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┌─────────────────────────────────┐
│ SuperShow III │
│ A MultiMedia Presentation │
│ Software System │
└─────────────────────────────────┘
SuperShow III is a highly stylized multi-media presentation program from PC
WEST, Inc. of Phoenix, Arizona. The program allows the user to create
customized screen presentations using images created, saved or captured in the
GIF & PCX graphics file format. SuperShow III features include multiple screen
fades and transitions, kaleidoscope screen effects, special effects, circle and
box drawing, support of digitized voice and midi music with the Sound Blaster
and compatible sound cards, PC Speaker music and sound, text display using
customized and computer fonts, border and screen clearing effects and more.
The PCX graphics file format is one of the single most used graphics file
formats in the DOS world. It is the native format of the PC Paintbrush series of
programs and was developed by ZSoft Corporation. Most graphics programs allow
importing or exporting of images in this format.
New in SuperShow III is support for viewing and manipulating images saved in the
GIF graphics file format. GIF (pronounced jif) has become an extremely popular
file format because it is device independent and has one of the highest
compression ratios of any graphics file format. The GIF format was created by
CompuServe as a universal image format for storing images on their on-line
service.
SuperShow III works by creating a script consisting of one or two word script
commands that tells the program what and how you want your files, text and
drawings to be displayed. An example of a complete script is the file SHOW.SPT.
The files included with the shareware version are:
SH3.EXE - SuperShow III program engine
SP3.EXE - ShowPrep III (Script Generator/Editor)
SHOW.SPT - Sample Show Script
*.PCX & *.GIF - Various PCX and GIF image files for sample show
*.FNT - Various Custom GEM Screen fonts
*.MUS - Various Music/Song Files
SUPER.OTL - SuperFont Data File
The shareware SuperShow Files are identical to the registered version with the
exception of a brief shareware sign-on and sign-off screen that appears each
time you run your show.
There are a number of files not included with this shareware version that you
will receive when you register SuperShow. The main reason we have not included
these files is for the reason of space. The SuperShow registered version
includes programs and files that total over 2 megabytes. Additonal
files/programs you'll receive with the registered version include:
SuperTools: These utilities include ToolBox, graphics and text
screen capture programs, image sizing, printing, and viewing programs.
Three dozen custom font files: SuperShow uses the GEM font format and
we include 3 dozen custom font files with your registered version.
Runtime Module: The registered version includes a couple of programs
that allow you to make a runtime version of your presentation for
distribution with no fees or royalties.
A professionally printed and bound manual that is more in depth than
this documentation.
And of course we are constantly updating our series of programs and files.
When you register, you'll receive the very latest version of SuperShow.
This documentation is a subset of our printed manual. There may be references
to some of the programs/tools not included with the shareware version. For the
most part, chapters dealing with these files have been removed from this
shareware documentation.
The registered version of SuperShow III is $89.95 plus $5.00 for shipping &
handling. An order form text file (SSORDER.FRM) is included. Orders and
inquiries may be directed to:
PC WEST
P.O. Box 31418
Phoenix, AZ 85046
(602)-992-0310
Registered versions of SuperShow III are also available for purchase in Germany,
The United Kingdom. The Distributors there are:
GERMANY UNITED KINGDOM
======= ==============
CDV Software TESTWARE
Ettlinger Str. 5 46 The Avenue
7500 Karlsruhe 1 Harrogate, N. Yorks. HG14QD
Germany England
Phone: 0721/38 50 78 0423/88 64 15
┌────────────────────────────────────────┐
│ SuperShow III Demonstration Script │
└────────────────────────────────────────┘
We have included a demonstration presentation of many of the features found in
SuperShow III. To view the demo, change to the directory where the SuperShow
III files are stored. From that directory type SH3 SHOW.SPT at the prompt
and press the Enter key. In a few seconds, the presentation will begin. We
suggest you view this demo following installation. It will give you a good
overview of the capabilities of the program.
┌───────────────────────────┐
│ SCRIPT GENERATOR/EDITOR │
└───────────────────────────┘
SuperShow III includes ShowPrep (SP3.EXE). This is an ASCII text editor that
allows you to create your script and run it from the editor. It also features
pull-down menu selections that automatically write script commands for you.
Details on using SP3.EXE are found in the chapter titled ShowPrep.
┌─────────────────────────┐
│ SYSTEM REQUIREMENTS │
└─────────────────────────┘
Graphics programs, especially ones requiring high screen resolution displays,
such as VGA or Super VGA, are very memory and speed intensive. SuperShow III is
no exception.
As you will note below, SuperShow III will run on a simple PC or PC-XT with a
clock speed of 4.77 mhz. However, if you plan to use the VGA or Super VGA mode
on this type of system you will be disappointed. The speed is "Oh so slow". On
the other hand, if your presentation is comprised of files and screens in the
CGA or even EGA mode, then the speed is certainly acceptable.
Below, we've listed three types of hardware requirements. You will be most
pleased if your requirements match those of the recommended or ideal. Using a
cache, such as SMARTDRV.SYS which comes with DOS 5.0 & 6.0, will help increase
the speed of image processing.
Minimum Hardware Requirements: Minimum hardware requirements for using
SuperShow are an IBM computer (PC, XT, AT, PS/2) or compatible, DOS 3.xx or
higher, 512K Conventional RAM memory available when running SuperShow III and a
CGA, EGA, VGA or SVGA graphics card with 256K Video Memory.
Recommended Hardware Requirements: The recommended hardware requirements for
using SuperShow III are 386SX, 386, 486 computer with 20mhz chip speed or
better, 1mb of expanded memory (or extended memory made expanded by DOS 5.0 or
other memory manager software), 512K Conventional RAM memory available when
running SuperShow III and a VGA graphics card.
Ideal Hardware Requirements: The ideal hardware configuration for using
SuperShow III is a 386, 486, or 586 class computer with 25mhz chip speed or
better, DOS 5.0, 2mb of expanded memory, 600K Conventional RAM memory available
when running SuperShow III and a supported SVGA graphics card. A printer is
also desirable but not required.
Supported SVGA Graphics Cards: The computer industry was together when creating
the standards for CGA, EGA and VGA graphic cards. . . but then along came Super
VGA and we ended up with several different standards for the Super VGA graphics
mode. The industry is trying to rectify that now with the VESA standard. In
the meantime, there are a lot of different SVGA cards out there. We include
support for about 95% of the video card/chipsets. SuperShow III definitely
supports the following cards/chip sets:
Diamond SpeedStar Paradise Orchid Video Seven ATI
Hercules Tseng Chip Set Trident All VESA drivers
There are many other brands using different names but actually use an acceptable
chip set. For example, there are several different brand names that use the
Tseng 4000 based chip set. SuperShow III will perform well in the SVGA mode with
any of those brands.
The program is compatible with any chip set that supports the VESA standard. If
you find that you cannot display Super VGA pictures, check to see if your
graphics card manufacturer supports the VESA standard. If so, they probably
sent you a copy of a VESA driver for their board. Load that driver and then try
running SuperShow III again. If you still have problems, give us a call.
You should always be able to use SuperShow III in the standard CGA, EGA and VGA
modes regardless of the SVGA chip set.
Memory Information: Version III also now supports Extended memory as well as
conventional, expanded memory. When conventional ram is exhausted, then
SuperShow looks for expanded memory. If it's available, it will use it to store
and display your pcx & gif files very rapidly. If no expanded memory is found,
then SuperShow looks for extended memory. When there is no conventional ram,
expanded or extended memory available the avenue of last resort is to directly
display your image from the disk with no special effect or transition.
Speed of Conventional, Expanded and Extended Memory: The speed with which an
image is displayed using a special effect or transition depends on the size of
the image and the memory your system has available and the way that memory is
allocated. Conventional memory (the 640K base memory) is the fastest when
processing an image for display using special effects and transitions. Expanded
memory is almost as fast as conventional and little difference, if any, will be
noticeable. Extended memory is the slowest of the three and there will be a
notable difference in speed of the image display. Since memory managers are
plentiful (DOS 5.0 comes with EMM386) we strongly recommend that you designate
at least 1MB of extended memory as expanded. Consult your DOS 5.0 manual or
other memory management software manual for details on configuring your system
for expanded memory.
Disk-Caching: The more RAM you set aside to cache data going to and from your
hard disk, the faster the hard disk will appear to operate. Caching simply
means that once data (like pcx or gif image files) is read, that data remains in
cache memory. The next time you want to sample that data, your computer will
read it from the cache instead of the hard disk. This is especially important
in those circumstances where you are using the same image files over and over to
simulate animation.
