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- ;New Script Alt+N
- This option clears the currently loaded script
- from the screen and resets the script filename to
- WORKING.SPT. You will NOT be asked if you wish to
- save the file before clearing.
- <
-
- ;Load Script Alt+L
- This option loads an existing SuperShow script
- file into the editor. When choosing this option,
- a dialog box will appear containing all script
- files (.SPT files) in the current directory.
-
- You may also choose another drive or directory.
-
- Choose the script file to load by pressing the Tab
- and arrow keys and then press Enter. The file
- will then be loaded into the Editor.
- <
-
- ;Save Script Alt+F
- This option allows you to save the current script
- file. A window appears with the default script
- file name/path. If that's acceptable press enter.
- You may also change the name of the script file.
- <
-
- ;Merge Script Alt+M
- Frequently, the best way to build presentations is
- with separate scripts for each part of your show.
- The merge feature lets you combine multiple
- scripts into one script file.
-
- Choosing this option will open a dialog box with
- names of the script files in the current
- directory. Choose a file to merge and press
- enter. The file will be appended to the end of
- the current script.
- <
-
- ;Print Script
- When choosing this option, all lines of the
- currently loaded script will be sent to your line
- printer. ShowPrep uses LPT port #1 as the printer
- port. Other printer ports are not supported.
- <
-
- ;Search Script Alt-F2
- This option pop-ups a window requesting the search
- word/phrase. Type the information and press
- enter. The search will find the next occurance of
- the entered word or phrase. The search always
- occurs forward from the current cursor position.
- <
-
- ;Search/Replace Alt-F3
- Similar to Search, this choice also has the
- ability to replace the word/phrase with another.
-
- In addition to the search window, you will find a
- replace window. Enter the information you wish to
- search; press the tab key; enter the replacement
- information and press enter.
- <
-
- ;Save/Run Script F10
- This is the presentation preview option. Choosing
- this item will save your script and then run it.
- You may also press the F10 function key directly
- from the editor.
- <
-
- ;DOS Shell
- Choosing this option will shell out of ShowPrep
- putting you at a DOS prompt in current directory.
- You may perform normal DOS tasks like Copy, Erase,
- Dir, etc. DO NOT load any TSR's (memory resident)
- programs while in the shell. To return, type EXIT
- at the prompt and press Enter.
- <
-
- ;Quit Alt+F1
- Choosing this option exits ShowPrep and returns
- you to the DOS prompt or calling program.
- <
-
- ;Super ToolBox Alt+T
- This option will switch you to Super ToolBox.
- ToolBox features several imaging tools such as
- sizing, cropping, palette/image conversion,
- printing and more. You may also copy, move,
- delete, print and view your pcx and gif images.
- <
-
- ;Preview Font File Alt+P
- This option provides you a list custom fonts
- available in the current directory. Highlight the
- desired font and press Enter. A sample of the
- font is displayed. Press Esc to choose another
- font or press Esc twice to return to the editor.
- <
-
- ;Preview Sound File
- This tool will preview the various types of sound
- files. A check box appears listing the types.
- Choose the type you wish to hear and press Enter.
- The types are:
-
- MUS: PC Speaker sound files (no sound card
- required.
-
- VOC: Digital Audio file (Sound card reqd).
-
- CMF: FM synthesizer music (Sound card reqd).
-
- MID: Midi music (Sound card required).
-
- XBVOC: Same as VOC above but limited in size to
- conventional memory available.
-
- To preview VOC, CMF and MID files, you must first
- load SBFMDRV (for CMF) or SBMIDI (for MID) then
- SBSIM. If you are going to use sound frequently,
- you probably should use a batch file as an
- external program hook in the F4 Tools menu. See
- the manual for details.
-
- You may press Esc at any time to choose another
- file or press Esc twice to return to ShowPrep.
- <
-
- ;Preview Flic File
- This tool will preview FLI and FLC animation
- files. These animation files are created using
- programs like AutoDesk Animator, or the shareware
- Video For DOS (VFD).
-
- This option provides you a list FLI and FLC files
- available in the current directory. Highlight the
- desired file and press Enter.
-
- The animation sequence will continue over & over
- until a key is pressed. Press Esc to choose
- another file or press Esc twice to return to the
- ShowPrep Editor.
- <
-
- ;MakeShow (Make Runtime)
- Makeshow is the tool that creates a run-time
- version of your presentation; a version you may
- distribute without payment of any royalties or
- fees. The proper syntax for using Makeshow is:
-
- MAKESHOW [script.spt/fileout.exe]
-
- You may run makeshow from ShowPrep through this
- tool menu or directly from the DOS command line.
- See the chapter titled RUN-TIME MODULES in your
- manual for further details.
- <
-
- ;Box Draw
- This tool assists in drawing and positioning
- pop-up boxes on screen. A dialog box appears
- listing the pcx files in the current directory.
- Highlight the image upon which you wish to use the
- boxdraw tool and then press the Enter.
-
- The image appears with an expandable box. Use the
- cursor keys to move the sides of the box. Press
- the S key to switch between left/upper and
- right/lower sides of the box. Use the space bar
- to increase/decrease pixel movement. When the box
- appears as you wish, press Enter and the box
- command will be written to your script at the
- current cursor location in ShowPrep.
- <
-
- ;Circle Draw
- This tool assists in drawing and positioning
- circles on screen. A dialog box will appears
- listing the pcx files in the current directory.
- Highlight the image upon which you wish to use the
- circle tool and press Enter.
-
- The up, down, left & right cursor keys moves the
- entire circle on your screen. To change the size
- & shape, use the Pg, Home & End keys. PgUp
- increases the height, PgDn decreases the height.
- Home increases the width and the End key decreases
- the width.
