Category : Display Utilities
Archive   : VGA2EGA.ZIP
Filename : VGA2EGA.DOC

 
Output of file : VGA2EGA.DOC contained in archive : VGA2EGA.ZIP
VGA2EGA Copr. (c) 1988 Lawrence Gozum & Marvin Gozum
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ

User Manual

DISCLAIMER

This product is distributed AS IS. The authors specifically disclaim
all warranties ,expressed or implied, including ,but not limited to,
implied warranties of merchantability and fitness for a particular
purpose with respect to defects in the diskette and documentation, and
program license granted herein, in particular, and without limiting
operation of the program license with respect to any particular
application use or purpose. In no event shall the authors be liable
for any loss of profit or any other commercial damage including but
not limited to special,incidental, consequential or other damages.


LICENSING AGREEMENT

You may use this program on a TRIAL BASIS only; this means that you
may freely evaluate this program for a period not to exceed TEN (10)
DAYS. Should you find this program useful, you must register it (see
last section of this manual).

You may freely distribute copies of this program in its UNMODIFIED
state provided you do not include it in other software packages, with
the exception of distributing it as part of a bundle of Public Domain
or Shareware programs on a single diskette. In addition you may not
charge more that $3.50 for copying and/or distributing this program in
the absence of any recognized Users Group guidelines.


WHAT IS VGA2EGA ?

VGA2EGA is a conversion program designed for EGA and SuperEGA users so
that they can view and appreciate VGA/MCGA 320x200x256 color pictures
as close as possible to the original 256 color picture.

VGA/MCGA users can use this program to convert 320x200x256 pics so
that it can be viewed on EGA-bound systems (e.g., for presenting your
256 color pics on EGA systems at your client's office).

VGA2EGA simulates 35 grey levels or 35 increments for Red, Green and
Blue values resulting in 42,875 color possibilities. EGA and typical
SuperEGA is limited to a 16 color palette at any given time from 64
color choices; now you can have 3800+ colors in any given picture from
the 42,875 possibilities. This is accomplished by "fooling" your eyes
through the errors resulting from the brightness characteristics of
your monitor and video card. To date, I know of no other commercial,
Shareware or Public Domain program that has this capability.

There are 2 included utilities: GIF2BLD and VGACAP. VGA users can
capture ANY VIEWABLE 320x200x256 picture with VGACAP. EGA users must
use GIF2BLD and convert 320x200x256 GIF pictures to the .BLD (bload)
and .PLT (palette) format before converting to EGA or SuperEGA.










Conversion outputs can be saved as 640x350x16 or 640x480x16 GIF files,
the former being regular EGA with 128K of memory while the latter
being VGA or SuperEGA modes. Upgrades will support peculiar screen
sizes (e.g., 800x560x16 and 800x600x16) and other formats such as
PCPainbrush's .PCX file or Deluxe Paint's .LBM file.


REQUIREMENTS

You MUST have an EGA adaptor and EGA monitor. The EGA adaptor MUST
have 128K memory on it; this is required for VGA2EGA. VGACAP needs a
VGA or MCGA adaptor (at least BIOS compatible) and an analog monitor.

Although VGA2EGA uses less than 512KB of free memory, I am stating
that as its minimum memory requirement. Hard Disk users must have
435,200 bytes in free disk space. Dual Floppy users must have a BLANK
DATA DISK (floppy) disk with 307,200 bytes free; this means that you
must format it as a non-bootable disk (i.e., without the system and
COMMAND.com file on it).

GIF2BLD needs 128KB free diskspace. VGACAP uses about 2k of your
resident memory - quite insignificant.

Note: VGA users using VGACAP, when in DOS or using a picture viewer
(e.g., VGAGIF, PICEM, VGIF, etc ...) or application which requires a
keypress to continue, it is necessary to hit any key or a specified
key (e.g., spacebar or return) after hitting the 'HOTKEY'
before VGACAP saves the screen and palette.


HOW TO USE GIF2BLD (EGA and VGA users)

Run GIF2BLD and input the GIF file to be converted. It will accept
pathnames (e.g., "C:\GIF\VGA\TEST.GIF" or "TEST.GIF" or "A:TEST.GIF")
or the simple filename if it is in your default drive/directory.
Then, specify the OUTPUT filename (without the extension); this is the
converted output (e.g. "TEST" or "C:\GIF\EGA\TEST" or "B:TEST"). The
program will automatically place the .BLD and .PLT extensions for
you. After conversion, you can choose another file for conversion or
return to DOS.