How much memory should you assign to a cache? Here is a general guideline. If
your system has:
8MB: Set 2048K for cache 4MB: Set 1024K for cache 2MB: Set 512K for cache
The cache is almost always set in your CONFIG.SYS file. For example if you are
using DOS 5.0's Smartdrive cache and want to set a megabyte of memory for cache,
the line in the CONFIG.SYS file would read: DEVICEHIGH=C:\DOS\SMARTDRV.SYS 1024
The Bottom Line: There is a saying that "you can never be too rich or too
thin." For computers the saying is "Computers can never be too fast or have too
much memory."
┌──────────────────┐
│ OVERVIEW │
└──────────────────┘
You interface your PCX & GIF images with SuperShow using a proprietary Script
format. The Script format is simply a set of one or two word commands that
tells SuperShow what you want to do. An example of a Script file is the
demonstration file SHOW.SPT. Take a look at this file in the ShowPrep editor
or any editor/word processor that is able to load and read ASCII based text
files.
If you've never used SuperShow III before, a great way to begin learning the
program is to load the sample demo script in the ShowPrep editor. You may view
the script contents in the editor and run the script right from the editor.
Once you have created or captured the PCX & GIF images you wish to include, you
need to tell SuperShow when and how you want them displayed. That is the
purpose of the script.
In it's simplest form, your show centers around the SHOW @ script command. This
is the command you use to display your pcx & gif images. You may display your
images using any of the dozens of fades, segues and special effects found in
SuperShow III.
Script commands are also used to display text (using custom , SuperFont or the
ROM computer fonts), pop-up window boxes and or circles, play music and
digitized sound files, create kaleidoscope screens, clear screens, draw screen
borders, create menu's, obtain user input and more. The demo script, SHOW.SPT
demonstrates the use of these script commands.
You may create the Script in ShowPrep or any editor/word processor that can save
a file in standard ASCII format. We strongly recommend your using the ShowPrep
program to prepare your script. This program allows you to choose any of the
dozens of script commands from a pull-down menu system. When you choose the
script command, the program will insert it in your script, saving you the time
of typing or typo error correction.
Once you've started your Script you can name it using any conventional DOS
characters. To see the show at the DOS prompt you would type:
SH3 [Filename.Ext]
and then press Enter. The Script file and SH3.EXE file must be in the same
drive/directory. If no file name is given when SH3 is entered at the DOS
prompt, the program looks for a default file named SHOW.SPT. If SuperShow can't
find the Script file it will tell you.
Let's say you created a Script file named MYSHOW.SHW and you want to view the
show. From the DOS prompt you type:
SH3 MYSHOW.SHW
and press the Enter key. Be sure there is a space between SH3 and your Script
file name. You may, of course, add to, change or delete lines/commands in your
Script file at any time.
The easiest way to create and view your script/show is to use ShowPrep
(SP3.EXE). You may choose your script commands from menus and it automatically
writes the script for you. You can run the script directly from the editor so
you may monitor your progress without having to leave the editor.
There are dozens of script commands in SuperShow III. The next chapter, SCRIPT
COMMANDS, covers each of those commands in depth. The script commands are
listed in alphabetical order.
┌─────────────────────┐
│ SCRIPT COMMANDS │
└─────────────────────┘
The following is a review of all Script commands available in SuperShow III.
Script files may be prepared in any editor/word processor that is able to save
files in the ASCII format. We do, however, recommend, that you use ShowPrep.
From ShowPrep you will be able to pick your script commands from pull-down
menus. It will make creating your script very easy.
Each Script command must be on a separate line. Any combination of upper and
lower case letters is allowed. The proper syntax outlined with each script
command listed below must be followed.
We have grouped the commands in alphabetical order to make it easy for you to
find a particular script command quickly.
ANGLE [degrees]
----------------
Purpose: This command is used to rotate text using the SuperFont.
Comments: The default is 0 degrees which means the SuperFont text will be
displayed normally. To display the SuperFont at a 45 degree angle the command
would be ANGLE 45. That angle will remain in effect until another ANGLE script
command is issued. Both negative and positive angle degree numbers may be used.
Valid degree numbers are from -359 to 359.
See Also: SPRINT @, OUTLINE, SIZE, SPACE
BOX [X1,Y1,X2,Y2]
-----------------
Purpose: The BOX script command gives you the ability to pop-up boxes (windows)
of any size, color and fill design during your presentation.
Comments: This command may now be used in all screen modes. You control the
size and location of the boxes by entering the beginning and ending pixel rows
and columns immediately following the BOX command.
The easiest way to create your pop-up box is by using the Box drawing tool found
in the ShowPrep editor. This allows you to size, shape and move the box to the
exact location on the screen using your cursor keys. See Box drawing tool in
the ShowPrep portion of this manual for full instructions.
The BOX X and Y coordinates are as follows:
X1 = Beginning Column Pixel Location Y1 = Beginning Row Pixel Location
X2 = Ending Column Pixel Location Y2 = Ending Row Pixel Location
Remember, the EGA mode has 640 column pixels and 350 row pixels. They are
numbered 0 to 639 and 0 to 349 respectively. The VGA screen mode has 640 column
pixels and 480 row pixels. They are numbered 0 to 639 and 0 to 479
respectively. For example, if you wish to draw a pop-up box in the center of
the screen the command is: BOX 200,128,451,220
IMPORTANT: It's not necessary to have 3 digits for each coordinate. For
example, if the above box began at column 1 and row 15 the proper syntax would
be: BOX 1,15,451,220.
To control the color of the box, simply issue the COLOR script command before
entering the BOX command. For example, to draw a blue box with a white border,
the proper color command is: COLOR 15,1
To control the fill design of the box, simply issue the FILL script command
before entering the BOX command. The default FILL command is solid.
See Also: COLOR, FILL, Box Drawing Tool in ShowPrep, CIRCLE
CGA2
----
Purpose: To set the screen mode to CGA, 2 color at 640 x 200.
Comments: This is one of the screen setting modes. You must set your screen to
a desired mode (CGA2, CGA4, EGA, VGA16, or VGA320) as the first script command.
The default is CGA2.
See Also: CGA4, EGA, VGA[number]
CGA4
----
Purpose: To set the screen mode to CGA, 4 color at 320 x 200.
Comments: This is one of the screen setting modes. You must set your screen to
a desired mode (CGA2, CGA4, EGA, VGA16, or VGA320) as the first script command.
The default is CGA2.
See Also: CGA2, EGA, VGA[number]
CIRCLE [X,Y,H,V]
----------------
Purpose: The CIRCLE script command gives you the ability to pop-up
circles/ellipse of any size, color and fill design during your presentation.
While this command is called circle, since you can control the size of both the
major and minor axis, this means that you can draw an ellipse as well as
circles.
Comments: This command may be used in all screen modes. You control the size
and location of the ellipse by entering the beginning and ending pixel rows,
columns and axis immediately following the CIRCLE command.
The easiest way to create your pop-up ellipse is by using the Circle drawing
tool found in the ShowPrep editor. This allows you to size, shape and move the
ellipse to the exact location on the screen using your cursor keys. See Circle
drawing tool in the ShowPrep portion of this manual for full instructions.
The CIRCLE coordinates are as follows:
X,Y = The ellipse will be centered at (X,Y) pixel location.
H = This is the major (horizontal) axis.
V = This is the minor (vertical) axis.
The CIRCLE script command will draw an ellipse centered at (X,Y). The radius of
that ellipse is H by V.
Remember, the EGA mode has 640 column pixels and 350 row pixels. They are
numbered 0 to 639 and 0 to 349 respectively. The VGA screen mode has 640 column
pixels and 480 row pixels. They are numbered 0 to 639 and 0 to 479
respectively.
For example, if you wish to draw a circle in the center of a VGA screen with a
radius of 140 by 140 the command is: CIRCLE 320,240,140,140
To control the color of the ellipse, simply issue the COLOR script command
before entering the CIRCLE command. For example, to draw a blue ellipse with a
white border, the proper color command is: COLOR 15,1
To control the fill design of the box, simply issue the FILL script command
before entering the CIRCLE command. The default FILL command is solid.
See Also: COLOR, FILL, Circle Drawing Tool in ShowPrep, BOX
CLR [Color Number],[Fade Number],[X1,Y1,X2,Y2]
----------------------------------------------
Purpose: The CLR script command clears any portion or the entire screen using
your choice of color and fade effect.
