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Turbo Sprites and Animation is a series of utilities, library files
and demo programs to create, maintain and animate sprites (user-
defined graphics images) in the Turbo Pascal environment. Both
multi-page animation and xor animation are supported. Three main
parts:
DESIGNER.COM is a sprite-designing utility which has an editor-like
environment for creating sprites. It also allows you to store them in
tables of up to 24 sprites. The utility will also generate code
allowing you to incorporate sprites in your programs as typed
constants.
COMPOSER.COM is a screen and animation composing utility that will
help in positioning the sprites for display.
SPRITES.LIB is a library of display routines for sprites. A number of
demo programs have been included to be sure you understand how to use
the sprite files. Along with the demo programs, there are a number of
sprite tables that have already been created.
System Requirements: 256K, one disk drive and monochrome/graphics
display; Turbo Pascal compiler.
How to Start: From the DOS prompt enter TYPE READTHIS.NOW and
follow directions.
Suggested Registration: $20.00
File Descriptions:
DESIGNER COM Sprite design utility
DEMO? TAB Sprite table for DEMO.PAS programs (5 Files)
DEMO? PAS Turbo Pascal source code of demo program (8 Files)
SPRITES LIB Sprite definitions and driver routines
COMPOSER DOC Documentation for COMPOSER.COM (formatted for printer)
COMPOSER COM Programming utility to load screen file and sprite tables
DESIGNER DOC Documentation for DESIGNER.COM (formatted for printer)
DESIGNER __2 Screen file for DESIGNER.COM
DESIGNER __1 Screen file for DESIGNER.COM
SAVESCRN COM Utility to import PC Paint screens to Turbo Pascal program
DRAGON INC Individual sprite converted to typed constant array
SANTA INC Individual sprite converted to typed constant array
?????? SPR Individual sprite for demo programs
READTHIS NOW Program overview
SAVESCRN LIB Library routines to save and load Turbo Pascal screens
DESIGNER __0 Screen file for DESIGNER.COM
DEMO? COM Compiled version of DEMO programs
ANIMALS TAB Data file
ADENDA DOC Notes on DESIGNER.COM
Addenda to Designer.Doc File
for this new version of Designer
(***************************************)
DESIGNER.COM version 2.5
(c) Donald L. Pavia January 1987
(***************************************)
The newest version of DESIGNER on this disk incorporates
a number of changes and additions. These include:
- Support for pathnames up to 26 characters long
( X:\12345678\12345678.123 ) when saving/loading files.
- Inclusion of a new "trail" mode of operation.
- Extermination of some minor bugs. In one case, for in-
stance, the cursor appeared in the 1-to-1 box as the
alternate image just after a new table was loaded.
- A new option which allows an entire table of sprites to
be saved as an include file. In the previous version it
was only possible to save single sprites in this manner.
- This new version can be recognized easily by the addition
of a new title screen.
- Minor screen redesign
-------------------------------------------------------------------
NEW COMMANDS
SINGLE SPRITE SCREEN
On the sprite design menu is a new command (R)Trail. When you
press R the last used color will be painted in each square by simply
moving the cursor, you need not press a color each time. The cursor
will leave a "trail" of the active color. When trail is active it
will be highlighted in red. Press R again when you wish to toggle it
off. You may change the trailed color by simply selecting a new one
(press 0 .. 3).
You will find the screen has been rearranged slightly from
what it was on the last version but, with the exception of the
new trail command, all the old commands are still the same.
-------------------------------------------------------------------
-2-
SPRITE TABLE SCREEN
It is now possible to save an entire table of sprites as an
Ascii include file. The prompt (I)nc will now be found in the menu
at the bottom of the Table Screen.
(I)nc When you press I you will receive the prompt:
Select/Name Each Sprite ? Y/N ?
(NO) If you answer NO then all the sprites in the table,
even unfilled spaces in the table, will be saved in
a long sequential include file of 24 sprites.