- <
-
- ;Pixel Locate
- This tool locates pixel coordinates on a pcx
- image. You'll need this info to position text or
- images. A dialog box appears listing the pcx
- images in the current directory. Highlight the
- image you wish and press the Enter key.
-
- The image appears with the mouse cursor located
- near the center of the screen. The pixel
- coordinates appear in the upper left hand corner.
- As you move the mouse, the coordinates change in
- relation to the location of the mouse cursor. Move
- the cursor to the point where you wish to locate
- your text or drawing and note the pixel location.
- Press Esc to return to ShowPrep.
- <
-
- ; 16 Color Palette
- There are an infinite number of palettes when
- using pcx images. This tool determines the
- numbers assigned to each color in a 16 color
- image.
-
- A dialog box appears listing the pcx images in the
- current directory. Highlight the image in question
- and press Enter. A palette map image appears on
- your screen showing the correct color numbers for
- the chosen image's palette.
-
- The file PAL16.PCX must be located in the current
- directory when using this tool.
- <
-
- ;256 Color Palette
- There are an infinite number of palettes when
- using pcx images. This tool determines the
- numbers assigned to each color in a 256 color
- image.
-
- A dialog box appears listing the pcx images in the
- current directory. Highlight the image in question
- and press Enter. A palette map image will appear
- on your screen showing you the correct color
- numbers for the chosen image's palette.
-
- The file PAL256.PCX must be located in the current
- directory when using this tool.
- <
-
- ;SHOW @ Alt+S
- This script command is used to display an image at
- a desired pixel location using a designated
- transition effect. The proper syntax is:
-
- Show @ x,y filename.ext #
-
- where x is the pixel column, y is the pixel row,
- filename is the DOS filename, .ext is .PCX, and #
- is a number between 0 and 39 which designates the
- desired transition effect.
-
- Using the pull-down menu will take you through
- each step and then automatically write the command
- to your script.
- <
-
- ;CLR Alt+C
- This script command is used to clear the screen at
- the desired pixel location using a designated
- color and transition effect. Proper syntax is:
-
- CLR color#,fx#,x1,y1,x2,y2
-
- where color# is a number between 0 and 255, fx# is
- a transition effect number between 0 and 30. x1
- and y1 are the beginning pixel column and row and
- x2 and y2 are the ending pixel column and row.
- <
-
- ;Animation Alt+A
- This option will display a list of all script
- commands that may be used when creating animation
- in your presentation.
-
- Further help is available from that list by
- highlighting the command and pressing F1.
- <
-
- ;Set Animate1
- This command designates a list of pcx images you
- wish to include in an animation sequence. The
- proper syntax for this process is:
-
- Set Animate1
- file1.pcx
- file2.pcx
- (..etc..)
- End Set
-
- The maximum number of images used in an animation
- sequence depends on the size of the images and
- memory available to your system. Consult the
- chapter titled Animation in your manual for full
- details on the animation process.
- <
-
- ;Set Animate2
- This command allows you to create a second list of
- images to include in an animation sequence. The
- proper syntax for this process is:
-
- Set Animate2
- file1.pcx
- file2.pcx
- (..etc..)
- End Set
-
- The maximum number of images used in an animation
- sequence depends on the size of the images and
- memory available to your system. Consult the
- chapter titled Animation in your manual for full
- details on the animation process.
- <
-
- ;End Set
- This is the final command used when creating a
- list of images to include in an animation
- sequence. See Set Animate1 help for the syntax.
- <
-
- ;Put @
- The Put command is used to transparently display
- an image at a designated pixel location. The
- proper syntax is:
-
- Put @ x,y filename.ext
-
- where x is the pixel column, y is the pixel row,
- filename is the dos filename and .ext is either
- .pcx or .gif.
-
- The transparent color is chosen with the KeyColor
- script command.
- <
-
- ;Animate1
- The Animate1 command is used to display the
- animation sequence created by Set Animate1. The
- proper syntax for this command is:
-
- Animate1 x1,y1,x2,y2,step#,restore#
-
- where x1 is the beginning pixel column, y1 is the
- beginning pixel row, x2 and y2 are the ending
- column & row, respectively. Step# designates how
- many steps the images move for each animation.
- Restore# is a number between 0 & 2 and determines
- whether the image will remain displayed on the
- screen at the end of the animation sequence.
-
- The speed of the animation may be controlled by
- using the FxDelay script command. Consult the
- chapter titled Animation in your manual for full
- details on the animation process.
- <
-
- ;Animate2
- The Animate2 command is used to display the
- animation sequence created by Set Animate2. The
- proper syntax for this command is:
-
- Animate2 x1,y1,x2,y2,step#,restore#
-
- where x1 is the beginning pixel column, y1 is the
- beginning pixel row, x2 and y2 are the ending
- column & row, respectively. Step# designates how
- many steps the images move for each animation.
- Restore# is a number between 0 & 2 and determines
- whether the image will remain displayed on the
- screen at the end of the animation sequence.
-
- The speed of the animation may be controlled by
- using the FxDelay script command. Consult the
- chapter titled Animation in your manual for full
- details on the animation process.
- <
-
- ;PFloat
- This command is used for displaying single image
- animation. The proper syntax is:
-
- PFloat x1,y1,x2,y2,step#,restore#,filename.pcx
-
- x1 is the beginning column, y1 is the beginning
- row, x2 and y2 are the ending column and row,
- respectively. Step# designates how many steps the
- image moves during each cycle. Restore# is a
- number between 0 and 2. Zero (0) means the image
- will disappear from the display at the end of the
- sequence. 1 means the image will leave a trail
- from beginning to end. 2 means the image will
- remain on the screen at the end of the sequence.
- Filename.pcx is the name of the image to float.