Comments: When CLR is issued the screen is filled with blank characters using
one of 30 different fade techniques. In addition, you may designate pixel
locations and background color for the screen. The following is a list of screen
clear fade numbers and the type they invoke:
1- Instant On 11- Diag. Down Left 21- Close Horizontal
2- Wipe Down 12- Diag. Up Right 22- Close Vertical
3- Wipe Up 13- Diag. Up left 23- Drip Down
4- Wipe Right 14- Explode 24- Drip Up
5- Wipe Left 15- Implode 25- Pour Down
6- Slide Down 16- Puzzle Pieces 26- Pour Up
7- Slide Up 17- Spiral Out 27- Weave Horizontal
8- Slide Right 18- Spiral In 28- Weave Vertical
9- Slide Left 19- Open Horizontal 29- Horizontal Blinds
10- Diag.Down Right 20- Open Vertical 30- Vertical Blinds
These 30 screen transitions may be further modified by separately adjusting the
number of horizontal and vertical pixel numbers with the PIXNUM command. . .
thus creating totally different screen clearing effects. See the PIXNUM script
command for further details.
For Color Number selection see the color number chart listed in the COLOR script
command summary.
You may clear any portion of the screen using the color and fade effects. You
control the portion cleared by entering the desired pixel coordinates.
The CLR X and Y coordinates are as follows:
X1 = Beginning Column Pixel Location Y1 = Beginning Row Pixel Location
X2 = Ending Column Pixel Location Y2 = Ending Row Pixel Location
See Also: COLOR, PIXNUM
CMFPLAY [Filename.CMF]
----------------------
Purpose: This script command will play a Sound Blaster compatible CMF midi
music file.
Comments: This command requires you have a Sound Blaster or compatible sound
card installed. It will play most CMF formatted midi files. Important: You
must load the Sound Blaster FM music driver, SBFMDRV.COM, before you begin your
show. If it is not loaded, or a sound card is not installed, the program will
simply ignore the script command and go on to the next command. The song will
continue to play until it has ended or until a CMFKill script command is
encountered. The maximum size CMF file allowable in this version is 32K.
See Also: CMFKill, XBPlay, SBPlay
CMFKill
-------
Purpose: This script command will stop playing any CMF midi music file.
Comments: As opposed to the VOC digitized voice files, it is not necessary to
issue this command every time you play a CMF midi file. You would use CMFKill
only when you wanted to stop playing a CMF midi music file.
See Also: CMFPlay, XBKill, XPKill
COLOR [Combined Color # |or| Foreground Color #,Background Color #]
--------------------------------------------------------------------
Purpose: The color command is used to set the foreground and background color
when displaying text; to set the foreground color when displaying text with a
custom font or SuperFont; to set the screen color when clearing the screen with
the CLR command; and to set the frame and fill color when drawing boxes or
circles.
Comments: There are two forms of syntax acceptable when issuing the COLOR
script command. One is using a single, combined color number. The other is
using separate foreground and background color numbers separated by a comma.
For example, the script command COLOR 15,1 or COLOR 31, both set the foreground
to white and the background to blue. The combined color number is primarily for
use when using ShowPrep's color pop-up menu for color selection. ShowPrep uses
the combined color syntax when inserting the command into your script.
When used just prior to issuing a BOX or CIRCLE drawing command, the foreground
color will be the color of the box or circle frame and the background color will
be the fill color.
When used just prior to printing text with SuperFont, the background number will
be ignored as it uses whatever colors are currently on the screen as background.
When you choose STYLE NORMAL with custom fonts both the background and
foreground colors are in effect. If you choose STYLE OVERLAY then only the
foreground color is in effect.
The following list contains the individual Color Numbers used in SuperShow. For
a complete table of combined color numbers, view the color window (F2 hot-key)
in the Showprep program.
0 - Black 8 - Dark Gray
1 - Blue 9 - Bright Blue
2 - Green 10 - Bright Green
3 - Cyan 11 - Bright
4 - Red 12 - Bright Red
5 - Purple 13 - Bright Purple
6 - Brown 14 - Yellow
7 - Gray 15 - White
Also See: PAL, EPAL, VPAL, BOX, PRINT @, SPRINT @, CLR, FONT, STYLE
┌──────────────────────┐
│CONDITIONAL BRANCHING:│
└──────────────────────┘
Purpose: Conditional branching allows you to construct a menu system that
permits the user to move forward and/or backward to certain predesignated points
in your show. There are five script commands that are used in combination to
create conditional branching in your show. We will discuss them in the order
they should be created in your show. Also, be sure to see the tutorial scripts
INPUT.SPT & MOUSE.SPT which were included on your distribution disks.
:[LABEL]
---------
The first thing you'll want to do is decide and create the points in the script
you want the user to be able to go to and return to/from. These points are
designated by creating line labels. A line label always begins with a colon
(:). Then you may designate any word as your label immediately following the
colon. For example, if you wanted to create a label named MAIN MENU you would
enter the script command :MAIN MENU on a line by itself.
MOUSEIN[Hot Spot #0-9] X1,Y1,X2,Y2 :[Line Label]
------------------------------------------------
If you plan to use the mouse for conditional branching, you'll need to set up
"hot spots" on the input screen. The hot spots are created using the MOUSEIN
script command. If the cursor is clicked on these hot spots during an INPUT
command, the program will branch to the line label designated in the mouse input
command. You may set up 10 hot spots, 0 through 9, per input screen.
The Mouse hot spots are determined by the X and Y coordinates as follows:
X1 = Beginning Column Pixel Location Y1 = Beginning Row Pixel Location
X2 = Ending Column Pixel Location Y2 = Ending Row Pixel Location
The line label at the end of the script command determines where in the script
to jump if the user clicks on that hot spot.
Let's say you created a button pcx image that is 50 pixels wide & 50 pixels
high. You locate that button pcx image at screen column 100 and screen row 100.
You wish the script to jump to a label named :MOUSEY if the user clicks on that
button during an INPUT statement. The proper syntax for that would be:
MOUSEIN1 100,100,150,150 :MOUSEY
The mouse input script commands may be located anywhere in the script prior to
the INPUT statement. You may wish to put them right at the beginning of your
script.
INPUT [Seconds]
----------------
After you have created your line labels (and set your mouse input commands if
you wish to use the mouse for branching), you'll next decide where in the script
you wish to give the user the opportunity to branch to these labels. This is
accomplished with the INPUT and IF _ GOTO commands. The INPUT command is very
similar to the DELAY command. It stops your show for a determined number of
seconds, waiting for the user to press a key or click the mouse button. The
difference is that when using INPUT, the program records the key pressed or
mouse location. INPUT waits for only one key press or mouse click and then goes
on to process the next script command which should always be the IF _ GOTO
command if your looking for a key press. Using INPUT without the IF _ GOTO
command would be just like using the DELAY command. If the number of seconds
designated occurs before a key is pressed or mouse clicked, then the program
continues on to process the next script command.
IF [key] GOTO :[label]
----------------------
This is the command that determines which line label the program will go to if a
key was pressed. If using the mouse, that location is determined in the mouse
input command mentioned above. You may go forward or backward from that point
in the script. The program will recognize any normal, printable ASCII character
as the key. In addition, it will recognize all ten function keys and the up and
down arrow keys, and the pgup and pgdn keys. For example, if you had 2 choices
for your user the proper syntax might be IF 1 GOTO :LABEL1 and the next line
would be IF A GOTO :LABEL2.
If the user in the above example presses any other key than 1 or A, the program
will simply go forward and execute the next script command. If a non-existent
line label is encountered the program will execute from the beginning.
Version III recognizes the 10 function keys and some of the arrow keys as input
keys. Since there are no printable characters, we have assigned
non-numeric/non-alpha characters to represent these keys in the IF _ GOTO
statement. Here is a list of the keys and the character that represents them:
F1: ! F2: @ F3: # F4: $ F5: % F6: ^ F7: & F8: *
F9: ( F10: ) PgUp: < PgDn: > Home: + End: - Arrow Up: < Arrow
Down: >
As you will note, the character assigned to the function keys are the upper case
characters on the 1 - 10 number keys. If you wanted to test to see if a user
pressed the F1 function key then the proper syntax would be: IF ! GOTO :[Label]
IF | GOTO :[label]
------------------
This is a special IF _ GOTO script command used to direct the program if time
expires before the user presses a key or clicks the mouse. Basically what this
command says is "If time expires before any key is pressed or the mouse is
clicked then goto the designated label".
The | character is not a colon. It is ASCII character 124 and is most often
found as the upper case character on the backslash (\) key.
RETURN :[label]
---------------
Finally, if you wish the user to be able to return from branching you will need
to issue a RETURN : script command. This command would almost always be
inserted as the last command in your branching routine, i.e., at the end of the
series of script commands following the :LABEL. Using the example cited above,
if you want the user to return to the MAIN MENU label after branching to another
label the proper syntax would be RETURN :MAIN MENU.
It is not necessary to return to the calling line label. You may return to any
valid line label.
If a RETURN script command is encountered without being sent by an IF _ GOTO
command it will simply be ignored.