The next prompt will ask for a file name:
Name for sprite file :
With the NO option, each sprite will be named as
filename1,filename2, etc. up to filename.24. For
instance, if you give the filename TEST.INC for
your include file, the sprites in the include file
will then be called TEST1,TEST2,TEST3....TEST24.
If you give a path, it will be stripped. Thus, the
filename C:\SOME_DIR\TEST.INC would also give a
set of sprites named TEST1,TEST2,TEST3....TEST24.
(YES) If you answer YES then you will be given an oppor-
tunity to name each sprite in the table. You will
receive 24 prompts like:
Name for #1 :
Each sprite that you name will be saved in your new
include file. However, if you do not name a sprite,
that is, if you just press <Enter>, that sprite will
not be saved; it will be passed over.
After answering the 24 prompts with a name for each
(or pressing <Enter>) you will be asked for a name
for the new file:
Name for sprite file :
Only the sprites you have named will be saved in this
file.
-----------------------------------------------------------------------
COMPOSER.DOC
TURBO PASCAL SPRITE ARRANGING UTILITY
{ Requires : IBM Compatible Computer, PC or MS.DOS 2.xx, 256 k, }
{ and a CGA compatible color card. }
Copyrignt 1986 by Donald L. Pavia
This is a rather unsophisticated utility that I created to do a
very specific job. It is presented here without apologies. If you
can make use of it, so much the better.
Composer.Doc allows you to load any screen you have saved to disk
or to start with a blank screen (Med Res Graphics, 320 x 200, 4 color).
You may then load a sprite table, choose a sprite from the table,
move it around freely by use of the cursor keys. You may place it
at any allowed postion on the screen. Once you have the location you
desire, you may fix the sprite in that position and send a string to
your printer that records : table name, sprite number, col and row.
You may than choose another sprite from the table move it to a second
desired position relative to the first one. Once you are sastisfied with
the location, you may fix the position of the second sprite and send its
location to the printer. A sprite that has been fixed may be erased by
calling it up again, placing it directly over the undesired sprite, and
then "fixing' it again. You may also load other sprite tables at will
and use them for this same procedure.
I devised the Composer utility to help me arrange sprites for
drawing complicated chemical structures. With this utility it is quite
easy to arrange even 10 - 20 sprites into a structure. An example may be
found in Demo2.Pas.
The utility should also be useful as a guide to arranging animation
sequences which involve a number of sprites. The chemical animation
sequence in Demo3 was invented with the help of this utility.
You may load screens from PC Paint if you process them with the
utility SaveScrn.Com which is also found on this distribution diskette.
Screens from other Paint programs may be used if you use PC Paint's
Screen Capture utility and store them in uncompressed form (16 kbytes).
The following commands are available by pressing the indicated key:
(R)ecord Sends current coordinates of the active sprite to the printer
(S)et Fixes the active sprite at the current screen position - A
second fix will remove the sprite (xor).
(C)hoose Allows you to choose another sprite from the current table.
(L)oad Allows you to load a new sprite table.
(W)rite Saves the entire screen to disk so that you may come back to
work on it later.
(+) Steps When active the cursor moves sprites in increments of eight
pixels in both x and y directions (Default mode).
(-) Steps When active the cursor moves sprites in x increments of four
pixels (minimum for x) and y increments of one pixel.
(X) Exit Return to DOS, saves nothing.
These commands are found in a menu line at the top of the screen:
(R)ec (S)et (C)h (L)d (W)rit (+)/(-) (X)
At the bottom of the screen are coordinates of the current sprite.
2
When you first start the utility you will be asked three questions:
Screen File ? : If you wish to load a saved screen from
disk, enter its name. If instead you
press <ENTER> you will have a blank
screen to work with (except for menus).
TableName ? : Enter the filename of the spritetable
you would like to load.
WhichSprite ? : Enter the number of the sprite you want
to begin with.