-
- The speed of PFloat effect may be controlled by
- using the FxDelay script command. Consult the
- chapter titled Animation in your manual for full
- details on the animation process.
- <
-
- ;TFloat
- This command is used for displaying a text message
- using an animation effect. The proper syntax is:
-
- TFloat x1,y1,x2,y2,step#,restore#,"message"
-
- x1 and y1 are the beginning row and column, x2 and
- y2 are the ending column and row, respectively.
- Step# designates how many steps the message moves
- during each cycle. Restore# is a number between 0
- and 2. Zero means the text will disappear from the
- display at the end of the sequence. 1 means the
- text will leave a trail from beginning to end. 2
- means the text will remain on the screen at the
- end of the sequence. "Message" are the words you
- wish to float.
-
- The speed of TFloat effect may be controlled by
- using the FxDelay script command. Consult the
- chapter titled Animation in your manual for full
- details on the animation process.
- <
-
- ;Kill Animate
- This command frees the memory used to store images
- you created used in Set Animate# command. Once
- the animation sequence is completed and won't be
- used again, you should free memory by using this
- command. It's important to use this command
- before re-using the Set Animate# command.
- <
-
- ;KeyColor
- This command designates which color will be
- transparent during an animation, float or put
- sequence. The syntax is:
-
- KeyColor [colornumber]
-
- where colornumber is an associated color number
- between 0 and 255. The default KeyColor is black
- which is color number 0 (zero).
- <
-
- ;Flic
- This command will play FLI and FLC animation
- files. These animation files are created using
- programs like AutoDesk Animator, or the shareware
- Video For DOS (VFD).
-
- The syntax for showing this file is:
-
- FLIC [Filename.Ext] {/Rx} {/G} {/V}
-
- where Filename.Ext is the name of the FLI or FLC
- file you wish to show. There are also 3 optional
- switches when using the FLIC command.
-
- The /R is to set the number of repitions of the
- animation sequence. If left off, the sequence
- will occur until a key is pressed or 1000 times.
-
- The /G switch when present will leave the video
- mode set to the FLI or FLC file and display the
- first image of that file.
-
- The /V switch will force the FLI or FLC file to
- play in SVGA mode 640x480x256. If the /V switch
- is left off, then the mode is determined by the
- FLI/FLC file.
- <
-
- ;Do Loop
- A Do Loop allows you to repeat a designated series
- of script commands. Here is an example of a Do
- Loop script sequence:
-
- Do Loop
- Color 0,0
- Print @ 100,100 "This is a test"
- Wait .5
- Color 15,0
- Print @ 100,100 "This is a test"
- Wait .5
- Loop 10
-
- This would flash the message "This is a test"
- every second for ten times. The maximum loop
- number is 20. Do not nest a second Do Loop inside
- an existing Do Loop.
- <
-
- ;Loop
- This is the end statement of a Do Loop sequence.
- The proper syntax is:
-
- Loop [number#]
-
- where number# is a number between 2 and 20. See
- the help on Do Loop for a sample sequence.
- <
-
- ;Set File Type Alt+F9
- This option sets ShowPrep to work with pcx or gif
- files. While you may mix pcx and gif images in a
- presentation, many of the tools need to know the
- active image type. The default is pcx.
- <
-
- ;PixNum
- This command sets the number of horizontal and
- vertical pixels displayed during a transition
- effect. Changing these numbers creates dozens of
- different effects for each transition. It also
- affects the speed with which an image appears. The
- proper syntax is:
-
- PIXNUM [horiz#,vert#]
-
- where horiz# is the horizontal pixel number and
- vert# is the vertical pixel number. The default
- is 8,8.
- <
-
- ;FXDelay
- FxDelay controls the speed of transition and
- animation effects. The higher the number, the
- slower the effect. The syntax is:
-
- FxDelay [number#]
-
- where number# is a number from 0 to 5000. In
- reality you probably would not use a number larger
- than 200. The default is zero (0).
- <
-
- ;Special FX Alt+X
- Choosing this option will display a list of all
- special effects script commands that may be used
- when creating your presentation.
-
- Further help is available from that list by
- highlighting the command and pressing F1.
- <
-
- ;EscKey On
- This command activates the Esc key as the active
- termination key. That means when the Esc key is
- pressed, the show will end as soon as the current
- script command is completed.
-
- When a presentation is ended by pressing the Esc
- key a DOS Error Level number 27 is returned. DOS
- Error Level may be read/recognized in a batch
- file. This is useful if you wish to determine how
- someone exited your presentation.
-
- EscKey On is the default.
- <
-
- ;EscKey Off
- This command de-activates the Esc key as the
- active termination key. This means when the Esc
- key is pressed, the show will continue to run
- until the script is completed or a Stop script
- command is encountered.
-
- EscKey On is the default.
- <
-
- ;Shake
- This special effects command will shake the video
- display for a designated number of cycles. The
- proper syntax is:
-
- Shake #
-
- where # is the number of cycles you wish to shake
- the video display.
-
- IMPORTANT NOTE: Some systems report a system lock
- when using this script command. This seems to
- occur mainly when running the presentation from
- the Windows environment.
- <
-
- ;Flash
- This command creates a flashing marquee effect on
- selected colors. The syntax is:
-
- Flash [Color#,TotColors,Repeat,Delay]
-
- where Color# is the beginning color number,
- TotColors is the number of colors to flash, Repeat
- is the number of times to flash and Delay is a
- number that designates the speed of the flashing
- effect. The higher the Delay number, the slower
- the flashing rate.
- <
-
- ;Paint
- This re-maps a color number to a different color
- number for one display sequence. The syntax is:
-
- Paint [Old#,New#)
-
- where Old# is the color number you wish to change
- and New# is the color you wish to change to.