See Also: GOTO, SHOW.SPT, INPUT.SPT, MOUSEMENU.SPT tutorial scripts
┌───────────────────┐
│COUNTING & SCORING:│
└───────────────────┘
Purpose: There are several applications that may be created using the counting
& scoring script commands in SuperShow III. The major reason we added this
feature was to fill the request by the hundreds of our users who are educators
in schools, colleges and universities around the world. Therefore, the main
purpose of this series of commands is to create true/false or a multiple choice
type quiz using the conditional branching and counting & scoring commands.
Comments: There are a total of 6 counting/scoring commands. We will list them
in the order they most likely would occur. Be sure to see the heavily annotated
script, QUIZ.SPT, which gives examples of all the counting & scoring command
used in conjunction with the conditional branching and background music
commands.
TCOUNT
------
This is one of two counters. The T in TCount stands for True. This means you
would issue this script command each time a question was answered correctly.
When TCount is encountered, an internal counter adds 1 to the TCount value.
FCOUNT
------
This is the opposite of above. The F in FCount stands for False. This means
you would issue this command each time a question was answered incorrectly.
When FCount is encountered, an internal counter adds 1 to the FCount value.
CPRINT @ X,Y TCOUNT
-------------------
This will print the current value of TCount. The location is determined by the
pixel values of X and Y. Font and color are determined by the last Font and
Color commands the program encountered.
CPRINT @ X,Y FCOUNT
--------------------
This will print the current value of FCount. The location is determined by the
pixel values of X and Y. Font and color are determined by the last Font and
Color commands the program encountered.
CPRINT @ X,Y SCORE
------------------
This will print a score based on the values of TCount and FCount. The score is
displayed as a percentage. The location is determined by the pixel values of X
and Y. The font and color are determined by the last Font and Color commands
the program encountered.
RESET
-----
This will reset the FCount, TCount and Score to zero.
See Also: QUIZ.SPT, COLOR, CONDITIONAL BRANCHING
CRAWL ["Message"]
------------------
Purpose: The CRAWL command will display a ticker tape type message while
waiting for a key press or until a specified time expires.
Comments: This command is similar to the PAUSE script command, except that a
message you enter scrolls, right to left, across the screen until a key is
pressed or until the time set with the CRWLAT script expires. The message must
not contain more than 254 characters or an error will occur. The message and
number of desired spaces must be enclosed with quotation marks. The color of
the text and the screen location are determined by the COLOR and CRWLAT script
commands respectively. A demonstration of the CRAWL command is included in the
SHOW.SPT sample script file.
Note: The crawl command is designed to be used with the internal ROM fonts.
Using with any of the custom fonts, CRAWL may create undesirable results.
See Also: CRWLAT, COLOR, STYLE
CRWLAT [X,Y,X2,Display Time]
----------------------------
Purpose: To set the parameters for using the CRAWL special effect.
Comments: This command is used to set the screen location and display time for
the CRAWL script command. The coordinates are as follows:
X= Pixel Column Start; Y= Pixel Row; X2= Pixel Column End; Display Time= The
length in seconds you wish the message to continuously crawl across the screen.
For example: The following script command CRWLAT 100,200,400,30 means you wish
to display the CRAWL message at row 200, beginning at column 100 and ending at
column 400 for 30 seconds.
See Also: CRAWL
DATE @ [X, Y]
-------------
Purpose: To display the current date using any internal ROM or custom font.
Comments: The date will always be in the form "MM/DD/YY" (month-day-year). The
date will display in any screen mode, background/foreground color combination
using any custom or ROM font. The date is determined from the computers
internal system date. The X is the pixel column location and the Y is the pixel
row location. For example to display the date at column and row 100 the script
command would be: DATE @ 100,100
See Also: TIME1, TIME2, TIMEDATE.SPT tutorial script
DELAY [Seconds]
----------------
Purpose: This script command creates a delay of a designated number of seconds
before executing the next script command.
Comments: You would use this command to allow the user to view/read a
particular screen before executing the next script command. For example if you
wanted to delay 3 seconds between screen actions the proper syntax would be:
DELAY 3
See Also: PAUSE, SLEEP, CRWLAT, INPUT
ESCKEY [On/Off]
---------------
Purpose: To activate/de-activate the Esc key during pcx image fades and the
delay, pause, and input commands.
Comments: You may now activate or deactivate the Esc key as an abort key during
the fade screen transitions or during a delay, pause, or input script command.
The default is ESCKEY On. This means that when the Esc key is pressed during
the middle of a screen fade/transition, the fade will be aborted and the very
next script command will be executed. It also means that if the Esc key is
pressed during a delay, pause, or input command, the program will terminate. To
turn this feature off, issue the ESCKEY OFF command.
See Also: SHOW @, PIXNUM, DELAY, PAUSE, INPUT, SLEEP
EGA16
-----
Purpose: To set the screen to EGA mode, which means 640x350 pixels, 16 colors.
Comments: This is one of the screen setting modes. You must set your screen to
a desired mode (CGA2, CGA4, EGA, VGA16, etc.) as the first script command. The
default is CGA2.
See Also: CGA2, CGA4, EGABW, VGA[number]
EGABW
-----
Purpose: To set the screen to EGA black & white mode, which means 640x350
pixels, 2 colors.
Comments: This is one of the screen setting modes. You must set your screen to
a desired mode (CGA2, CGA4, EGA, VGA16, etc.) as the first script command. The
default is CGA2.
See Also: CGA2, CGA4, EGA16, VGA[number]
EPAL [Color#,Palette#]
-----------------------
Purpose: This script command is to be used to control the color palette in
EGA16 screen mode.
Comments: The Color# is a standard color number from 0 to 15 (See the COLOR
script command summary for color numbers). The Palette# is a color shading
number from 0 to 63. For example, to change the color light grey to a bright
red using the EPAL command the proper syntax would be:
EPAL 7,44
Now every time the light gray color (7) is used, it will appear as bright red.
This is somewhat similar to the VPAL routine which may be found in the SHOW.SPT
script file on your distribution disk.
See Also: PAL, VPAL, COLOR
Explode @ X,Y [Filename.Ext] Scale%
------------------------------------
Purpose: A special effect which will cause a gif or pcx image to grow on your
screen until it has reached full size.
Comments: X & Y represent the location of image on the screen. For the explode
command, a location of 0,0 will always center the image. The first number is
the horizontal pixel offset from center. The 2nd number is the vertical pixel
offset from center. Positive numbers move the image up and to the left.
Negative numbers move the image down and to the right
The Scale % determines how quickly the image will grow to full size. It
represents the increments in which the image will grow. Any number from 1 to 25
will give desirable results. The lower the Scale number, the slower the image
will grow.
See Also: Scale @, SCALE.SPT tutorial script
FILL [style]
------------
Purpose: To fill a box or circle with a specified fill character.
Comments: SuperShow allows you to fill any box or circle you draw with a
variety of different fill characters. Your style choices are:
Solid Bricks Diagonal Links Smalldots Bigdots
The default is solid. Once you change the Fill style, it remains in effect
until another FILL command is issued. The sample script, SHOW.SPT, shows the
different fill styles available.
See Also: BOX, CIRCLE, COLOR
FLASH [Beginning Color #,Total Colors,Number of times,Delay]
------------------------------------------------------------
Purpose: A special effect to draw attention to a portion of the screen or to
create a marquee like action.
Comments: Flash will blink a selected color or colors for a specified number of
times at a specified delay rate. SHOW.SPT shows examples of the flash effect.
The script command FLASH 4,2,40,2 means begin with color 4; use 2 colors (4 &
5), flash on and off 40 times (20 on, 20 off) and do it rapidly with a delay of
2. Beginning Color # must be a number between 0 and 15. Total color numbers
may be between 2 and 256, depending on how many colors are available in the
screen. The Times and Delay may contain any number.
Note: The FLASH command works off of palette information. Consequently, you
must show at least one pcx picture with palette information before successfully
using the FLASH script command.
See Also: COLOR, PAL, EPAL, VPAL
FONT [Font Filename]
---------------------
Purpose: This script command is used to load the custom font you wish to
display.
Comments: There are dozens of different font styles available in this version
of SuperShow III. They are the files with the FNT file name extension.
For example, to use the helvetica 30 point font the syntax would be: FONT
HELV30.FNT You may boldface, underline, and color these fonts using the
appropriate STYLE and COLOR script commands. You position and print the font
using the PRINT @ script command. Custom and internal fonts may be displayed in
any screen mode.
In addition to the custom fonts, you also are able to choose from among your
computers resident fonts. These are designated as ROM8, ROM14, and ROM16. ROM
8 is an 8 pixel by 8 pixel font; ROM 14 is an 8 pixel by 14 pixel font; ROM16 is
an 8 pixel by 16 pixel font.