The picture will be saved in two files: .BLD and .PLT file. For
example, if you specify MYPIC as your converted filename, the program
will save your converted picture as MYPIC.BLD and MYPIC.PLT.

If an input file cannot be found then an 'error beep' will result and
your input will be rejected. If an output file exists (i.e., there is
an existing .BLD or .PLT file with that name) then your input will be
rejected. GIF2BLD will handle interlaced and sequential 320x200x256
GIF pics. Unusual pictures such as those with multiple images, local
colormaps, sizes other than 320x200, or colors less or greater than
256 will be rejected; these will be handled in upgrades.














HOW TO USE VGACAP (VGA users ONLY)

Simply run VGACAP before entering your painting/CAD program, digitized
picture or GIF viewer. After loading, press , while viewing
your picture in any drawing/paint/CAD or viewing program. Your current
screen and palette will be saved in your default drive and directory
in the standard Bsave format for all BASIC programs.

The first time you run the VGACAP it will save your screen and palette
to SCREEN00.BLD and SCREEN00.PLT. If an existing SCREENnn.BLD or
SCREENnn.PLT file exists, then it will increment to the next higher
number up to 99. This can be confusing if you keep unmatched screens
and palettes. You can use your favorite memory managers to remove
this program or reboot to release it from memory.


HOW TO USE VGA2EGA

STEP 1: Specify [H]ard Disk or [D]ual Floppy configuration. If the
minimum Free Disk space requirements are not met, or overlay
files are missing, or disk errors occur, then the program
will end with the appropriate error message.

STEP 2: Specify Input and Output filenames.

a. Specify the PATHNAME of the .BLD file to be converted.
b. Specify the PATHNAME of the .PLT file to be converted.

Examples: "C:\VGA\BLD\TESTPIC.BLD"
"C:\VGA\BLD\TESTPIC.PLT"
or "A:\TESTPIC.BLD"
"A:\TESTPIC.PLT"

Note: Dual Floppy Users, due to the free disk space
requirements for conversion, you MUST place the
.BLD and .PLT files to be converted on the
PROGRAM DISK in Drive A.

If either the .BLD file or the .PLT file does not exist then
your inputs will be rejected; you will have to key-in the
PATHNAMES from the start. Be sure that you know what these
files are and where they are before starting the program;
later versions will simplify these steps.

c. Specify the FILENAME of the .GIF file output. Do not
include the PATH. Hard Disk users will have the converted
output placed in the default drive/directory. Dual Floppy
users will have their converted .GIF file in the DATA DISK
in Drive B. Dual Floppy users MUST NOT REMOVE the TWO disks
(PROGRAM DISK in Drive A and DATA DISK in Drive B) until
conversion is finished.

Example: "TESTPIC.GIF"

If there is an existing .GIF file with the specified name
then all your inputs will be rejected. If all your inputs
have been validated, you will be given a chance to accept
your specifications or redo everything from start.








STEP 3: Decide on gray scale conversion. (OPTIONAL)

Monochrome or 64 grey monitor users should select this
option. The program will use only the 4 grey EGA colors in
a "35" grey shade dithering scheme. Conversion with this
option is VERY fast. Once you select this option, it is
irrevocable and color conversion can only be selected after
restarting the program.

STEP 4: Calibrate RGB Values. (OPTIONAL)

THIS OPTION IS RESERVED FOR EXPERIENCED USERS ONLY. IT IS
ADVISED THAT YOU SKIP THIS OPTION UNTIL YOU ACQUIRE A GOOD
'FEEL' OF THE PROGRAM. THIS OPTION GENERATES A MENU AND SET
OF COMMANDS. IT IS DISCUSSED IN A SUCCEEDING SECTION.

STEP 5: Modify the 16 Color Palette

After a few seconds, a color line will appear with asterisks
("*****") representing each of the assigned 16 colors. If
you selected the grey scale conversion option, hit
since modification of the palette will only corrupt your
picture conversion. You can adjust each of the 16 colors by
using the following keyboard commands:

a. [SpaceBar] - will cycle through each of the 16 colors and
highlight the current selected color with a "ÛÛÛÛÛÛ"
highlight block.

b. [R], [G] or [B] - will select the color component of your
current color to be modified; an arrow will appear beside
the RGB (Red Green Blue) value of your current color.

c. [+] will increase the value of your selected color component
(R, G or B) in increments of 21 (range of 0 to 63). As you
modify any component you will see the change in the color of
the highlihgt block.

d. [-] will decrease the value of your selected color component
in increments of 21 as the abovementioned command does, but
in reverse.

e. [U]ndo will restore the RGB values of the current selected
color as long as you do not move on to another color to be
modified.

f. [Esc] will exit palette modification and set your 16 color
palette.