- <
-
- ;Kalid
- This command generates a kaleidoscope screen using
- the current palette. The syntax is:
-
- Kalid [number]
-
- where number is any number between -32000 and
- 32000. By designating a number you guarantee that
- the same pattern will be drawn each time you run
- your presentation.
- <
-
- ;Pattern
- This command generates a line pattern display
- using the current palette. The syntax is:
-
- Pattern [size,type]
-
- where size is a number from 1 to 2000 which
- represents how large the pattern will display on
- the screen. Type is a number from 1 to 600 and
- designates different pattern types.
- <
-
- ;Crwlat
- This command is used to set the parameters for the
- Crawl special effect. The syntax is:
-
- Crwlat [x,y,x2,Delay]
-
- where x is the pixel column start, y is the pixel
- row, and x2 is the pixel column end; Delay is the
- number of seconds you wish the message to crawl
- across the screen.
- <
-
- ;Crawl
- This command will display a ticker tape type
- message while waiting for a key press or for a
- specified amount of time. The syntax is:
-
- Crawl ["Message"]
-
- where "Message" is the text you wish to display
- using the crawl effect. The text should be
- surrounded by quotes.
- <
-
- ;Type @
- This command will display a line of text with a
- typewriter sound effect. The syntax is:
-
- Type @ [x,y "Message"]
-
- where x and y are the beginning pixel column and
- row and "Message is the text you wish to display
- using the Type effect. The text should be
- surrounded by quotes.
- <
-
- ;SType @
- This command will display a line of text with a
- silent typewriter effect. The syntax is:
-
- SType @ [x,y "Message"]
-
- where x and y are the beginning pixel column and
- row and "Message is the text you wish to display
- using the Type effect. The text should be
- surrounded by quotes.
- <
-
- ;$Type @
- This command will display a single line of user
- input text stored in string using the typewriter
- sound effect. The syntax is:
-
- $Type @ [x,y,$#]
-
- where x and y are the beginning pixel column and
- row and $# is the number of the user input string
- you wish to display using the Type effect.
- <
-
- ;Logo At
- This command sets the location of the 3D logo
- effect. The syntax is:
-
- Logo At [x,y]
-
- where x & y are beginning pixel column and row.
- <
-
- ;Logo ,
- This command displays a text line using one of
- three 3D logo special effects. The syntax is
-
- Logo [color#,"Message"]
-
- where color# is the foreground color of the text
- and "Message" is the text you wish to display
- using this effect. The text should be surrounded
- by quotation marks.
- <
-
- ;Logo1 ,
- This command displays a text line using one of
- three 3D logo special effects. The syntax is
-
- Logo1 [color#,"Message"]
-
- where color# is the foreground color of the text
- and "Message" is the text you wish to display
- using this effect. The text should be surrounded
- by quotation marks.
- <
-
- ;Logo2 ,
- This command displays a text line using one of
- three 3D logo special effects. The syntax is
-
- Logo2 [color#,"Message"]
-
- where color# is the foreground color of the text
- and "Message" is the text you wish to display
- using this effect. The text should be surrounded
- by quotation marks.
- <
-
- ;Explode @
- This command will cause a gif or pcx image to
- grown on screen until it has reached full size.
- The syntax is:
-
- Explode @ [x,y,filename.ext,scale%]
-
- where x and y are the offset from center of the
- pixel column and row locations, filename.ext is
- the name of the image file, and scale% is a number
- from 2 to 25 that determines how quickly the image
- will grow to full size.
- <
-
- ;Scale @
- This command will display a scaled version of an
- image file. The proper syntax is:
-
- Scale @ [x,y,filename.ext,%]
-
- where x and y are the beginning pixel column and
- row locations, filename.ext is the name of the
- image file, and % represents the amount of scaling
- you wish to occur.
- <
-
- ;Date @
- This command will display the current date using
- the currently active font. The syntax is:
-
- Date @ [x,y]
-
- where x and y are the pixel column and row
- locations where you wish the date displayed. The
- date will display in the American MM/DD/YY format.
- <
-
- ;EDate @
- This command will display the current date using
- the currently active font. The syntax is:
-
- EDate @ [x,y]
-
- where x and y are the pixel column and row
- locations where you wish the date displayed. The
- date will display in the Internaitonal DD/MM/YY
- format.
- <
-
- ;Time1 @
- This command will display the current time in
- hours, minutes and seconds using the currently
- active font. The syntax is:
-
- Time1 @ [x,y,delay]
-
- where x and y are the pixel column and row
- where you wish the time displayed and delay is the
- amount of time you wish the the time displayed.
- <
-
- ;Time2 @
- This command will display the current time in
- hours and minutes using the currently active font.
- The syntax is:
-
- Time2 @ [x,y,delay]
-
- where x and y are the pixel column and row where
- you wish the time displayed and delay is the
- amount of time you wish the the time displayed.
- <
-
- ;Delay
- This command will delay a presentation for a
- designated number of seconds, or until a key or
- mouse click occurs. The syntax is:
-
- Delay [seconds]
-
- where seconds is the number of seconds you wish to
- delay the currently running presentation.
- <
-
- ;Pause
- Pause is used to halt the currently running
- presentation. The presentation will resume if a
- user presses a key or clicks the mouse.
- <
-
- ;Sleep
- Sleep is almost identical to Delay, but uses a
- different timer. Occasionally, Delay may
- interfere with sound being played in the
- background. If that occurs, try the Sleep
- command. The proper syntax is:
-
- Sleep [seconds]
-
- where seconds is the number of seconds you wish to
- delay the currently running script.
