535
\JUMP NEXT1
\ENDIF
\IF B=7181
\JUMP NEXT1
\ELSE
\BLANK 0,0,320,152
\LOCATE 0,172\HEI 44\OVE 0
SPEED-HOLD ARROWS ^_
\ENDIF
\IF B=561
\READ ANNIEGW6.PIC
\SHOW 100,30,1,15
\JUMP AGAIN
\ENDIF
\IF B=818
\READ DAISYTRT.PIC
\SHOW 110,30,1,16
\JUMP AGAIN
\ENDIF
\IF B=1075
\READ PRONTOPC.PIC
\SHOW 102,30,1,19
\JUMP AGAIN
\ENDIF
\IF B=1332
\READ ANNIECNT.PIC
\SHOW 102,30,1,11
\ENDIF
\JUMP AGAIN
\X NEXT1
\BL 0,0,320,200
\ONKEY 7181
\READ SMALLGRN.FON
\ONKEY 7181 SKIP6
\ONKEY 8968 SKIP1
\LOCATE 0,12\HEI 187\WID 24\OVE 0
Computer graphics are
usually either RASTER
images or VECTOR images.
Raster images can be
thought of as an elec-
tronic sheet of paper --
anything you draw on the
paper can be displayed
later. Vector images
can be thought of as the
dots in a connect-the-
-dots drawing. The
computer can connect
the dots with line seg-
ments if desired.
\READ MANRUNNG.PIC
\SHOW 216,4,12
\DRAW J206,2,C1,R106,D90,L106,U90
\DRAW J204,0,C2,R110,D94,L110,U94
\LOC 200,95\HEI 84\WID 15
\SCROLL 0,X,3
The drawing
above is a
raster image,
but the lines
around it are
done with
vectors.
\WAIT RETURN 4211
\X SKIP6
\READ SMALLGRN.FON
\ONKEY 7181 CONT1
\LOC 0,0\HEI 187\WID 24\OVE 0
In order to animate a
raster image, all one
needs to do is draw
the individual frames
that are needed for
the animation. The
process is just like
making cartoons, ex-
cept you do not need
to redraw the whole
page (screen) if you
don't want to--and,
of course, you can
change, redraw, re-
color, etc. as often
as you like.
\LOC 200,96\WID 15\HEI 88
\SCROLL 0,X,3
This image of
a man running
uses 11 sepa-
rate frames,
and is shown
with a brief
pause between
each one.
\LOC 0,188\WID 40\OVE 0
Press the "return" key to continue...
\ONKEY 7181 CONT1
\ROUNDS 92 SPEED 444
\READ MANRUNNG.PIC
\SHOW 216,4,2,12
\X CONT1
\X AIRFOIL
\ONKEY 7181
\ONKEY 18688
\ONKEY 20736
\READ AIRFOIL5.PIC
\READ RUSSPROD.FON
\DOT 0,0,0
\PAINT
\BLANK 0,0,319,36
\BLANK 300,0,319,36
\LOC 8,0\WID 19\HEI 200\OVE 0
HOW AN AIRPLANE
\LOC 12,20\WID 18\OVE 0
\BLANK 0,16,319,20
WING PROVIDES LIFT
\BLANK 0,36,320,98
\SHOW 80,76,1
\READ SMALLGRN.FON
\LOC 0,42\WID 28\HEI 12
\SCROLL 0,X,3
Direction of Foward Movement
\DRAW C3J5,63,R212G5U1E5H5D1F4L211
\LOC 222,68\WID 7\HEI 24
\SCROLL 0,X,2
LEADING
EDGE
\LOC 8,68\WID 8
TRAILING
EDGE
\LOC 0,98\WID 40\HEI 120\OVE 0
This cross-section view of an airplane
wing shows that the wing bulges at the
top near the front and then tapers to a
point at the back. This shape causes
air to flow in a manner that creates
lower pressure on the top, which effec-
tively "pulls" the wing up.