While you are moving sprites around on the screen they are "Put" and
you will see even their blank edges. However, to allow a subsequent
erasure, when you (S)et them they are "xor'ed" onto the screen.
In your own programs you can, of course, do this differently, but some
choice had to be made here. The main function of this utility is to
provide sprite coordinates not to actually compose the picture. That
will be done in your code.
DESIGNER.COM
TURBO PASCAL SPRITE AND SPRITE TABLE
EDITOR
{ Requires : IBM Compatible Computer, PC or MS.DOS 2.xx, 256 k, }
{ and a CGA compatible color card. }
version 2.00 Feb 1986
This disk contains procedures, functions and a utility that allow
the use of sprites and animation in Turbo Pascal programs. I am re-
leasing the disk to the Public Domain for distribution by User Groups
or Bulletin Boards subject to the following stipulations:
1) Any person may obtain a copy of the BASE FILES on this disk either
through their local User's Group or Bulletin Board, or by sending
me a blank, double-sided, double-density 5 1/4 inch floppy diskette
along with a PRE-PAID, SELF-ADDRESSED floppy diskette mailer.
send to : Donald L. Pavia
1488 Lahti Dr.
Bellingham, WA. 98226 USA
Clubs may freely copy and distribute the diskette with the base files
for a nominal distribution fee, not to exceed $10.
2) This disk contains a .COM file version of the sprite editor/designer,
a .COM file of a sprite composer, and sample routines showing how to
use the sprite files generated by the utility program. You may freely
use the sprite files and the <COMPILED CODE> for the driver routines
(mostly from Sprites.inc) in any of your own programs. If you find
regular use, a $10 donation would be greatly appreciated, or better
yet, buy the source code (see below).
3) I retain all rights to the SOURCE CODE of the two utilities and that
of Sprites.inc, and I have not released that code into the Public
Domain. You may acquire a copy of the commented Turbo Pascal source
code for the two utilities in one of the following ways:
1) Send me a check for $20 ($15 plus S/H) OR
2) Send me a check for $15 and a blank double-sided, double-density
5 1/4 inch floppy diskette along with a PRE-PAID, SELF-ADDRESSED
floppy diskette mailer OR
3) From another individual if you send me a legitimizing check
for $15.
You may not obtain or distribute the source code except under the
conditions stated above. Nor may unaltered functions and procedures
from the source code, or from sprites.inc, be incorporated into other
source code of your own which you distribute. You really don't re-
quire the source code unless you wish to learn from it, or modify it
to your own needs. It would, for instance, be quite possible to re-
compile the source code with overlays so that it might run on a 128k
machine. It would also be possible to alter the size of the sprites.
SORRY ABOUT THE LEGALITIES - HOWEVER, I DO WISH TO PROTECT
MYSELF AND PERHAPS TO GAIN SOMETHING FROM MY TIME SPENT. YOUR
COOPERATION WILL ENCOURAGE ME TO RELEASE MORE OF MY PROGRAMS.
I WOULD APPRECIATE HEARING OF ANY BUGS OR IMPROVEMENTS.
2
The following files will be found on this free distribution disk:
{----------------------------------------------------------------}
DESIGNER.COM The Sprite designing utility which allows you to
create sprite arrays and store them in a table of
up to 24 sprites written to disk. Single sprites
may also be stored.
{-----------------------------------------------------------------}
DESIGNER.__1 These are necessary screen files for Designer.com
DESIGNER.__2 and they must reside on the same disk drive.
{-----------------------------------------------------------------}
COMPOSER.COM A programming utility that allows you to load a
saved screen file (or a blank screen) and a sprite
table, and to move the sprites around freely so as
to design an arrangement or an animation pathway.
Composer gives screen coordinates of the active
sprite, and you may write the positions to a
printer. This output can be used to write code.
{------------------------------------------------------------------}
SPRITES.LIB These are the definitions and driver routines that
allow you to use sprites in your own programs. You
may not need them all. For a given program those
that are unused may be deleted.