- <
-
- ;Wait
- Wait is a forced delay command. Where Delay and
- Sleep will end if the user strikes a key or clicks
- the mouse, Wait will not respond to any mouse
- action or keypress except the Esc key if the
- EscKey On command is active. The syntax is:
-
- Wait [seconds]
-
- where seconds is the number of seconds you wish to
- delay. Wait also is the most accurate of the
- timing commands and you may actually designate
- time in tenths of seconds. If you need to control
- the speed of a Do Loop or coordinate sound with
- video, Wait is the ideal timing command to use.
- <
-
- ;Run
- Run will execute any program file with an .exe,
- .com or .bat extension. This includes shows you
- create with the MakeShow utility. You may also
- include an optional line label parameter. Once
- the called program is run, you will NOT return to
- the calling script. This command only works in a
- compiled (created by MakeShow) version of your
- presentation. The syntax is:
-
- Run FILENAME.EXT [:LINE LABEL]
-
- where FILENAME.EXT is the program file name. The
- optional line label parameter is for running other
- presentations created with the MakeShow utility.
- By including a line label, the presentation you
- are running will begin at the label you designate
- in the Run command.
- <
-
- ;TRun
- The TRun command is identical to the Shell command
- except that the video mode is switched to text
- mode. This will blank your screen. As opposed to
- Run, TRun shells to DOS, which means upon task
- completion, you are returned to the calling
- script. This command will work from ShowPrep or
- in a compiled version. The proper syntax is:
-
- TRun [FILENAME.EXT] or [DOS parameters]
-
- where FILENAME.EXT is a program file. You may use
- TRun to perform such DOS tasks as listing a
- directory or copying a file. Upon return, your
- show continues at the next script command
- following the TRun command.
- <
-
- ;Shell
- Shell is similar to Trun except the video card
- remains set in the current mode. This means you
- may continue to display a screen from your show
- and still shell a program file. Example: Playing
- an external sound file while displaying an image
- or images on your screen. The syntax is:
-
- Shell [FILENAME.EXT] or [DOS parameters]
-
- where FILENAME.EXT is a program file. You may use
- Shell to perform DOS tasks such as listing a
- directory or copying a file. Upon return, your
- show continues at the next script command
- following the Shell command.
- <
-
- ;Stop
- When the Stop command is encountered, the show
- ends and returns to ShowPrep (or DOS in a
- compiled version).
- <
-
- ;Screen Mode
- This command sets a specific screen mode. A menu
- of all screen modes appears on your screen.
- Highlight the desired mode and press the Enter key
- and the screen mode command will be placed in your
- script at the current cursor location.
- <
-
- ;Color
- This is used to set foreground and background
- colors for displaying text, boxes, circles, etc.
- The syntax is:
-
- Color [fg,bg]
-
- where fg is the foreground color and bg is the
- background color.
- <
-
- ;PAL
- This command will cause the palette of the
- designated image to become the active palette.
- The syntax is:
-
- PAL [filename.ext]
-
- where filename.ext is the name of the image file.
- This command does NOT load the image file, only
- the palette from that image.
- <
-
- ;Box
- This command will draw a rectangle on the screen
- using the active colors. The syntax is:
-
- Box [x1,y1,x2,y2]
-
- where x1 and y1 are the beginning pixel column and
- row locations and x2 and y2 are the ending pixel
- column and row locations.
- <
-
- ;Circle
- This command will draw an ellipse on the screen
- using the active colors. The syntax is:
-
- Circle [x,y,h,v]
-
- where x and y designate the pixel location of
- where the ellipse will be centered, h is the
- horizontal axis and v the vertical axis.
- <
-
- ;Fill
- This command is used to fill a box or circle with
- a specified fill character. The syntax is:
-
- Fill [style]
-
- where style is the fill type. The choices are
- solid, brick, diagonal, link, smalldot and
- bigdot.
- <
-
- ;Tile
- This command will tile the screen (also referred
- to as wall-paper) with a designated image. The
- proper syntax is:
-
- Tile [x1,y1,x2,y2,filename.ext]
-
- where x1 and y1 are the beginning pixel column and
- row locations, x2 and y2 are the ending pixel
- column and row locations, and filename.ext is the
- name of the image file.
- <
-
- ;:LABEL
- This is a line label command. A line label must
- always by preceded by a colon. Line labels are
- used in conditional branching. See the manual for
- details on creating conditional branching.
- <
-
- ;INPUT
- This is a conditional branching command. It's
- purpose is to register a keypress or mouse click
- by the user of your show. The syntax is:
-
- INPUT [delay]
-
- where delay is the number of seconds the show will
- wait to receive a keypress or mouse click before
- going on to the next script command.
- <
-
- ;IF GOTO :
- This is a conditional branching command. It's
- purpose is to send program specific instructions
- if a designated key was pressed by the user during
- an INPUT command. The syntax is:
-
- IF [key] GOTO :[line label]
-
- where key is the key pressed and line label is the
- label to goto when that key is pressed.
- <
-
- ;RETURN
- This is a conditional branching command used in
- conjunction with the GOSUB command. It's
- purpose is to return the show to the script line
- immediately following the GOSUB command. The
- syntax is simply:
-
- RETURN
-
- SuperShow remembers the line number of the GOSUB
- statement and simply returns to that line number
- plus one. You may not nest GOSUB/RETURN script
- commands. See the GOSUB help for more detail.
- <
-
- ;GOTO :
- This command will force the program to a
- designated line label. The proper syntax is:
-
- GOTO :[name]
-
- where name is the label where the show is to go.
- <
-
- ;GOSUB :
- This command will force the program to branch to a
- designated line label. It will continue to
- execute the presentation one line at a time until
- it encounters a RETURN script command. At the
- RETURN command, the program will branch back to
- the line immediately following the GOSUB command.
- The proper syntax is:
-
- GOSUB :[name]
-
- where name is the label where the show is to go.