The default 16 color configuration will handle most picture
conversion; it contains all the possible colors any picture
conversion will require. However, by changing you 16 color
selection from the 64 possible EGA color universe, you will
have a more accurate conversion of the 256 color picture.

The best thing to do now is to hit since you can loop
back to this step to continue fine-tuning color selection
for the MOST accurate conversion possible.








STEP 6: Specify Hue Selection Factor.

The program will find the closest matching 2x2 dither
pattern for each of the 256 colors. To do this, it looks
for the closest colors with the closest Hue, Saturation and
Value indices - HSV indices.

Hues can be thought of as the "TINT" control on your TV
set. Hues range from Red-Yellow-Green-Blue-Violet - the
colors of the rainbow. The higher the Hue Selection Factor,
the more accurate will be the hue selection. The Hue
Selection Factor can range from 0 to 100. If you select 100
then the closest hue will be selected regardless of its
saturation and value indices.

Note: If you opt for Grey Scale Conversion, then the Hue
Selection Value should be zero; Hue Selection is moot since
all shades of grey belong to the same hue.

Saturation is "how much white there is in a particular
color". The color "Pink" can be though of as having more
saturation that "Red". Think of saturation as the
brightness control on your TV. Value can be thought of as
the "COLOR" or "PICTURE" control of your TV; it is "how much
black there is in a particular color.

If the Hue Selection Factor is 50 then Saturation and Value
will share the difference; that is, Saturation will have a
selection factor of 25 and Value 25. If the Hue Selection
Factor is 20 then Saturation will have a selection factor of
40 and Value 40 too.

You have to compromise how you want to distribute the HSV
indices' selection factors. The more you give to Hue the
less will be given to Saturation and Value. Since you only
have 3800+ colors in you palette, many will not closely
match the 256 colors in the picture since these 256 colors
were generated from 261,144 possibilities (thats why they
look photographic). If you give too much to Hue, many of
the colors selected may be too bright or too dark. If you
give too much to Saturation and Value, Hues will be
compromised to the next nearest Hue; for example, if the
program had to look for a very light shade of yellow-green
but could only find a very light shade of blue-green then
that will be selected since more importance was given to the
Saturation and Value of the color. As a default, a Hue
value of between 30 and 40 will serve you well.

STEP 7: Observe results.

After specifying a Hue Selection Factor, the program will
generate over 3800 2x2 dither patterns from your 16 color
palette then proceed to find the closest matches for each of
the 256 colors.












As each match is found a symbol will be displayed in a 64x4
grid of symbols; each symbols represents one of the 256
colors in your picture. These symbols indicate how close a
match was in substituting it for a 2x2 color dither. The
"checkmark" symbol indicates that the match is excellent.
"Asterisks" indicate a good matches. A "wavy equal sign" or
"equivalent" sign means the match is satisfactory. A
"question mark" indicates a poor match.

Above all these symbols that appear in a 64x4 grid are
"palette statistics" which will give you an idea on how
accurate were the color selections given the limitation of
your selected 16 color palette. The "palette statistics"
line looks like this:

Color: 3111 Err: 12 Poor Matches:10 Average Err: 21.89

"Color" is the 2x2 dither combination selected from over
3800 2x2 dither patterns generated from your 16 color
palette. If you see that the number is always the same then
your Hue Selection Factor may be too high.

"Err" is the degree of error from the ideal color. The
lower this number, the closer the 2x2 dither is to the
actual color in the 256 picture.

"Poor Matches" indicate just that - how many "?'s" you
have. The less you have of these, the more likely your
image will resemble the actual 256 color picture.

"Average Err" is the average error of all the matches found
for the 256 color palette. The lower this number, the
better the overall picture conversion.

Going through the entire 256 color palette can take some
time since the program must search through all the 3800+ 2x2
dither pattern combination for the closest match for each of
the 256 colors. After, say 64 colors were selected, write
down the Average Err and Poor Matches on a piece of paper.
Pressing aborts the search and returns you to STEP 5:
"Modify the 16 Color Palette."

