**********Instant Graphics and Sound Made Simple!********** Instant Graphics, written by Larry Mears, is a revolutionary new way for Atarians to communicate over the modem in color, sound, and motion. Once described to me by a friend as a "souped-up" VT52, I've come to realize what an understatement that was. Just as VT52 is a method of sending hidden codes to control the cursor position and color on the users screen, IGS also uses 'hidden' commands to control the graphic display...but with astounding results! The users screen rapidly fills with graphic objects in full color.. boats, airplanes, saucers, trains, cartoon characters, etc... which are then animated around the screen in concert with a cacophony of beeps, boinks, hoots and grunts! Letters can be big or little, bold, italizied, or even turned upside down! It's magic! ("Souped-up VT52"....HA!) Since I use FLASH as my terminal program, all of the following is based on using Instant Graphics as an accessory. Interlink uses an emulation file, and others who have used that method tell me it works substantially the same. I am not a programmer, but I AM a user who has experianced the frustration and fun of trying to program in IGS. Here's what I've learned...... When the IGS accessory is turned on, the screen displays a help menu. What you are also looking at, is a terminal screen. When you call your local BBS..log on..then go over to the capture buffer and turn on the accessory. Now, you are still on-line but looking at the BBS through the eyes of IGS. Communication proceeds as usual, with text scrolling up the screen as always. However, when the two letters 'G#' come in over the modem, IGS takes over and begins executing the commands that follow. The first letter after 'G#' is the instruction to be executed. For example, 'B' is for boxes, 'O' is for circles, 'W' is for writing text, etc. The numbers that follow are the parameters for that instruction, separated by commas. Each command must be ended with a colon ':'...(except for the 'W' command, which ends with '@') A command for drawing a box in the middle of the screen might look like this...... G#B 100,50,400,120,0: Or a circle like this.... G#O 250,100,50: Or a text display like this... G#W 100,120,WOW! I'm having fun now!@ Commands may be 'chained' together, as many as will fit on one line. The 'chain' character is '>'. Place it in the space between the command letter and the first parameter value. The 'G#' only has to appear once at the beginning of every line. All three of the above commands would look like this if chained... G#B>100,50,400,120,0:O>250,100,50:W>100,120,WOW! I'm having fun now!@ Since chaining is a good method of compacting your file to run faster, (Every time you chain a command, you save the two bytes from 'G#', and two bytes for the line feed and carriage return ), get into the habit of using it in all commands, even if they are on a line all by themselves. All examples from here on will be written this way. Many other commands modify what color the box will be, or what the circle will be filled with, or what size font to write the text. Since IGS processes each instruction in the order in which they are recieved, you must set the attributes of your graphic image BEFORE drawing it. If the text is to be in 20 point, you must tell IGS that fact, before the actual 'W' command is sent. Commands recieved after the 'W' that change the font size have no effect on the earlier statement. Understanding this type of 'in-line' coding, is the 'SECRET' of successfull IGS artwork! The following is a brief reference of the commands which I feel are useful to the user. I will eliminate descriptions of some of the command parameters as they are fully documented with the IGS accessory file from Larry Mears. I will only give parameters that I feel are useful. You must read the documentation that comes with your version of IGS to get the complete list of commands. Remember, the commands are case sensitive.... a small 's', and a capitol 'S' are two different animals! ------------------------------------------------------------------------- ------------------------------------------------------------------------- ***** GENERAL COMMANDS ***** ------------------------------------------------------------------------- s = clears the Screen. example...G#s>0: 0 = clears the entire screen and puts the cursor in the upper left corner. 1 = clears from the cursor position to the upper left corner. 