- GOSUB is short for go to a subroutine. With
- GOSUB, you only need to script repetitive tasks
- one time.
- <
-
- ;Count Commands
- This option will display a list of all counting
- and scoring script commands.
-
- Further help is available from that list by
- highlighting the command and pressing F1.
- <
-
- ;TCount
- This counting & scoring command adds a count of
- one to the existing TCount number.
- <
-
- ;FCount
- This counting & scoring command adds a count of
- one to the existing FCount number.
- <
-
- ;ReSet
- This command will re-set the number count for
- TCount and FCount to zero.
- <
-
- ;CPrint TCount
- This will print the TCount number to the screen
- using the active font.
- <
-
- ;CPrint FCount
- This will print the FCount number to the screen
- using the active font.
- <
-
- ;CPrint Score
- This will print a score percentage based on the
- total TCount & FCount number divided by TCount.
- <
-
- ;If TCount
- This is a conditional branching command based on
- the value of TCount. It gives you the ability to
- execute any SuperShow command based on the numeric
- value of TCount. The proper syntax is:
-
- IF TCOUNT [operator] [number] THEN [command]
-
- where operator is either = (equal sign), < (less
- than sign), > (greater than sign); number is the
- number you wish to activate the branching; and
- command is the SuperShow script command. For
- example, if you wish to print the words "Hello
- World" when TCount is equal to 4 the proper syntax
- would be:
-
- IF TCOUNT = 4 THEN PRINT @ 10,10 "Hello World"
-
- See the conditional branching in the manual for
- more detail.
- <
-
- ;If FCount
- This is a conditional branching command based on
- the value of FCount. It gives you the ability to
- execute any SuperShow command based on the numeric
- value of FCount. The proper syntax is:
-
- IF FCOUNT [operator] [number] THEN [command]
-
- where operator is either = (equal sign), < (less
- than sign), > (greater than sign); number is the
- number you wish to activate the branching; and
- command is the SuperShow script command. For
- example, if you wish to print the words "Hello
- World" when FCount is equal to 4 the proper syntax
- would be:
-
- IF FCOUNT = 4 THEN PRINT @ 10,10 "Hello World"
-
- See the conditional branching in the manual for
- more detail.
- <
-
- ;FONT Directory Alt+Z
- This option will pop-up a dialog box listing the
- custom fonts in the current directory. Highlight
- the desired font, press Enter and the FONT command
- and filename will be inserted in your script.
- <
-
- ;FONT ROM8
- This option will insert a FONT command in your
- script making the ROM 8x8 font the active font.
- <
-
- ;FONT ROM14
- This option will insert a FONT command in your
- script making the ROM 8x14 font the active font.
- <
-
- ;FONT ROM16
- This option will insert a FONT command in your
- script making the ROM 8x16 font the active font.
- <
-
- ;Textfade Alt+Q
- This option pops up a dialog box listing the text
- fade effects. Highlight the effect, press Enter
- and the text fade will be inserted in your script.
- <
-
- ;Print @
- This command is used to print text to the screen.
- The proper syntax is:
-
- Print @ [x,y "Message"]
-
- where x and y are the beginning pixel column and
- row locations and "Message" is the text you wish
- to display.
- <
-
- ;Style
- This option pops up a dialog box listing the text
- styles. Highlight a style, press Enter and the
- text style command will be placed in your script.
-
- Styles are cumulative, meaning that you may have
- multiple styles (such as bold, underline and
- overlay) active at the same time. To reset the
- text style choose style normal.
- <
-
- ;Rotate
- This command affects the rotation angle of the
- custom and rom fonts. The syntax is:
-
- Rotate [angle]
-
- where angle is 0, 90, 180 or 270.
- <
-
- ;Scroll
- This command will access an external ascii text
- file and allow scrolling of that text on the
- screen. The syntax is:
-
- Scroll [x1,y1,x2,y2,textfile.txt]
-
- where x1 and y1 designate the upper left corner of
- the scroll box; x2 and y2 designate the lower
- right corner of the scroll box; and textfile.txt
- is the file you wish to display in the scroll box.
-
- Scroll is a very powerful command that allows you
- to create electronic book and magazine publishing.
- The actual scrolling occurs using the cursor keys
- or mouse hot spots designated with the MouseSC
- command. In addition to scrolling text, you may
- go forward and backward, article to article,
- return to a table of contents page, etc. View the
- script PUBLISH.SPT for a sample magazine.
- <
-
- ;TxPrev :
- This command is used in conjuntion with the
- scroll and other publishing commands. It sets a
- specific line label to go to when the user clicks
- on the Previous button or presses the F9 function
- key while scrolling text with the Scroll command.
- The proper syntax is:
-
- TxPrev :[Line Label]
-
- where Line Label is the name of the label you wish
- to go to when this function is activated. See the
- section on Publishing in the manual for more
- detail.
- <
-
- ;TxOthr :
- This command is used in conjuntion with the
- scroll and other publishing commands. It sets a
- specific line label to go to when the user clicks
- on the Contents button or presses the Esc key
- while scrolling text with the Scroll command. The
- proper syntax is:
-
- TxPrev :[Line Label]
-
- where Line Label is the name of the label you wish
- to go to when this function is activated. See the
- section on Publishing in the manual for more
- detail.
- <
-
- ;TxLabl :
- This command is used in conjuntion with the
- scroll and other publishing commands. It sets a
- specific line label to go to when the user clicks
- on a hot button or presses the F2 funtion key
- while scrolling text with the Scroll command. The
- proper syntax is:
-
- TxLabl :[Line Label]
-
- where Line Label is the name of the label you wish
- to go to when this function is activated. See the
- section on Publishing in the manual for more
- detail.
- <
-
- ;User Input Commands
- This displays a list of all user input commands.