\BLANK 0,175,319,200
\WAIT RETURN 4444
\BLANK 8,68,71,92
\BLANK 220,69,275,92
\LOC 0,100\WID 40\HEI 100\OVE 0
When the airplane is moving very slowly,
as when taxiing or starting its takeoff
run, even pressure is exerted above and
below the wing and therefore it cannot
lift the airplane. Here, greatly en-
larged air molecules are shown passing
over and under the wing.
\LOC 0,182\HEI 12\OVE 0
Press the "return" key to continue...
\CLEAR SPRITES
\ROUNDS 1111 SPEED 0
\SPRITE P=3,1 T=R X=A L=-7,-5
\SPRINT [2]
\SPRITE P=4,29 \SPRINT [2]
\SPRITE P=3,59 \SPRINT [2]
\SPRITE P=4,89 \SPRINT [2]
\SPRITE P=3,119 \SPRINT [2]
\SPRITE P=4,149 \SPRINT [2]
\SPRITE P=3,179 \SPRINT [2]
\SPRITE P=4,209 \SPRINT [2]
\SPRITE P=3,239 \SPRINT [2]
\SPRITE P=4,279 \SPRINT [2]
\ONKEY 7181 CONT4
\RUN
\X CONT4
\ONKEY 7181
\BLANK 0,68,79,99
\BLANK 80,69,200,75
\SHOW 80,76,1
\BLANK 80,92,200,99
\BLANK 200,69,319,99
\LOC 0,100\WID 40\HEI 100\OVE 0
The air passing over the wing travels
further and faster than the air which
passes under the wing. As the airplane
picks up speed, this causes the pressure
on top to be lower than on the bottom.
The wing "pulls" in the direction of the
lower pressure, lifting the airplane.
\LOC 0,182\HEI 12\OVE 0
Press the "return" key to continue...
\LOC 240,42\WID 9\HEI 24
\SCROLL 0,X,3
Direction
of lift
\DRAW J234,41C3F4D1H5L1G5U1E5D27R1U27
\CLEAR SPRITES
\ROUNDS 1444 SPEED 0
\SPRITE P=5,1 T=R X=A L=-5,-7
\SPRINT [2]
\SPRITE P=6,19 \SPRINT [2]
\SPRITE P=5,39 \SPRINT [2]
\SPRITE P=6,59 \SPRINT [2]
\SPRITE P=5,79 \SPRINT [2]
\SPRITE P=6,99 \SPRINT [2]
\ONKEY 7181 CONT5
\RUN
\X CONT5
\ONKEY 7181
\BLANK 0,68,79,99
\BLANK 80,69,200,75
\SHOW 80,76,1
\BLANK 80,92,200,99
\BLANK 200,69,319,99
\LOC 0,100\WID 40\HEI 100\OVE 0
It should be noted that the propeller or
jet engine serves merely to move the
wing (and the airplane) foward through
the air, but they do NOT provide the
lift. The distinctive shape of the wing
--known as an AIRFOIL--is what causes
the airplane to fly.
\CLEAR SPRITES
\ROUNDS 1444 SPEED 0
\SPRITE P=5,1 T=R X=A L=-5,-7
\SPRINT [2]
\SPRITE P=6,19 \SPRINT [2]
\SPRITE P=5,39 \SPRINT [2]
\SPRITE P=6,59 \SPRINT [2]
\SPRITE P=5,79 \SPRINT [2]
\SPRITE P=6,99 \SPRINT [2]
\ONKEY 7181 BEGIN
\RUN
\JUMP BEGIN
\X HELP
\ONKEY 7181
\ONKEY 18688
\ONKEY 20736
\BLANK 0,0,320,200
\LOC 0,20\WID 40\HEI 179\OVE 0
\READ SMALLGRN.FON
This is a demonstration of the graphics
capabilities of this program. If you
would like to see any portions of it
again, you can get to the Airplane
section at any time by pressing the
letter "A"; the Horse section can be
reached by pressing "H", and the
beginning of the demo can be reached by
pressing "D". Also, the "return" key
will move you foward through the file,
and during the viewing of the four horse
gaits, Pg Up and Pg Dn will move you
back and forth through the animations.
Press any key to start the demo over or
to go to any part as just mentioned.
\MOVE 0 TO B
\X LOOP
\JUMP LOOP
\END OF TEXT