n  = Black    r  = Red         COLOR ATTRIBUTE BYTES FROM CLIPPER SAVESCREEN() 
b  = Blue     rb = Magenta
g  = Green    gr = Brown                      (Add 128 for flashing)
bg = Cyan     w  = White

                                      F O R E G R O U N D

         n   b   g  bg   r  rb  gr   w  +n  +b  +g  +bg  +r  +rb  +gr  +w  
B      Ĵ
A  n     0   1   2   3   4   5   6   7   8   9  10  11   12   13   14  15 
C  b    16  17  18  19  20  21  22  23  24  25  26  27   28   29   30  31 
K  g    32  33  34  35  36  37  38  39  40  41  42  43   44   45   46  47 
G  bg   48  49  50  51  52  53  54  55  56  57  58  59   60   61   62  63 
R  r    64  65  66  67  68  69  70  71  72  73  74  75   76   77   78  79 
O  rb   80  81  82  83  84  85  86  87  88  89  90  91   92   93   94  95 
U  gr   96  97  98  99 100 101 102 103 104 105 106 107  108  109  110 111 
N  w   112 113 114 115 116 117 118 119 120 121 122 123  124  125  126 127 
D


So what - big deal, what can I use this for anyways?

Well, if you read Nantucket News, Volume 4, #2 (Sept/Oct 89), page 21, you saw
how Steven Philbrick created a shading routine that shades the screen NON 
desctructively with 100% clipper code (instead of linking in SHADOW.obj or some
other such shading routine).  He basically changed the CAB of the characters
on the screen to 8 - +n/n - which is grey on black, which looks like shadow!

So, being a total neurotic mess, I decided it would be nice to know what the
rest of the CABs were, and ended up creating this table.

Each character on the screen has a color attribute associated with it, and
when you save a screen to a variable such as this - 

   set color to +w/b
   @ 1,1 say "A"
   mVAR = savescreen(1,1,1,1)

- you can look at what Color Attribute the "A" on the screen has - 

   ? asc(left(mVAR,1))
      65
   ? asc(right(mVAR,1))
      31

- ascii 65 is "A", and 31 is it's CAB!

With this information, you could write a generic routine that can make whatever 
is on the screen flash thru a bunch of background colors!  Or, if your writing
a game with clipper, and you don't want the player to move beyond a colored
boundary line, you could check the screen to see what CAB is on the intended
spot to move to, and disallow movement there.  This would save the programmer
from having to now where the boundaries are.  Any other applications you can
think of?  Please, upload your ideas and source code!!!!