LOOPING THROUGH STEPS 5, 6 AND 7 IS HOW YOU EXPERIMENT AND
GENERATE THE CLOSEST PALETTE MATCHES.

STEP 8: View and Save output.

If you allow the program to finish finding a match for all
fo the 256 colors (i.e., you do not interrupt it by presing
) then a prompt will appear above the palette
statistics "View and save output ? [Y/n]". Hitting [n]o
will return you to STEP 5: "Modify the 16 Color Palette" and
you will be back in the STEP 5, 6 7 loop to further refine
you color choices and color matching.












A [Y]es response will process the 2x2 dithers; then the
screen will clear and you will be asked for the video mode
you want to view and save your output. The choices are:

[E]GA Standard 640x350 16 colors
[V]GA Standard 640x480 16 colors
[N]on-Standard 640x480 16 colors

[E]GA Standard is the regular EGA video mode as defined and
supported by IBM's hardware specifications.

[V]GA Standard will call the regular VGA (Int 12H) mode;
although this mode can generate 262,144 colors for the 16
color palette, only the 64 colors that match EGA's 64 color
possibilities are used so that EGA users can replicate the
color map and view your output in SuperEGA 640x480 or higher
screen sizes. THIS MODE SHOULD ONLY BE SELECTED IF YOUR
VIDEO CARD SUPPORTS THIS MODE (e.g., ATI EGA Wonder 800) or
you are a PS/2 (model 50 and up) or VGA USER (MCGA cards do
not support this mode - PS/2 Model 25 and Model 30).

[N]on-Standard is essentially similar to [V]GA Standard mode
in screen size and 16 color palette selection from 64
colors. The difference is this option allows you to enter
the HEX code which will call your SuperEGA video mode
(supported in SuperEGA cards such as Orchid, BOCA, GENOA,
and various Tseng Labs chip based EGA cards). You MUST look
in your manual and determine which mode MEETS OR EXCEEDS
640x480 by 16 colors. 640x480 is the minimum screen size.
If you system supports greater screen dimension such as
800x560x16 (e.g., ATI EGA Wonder) or 800x600x16 (e.g.,

Orchid Designer) then these will be acceptable; however,
only the 640x480 screen area will be used and saved - you
will, however, be viewing the results in your SuperEGA video
mode. Note that the aspect ratio for 800x600 is the same as
640x480; other aspect ratios will appear distorted but will
look fine when viewed in a 640x480x16 video mode.

After selecting your video mode, your converted picture will
be displayed. If you press , then the display routine
will be aborted and you will be returned to STEP 5: Modify
the 16 Color Palette.

Note: While trying to optimize the color selections, it is
best to explore in [E]GA Standard since aping from the
display routine will not clear your screen. [V]GA and
[N]on-Standard will clear the screen before returning to
STEP 5: Modify the 16 Color Palette. This way, when you
modify the 16 color palette, you will actually see the color
changes in your converted picture. When you are happy with
the conversion results, you can select your SuperEGA mode
and save the final results in that format.














Whenever, 256 colors have been matched and the dithers have
been processed (i.e., you reached STEP 8: View and save your
output). A flag will be set and a new prompt will be
introduced after looping back and aping from Step 5:
Modify the 16 Color Palette. This prompt allows three
options:

[V]iew Changes [R]edo Colors [Q]uit

[V]iew Changes will bring you back to the start of STEP 8:
View and save your output so that you can see the whole
picture with your palette modifications.

[R]edo Colors will bring you back to STEP 6: Specify Huse
Selection Factor so that you will be back in the STEP 5, 6
and 7 loop to further refine the color selection.

[Q]uit ends the program and brings you back to DOS.

IF YOU ALLOW THE DISPLAY ROUTINE TO FINISH DISPLAYING YOUR
ENTIRE PICTURE, THEN A CONTINUOUS SET OF BEEPS WILL RESULT
WHICH WILL INDICATE THAT THE DISPLAY HAS BEEN COMPLETED AND
FILE CONVERSION CAN PROCEED. HITTING WILL BRING YOU
BACK TO STEP 5 FOR FURTHER REFINEMENT OF COLOR SELECTION.
ANY OTHER KEY WILL SAVE THE CONVERTED PIC IN A GIF FILE WITH
THE APPROPRIATE SCREEN DIMENSIONS SPECIFIED WITH YOUR VIDEO
MODE SELECTION.