{------------------------------------------------------------------}
DEMOx.PAS A variety of sample programs that show how to do
multiple page animation (4 color graphics mode),
xor animation, zone-clearing animation and the
like. Most of these use external files of sprite
tables. There are eight demo programs.
{------------------------------------------------------------------}
DEMOx.TAB These are 3072 byte sprite tables (24 sprites)
????????.TAB which are stored on disk and used in the sample
programs.
{------------------------------------------------------------------}
????????.SPR These are 128 byte individual sprites stored on
disk. They are used in the demo programs.
{------------------------------------------------------------------}
????????.INC These are individual sprites that have been con-
verted to typed constant arrays that may be di-
rectly included in your code. Their sizes will
vary.
{------------------------------------------------------------------}
3
THE PROGRAM
The program loads immediately to the single sprite editor. There is
also a sprite table editor which may be seen by pressing menu selection
T for (T)able. You may return to the single sprite editor by pressing R
for (R)eturn. I will explain each editor separately, the single sprite
editor first.
(* ******************************************************************* *)
I. SINGLE SPRITE EDITOR/DESIGNER
You will immediately see the sprite designing grid. It has dimensions
of 24 pixels across and 20 pixels down. It designs sprites for the
medium resolution 320 x 200 pixel 4 color graphics mode (GraphColorMode).
The actual sized sprite is displayed in a box in the upper left-hand
corner of the screen. The design grid is of course magnified.
The following options are found on the main menu.
{-----------------------------------------------------------------------}
(N)ew Erases the work grid and sets the sprite array to zero.
(S)ave Saves the sprite on the work grid to disk (128 byte file).
(L)oad Loads a saved sprite from a disk file into the work grid.
(T)able Changes over to the sprite table editor.
(A)nim Xor animates sprite in the work grid at bottom of screen.
(B)ackgr Changes background color for editor (0 - 16).
(C)olrs Changes palette for the sprite editor (0 - 4).
(D)imen Dimensions sprite in grid by rows and columns.
(I)nc Generates include file code for defining sprites.
(F)iles Gives a file directory and access to file rename/erase.
(X) Exit Goodbye. Return to DOS.
(0) Sets a pixel to background color (blank or erased).
(1) Sets a pixel to green (or cyan ).
(2) Sets a pixel to red (or magenta ).
(3) Sets a pixel to brown (or white ).
CURSOR KEYS Move the cursor around the workgrid.
BRIEF EXPLANATIONS OF MENU SELECTIONS
(Press the Indicated Character)
{-----------------------------------------------------------------------}
A more detailed explanation of each of these options follows below.
All commands are case insensitive. You may use either lower or upper
case.
{------------------------------------------------------------------------}
4
(N)ew Pressing N causes both the workgrid and the sprite array to
be erased. All work is lost and you start anew. However, New
does not erase the sprite table that might be loaded in the
TABLE EDITOR.
(S)ave Pressing S causes the current sprite (the one in the workgrid)
to be saved to disk as a 128 byte file. This file contains a
single sprite. It is my convention to name single-sprite files
with the extension .SPR. You may abort this command by pressing
<ENTER>.
(L)oad Pressing L will allow you to load a single-sprite file into the
workgrid. You will be asked for the name of the file. The files
Santa.spr, Dragon.spr, Zone1.spr and Zone2.spr can be found on
the distribution disk. You may abort this command by pressing
<ENTER>.
(T)able Pressing T will take you to the TABLE EDITOR. The current sprite
in the workgrid will be taken along so that it may be loaded
into the table. This current sprite will be seen at the center
top of the sprite table screen.
(A)nim Pressing A will cause the sprite currently loaded in the work-
grid to be xor animated at the bottom of the screen. This will
allow you a rough idea of what your sprite will look like in an
animated sequence.
(B)ckgr Pressing B will change the background color of the screen. You
may step through all 16 possible colors. Keep in mind that the
background color is not stored with the sprite when it is saved
to disk, and in your programs you must set the background color
you desire prior to display of the sprite.
