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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.
- <
- ;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 either .pcx
- or .gif, 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).
- <
- ;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.
- <
- ;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.
- <
- ;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.
- <
- ;EPAL
- This command will change a designated color in the
- EGA palette to a new color. The syntax is:
-
- EPAL [old#,new#]
-
- where old# is a number from 0 to 15 and the new
- number is a number from 0 to 63.
- <
- ;VPAL
- This command will change a desingated color in the
- VGA palette to a new color. The syntax is:
-
- VPAL [color#,red,blue,green]
-
- where color# is the number of the color you wish
- to change, red, blue and green are palette
- intensities and are numbers from 0 to 63.
- <
- ;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, bricks, diagonal, links, smalldots and
- bigdots.
- <
- ;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. It's
- purpose is to return the show to a specific line
- label after encountering an if goto command. The
- proper syntax is:
-
- RETURN :[name]
-
- where name is the label where the show returns.
- <
- ;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.
- <
- ;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.
- <
- ;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. Scrolling occurs by pressing the pgup,
- pgdn, home, end or arrow keys. Press esc to exit
- from the scroll box. 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.
- <
- ;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] $[#]
-
- where x and y are the starting pixel column and
- row and # is the user string number to display.
- <
- ;$SPrint @
- This will print the contents of a user string to
- the screen using the SuperFont. 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.
- <
- ;SBPlay
- The SBPlay command plays a digitized .VOC file in
- the foreground. This menu option will pop up a
- list of all .VOC files in the current directory.
- Highlight the desired file, press Enter and the
- SBPlay command will be written to your script.
- <
- ;XBPlay
- The XBPlay command plays a digitized .VOC file in
- the background. This menu option will pop up a
- list of all .VOC files in the current directory.
- Highlight the desired file, press Enter and the
- SBPlay command will be written to your script.
-
- The maximum size of a .VOC file is 150K. If your
- sound requirements exceed that, split the sound
- file into multiple files of 150K or less.
- <
- ;LBPlay
- This command continuously plays a .VOC file in
- the background for a designated number of times.
- The syntax is:
-
- LBPlay [sound.voc, #]
-
- where sound.voc is the name of the sound file and
- # is the number of times you wish to play it. If
- # is equal to 0, the sound file plays continuously
- until a KillXB command is encountered.
- <
- ;KillXB
- This command frees the memory used to play .VOC
- files with the XB/LB/SB Play commands. 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.
- <
- ;KillXP
- This command 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.
- <
- ;CMFPlay
- This command will play an external CMF midi 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, SBFMDRV.COM, prior to running your
- presentation when playing .CMF sound files.
- <
- ;CMFKill
- This command will stop the playing of a CMF midi
- music file and restore the memory used to play
- that file in the background.
- <
- ;Blaster On
- This command will load the internal Sound Blaster
- driver and must be issued before you can play any
- digitized .VOC files. This command does not
- affect .CMF files since a separate driver
- (SBFMDRV.COM) is loaded to play .CMF files.
-
- If the Blaster On command is issued on a system
- with no sound card, SuperShow just ignores the
- command and continues with your presentation.
- <
- ;Blaster Off
- This command will turn off the internal Sound
- Blaster driver. SB/XB or LB Play commands will be
- ignored if the Blaster driver is turned off.
-
- If the Blaster Off command is issued on a system
- with no sound card, SuperShow just ignores the
- command and continues with your presentation.
- <
- ;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. The syntax is:
-
- MouseIn# [x1,y1,x2,y2 :label]
-
- where # is a number from 0 to 19 designating one
- of 20 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.
- <
- ;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.
- <
-