The easiest way to choose fonts is using the pull-down font menu in Super
ShowPrep. This will show you all the fonts available on your disk. You then
choose from that list and the font script command is automatically written for
you. You may also preview a font in ShowPrep with the Font Preview (Alt-P) Tool.
See Also: STYLE, COLOR, PRINT @, GET @
FXDELAY [delay number]
-----------------------
Purpose: This command controls the speed of the transition fades when using the
SHOW command.
Comments: FXDelay controls the speed of any of the fades used when displaying
your pcx pictures with the SHOW command. The higher the number, the slower the
transition. A delay number of zero resets the FXDelay timer to inactive. Once
the delay is set, it remains in effect until it is reset using the FXDelay
command. The speed of the fades/segues may be affected by the combined use of
the PIXNUM and FXDELAY script commands.
See Also: SHOW @, PIXNUM
GET @ X,Y [$#]
---------------
SEE $STRING SCRIPT COMMAND SUMMARY
GOTO :[line label]
-------------------
Purpose: The GOTO script command allows unconditional branching, as opposed to
the IF-GOTO command which requires user input. An example of the proper usage
would be GOTO :LABEL1
Comments: There are two primary uses for the GOTO command. One is to use the
GOTO command after a series of IF _ GOTO : commands. When used in this fashion
the command serves as an error check. If the user hit a key other than one you
were checking for, the GOTO command may be used to return back to the input
command or, for that fact, to any other line label.
Another very handy use is for a temporary command when creating your show
scripts. If you are working on a portion of the script that is several lines
into the show, you may use the GOTO command to skip over the portion of your
script that is already created, tested and working well. If you use the GOTO
command for this purpose, remember to go back and remove all those extraneous
GOTO or line label commands when they no longer serve your editing purpose.
See Also: CONDITIONAL BRANCHING
IF GOTO :
----------
SEE CONDITIONAL BRANCHING SCRIPT COMMAND SUMMARY
INPUT
-----
SEE CONDITIONAL BRANCHING SCRIPT COMMAND SUMMARY
KALID [Kaleidoscope Number]
---------------------------
Purpose: The kaleidoscope feature of SuperShow gives you the ability to draw
colorful designs on your screen to give your presentation motion and pizazz.
Comments: The Kaleidoscope Number gives you some control over the appearance of
the pattern drawn. Any number between -32000 and +32000 may be used as the
Kaleidoscope Number. . . or you may choose not to use any number at all. By
using a number, you guarantee that the same pattern will be drawn each time you
run your SuperShow Script File. You may use the kaleidoscope in any screen
mode.
See Also: SHOW.SPT script file.
KILLXB
------
Purpose: To stop a .VOC sound file and/or clear memory used to play the sound
file in the background.
Comments: This command is used in conjunction with the XBPlay command. XBPlay
will play a sound blaster voice file (.voc) in the background allowing you to
execute other script commands. When the KillXB command is encountered it will
stop the sound regardless of how much of the file has played. Normally you
would not issue this command until after the file was finished playing.
IMPORTANT: You must always include a KILLXB command if you have issued the
XBPlay command. The kill command clears out memory set aside to play the file
in the background. If you don't clear this memory with the KILLXB command and
another XBPlay command is issued, it likely will cause an error or even lock up
your system.
See Also: XBPLAY, SBPLAY, KILLXP, XPLAY
KILLXP
------
Purpose: To stop a MUS sound file and/or clear memory used to play the file in
the background.
Comments: This command is used in conjunction with the XPlay command. XPlay
will play music files (.mus) in the background allowing you to execute other
script commands. When the KillXP command is encountered it will stop the sound
regardless of how much of the file has played. Normally you would not issue this
command until after the file was finished playing.
IMPORTANT: You must always include a KILLXP command if you have issued the
XPlay command. The kill command clears out memory set aside to play the file in
the background. If you don't clear this memory with the KILLXP command and
another XPlay command is issued, it likely will cause an error or even lock up
your system.
See Also: XPLAY, PLAY, KILLXB, XBPLAY
:LINE LABELS
-------------
SEE CONDITIONAL BRANCHING SCRIPT COMMAND SUMMARY
LOGO [Color number,"Text"]
---------------------------
Purpose: This script command is used to display a text line using the LOGO
special effect. LOGO1 and LOGO2 script commands give similar but different
animation effects.
Comments: The LOGO effect is an animated sequence of a word or phrase being
displayed in different colors at slightly offset pixel locations to give a
dazzling effect to display your logo or other brief information.
These special effects uses the current font, three color numbers and the text
information contained in the LOGO script command. The first two color numbers
are the background of the logo effect and is set with the COLOR script command.
The color number in the LOGO script command is the color in which the last text
will display. You locate the beginning of the logo effect text using the LOGO
AT script command.
For example, if you wished to display the word LOGO using the LOGO effect at
pixel row 300 and pixel column 100 with a combination of bright and dark red
background with a white top text the script commands are: LOGO AT 100,300 COLOR
4,12 LOGO 15,"LOGO"
LOGO1 moves down with a right to left motion. LOGO2 moves up with a left to
right motion. LOGO moves down right and then up right.
Several examples of the LOGO effects are contained in the sample script
SHOW.SPT.
See Also: COLOR, LOGO AT, FONT
LOGO AT X,Y:
-------------
Purpose: To set the location of the 3D Logo special effect.
Comments: X and Y represent, respectively, the pixel column and row location of
where the next LOGO 3D special effect will be located.
See Also: COLOR, LOGO, FONT
MOUSE [On/Off]:
---------------
Purpose: If you have a mouse active on your computer you may use it as a
pointer and a remote control device.
Comments: To activate the mouse the proper syntax is MOUSE ON. When you turn
the mouse on, a pointer will appear at the location you gave in the MOUSE AT
script command. You may then move the pointer on your screen as you move your
mouse. To make the pointer disappear the syntax is MOUSE OFF. If the mouse is
connected, you may use it as a remote control device whether or not the pointer
is displayed. Clicking the right and center mouse buttons move forward one
screen. Clicking the left mouse button will end the show. The default is MOUSE
OFF.
See Also: MOUSE AT
MOUSE AT [X,Y]:
---------------
Purpose: To locate the mouse pointer on your screen.
Comments: The coordinates X and Y are the pixel locations where you want your
mouse pointer to appear. X is the pixel column and Y is the pixel row. To
locate your mouse pointer at pixel row 100 and pixel column 300 the proper
syntax would be MOUSE AT 300,100. You should use the MOUSE AT script command
prior to turning your mouse on with the MOUSE ON command.
See Also: MOUSE [On/Off]
MOUSEIN[Hot Spot #0-9] X1,Y1,X2,Y2 :[Line Label]
------------------------------------------------
SEE CONDITIONAL BRANCHING SCRIPT COMMAND SUMMARY
MOUSE SET [Style, Color number]
-------------------------------
Purpose: To change the appearance of the mouse cursor to one of 9 predetermined
cursor shapes.
Comments: The Mouse Set command allows you to change the shape and color of the
mouse cursor. There are nine styles from which to choose. They are:
Arrow Box Uphand Check Rhand Qmark Plus Shand Hour
The default is Arrow and the default color number is 15 (white).
See Also: MOUSE, COLOR, CONDITIONAL BRANCHING, MOUSEMENU.SPT script, MOUSE AT
OUTLINE [ON/OFF]
-----------------
Purpose: To turn the outline feature of SuperFont on or off.
Comments: When issuing the script command OUTLINE ON, characters are displayed
in outline form. OUTLINE OFF displays the characters filled solid with the
foreground color set with the COLOR command. The default is OUTLINE OFF. This
only affects the SuperFont display.
See Also: SPRINT @, SPACE, SIZE, ANGLE
PAINT [oldcolornumber,newcolornumber]
--------------------------------------
Purpose: To re-paint a color on your pcx image.
Comments: This is similar to the VPAL script command in that it accomplishes
the same purpose. The difference is that with the PAINT command, you may change
a color using one of the screen transitions where VPAL changes the selected
color instantly. To accomplish the paint effect, you actually need to issue two
script commands. The first would be the PAINT command. The second is the SHOW
command with a fade number. When you issue the PAINT command nothing will
happen until you issue a SHOW command. For example, if you want to change the
color red (color number 4) on the pcx file MUSIC.PCX to dark blue (color number
1) using a wipe down effect (fade #2) your script would be:
VGA16
SHOW MUSIC.PCX 1
PAINT 4,1 SHOW MUSIC.PCX 2
DELAY 2
SHOW MUSIC.PCX 3
PAUSE
STOP
Try out this script to see the effect.