(C)olrs Pressing C changes the palette used for the screen display. You
may step through all four palettes (0..3). Again, keep in mind
that the palette is not stored with the sprite when it is saved
to disk; in your programs you must set the palette prior to the
display of the sprite.
(D)imen Pressing D allows you to dimension the sprite. You will be
prompted for the number of rows and columns which the sprite
occupies. This is done so that display procedure will know how
many lines and columns to write to the screen. This procedure
does not waste time writing the unused portion of the sprite.
A column is one byte wide (4 pixels) and you will see tick
marks at the top of the grid. The columns are numbered 0 - 5.
The row dimension is HALF of the number of rows seen on the
workgrid (odd and even lines are stored separately in the
sprite array). The rows may be seen as tick marks along the left
hand edge of the work grid. The rows are numbered 0 - 9. If
you do not follow this, you may obtain the correct dimensions
by placing the cursor at the lower right hand corner of the
sprite. The correct dimensions will appear as the first set of
numbers at the lower left hand corner of the screen ( row and
col ). The second set of numbers tell you the current dimen-
sions of the sprite.
(I)nc Pressing I allows you to convert the sprite which is current-
ly loaded into the work grid to an include file. The include
file redefines the sprite as a typed constant. This typed
constant may be $I included in your code at compile time or
may be copied directly into your code file. See Demo8.
5
(F)iles Pressing F will give you a directory of files on the logged
disk drive. You may also delete or rename files once the dir-
ectory is displayed. For the convenience of Pascal programmers
files with extensions .PAS, .BAK, .COM, .EXE, and .SYS are not
displayed.
(X) Exit Exit to DOS.
(* ******************************************************************* *)
II. TABLE EDITOR
The Table editor allows creation of a table of up to 24 sprites. This
table may be saved to disk and a 3072 byte file.
The following options are found on the table editor screen:
{-----------------------------------------------------------------------}
(L)oad / (S)ave (E)nter / (C)hoose
Table Sprite
(R)eturn (N)ew (F)rameSeq
Brief Summary of Table Commands
( press indicated key )
{------------------------------------------------------------------------}
A more detailed description of each one follows.
(L)oad Table Reads a sprite table from disk. You will be prompted for
a name. It is my convention to name all sprite tables with
with the extension .TAB. You may abort this command by
pressing <ENTER>.
(S)ave Table Writes the currently active sprite table to disk as a
3072 byte file. It is my convention to name sprite tables
with the extension .TAB. You may abort this command by
pressing <ENTER>.
(N)ew Clears the currently loaded table. All work is lost if it
hasn't been previously saved. The currently active sprite
is not lost. It may be erased by choosing a blank table
entry (see (C)hoose below).
When you enter the table editor the currently active sprite is displayed
at the top center of the screen. If you return to the sprite editor this
sprite will be re-loaded into the work grid. You may load this sprite
into the sprite table by pressing E.
6
(E)nter When you press E the currently active sprite will be
entered into the sprite table. (This will be either the
one that was loaded on the work grid or a new one if you
used (C)hoose). You will be asked if it has been
dimensioned and which table position you wish to enter
it into. If you respond that it has not been dimensioned
you will be given an opportunity to dimension it.
You may abort this command by pressing <ENTER> after you
respond to the dimensioning question.
(C)hoose When you press C you may choose a new active sprite from
the sprite table. You will be asked which number to
choose. When you select a new sprite it will be displayed
immediately at the top center of the screen. When you
return to the sprite editor, the newly chosen sprite will
be loaded into the work grid.
(R)eturn pressing R returns you to the sprite editor. If you have
chosen a new sprite from the sprite table this will take
a few moments to be completed EVEN IF A BLANK TABLE ENTRY
WAS CHOSEN, wait for the cursor. If you have not chosen a
new sprite return will be immediate.
(F)rameSeq This command allows you to check an animation sequence.