2 = clears from the cursor position to the bottom right corner. ------------------------------------------------------------------------- I = Initializes IGS example...G#I>0: 0 = Inialializes everything. Resolution, color, and attributes. Use this at the start of every graphic and at the end, especially if the screen color has been changed. Say you change the screen color to black, but forget to change it back to white at the end. After the graphic is finished and the BBS continues to transmit text, the user would be staring at a black screen till the cows come home, or until IGS encounters another statement that resets the screen color...whichever comes first! (Yes, I know that pressing 'Clear Home" will reset the pallet, but don't expect the user to know that!!) Come into a graphic 'clean'....and leave 'clean'...OK? ------------------------------------------------------------------------- A = Attributes of fills. example...G#A>2,4,1: 1st = type. ( 0=hollow, 1=solid, 2=pattern 3=hatch ) 2nd = pattern type ( 1-24 for pattern, 1-12 for hatch ) 3rd = borders ( 1=yes, 2=no ) --------------------------------------------------------------------------- E = Effects for text example...G#E>4,10,0: 1st = font effect ( 0=normal, 1= bold, 2=ghosted,4=italic ) ( 8=underlined, 16= outlined ) ( add them together for combo's ) 2nd = font size ( 8,9,10,16,18,20 point) 3rd = rotation ( 0=0deg 1=90deg 2=180deg 3=270deg ) ------------------------------------------------------------------------- T = Types of lines and markers example...G#T>2,1,5: 1st = 0=polymarkers, 1=lines 2nd = type of polymarker or line. For lines, 1 is default. 3rd = size and end type..arrows,rounded,etc. ------------------------------------------------------------------------- M = Mode of drawing example...G#M>2: The two most used values are 1 for overwrite, and 2 for transparent. Use transparent when you want to write text on top of something else without wiping out the background. ------------------------------------------------------------------------- H = Hollow setting example...G#H>1: 0 = draws filled shapes 1 = draws empty shapes ------------------------------------------------------------------------- t = pause example...G#t>15: Sets a pause in seconds. A value of 15 causes IGS to wait for 15 seconds before continuing. 30 seconds is the maximum, but if you need more, put a few of them in a row. The pause is terminated whenever the user presses a key, but the key pressed is not sent to the BBS. The 't' command is a very powerful tool...handle with CARE! Too much waiting will spoil the graphic. Don't bore us! Ok? NOTE: In versions of IGS lower then 2.13, Larry Mears indvertantly left out 'Flow Control'. Without it, you could pause IGS for a few seconds while the BBS continued to send code. IGS kept accepting commands over the modem, storing them until the pause was over. IGS then played the stored code as fast as it could, until it caught up with the still incoming code. This was a **VERY** effective trick to make animations move smoother, color changes to happen instantaneously, and other special effects that demanded speed. Unfortunately, it also caused havoc with files that were of a large size, rendering them nearly useless. The 'bugs' wouldn't show up until the file size approached 5-6k bytes, at which point it begin introducing errors that were nearly impossible to eliminate, and belive me, I tried! HA! In IGS 2.13 Larry has had to put 'Flow Control' back in to eliminate the problem. This eliminates the 'bug' problem, but also eliminates the above mentioned speed trick. BUT, IGS 2.13 now has a loop command which MORE then makes up for it! Put your blitted shapes into the loop, and let IGS smoothly and quickly move them around the screen. Thanks Larry! ------------------------------------------------------------------------- ------------------------------------------------------------------------- ***** COLOR COMMANDS ***** Color is a most important tool for effective graphics. In medium resolution, the user can control four colors, including the screen. Although the correct term may be 'pen', I find it easier to remember the colors as 'sets', with anything assigned to a 'set' as being in that color group forever. For instance, if you assign lines to be in color set 1, draw some lines, and then later change lines to be in set 2, the lines drawn in set 1 will not change with the new assignment, only lines drawn after the change will be affected. If you later change the actual color of 'set' 1 to some new color, all things that were drawn in set 1 will change to that color. Here's the two most important commands.... ------------------------------------------------------------------------- C = Color set assignment example G#C>3,2: 1st = What kind of graphic 'thing' you're talking about. 