Also See: SHOW @, VPAL, EPAL, COLOR
PAL [filename.pcx]
------------------
Purpose: To load and display the palette of any pcx or gif image.
Comments: The SHOW @ command automatically sets the palette to the palette in
use when the pcx or gif image was saved. This often is different than the
default palette. If, for example, you are displaying an image in a palette
other than the default and you next wish to display text and boxes in the
default palette, you would issue the PAL command, including the name of the
image file that contains the desired palette, after fading out of the image.
The command does NOT load the image file, only the palette from that image.
This command works best when you have faded or cleared the screen to black.
See Also: EPAL, VPAL, SHOW @, COLOR
PAUSE
-----
Purpose: This command is used to pause the presentation of your show. The
program waits for a key press or mouse click from the user to continue.
Comments: Pause is similar to delay except that a key press or mouse click is
required for the show to continue. Pressing the left mouse key or the Esc
keyboard key will terminate the show. Pressing any other key will move forward
to the next script command.
See Also: DELAY, SLEEP, INPUT, ESCKEY
PLAY [Music Language]
---------------------
Purpose: To play music or sound directly from your script.
Comments: See the Music Language section this manual for details on playing
sound and music from your script.
See Also: Music Language Chapter
PIXNUM [Horizontal Number, Vertical Number]
--------------------------------------------
Purpose: This command controls the number of pixels being displayed during the
fade/segue routines when using the SHOW command. The higher the numbers, the
more pixels are displayed at a time and the quicker the image appears on your
screen.
Comments: Valid numbers are 0 to 1024 (or maximum screen resolution). Once the
number is set, it remains in effect until it is reset using the PIXNUM command.
SuperShow now gives you the ability to set both the horizontal and vertical
pixel numbers. Varying these numbers will give you unique screen fades as shown
in the sample script, SHOW.SPT. Also, check out FADES.SPT, for some unique
screen transitions created by varying the pixnum parameters.
In addition, the speed of the fades/segues may be affected by the combined use
of the PIXNUM and FXDELAY script commands.
See Also: SHOW @, FXDELAY, FADES.SPT tutorial script
PRINT @ X,Y ["Text"]
--------------------
Purpose: This is the script command that actually displays text on your screen
using the custom fonts or your internal, resident computer fonts.
Comments: X and Y represent, respectively, the pixel column and row where the
text will be displayed. This is for use with custom and resident fonts in any
screen mode. Your text must be enclosed by quotation marks. Example: If you
wanted to enter text that said ACME Widget Budget Review at pixel column 10 and
pixel row 100, the proper syntax would be:
PRINT @ 10,100 "ACME Widget Budget Review"
To display the SuperFont see the SPRINT @ script command summary.
The text will be displayed using the last TextFade screen transition issued.
The default TextFade is zero or instant on.
See Also: SPRINT @, COLOR, STYLE, TEXTFADE, $PRINT @
READ [Filename.Txt]
-------------------
Purpose: To read in string data from an external ascii text file.
Comments: This script command has the same end result as accepting user input
through the keyboard. The difference is the data is read in from an external
ascii text file. When this command is issued, SuperShow will look for the text
file. If it finds it, it will read each line of the text file, up to 10 lines.
The first text line will be assigned to $0 (string zero). The second text line
will be assigned to $1 (string one) and so forth. You may then re-display those
text lines using the SuperShow string display commands. The tutorial script
USRINPUT.SPT shows an example of using the READ script command and re-displaying
the input with the string display commands.
There are many uses for the READ command. Let's say for example that you have a
presentation in which you display the weather forecast for the day. Rather than
have to re-write and re-compile your script for this daily change, you simply
type the forecast into a text file in any editor or word processor. Your script
will automatically read that information into string variables ($1, $2, etc.)
and display it using whatever custom or rom fonts you selected.
See Also: USRINPUT.SPT tutorial script, $String commands, GET @
RETURN :
---------
SEE CONDITIONAL BRANCHING SCRIPT COMMAND SUMMARY
ROTATE [Degrees]
-----------------
Purpose: This script command will rotate a custom or internal computer font at
90, 180, 270 or 360 degrees.
Comments: This is similar to the SuperFont angle command with the exception
that ROTATE may be used only with the four degree angles cited above. The
rotation angle remains in effect until a new ROTATE command is given or until a
new font is designated using the FONT script command.
See Also: FONT, PRINT @, STYLE
RUN [Filename.Extension]
------------------------
Purpose: This command is a built in shell feature of SuperShow III and may be
used to run other executable (.EXE or .COM) programs without disturbing your
screen presentation in SuperShow III.
Comments: You may use the command to run most any program. When the shelled
program ends, you are returned to your SuperShow III where you left off. If you
wish to run a program named EXAMPLE.COM from within your show, the proper syntax
would be: RUN EXAMPLE.COM Be sure there is a space between the command RUN and
the full filename of the program. You may also include command line parameters
after the filename.
When the RUN command executes it first sets the screen mode to DOS text mode.
This means that it is up to the called program to set the screen mode if it is
other than text. Remember to re-set the screen in your script to the desired
mode immediately after the RUN script command.
See Also: STOP, CONDITIONAL BRANCHING
SBPLAY [Filename.VOC]
---------------------
Purpose: To play a digitized sound blaster file in the foreground.
Comments: SuperShow gives you the ability to play any Sound Blaster (VOC) or
compatible digitized sound file directly from your script. The filename may
include a drive and directory if it is not stored in the same location as your
SuperShow program. This command plays the sound file in the foreground which
means the sound file plays completely before the next script command will be
executed. To play in the background see the XBPlay script command.
Note: You must have a Sound Blaster card or compatible to use this script
command.
See Also: PLAY, XPLAY, XBPLAY, KILLXB, KILLXP
SCALE @ X,Y [Filename.Ext] [percentage]
---------------------------------------
Purpose: To display a scaled version of a pcx or gif image.
Comments: The X and Y represent, respectively, the pixel column and row
location of where you wish the image to appear. The Filename.Ext is the
filename of your pcx or gif image. The percentage represents the amount of
scaling you wish to occur. For example, if you have an image named MYPIC.GIF
that you wish to display at pixel column 10, pixel row 40 at half (50%) its
normal size the script command would be: SCALE @ 10,40 MYPIC.GIF 50. The
tutorial script SCALE.SPT contains heavily annotated examples of using the SCALE
script command.
See Also: Explode @, SCALE.SPT Tutorial Script
SHAKE [number]
---------------
Purpose: This special effects command literally causes the picture on your
screen to shake up and down.
Comments: The [number] parameter is the length of time you wish the screen to
shake. The higher the number, the longer the screen will shake.
SHOW @ X,Y [Filename.Ext] [Fade Number]
----------------------------------------
Purpose: This script command is used to display a PCX or GIF image file, in any
screen mode (CGA through Super VGA) using one of the dozens of available screen
fades/segues.
Comments: The SHOW @ command is followed by the pixel location (X,Y), filename
and extension of the pcx or gif image you wish to display and, finally, a
fade/transition number. For example, if you wanted to display a full screen PCX
image named MYFILE using a diagonal fade down right the syntax would be: SHOW @
0,0 MYFILE.PCX 10. You may also designate a drive and directory if your image
file is not in the same directory as the SH3.EXE program. For example, if your
file is located on drive C in a directory named PICS, then SHOW @ 0,0
C:\PICS\MYFILE.PCX 10 would be the proper syntax. Be sure a space is between
each element of the command. The command first looks to use conventional memory
to store and display screens. If none is found, it will use expanded memory and
finally it will look to use extended memory. If none of those is available, the
picture will simply displayed with no screen fade/transition.
There are 40 basic fade numbers with the SHOW command. Additional fades are
created by varying the horizontal and vertical pixels using the PIXNUM command.
Here is a list of the basic screen fade numbers and the type of fade/segue it
invokes.
0- Instant On (Clear Screen) 11- Diag. Down Left 22- Close Vertical
1- Instant On (Overlay) 12- Diag. Up Right 23- Drip Down
2- Wipe Down 13- Diag. Up left 24- Drip Up
3- Wipe Up 14- Explode 25- Pour Down
4- Wipe Right 15- Implode 26- Pour Up
5- Wipe Left 16- Puzzle Pieces 27- Weave Horizontal
6- Slide Down 17- Spiral Out 28- Weave Vertical
7- Slide Up 18- Spiral In 29- Horizontal Blinds
8- Slide Right 19- Open Horizontal 30- Vertical Blinds
9- Slide Left 20- Open Vertical 31- Snake (Full Screen)
10- Diag. Down Right 21- Close Horizontal
Also, slow and fast screen fade in & out, in both 16 color and 256 color modes,
are available using the following screen fade numbers:
32- Slow Fade-In 256 33- Slow Fade-In 16 34- Slow Fade-Out 256
35- Fade-Out 16 36- Fast Fade-In 256 37- Fast Fade-In 16
38- Fast Fade-Out 256 39- Fast Fade-Out 16
See Also: PIXNUM, FXDELAY, SHOW @
SIZE [Number]
-------------
Purpose: This script command is used to enlarge or shrink the size of the
SuperFont.