You may display any range of sprites from the sprite table
in sequence. The sequence must be a continuous one, but may
involve any start and stop point in the table. You may
display this sequence at a fixed location by setting step
to zero, or simulate linear motion by setting step to 4,8
or 12 pixels. You may also set a delay between each stage
of the animation. Try a delay of about 75. If you display
too rapidly the image will appear to be ghostly and to
flicker. The eye needs a little time to grasp the image.
You will be prompted for Start, Stop, Step and Delay.
Erasing a Single Sprite
You may erase a single sprite entry in the table by choosing a
blank entry in the table with (C)hoose and then entering it with
(E)nter into the position you wish to erase. Alternatively, you may
return to the sprite editor and clear the work grid with (N)ew. The
active sprite will then be a blank one. Return to the table and
enter the blank whereever desired.
Designing Animation
You may notice that the actual-size sprite image in the upper left
had corner of the sprite editor screen blinks as you move the cursor.
This is intentional. If you go to the sprite table and load an image,
when you return to the sprite editor the chosen sprite will be display-
ed. Now make changes in the sprite on the work grid. As you do so the
actual-size sprite will toggle between the originally loaded image and
the one now under design. This really helps when designing successive
frames for an animation sequence. Note that each sprite must be loaded
into the sprite table and then chosen with (C)hoose in order for this
feature to work. You cannot go to the sprite table, enter the sprite,
and return to the editor to design a new frame. You must (C)hoose the
sprite you have just entered before returning to the sprite editor.
Of course once you have a sequence of sprites loaded into the sprite
table you may use (F)rameSeq to see the actual animation.
---------------------------------------------------------------------------
Disk No 511 TURBO SPRITES AND ANIMATION v1.2
---------------------------------------------------------------------------
Turbo Sprites and Animation is a series of utilities, library files and demo
programs to create, maintain and animate sprites (user defined graphics
images) in the Turbo Pascal environment. It is an excellent program for
exploring the world of animation using Turbo Pascal.
DESIGNER COM Sprite design utility (version 2.5, Jan 1987)
DESIGNER __0 Screen file for DESIGNER.COM
DESIGNER __1 Screen file for DESIGNER.COM
DESIGNER __2 Screen file for DESIGNER.COM
DESIGNER DOC Documentation for DESIGNER.COM (formatted for printer)
ADDENDA DOC Additions to documentation for new version 2.5
COMPOSER COM Programming utility to load screen file and sprite tables
COMPOSER DOC Documentation for COMPOSER.COM (formatted for printer)
SPRITES LIB Sprite definitions and driver routines
DEMO? PAS Turbo Pascal source code of demo program (8 Files)
DEMO? COM Compiled versions of some of demos (4 files)
DEMO? TAB Sprite table for DEMO.PAS programs (5 Files)
?????? SPR Individual sprite for demo programs
SANTA INC Individual sprite converted to typed constant array
DRAGON INC Individual sprite converted to typed constant array
SAVESCRN COM Utility to import PC Paint screens to Turbo Pascal programs
SAVESCRN LIB Library routines to save and load Turbo Pascal screens
READTHIS NOW Program overview
PC-SIG
1030D East Duane Ave
Sunnyvale, CA 94086
(408) 730-9291
(c) copyright 1987 PC-SIG
TURBO SPRITES AND ANIMATION
Before attempting to use these programs, you should study the documentation
thoroughly.
This batch program will print the documentation files on your system printer.
If you don't wish to print the files at this time, press the <CTRL BREAK> key
combination now. And answer Y to "Terminate Batch Job (Y/N)"
If you do wish to print the files at this time, turn your printer on and set
it to its TOP OF FORM position.
PC-SIG (Software Interest Group)
1030 East Duane Ave, Suite D
Sunnyvale, CA 94086
(408) 730-9291
Program name: Turbo Sprites and Animation (v1)
Author name: Donald L. Pavia
Address: 1488 Lahti Drive
Bellingham, WA 98226
Telephone Number: none given
Suggested Donation: $10 for the programs supplied on the disk. For an
additional $20, you get the commented source code for
the utility programs.