After saving the GIF file, you will be returned to the STEP
5 loop and you may choose to continue modifying the 16 color
palette or [Q]uit when you from STEP 5.

ANY SUBSEQUENT MODIFICATIONS IN THE PICTURE AND SAVING TO A
GIF FILE WILL OVERWRITE THE PREVIOUSLY SAVED FILE.
































PROGRAM FLOW SUMMARY

Note: The additional branching options introduced between STEP 5
and STEP 6 will only appear after one complete cycle through
STEP 5,6, and 7. After aping from STEP 8 a flag will be
set that will continuously insert the "[V]iew Changes
[R]edo Colors and [Q]uit option." If the is pressed
while STEP 7: Color Matching - Observe Results is ongoing
then the flag will be disabled until a complete a completed
STEP 7 has been processed.

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CALIBRATING RGB VALUES (Advanced Feature)

VGA2EGA has TWO RGB configuration files included with this package:
EGASPECS.RGB and VGASPECS.RGB; the former file was calibrated with a
PGS Ultrasync in TTL (Transistor-Transistor Logic) mode which is
identical to most RGB monitors. VGASPECS was calibrated with the same
monitor in Analog mode. The results of these two calibrations are
quite different.

Surprisingly, each dither pattern combination, using only the 4 shades
of grey or four shades of pure red or green or blue colors, result in
35 different perceived intensities. This is both a psychological and
electronic phenomenon. As a result, each monitor may display the
converted pictures differently. Using the VGASPECS.RGB file will make
pictures displayed in EGA mode on an analog monitor look their best.
Using the EGASPECS.RGB file will make pictures displayed in EGA mode
on a RGB monitor look their best. As a default, I have chosen
VGASPECS.RGB; it is the same file copied to USRMON.RGB, which is the
default file loaded into this program. Pictures converted with
VGASPECS.RGB should, generally, look good with most RGB and analog
monitors.

To change the .RGB file to EGASPECS.RGB, simply delete the USRMON.RGB
file and rename EGASPECS.RGB to USRMON.RGB from DOS as follows:

del usrmon.rgb
rename egaspecs.rgb usrmon.rgb

You can modify each of the 35 'values' assigned to each of the dither
combinations if you press [Y]es when prompted for calibrating the RGB
values.

You will see 34 grey dither patterns (the 35th is the black
background) arranged in two columns of 14 each. Beside each dither
pattern is a set of number with this format:

DN | AV = RV

DN is the dither number assigned from 1 to 34; AV is the assigned
value representing the intensity (or brightness) of this dither
pattern as I have calibrated it; RV is the reference value - it is the
'true' intensity value that this dither SHOULD have based on the
individual RGB values of the colors composing that dither.

You will notice that there are many discrepancies between the
reference value (RV) and the assigned value (AV); this is how the
VGA2EGA generates so many colors from only 64 available to EGA. All
the dithers are arranged in an increasing order of intensity from 1 to
34 - the DNs. Depending on the present brightness and constrast
settings your monitor, the 34 DNs will appear to be in a jumbled order
instead of the ascending order of intensity. Thus, the first thing to
do is to adjust the brightness and contrast of your monitor until
MOST, if not all of the 34 DNs are ordered from darkest to lightest.
In many cases, some of these dithers will not be ordered correctly;
this is due to the peculiar characteristics of your monitor and video
card. By adjusting the brightness and contrast settings you will be
calibrating your monitor or other monitors which you will show your
converted picture on.








If you feel that you have reached the optimum compromise of brightness
and constrast such that many if not all the dither values follow an
ascending order of intensity then you can proceed to modify the order
and individual values.

The following commands will modify your USRMON.RGB file to your
heart's content. BE SURE TO MAKE A BACK-UP COPY OF EGASPECS.RGB AND
VGASPECS.RGB BEFORE YOU VENTURE ON EXPERIMENTING AND MODIFYING
USRMON.RGB SINCE YOU MAY FIND YOURSELF LOST WITHOUT ANY REFERENCES TO
ANY FORM OF STANDARD.

[S]wap will swap the one dithers patterns with another without
swapping the assigned value (av) and the reference value (rv). For
example, if you think dither number (DN) 24 is brighter than dither
number (DN) 25 then you would press [S] then input the DNs, separated
by a comma, to be swapped when prompted.