Comments: The number may be any number, however, there are reasonable
parameters. A very small SuperFont does not look very good. If you are going
to use a small font then use the internal or one of the small custom fonts. The
average size you will use will probably be in the range of 6 to 16.
See Also: FONT, SPRINT @, OUTLINE, ANGLE, SPACE
SLEEP [Seconds]
----------------
Purpose: This script command acts as a delaying mechanism much like the DELAY
script command, but disables the Esc key as an abort mechanism.
Comments: There are two differences between the SLEEP and DELAY script commands.
Pressing the ESC key during the execution of the SLEEP command will NOT abort
the script and return to DOS as is true with the DELAY command. Pressing the
Esc key during the SLEEP command will move forward to the next script command.
Therefore, if you wish to keep the end user from aborting your script by
pressing the ESC key, use the SLEEP command for delays.
The second difference is in the way in which the program tracks time. Using the
DELAY immediately following a SOUND or PLAY command may cause some strange
sounds from your speaker. This is because DELAY uses some of the same timing
routines as SOUND and PLAY. Therefore, it is best to use SLEEP for a script
delay in conjunction with SOUND or PLAY.
See Also: DELAY, PAUSE, ESCKEY
SOUND [Number]
--------------
Purpose: You may use this command when you desire a sound to highlight a screen
or message.
Comments: There are ten distinct sounds included in this version of SuperShow
III. All sounds are relatively short in duration. The number following the
Sound script command must be between -4 and +5. Sometimes it is desirable to
include a sound is to draw the user's attention to the necessity of pressing a
key.
See Also: PAUSE, INPUT, PLAY, XPLAY, SBPLAY, XBPLAY, KILLXB, KILLXP
SPACE [Number]
---------------
Purpose: This is for setting the space between characters when displaying text
with SuperFont.
Comments: As you change the size and angle of the SuperFont, you probably will
also want to change the spacing between characters. That is what the SPACE
script command does. Normal spacing is in the range of 4 to 8.
See Also: SPRINT @, SIZE, ANGLE, OUTLINE
SPRINT @ X,Y ["Text"]
---------------------
Purpose: This is the script command that displays text on your screen using the
SuperFont.
Comments: This is for use with the SuperFont only. SuperFont may be displayed
in CGA, EGA or VGA screen modes. X and Y represent, respectively, the pixel
column and row where you wish to locate your text. Text must be enclosed by
quotation marks. Example: If you wanted to enter text at pixel column and row
10 that said ACME Widget Budget Review the proper syntax would be:
SPRINT @ 10,10 "ACME Widget Budget Review"
To display custom and internal fonts see the PRINT script command summary.
See Also: PRINT @, COLOR, ANGLE, SPACE, OUTLINE, SIZE
STOP
----
Purpose: To stop the presentation of your show, returning the user to DOS or
the calling program.
Comments: The stop command serves a couple of purposes. It aids in setting up
conditional branching where you wish to have the user choose a branch or stop
using the show. It also may be used as an aid when building your script and you
wish to force a stop after certain script commands are executed.
See Also: CONDITIONAL BRANCHING, RUN
┌───────────────────────────────────┐
│$STRING USER INPUT COMMAND SUMMARY │
└───────────────────────────────────┘
Purpose: The series of SuperShow string commands (designated with a $) is for
the purpose of obtaining word or sentence input from your user. Additionally,
string input may be obtained from a ascii text file by using the READ script
command. See READ for further information. Also, be sure to view and run the
tutorial script USRINPUT.SPT to see working examples of string user input.
The user input is stored in one of 10 different strings. These strings are
determined by you and are identified by the $ character (dollar sign) and a
number between 0 and 9. SuperShow will retain information in up to 10 different
strings at any given time. There is no limit on how many times you may re-enter
string information into the 10 different available strings.
Once the input has been obtained, you may then re-display the string information
using the SuperFont, internal rom fonts or your choice of custom fonts.
There basically are 4 steps in obtaining user input:
1. Set the size of the input field, i.e., determine the maximum amount of
characters you will allow your user to type in from the keyboard. This is
accomplished with the $Size command.
2. Determine the font style (ROM, Custom or SuperFont) and
foreground/background character colors you wish to display as the user types
from the keyboard. See the FONT and COLOR commands for setting those
parameters.
3. Get the user input using the GET @ $ command and assign it a string
number.
4. Re-display, if you wish, using the various $ printing and typing
commands.
The following are the associated string user input script commands:
$Size #
--------
This script command determines the maximum number of characters you will allow
your user to input when the GET @ command is encountered. The # may be any
number although there are reasonable limitations. The # will be determined by
screen and font size. We recommend keeping the input size between 1 and 70.
GET @ X,Y [$#]
--------------
This command permits the user to input a string of characters from the keyboard.
X and Y represent the pixel column and row location where the input will be
displayed on the screen as the user types from the keyboard. The $# represents
the string number to which you wish to assign the text input. Valid numbers are
from 0 to 9. You then may re-display that information at a later point in your
presentation by using any of the $ (String) print or type commands.
The background and foreground colors of the input are determined by the Color
command. The font used is determined by the Font command. Normal editing
features, such as insert, delete, home, end, etc., are active during keyboard
input. The cursor location during the GET command is designated by the
underline (_) character.
$PRINT @ X,Y $#
---------------
This is the script command that actually displays the text stored in a string on
your screen using a custom font or internal ROM font. X and Y represent,
respectively, the pixel column and row where the text will be displayed. The #
represents which string number you wish to display. Valid numbers are between 0
and 9. Example: If you wanted to display text string #1 at pixel column 10 and
pixel row 100, that you obtained from an earlier GET @ command, the proper
syntax would be:
$PRINT @ 10,100 $1
To display the SuperFont see the $SPRINT @ script command.
The text will be displayed using the last TextFade screen transition issued.
The default TextFade is zero or instant on.
$SPRINT @ X,Y $#
----------------
This is the script command that actually displays the text stored in a string on
your screen using the SuperFont. X and Y represent, respectively, the pixel
column and row where the text will be displayed. The # represents which string
number you wish to display. Valid numbers are between 0 and 9. Example: If
you wanted to display text string #1 at pixel column 10 and pixel row 100, that
you obtained from an earlier GET @ command, the proper syntax would be:
$SPRINT @ 10,100 $1
$TYPE @ X,Y $#
--------------
This command will display a single line of user input text stored in a string
with a typewriter sound effect. This effect works best using one of the
internal rom fonts. X and Y represent, respectively, the pixel column and row
where the text will be typed. The # represents which string number you wish to
type. Valid numbers are between 0 and 9. Example: If you wanted to type text
string #4 at pixel column 10 and pixel row 100, that you obtained from an
earlier GET @ command, the proper syntax would be:
$TYPE @ 10,100 $4
$STYPE @ X,Y $#
---------------
This command is the same as $TYPE @ above, except that the text is typed with no
sound effect.
See Also: READ, USRINPUT.SPT tutorial
STYLE [Bold/Underline/Overlay/Normal]
-------------------------------------
Purpose: The STYLE script command is used to change the appearance of a custom
or ROM computer font.
Comments: The default when starting SuperShow III is Normal. You may use
combinations of the different styles. For example you can make a font
transparent, bold and underlined by issuing the three appropriate STYLE script
commands. Here is a definition for each of the styles available:
■ Normal: Normal font display means that the font will have a foreground
color and background color (set by the COLOR script command) and will write over
anything previously displayed on the screen. This is the default if no STYLE
script command is encountered.
■ Overlay: This means that the font will be transparent and only the
foreground color is in effect. The background color set with the COLOR command
is ignored. Words printed in this mode do not erase the portion of the screen
on which they appear, but write over what is already there.
■ Bold: This means the font will appear bold when displayed.
■ Underline: Issuing this style command will display text with a single
underline.
The STYLE command remains in effect until a new STYLE command is encountered.
Remember, most of the STYLE commands are cumulative. . . in other words, if you
have issued a bold style and then later issue an underline style, the next font
display will be both bold and underlined. The exception is the Normal style
command. This resets the STYLE back to just normal as outlined above.
See Also: FONT, COLOR, PRINT, ROTATE, TYPE, LOGO, CRAWL
STYPE @ X,Y ["Message"]
-----------------------
Purpose: To display a single line of text with a silent typewriter effect.