0 = polymarkers 1 = lines 2 = fills 3 = text 2nd = What color 'set' to assign it. 0 = screen.....default is white 1 = set one....default is black 2 = set two....default is red 3 = set three..default is green ------------------------------------------------------------------------- S = Set the color of a 'set' example G#S>1,7,7,0: 1st = What color 'set' are you talking about The next three parameters are the values of Red, Green, and Blue, that when mixed together create a new color. The values are exactly the same as the numbers displayed in the color slider bars of the control panel accessory. A value of 7,7,7 is white, while a value of 0,0,0 is black. A value of 7,0,0 is red, 7,7,0 is yellow, 7,4,7 is a light purple, etc. Changing the color of a 'set' will change the color of all objects drawn in that 'set'. This is an effective way to draw things invisibly by changing the color 'set' you are drawing with to that of the screen, then quickly changing color to "pop" the completed graphic into view. Don't make us wait too long...it's boring! Entertain us with something to look at or read while you draw 'invisibly'. Got it? Surprise us!! ------------------------------------------------------------------------- ------------------------------------------------------------------------- ********** GRAPHIC COMMANDS ********** These commands draw circles, boxes, lines, etc. Most are effected by the 'A', 'T', 'M', 'E', 'C' or 'H' commands. Use them together for fun and interesting results. EXPERIMENT! Be creative..YOU are an ARTIST! ------------------------------------------------------------------------- W = Write text example...G#W>200,100,This is too much fun!@ 1st = X position of start of text 2nd = Y position of start of text 3rd = the text to write First set the color 'set' for text with the 'C' command, then set the font size and effects with the 'E' command. Now write your text with 'W'. This command is different then all the others in that a 'W' command does not end with a colon (:), but ends with the "at" symbol (@). When chaining, do not put a colon after the '@', just continue as if it were a colon. (pretend) Like this.... G#W>100,50,This is too much fun!@W>100,70,No it's not.@S>0,7,7,7: Use the 'M' command to set whether the text overwrites the background (M>1), or writes over the background transparently (M>2). -------------------------------------------------------------------------- L = Line example...G#L>100,50,222,90: The first two values are the X,Y screen positions to start drawing the line. The last two commands are the X,Y positions to end the line. The screen goes from 0,0 in the upper left corner of the screen, to 639,199 in the lower right. When drawing many lines that are connected, chain them together using the 'D' command..It's ***MUCHO*** faster! Rather then.... G#L>100,50,222,90: G#L>222,90,300,100: G#L>300,100,325,80: G#L>325,80,250,60: G#L>250,60,280,30: Do this.... G#L>100,50,222,90:D>300,100:D>325,80:D>250,60:D>280,30: A saving of over 50 bytes, and a 50% speed increase in this small 5 line example!! Speed may not be the answer, but waiting to find out isn't either!!! Every single byte saved makes your graphic that much more 'snappy' and exciting. Clean up your code...ok? ------------------------------------------------------------------------- D = Draw to example G#D>280,30: Draws a line from the last point drawn to this point. The values are the X,Y position to draw to. Good for chaining Line commands together. Note: The 'D' command will not work from one line of code to the next. The carriage return at the end of a line of code causes IGS to forget the last point plotted. You must start each line of code with a 'L'ine command, then begin chaining with 'D' again. ------------------------------------------------------------------------- P = Plot a polymarker example G#P>22,110: Plots a polymarker at an X,Y position Choose the type of marker with the 'T' command. ------------------------------------------------------------------------- B = Box example...G#B>100,50,300,90,1: 1st and 2nd = X,Y position of the upper left corner 3rd and 4th = X,Y position of the lower right corner 5th = 0=square corners 1=round corners ------------------------------------------------------------------------- Z = filled rectangle example...G#Z>100,50,300,90: 