Example:
Swap Dither N1, Dither N2: 17,18
----- prompt ------------ your input


[M]odify Value will change the assigned value (av) of any dither. If
you think it is actually brighter or darker than what the AV indicates
in relation to all other AVs, then press [M] and input the new AV.
For example, with the VGASPECS.RGB file loaded (on default), DN 24
will have an AV of 48 while its RV = 42; if you wanted to change the
AV to 47 you would input the DN then the new AV when prompted.

Example:
Dither Number, New Value : 24,47
----- prompt ------------ your input


[R]ead USRMON will load your last saved USRMON.RGB file. This is a
good way to reset all the values if you feel that you have messed-up
the values and settings or are feeling lost.

[W]rite USRMON will PERMANENTLY alter USRMON.RGB with your new DN
order and AVs. PLEASE MAKE SURE YOU KEEP BACK-UP COPIES OF THE
ORIGINAL .RGB FILES OR .RGB FILES FOR CUSTOMIZED MONITORS YOU MADE
PRESENTATIONS ON.

[C]lear will redraw all the dithers. This may be necessary if you
make erroneous inputs resulting in "Redo from start" errors - which
will make your workspace quite unsightly.

[Q]uit will bring you back to the MAIN program and continue with the
conversion of the picture.

REMEMBER: WHAT MAY LOOK GOOD ON YOUR SYSTEM MAY NOT LOOK GOOD IN
OTHERS IF YOU MODIFIED THE USRMON.RGB FILE TO CLOSELY FIT YOUR
SYSTEM. USE VGASPECS.RGB FOR THE WIDEST RANGE OF COMPATIBILITY.













REGISTRATION

To register your copy, send in the registration form and check for
$19.95 payable to

Dr. Marvin Gozum
2 Independence Place Apt. 303-2
6th & Locust Street
Philadelphia, PA 19106


BONUS: Registered users of VGACAD v1.40 are considered registered
for VGA2EGA. Simply copy your REGISTER.OVL file into the
default drive or directory of VGA2EGA and it will operate as
a registered version without the Shareware notices or
reminders. IF YOU HAVE NOT REGISTERED VGACAD v1.40, DO SO
NOW; THIS OFFER IS VALID ONLY WITH VGACAD v1.40; thereafter,
you may have to register this utility separately.

For $19.95 you will be entitled to the next update of VGA2EGA as well
one copy or upgrade of any EGA or SuperEGA utility or application that
we may release.

VGA2EGA will continue to improve in speed, user interface, and in its
color selection/matching algorithms. VGA2EGA will also support other
formats to save your output - such as .PCX for PCPaintbrush, PIC for
PCPaint+ and Windows, .LBM for DeluxePaint II and many others. For
input, future versions will support conversions of larger images such
as 320x400x256 or 640x480x256 or 800x600x256 GIF pics.

Very soon, an upgraded version of VGAPRN will be released that
supports EGA and VGA users. VGAPRN prints 320x200x256 pics in 7 user-
assignable grey dithers on your Epson or IBM-compatible printer with
the correct aspect ratios. EGA users will be able to print any
320x200x256 GIF pic with the same features. If our test results look
good, users with printers that support 240 dpi will be able to print
up to 13 user-assignable grey dithers.

Another product to be developed is VGAPUB; it will support EGA and VGA
users and will convert 320x200x256 pics into variably sized black and
white dithers for desktop publishing in .PCX, .GIF and other formats.

If you continue to support maverick authors like us, we will continue
to develop these products like nothing ever seen in commercially -
otherwise it will, as many (sigh!) good Shareware packages have to go
commercial or simply die from lack of support. Support us and we'll
keep developing.


ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Graphics Interchange Format and GIF are trademarks (tm)
of CompuServe Inc. an H&R Block Company.
















  3 Responses to “Category : Display Utilities
Archive   : VGA2EGA.ZIP
Filename : VGA2EGA.DOC

  1. Very nice! Thank you for this wonderful archive. I wonder why I found it only now. Long live the BBS file archives!

  2. This is so awesome! 😀 I’d be cool if you could download an entire archive of this at once, though.

  3. But one thing that puzzles me is the “mtswslnkmcjklsdlsbdmMICROSOFT” string. There is an article about it here. It is definitely worth a read: http://www.os2museum.com/wp/mtswslnk/