Description:
Turbo Sprites and Animation is one of the most interesting and practical
animated graphics creation programs the writer has seen. It will be useful,
instructive and entertaining for any Turbo Pascal programmer with even a
casual interest in learning how to create animated graphics. It is well
documented, liberally commented and is supplied with source coded demo
programs that demonstrate numerous techniques for animation. On a scale of
10, this program is a solid 9.
The program consists of several components which make up a complete tutorial
and development environment:
A sprite designing utility that allows you to create sprite arrays and
store them in tables for later use;
A utility that allows you to load an entire screen and sprite table, then
freely move the sprites around the screen to design an arrangement or
animation pathway;
A library containing the definitions and driver routines that allow you to
use sprites in your own programs;
Various sprite tables and individual sprites used in the demo programs;
Eight liberally commented demo programs which show you how to achieve
different animation effects with sprites.
It also includes a utility to import PC Paint screens to Turbo Pascal
programs, and a library file of routines to save and load Turbo Pascal screens.
The program requires Turbo Pascal, an IBM (or compatible) computer, PC or MS
DOS V2.00 (or greater), 256K bytes of RAM memory, 1 disk drive, an IBM (or
compatible) Color Graphics Adapter, and an RGB color monitor. The program
will not work with either a monochrome or color composite monitor.
Volume in drive A has no label
Directory of A:\
ADDENDA DOC 4396 1-11-87 9:26p
ANIMALS TAB 3072 12-18-86 7:56p
COMPOSER COM 15954 11-24-86 12:04p
COMPOSER DOC 4719 2-16-86 12:13p
DEMO1 COM 15370 12-18-86 8:04p
DEMO1 PAS 5563 2-15-86 8:56p
DEMO1 TAB 3072 1-09-86 3:59a
DEMO2 PAS 2627 2-15-86 8:56p
DEMO2 TAB 3072 12-12-85 6:13p
DEMO3 COM 17323 12-18-86 8:05p
DEMO3 PAS 5715 2-15-86 8:57p
DEMO3 TAB 3072 12-12-85 11:10p
DEMO4 COM 16797 12-18-86 8:06p
DEMO4 PAS 5963 2-15-86 8:57p
DEMO4 TAB 3072 2-15-86 6:08p
DEMO5 PAS 2085 2-15-86 8:58p
DEMO5 TAB 3072 2-11-86 4:15a
DEMO6 COM 16842 12-18-86 8:07p
DEMO6 PAS 10781 2-15-86 8:59p
DEMO7 PAS 2985 2-15-86 8:59p
DEMO8 PAS 3478 2-15-86 9:00p
DESIGNER COM 34101 1-11-87 9:23p
DESIGNER DOC 19404 2-15-86 5:47p
DESIGNER __0 16384 11-25-86 11:51a
DESIGNER __1 16384 1-06-87 6:38a
DESIGNER __2 16384 11-22-86 10:37p
DRAGON INC 466 2-15-86 4:37p
DRAGON SPR 128 12-08-85 2:39p
FILES511 TXT 1682 1-29-87 7:22p
GO BAT 153 1-05-87 3:41p
GO TXT 581 1-06-87 12:48a
NOTES511 TXT 2176 4-29-86 6:54a
READTHIS NOW 2038 2-16-86 2:01p
SANTA INC 509 2-15-86 5:14p
SANTA SPR 128 12-18-85 12:21a
SAVESCRN COM 12337 9-26-85 9:58p
SAVESCRN LIB 3487 2-15-86 11:34p
SPRITES LIB 12926 2-13-86 2:10p
ZONE1 SPR 128 2-13-86 5:59p
ZONE2 SPR 128 2-13-86 6:01p
40 file(s) 288554 bytes
16384 bytes free