1st and 2nd = X,Y position of the upper left corner 3rd and 4th = X,Y position of the lower right corner ------------------------------------------------------------------------- U = rounded rectangle example...G#U>100,50,300,90: 1st and 2nd = X,Y position of the upper left corner 3rd and 4th = X,Y position of the lower right corner ------------------------------------------------------------------------- O = Circle example...G#O>100,50,30: 1st = X position 2nd = Y position 3rd = circle radius To draw a filled circle, first set the type of fill with the 'A' command, then tell IGS to draw solid graphic objects with the 'H' command, then draw the circle. ------------------------------------------------------------------------- Q = ellipse example...G#Q>200,50,30,70: 1st = X position of center 2nd = Y position of center 3rd = X axis radius 4th = Y axis radius ------------------------------------------------------------------------- K = arc of circle example...G#K>100,50,30,20,80: 1st = X position of center 2nd = Y position of center 3rd = circle radius 4th = beginning angle to start drawing 5th = ending angle to stop drawing. With this command, and the 'J' command, the four major points of the angular compass are analagous to a clock face. Three o'clock is 0 degrees, 12 o'clock is 90 degrees, 9 o'clock is 180 degrees, and 6 o'clock is 270 degrees. ------------------------------------------------------------------------- J = arc of an ellipse example...G#J>100,50,25,40,0,180: 1st = X position of center 2nd = Y position of center 3rd = X oval radius 4th = Y oval radius 5th = beginning angle to start drawing 6th = ending angle to stop drawing ------------------------------------------------------------------------- V = circular pieslice example...G#V>200,100,50,180,270: This command is exactly like the 'K' command, except it draws a filled pieslice from the circle center to the endpoints of the arc. Make mine cherry...yummy! ------------------------------------------------------------------------- Y = elliptical pieslice example...G#Y>300,100,40,80,85,125: This command is exactly as the 'J' command, except it draws a filled pieslice from the ellipse center to the endpoints of the arc. ------------------------------------------------------------------------- F = Fill example...G#F>100,80: Fills an enclosed area starting at the XY values. The color of the fill is set with the 'C' command, and the pattern of the fill is set with the 'A' command. The fill command is ****VERY SLOW****. It slows up even more as the fill encounters irregular surfaces like text. Try to avoid using the fill command by drawing filled boxes or circles at the start, then writing your text on top of it in tranparent mode. Use it ONLY if there is no other way. Think ahead! ------------------------------------------------------------------------- ------------------------------------------------------------------------- **************** SOUNDS **************** Adding sound to your masterpiece is like putting iceing on the cake. Sounds can add excitment, create a mood, emphasize a point, or even accompany your spaceship as it glides in from Venus. Some sounds suspend execution of commands for a brief moment, while others continue without affecting the speed of your graphic presentation. Use sounds that fit the action taking place on the screen. Try to be consistant all the way through your movie. I use sound number 17 "Robot Walk" as a way to change from one screen to the next, and then again at the end of most of my graphics. I use sound number 8 "Long Bell" when I want to get the user to press a key, or call attention to a subtle point. Sound number 4 "Jackhammer" works well to announce something new that is about to appear on the screen...especially something drawn "invisibly". The slight delay this sound causes, makes the color change to be nearly instantaneous, and as a side benefit, it stops the continuation of some sounds that seem to go on forever...like sound number 16 "Wave". You can even simulate laughter with sound number 18 "Passing Plane". Fool around with all of the sounds to get a feeling for what would be appropriate in your 'cinematic extravaganzo'!! The command letter is 'b' example G#b>17: And 'hear' they are......... 0 Alien Invasion 9 Surprise 1 Red Alert 10 Radio Brodcast 2 Gunshot 11 Bounce Ball 3 Laser 1 12 Erie Sound 4 Jackhammer 13 Harley Motorcycle 5 Teleport 14 Helicopter 6 Explosion 15 Steam Locomotive 7 Laser 2 16 Wave 8 Longbell 17 Robot Walk 18 Passing Plane ------------------------------------------------------------------------- ------------------------------------------------------------------------- *************** ANIMATION ************** Ahhh..now we get to the good part! Deflate your shoes, and prepare yourself for simulated exhilaration! I'll try to be as clear as I can be in my explanation of 'Blitting', but you must experiment for yourself to grasp the full power of it's effects. Most of us grew up with Saturday mornings spent in front of a television watching cartoons. While most adults will dismiss them as 'childish', I cherish them! Probably most of you do too. Watching cartoons brings a sense of wonder to the surface for me...especially when I realize the animators had to create thousands of drawings for just a few minutes of film. With IGS, the effort is far less, but the effect can be just as wonderous. Creating characters that walk, talk, bounce and waddle may be beyond the abilities of IGS, (at least so far...just wait!), the simple movement of an object across the screen can add immeasurably to the enjoyment of your graphic attempt. So lets move that object...... G = Grab a rectangular piece of the screen...a 'blit' example... G#G>1,3,50,100,100,150: The first value is the 'type' of blit.. 0 = screen to screen...Useless. Ignore it 1 = screen to memory...Picks it up! 2 = memory to screen...Puts it down! The second value is the 'mode' of the blit. Although there are 16 different modes, only four of them have any 'real' effect, and two of those are rarely used except for special effects. For now, let's just learn the two modes that are significant. These modes have no effect on a type 1 (screen to memory) blit, so just set the mode value to 3 for them and forget about it. The two useful modes for type 2 blits are... 3 = Replace mode. Puts the blit down on the screen, wiping out whatever was under it. You will use this mode almost exclusively for moving an object. 7 = Transparent mode. Puts the blit down on the screen without wiping out what's under it. If the blit is a lighter color then the background, the background will show through. If the blit color is darker then the background, the background will be hidden. This is not useful for moving animations, but it is valuable for 'still' effects. The remaining values of the 'G' command are the XY positions of the upper left corner and lower right corner of the blit for a type 1 (screen to memory) operation. For a Type 2 (memory to screen) blit, only the XY of the upper left corner is needed. ************************************************************************* TUTORIAL (How to Fly) Suppose you have drawn a fly on the screen, somewhere over near the left side of the screen and now you want to 'fly' it over to the right side of the screen. Let's do it in one big jump first, so we can see what's happening easier. Here is a piece of code that will draw a fly. Just cut it out and save it as FLY.IGS.....then look at it with IGS's 'F8' option. G#I>0:s>0:H>1:C>2,1:O>156,100,13:J>172,90,25,10,215,265: G#J>172,110,25,10,95,145:J>128,100,25,6,40,320:A>2,6,0:F>126,100:A>2,4,0: G#F>152,100:L>141,95,95,86:L>141,105,95,114:L>139,100,93,100: G#T>2,1,4:J>107,107,40,8,90,256:J>107,93,40,8,104,270:T>2,1,4: G#L>140,95,146,90:D>154,88:L>128,94,132,89:D>130,86:L>170,100,175,100: G#L>140,105,146,110:D>154,112:L>128,106,132,111:D>130,114: G#L>118,94,108,91:D>109,89:L>118,106,108,109:D>109,111: Now that our fly is sitting on the left side of the screen, we can save a rectangular block of the screen image with the type 1 blit. Like this.... G#G>1,3,0,70,180,120: And put it back down 400 pixels to the right with the type 2 blit. Like this... G#G>2,3,400,70: Stick these two commands on to the end of FLY.IGS and watch it with the F8 option of the accessory. Notice how the fly instantly pops to the right, but the fly on the left is still there. When I first cut out the fly, I cut an area behind the fly that was bigger then nessasary. Rather then devising a method of erasing the original fly (like with a white box), I'll use the excess white screen behind the fly to "cover my tracks". This time, let's only move the fly 50 pixels to the right. As the new fly is being pasted down, the blank screen behind it covers up the original fly automatically! Replace the last line of FLY.IGS with this line..... G#G>2,3,50,70: Now write the same statement 7 more times, increasing the X position value by 50 each time....or just cut out the following and save it. G#I>0:s>0:H>1:C>2,1:O>156,100,13:J>172,90,25,10,215,265: G#J>172,110,25,10,95,145:J>128,100,25,6,40,320:A>2,6,0:F>126,100:A>2,4,0: G#F>152,100:L>141,95,95,86:L>141,105,95,114:L>139,100,93,100: G#T>2,1,4:J>107,107,40,8,90,256:J>107,93,40,8,104,270:T>2,1,4: G#L>140,95,146,90:D>154,88:L>128,94,132,89:D>130,86:L>170,100,175,100: G#L>140,105,146,110:D>154,112:L>128,106,132,111:D>130,114: G#L>118,94,108,91:D>109,89:L>118,106,108,109:D>109,111: G#G>1,3,0,70,180,120: G#t>2: G#b>7: G#G>2,3,50,70: G#G>2,3,100,70: G#G>2,3,150,70: G#G>2,3,200,70: G#G>2,3,250,70: G#G>2,3,300,70: G#G>2,3,350,70: G#G>2,3,400,70: Notice I put in a 2 second delay, and a sound, to increase the 'feeling' for the action. Now, using what you know about chaining, compact those final lines for efficiency. TAA-DAA!!! Modify the code to move the fly in different directions.. (you may have to adjust the size of the type 1 blit to get enough blank screen to "cover your tracks")..change the colors..draw it 'invisibly'.. add some sounds....add a windshield at the end..hehehehehe. Whatever you do....HAVE FUN! ************************************************************************ Final Words: The information in the preceeding file was based on a 'USERS' experiance. I may have my facts a little screwball, but the end results are valid just the same. So cut me some 'slack' if I messed up here or there, ok? There are many commands that I have intentionally left out. Read the doc's for IGS written by Larry Mears for the whole 'scoop'. Send him $15.... Do it..... Now.....Right now...I MEAN IT!!! More Final Words: As an exercise in programming, why not create a 'calling card' written in IGS? Whenever you go to a new BBS, you could leave your 'card' to let the locals know who's dropped by. Sysops could collect them just like the HAM radio guys collect post cards from their contacts. Boards could have an area with the 'cards' on display. It sounds like fun to me... Let's make the 'cards' a standard size for ease of viewing, ok? Draw a box with this command.... G#B>50,30,590,150,1: ....and fill it with your name, city and state, and how to contact you....and anything else you wish to say. Try to keep the entire file under 3000 bytes, and not take longer then one minute to execute. So, here's my card...but I want to see YOURS!! G#I>0:s>0:C>2,0:B>0,190,639,199,0:S>1,7,7,7:S>2,7,7,7:S>3,7,7,7:b>16: G#A>2,8,1:C>2,1:B>44,28,597,152,1:C>2,3:B>50,30,591,150,1:H>1:C>2,1: G#B>72,37,582,146,1:G>1,3,270,39,383,44:B>82,41,572,142,1:G>2,3,270,39: G#C>1,1:J>327,38,50,15,180,0:J>327,38,60,19,195,345:b>16: G#L>262,44,96,44:D>90,45:D>90,47:D>148,61:D>160,62:D>268,49:D>262,44: G#L>390,44,556,44:D>562,45:D>562,47:D>504,61:D>492,62:D>384,49:D>390,44: G#W>128,133,LET'S 'DO' LUNCH!@C>3,2:W>126,132,LET'S 'DO' LUNCH!@C>3,1: G#O>246,46,20:O>230,55,17:O>478,57,17:O>138,76,30:O>143,108,14: G#O>520,99,25:O>545,110,20:T>2,1,1:C>1,1:J>220,142,30,15,325,216:C>2,2: G#B>66,35,576,144,1:G>1,3,264,37,377,42:B>76,39,566,140,1:G>2,3,264,37: G#C>1,2:J>321,36,50,15,180,0:J>321,36,60,19,195,345: G#L>256,42,90,42:D>84,43:D>84,45:D>142,59:D>154,60:D>262,47:D>256,42: G#L>384,42,550,42:D>556,43:D>556,45:D>498,59:D>486,60:D>378,47:D>384,42: G#T>1,1,1:C>0,1:P>245,144:P>244,144:P>245,140:P>244,140:P>186,140: G#P>187,140:C>2,0:O>240,40,20:O>224,49,17:O>466,50,17:O>128,69,30: G#O>138,105,14:O>513,92,25:O>533,102,20:O>206,134,31:C>1,0:T>2,1,4: G#J>240,40,14,7,95,160:J>224,49,11,6,95,160:J>466,50,11,6,95,160: G#J>128,69,24,12,95,160:J>138,105,9,4,95,160:J>513,92,18,8,95,160: G#J>533,102,14,7,95,165:J>206,134,22,11,95,160:C>3,1:E>5,20,O: G#P>486,60:P>485,60:W>238,92,Mr. Rodgers@C>3,2:W>234,89,Mr. Rodgers@ G#C>3,1:E>5,9,0:W>237,107,Laguna Beach California@C>3,2: G#W>235,105,Laguna Beach California@C>3,1:E>1,8,0: G#W>400,128,Contact: London Smog BBS@W>470,137,714-546-2152@C>3,2: G#W>398,127,Contact: London Smog BBS@W>469,136,714-546-2152@b>4: G#S>3,5,0,0:S>2,7,7,0:S>1,0,0,0:t>3:G>1,3,452,60,552,111:C>0,0:T>1,3,2: G#P>496,86:T>1,3,4:G>2,3,452,60:P>496,86:T>1,3,6:G>2,3,452,60:P>496,86: G#T>1,3,8:G>2,3,452,60:P>496,86:b>8:G>2,3,452,60:G>1,3,156,90,232,148: G#T>1,3,2:t>3:P>190,123:T>1,3,4:G>2,3,156,90:P>190,123:T>1,3,6: G#G>2,3,156,90:P>190,123:T>1,3,8:G>2,3,156,90:P>190,123:b>8:G>2,3,156,90: G#t>1:G>1,3,437,25,483,54:T>1,3,1:P>457,46:T>1,3,2:G>2,3,437,25:P>457,46: G#T>1,3,3:G>2,3,437,25:P>457,46:T>1,3,4:G>2,3,437,25:P>457,46:T>1,3,5: G#b>8:G>2,3,437,25:G>1,3,174,80,220,112:C>2,3:H>0:t>2:T>1,3,4: G#G>2,3,117,91:P>138,105:O>138,105,18:b>17:G>2,3,117,91:t>1: G#b>18:t>5:b>17:s>0:I>0: Bye now.... S. Turnbull aka 'Mr. Rodgers'