- Further help is available from that list by
- highlighting the command and pressing F1.
- <
-
- ;Get @ $
- This user input command allows the user of your
- presentation to input a line of information that
- you may later retrieve or save. Maximum number of
- lines is 21. The syntax is:
-
- Get @ [x,y] $[#]
-
- where x and y are the starting pixel column and
- row locations and # is a string ($) number between
- zero and 20. As the user inputs text from the
- keyboard, the input will be displayed on the
- screen using the active font.
- <
-
- ;$Print @
- This command will print the contents of a user
- string to the screen using the current active
- font. The syntax is:
-
- $Print @ [x,y] $[#]
-
- where x and y are the starting pixel column and
- row and # is the user string number to display.
- <
-
- ;$Size
- This command designates the length of the string
- allowed for user input. The syntax is:
-
- $Size [#]
-
- where # is the number of characters allowed for
- user input. The $Size affects both the Get and
- Read commands.
- <
-
- ;Read
- This is the command used to read an external user
- input file. The proper syntax is:
-
- Read [textfile.txt]
-
- where textfile.txt is the name of the textfile you
- wish to read.
- <
-
- ;Save $
- This command will save all user input strings to a
- file named with $ parameter. The syntax is:
-
- Save $[#]
-
- where # is a number from 0 to 20 and is a user
- string that's been designated as a filename.
- Example: $1 = "myfile.txt" followed by Save $1
- will saved all user input strings to myfile.txt.
- <
-
- ;$ =
- This command forces the designated user string
- number to contain the quoted text. The syntax is:
-
- $[#] = "Message"
-
- where # is a string number between 0 and 20 and
- "Message" is the text you wish to designate.
- <
-
-
- ;If $ =
- This is a conditional branching command based on
- the literal value of the word (string) stored in
- the string variable. The proper syntax is:
-
- If $# = ["string"] THEN [command]
-
- where # is a number from 0 to 20; where "string"
- is a literal word (this should be in quotes) you
- wish to use to activate the branching; and command
- is the SuperShow script command you wish to
- execute.
-
- For example if you wanted to print the words
- "Welcome, Friend" when $1 was equal to "Hello"
- then the syntax would be
-
- If $1 = "Hello" THEN Print @10,10 "Welcome Friend"
-
- Any SuperShow script command may be entered after
- the THEN word. See the chapter on conditional
- branching for more detail.
- <
-
- ;MIDPlay
- This command will play a .MID midi music file in
- the background if you have a Sound Blaster or
- compatible music card. The syntax is:
-
- MIDPlay [filename.mid]
-
- where filename.mid is the name of the sound file
- you wish to play. You must load the external
- driver's, SBMIDI.EXE & SBSIM.COM, prior to running
- your presentation when playing .MID sound files.
- <
-
- ;VOCPlay
- This command will play a .VOC digital sound file
- in the background if you have a Sound Blaster or
- compatible music card. The syntax is:
-
- VOCPlay [filename.voc]
-
- where filename.voc is the name of the sound file
- you wish to play. You must load the external
- driver, SBMIDI.EXE, prior to running your
- presentation when playing .VOC sound files with
- the VOCPlay command.
-
- <
- ;CMFPlay
- This command will play a .CMF synthesized music
- file in the background if you have a Sound Blaster
- or compatible music card. The syntax is:
-
- CMFPlay [filename.cmf]
-
- where filename.cmf is the name of the sound file
- you wish to play. You must load the external
- driver's, SBFMDRV.COM & SBSIM.COM, prior to
- running your presentation when playing .CMF sound
- files.
- <
-
- ;XBVOCPlay
- The XBVOCPlay command plays a digitized .VOC file
- in the background. The main differences between
- this and the VOCPlay option is that XBVOCPlay does
- not require loading of drivers with SBSIM, but
- will only play .VOC files up to about 180K in
- size. You may optionally choose to loop the VOC
- up to 32000 times. The syntax is:
-
- XBVOCPlay [filename.voc] {Loop#}
-
- where filename.voc is the name of the sound file
- you wish to play and Loop# is the number of times
- you wish to play the sound file in a loop. If you
- leave the Loop# blank, the sound file will play
- one time.
- <
-
- ;MIDKill
- This command stops the sound and frees the memory
- used to play .MID files with the MIDPlay command.
- It is important to use this command before playing
- another .MID file.
- <
-
- ;CMFKill
- This command stops the sound and frees the memory
- used to play .CMF files with the CMFPlay command.
- It is important to use this command before playing
- another .CMF file.
- <
-
- ;VOCKill
- This command stops the sound and frees the memory
- used to play .VOC files with the VOCPlay command.
- It is important to use this command before playing
- another .VOC file.
- <
-
- ;KillXB
- This command stops the sound and frees the memory
- used to play .VOC files with the XBVOCPlay
- command. It is important to use this command
- before playing another .VOC file.
- <
-
- ;Play
- This command will directly play music through your
- pc speaker. The proper syntax is:
-
- Play [notes]
-
- where notes may be a single or multiple music
- notes or other music language commands. See the
- chapter titled Music Language for details on the
- built in music language of SuperShow.
- <
-
- ;XPlay
- This command will play an external music file
- (.MUS) in the background, through your pc speaker.
- The syntax is:
-
- XPlay [filename.mus]
-
- where filename.mus is the name of the external
- music file you wish to play.
- <
-
- ;X2Play
- This is an extremely handy command that will play
- an external music file (.MUS) in the background
- (through the pc speaker) in place of a .MID or
- CMF music file if no sound card driver is
- detected. The syntax is:
-
- X2Play [filename.mus]
-
- where filename.mus is the name of the .MUS music
- file you wish to be played. If a sound card
- driver is loaded, SuperShow will ignore this
- command. If one is not detected, the command will
- play the music file. This way you can send out
- the same presentation without worrying about
- whether or not your end user has a sound card.
- <
-
- ;Kill Sound
- This option will bring up a dialog box containing
- several sound kill commands. Highlight the
- individual command and press F1 from this dialog
- box for help on each command.
- <
-
- ;KillXP
- This command stops sound and frees the memory used
- to play .MUS files with the XPlay command.
- <
-
- ;Sound
- This command will play one of 10 different beep
- sequences through your pc speaker. The syntax is:
-
- Sound [#]
-
- where # is a number from -4 to 5.
- <
-
- ;MapMidi
- There are three possible choices. 0 is a general
- midi file, 1 is a basic midi file and 2 is an
- extended midi file. The proper syntax is:
-
- MapMidi #
-
- where # is the either 0, 1 or 2. If you have
- loaded the SBMIDI and SBSIM sound drivers and
- don't hear any music, re-mapping the midi may
- provide the solution.
- <
-
- ;SBPause
- This will pause a .MID, .CMF or VOC file. The
- proper syntax is:
-
- SBPause #
-
- where # is either 1 for a .CMF file, 2 for a .VOC
- file, or 5 for a .MID file. The sound file may be
- unpaused by using the SBResume script command.
- <
-
- ;SBResume
- This will unpause a .MID, .CMF or .VOC file
- stopped by the SBPause command. The proper syntax
- is:
- SBResume #
-
- where # is either 1 for a .CMF file, 2 for a .VOC
- file, or 5 for a .MID file. The sound file may be
- paused by using the SBPause script command.
- <
-
- ;SBVol
- This command can set the volume of Sound Blaster
- Pro or SB16 cards or higher. The proper syntax
- is:
-
- SBVol [LV, RV, #)
-
- where LV is a number between 0 and 255 which will
- set the volume for the left speaker, RV is a
- number between 0 and 255 which will set the volume
- for the right speaker; # is a number between 0 and
- 6 to designate which type of sound is affected.
- These numbers are 0 for the master volume (all
- sound), 1 for VOC, 2 for .MID & .CMF files. and 6
- for the PC Speaker. You must have loaded the
- appropriate drivers and SBSIM before being able to
- use this command.
- <
-
- ;SBFade
- This script command will quickly fade out the
- master volume of all sound playing through the
- Sound Blaster card. The proper syntax is:
-
- SBFade
- <
-
- ;Blaster On
- This command serves as a sound on or sound off
- flag. If Blaster On is encountered, all sound
- commands will play their designated files. If
- Blaster Off is issued, then all sound commands
- will be ignored and thus not played. This lets
- you give your user the option of whether or not
- they wish to hear sound.
-
- This command does NOT load any sound drivers.
- <
-
- ;Blaster Off
- This command serves as a sound on or sound off
- flag. If Blaster On is encountered, all sound
- commands will play their designated files. If
- Blaster Off is issued, then all sound commands
- will be ignored and thus not played. This lets
- you give your user the option of whether or not
- they wish to hear sound.
-
- This command does NOT load any sound drivers.
- <
-
- ;Mouse On
- This command will make the mouse cursor visible
- during your show. You may turn the mouse on or
- off any number of times during a presentation.
- <
-
- ;Mouse Off
- This command will make the mouse cursor invisible
- during your show. You may turn the mouse on or
- off any number of times during a presentation.
- <
-
- ;Mouse At
- This command will locate the mouse cursor at a
- desired pixel column and row. The syntax is:
-
- Mouse At [x,y]
-
- where x and y are the pixel column and row
- locations.
- <
-
- ;MouseIn
- This is the command to create mouse input
- hot-spots on the screen to be detected during the
- INPUT script command. The syntax is:
-
- MouseIn# [x1,y1,x2,y2 :label]
-
- where # is a number from 0 to 22 designating one of
- twenty two possible mouse inputs. x1 and y1
- designate the upper left pixel column and row of
- the hot-spot area; x2 and y2 designate the lower
- right pixel column and row of the hot-spot area;
- :label is the line label name to which the
- presentation branches if a user clicks on this
- hot-spot.
- <
-
- ;MouseSC
- This command creates mouse hot-spots on the screen
- to be detected during the SCROLL command. Syntax is
-
- MouseSC# [x1,y1,x2,y2]
-
- where # is a number from 0 to 9 designating one of
- 10 mouse inputs. x1 & y1 designate upper left
- pixel column and row and x2 & y2 designate lower
- right pixel column and row of the hot-spot area.
- These are programmed for exact functions. They are:
-
- 0 = Home key 1 = Pg Down 2 = Pg Up
- 3 = Line Down 4 = Line Up 5 = TxPrev :
- 6 = Next 7 = TxOther : 8 = End Key
- 9 = Hot Key (TxLabl :)
-
- 5 sends the presentation to the label designated by
- TxPrev, 6 to the next script command, 7 to the
- label designated by TxOther and 9 to the label
- designated by TxLabl.
-
- Please see the chapter titled Publishing in the
- manual for more detail.
- <
-
- ;Mouse Cursor
- Choosing this menu option will pop-up a dialog box
- containing the names of the nine different mouse
- cursor's. Highlight the desired name and press
- Enter. The syntax is:
-
- Mouse Cursor [name,color#]
-
- where name is the cursor type and color# is the
- color in which the cursor will appear.
- <
-
- ;MInReSet
- This command will reset all the hot spots created
- by the MouseIn script command to zero's. This
- global function prevents you from having to reset
- each one individually.
- <
-
- ;MSCReSet
- This command will reset all the hot spots created
- by the MouseSC script command to zero's. This
- global function prevents you from having to reset
- each one individually.
- <
-