Comments: This command is the same as the TYPE script command except that the
sound of the typewriter is silent.
See Also: $STYPE @, TYPE @, COLOR, FONT, STYLE
TEXTFADE [Fade Number]
----------------------
Purpose: This script command is used to display text, in any screen mode (CGA
through Super VGA) using one of the dozens of available screen fades/segues.
Comments: The TEXTFADE command is followed by the fade number of the transition
you wish to use. For example, if you wanted to display a line of text sliding
on the screen from left to right the script syntax would be:
TEXTFADE 8 Print "Enter your line of text here."
That textfade will remain in effect until another textfade command is issued.
This means that all subsequent print statements will use that fade to display
the text.
The default is 0, which means no fade is used. Issue a TEXTFADE 0 command to
reset to normal.
There are 30 basic fades available to the TextFade command. Additional fades
may be created by varying the horizontal and vertical pixels using the PIXNUM
command. This effect works with both the custom and ROM fonts, but not with
SuperFont.
See the list of fade numbers listed under the CLR script command.
See Also: PRINT @, $PRINT @, COLOR, FONT, STYLE
TYPE @ X,Y ["Message"]
----------------------
Purpose: To display a single line of text with a typewriter sound effect.
Comments: This command is used as a special effect to draw attention to a line
of text you wish to display. The message and number of desired spaces must be
enclosed with quotation marks. The color of the text is determined by the COLOR
script command. The location is determined by the pixel column and row
coordinates, X and Y. The internal rom fonts work best with this effect.
See Also: COLOR, PRINT @, $TYPE @
USER INPUT COMMANDS
--------------------
SEE $STRING USER INPUT COMMAND SUMMARY
VGA[number]
-----------
Purpose: To set the screen to a specific VGA mode designated by the number.
Comments: There are 8 VGA screen modes that you may set manually. They are as
follows:
VGABW 640x480 pixels 2 colors VGA16 640x480 pixels 16 colors
VGA320 320x200 pixels 256 colors VGA640 640x480 pixels 256 colors
VGA400 640x400 pixels 256 colors VGA800 800x600 pixels 256 colors
VGA816 800x600 pixels 16 colors VGA1024 1024x768 pixels256 colors
You must set your screen to a desired mode (CGA2, CGA4, EGA, VGA16, etc.) as the
first script command. The default is CGA2.
See Also: CGA2, CGA4, EGA, VGA
VIEW [filename.pcx]
-------------------
Purpose: To display any pcx file without the memory demand required for a
special effects display using the SHOW command.
Comments: The memory required for the VIEW command is only limited by video
memory. The file will be displayed from top to bottom of the screen as it is
written from disk to the video buffer at the pixel location last assigned with
the @ command.
While you may invoke this method of display using the VIEW script command it
really isn't necessary. If, after unsuccessfully trying to allocate
conventional, expanded, and extended memory (in that order) SuperShow will
automatically switch to the VIEW command even if your script uses the SHOW @
command. That way you may feel confident that your show is far less likely to
bomb out on systems with limited memory hardware.
See Also: SHOW @
VPAL [Color#,Red,Blue,Green]
----------------------------
Purpose: This is the VGA palette command to be used to control the color
palette while in VGA screen mode.
Comments: The Color# is a standard color number from 0 to 15. (See the color
chart in the COLOR script command summary for color/number information). The
Red, Blue and Green are palette intensities and are numbers from 0 to 63. To
change a bright red VGA color to bright white, the proper syntax is:
VPAL 12,63,63,63
An example of using VPAL is contained in the sample show script SHOW.SPT.
See Also: PAL, EPAL, COLOR
XBPLAY [Filename.VOC]
----------------------
Purpose: To play a digitized sound blaster file in the background.
Comments: SuperShow gives you the ability to play any Sound Blaster (VOC) or
compatible digitized sound file directly from your script. This command plays
the sound file in the background which means you may execute other commands
while the sound is playing. You may show different pcx images, do screen fades,
print text, even wait on the INPUT command while the sound is playing. You must
have a Sound Blaster card or compatible to use this script command.
See Also: SBPlay, XPlay, KILLXB, KILLXP
XPLAY [Filename.MUS]
--------------------
Purpose: To play a pre-programmed text music/sound file from your PC Speaker.
Comments: SuperShow gives you the ability to play music/sound files directly
from your script. The filename may include a drive and directory if it is not
stored in the same location as your SuperShow program. When the sound file
finishes playing, the next script command will be executed. You must always
enter a KillXP command following the XPlay command. It doesn't have to follow
directly, but it must occur before another XPlay or XBPlay command is
encountered. Failure to kill the sound file may result in hanging your
computer. Sample sound files are included with your registered version of
SuperShow. See the chapter on the Music/Sound Language for details on creating
and playing music and sound through your PC speaker.
See Also: PLAY, SBPLAY, SOUND, KILLXP
┌───────────────────────┐
│ Super-ShowPrep III │
└───────────────────────┘
Super-ShowPrep III is an editor/script generating program that is an integral
part of SuperShow III. The program file name is SP3.EXE.
ShowPrep is a DOS text, ASCII, editor. It features mouse aware pull-down menu's
and dialog boxes for editor control and especially for creating script commands.
It is not necessary to use ShowPrep to create a script for use in SuperShow III.
All you need is any word processor or editor that can save files in the DOS Text
format (ASCII). We do believe, however, that using ShowPrep will save you a
great deal of time since all the script commands are available from drop down
menus, including each of the fades available in the SHOW commands. Also, each of
the SuperTools and drawing tools for boxes and circles are found in Super
ShowPrep. In addition, you may run the script directly from the editor without
having to go to DOS. And, when the script is done running in SuperShow III, you
are returned to the editor and the script you are working on.
To begin using the program, simply type SP3 at the prompt and press the enter
key. If you wish to load a script file upon start-up of the program then type
the script filename on the same command line. For example, if you wish to load
a script file named MYSHOW.SPT when starting ShowPrep, the proper syntax would
be: SP3 MYFILE.SPT
When you first begin ShowPrep, the editor is active. This means that ShowPrep
is ready to have you start writing your script. It functions at this point much
like any other editor/word processor. We will cover the editing functions in
more detail shortly.
To activate the pull-down menu system you'll need to press one of the associated
function keys. In addition to the function keys, many of the ShowPrep functions
are selected by pressing associated hot-keys. We will cover the menu function
key and hot-key system in a moment. First let's look at the editor portion of
the ShowPrep program.
EDITOR: The program functions much like any editor/word processor with one
notable difference. Since the scripts for SuperShow III dictate one command per
line, the word wrap feature is turned off. This means that the cursor will not
automatically jump down to the next line. To move your cursor down you will
need to press the Enter or other edit keys mentioned below.
The editor otherwise has most of the functions of a standard DOS text editor.
You may search, replace, save, load, merge, block copy, move, delete, insert and
so forth. The maximum number of lines in a script is 2000.
IMPORTANT: The F1 Function key will pop-up a help screen for using the editor.
There are 2 pages of help information. The first page reviews the edit keys
available in the editor. The second page tells how you may block copy, move and
or delete portions of your script text.
Here is a review of the edit keys: Home/End - Go to begin/end of
line Ctrl+Home/End - top/bottom of screen Pg Up/Dn - Display previous/next
page Ctrl+PgUp/Dn - Go to 1st/last page Ctrl+Y - Delete current line Ctrl+N -
Insert blank line above Ctrl+ - Move one word right Ctrl+ - Move one word
left.
Shift+Cursor - Begins block mode. You may continue to highlight the area you
wish to block by continuing to tap the cursor key (up or down) while holding
down the shift key. The blocked text will appear in reverse video. To paste
the block into the buffer for copying press any key but the Escape key. To
delete the block and paste it into a buffer for moving, press the shift and
delete keys. To insert text copied into the buffer, line up your cursor at the
point in your script where you wish to insert. Press shift and insert keys and
the buffer text will be inserted in your script.
PULL-DOWN MENUS, FUNCTION KEYS AND HOT-KEYS: As mentioned earlier, the function
keys are used to activate the pull-down menu system of ShowPrep. Once a menu
has been pulled down you may display the previous or next pull down menu by
pressing the left or right cursor (arrow) keys. Also, once the menu system is
active, you may also use your mouse to select menu options or new menus. You
will note that many of the menu items have an associated hot-key. The hot-key
combination may be found to the right of a displayed menu function. For
example, the menu option Load Script has a hot-key combination of Alt+L. The
hot-key combination has been assigned those functions that are used frequently.
You may use the hot-key combination to invoke the function without pulling down
the menu. As you become more familiar with the program, this will speed up your
use of the program.
We will now cover each of the function keys and associated menu items and
hot-keys. It should be noted that pressing the escape key (Esc) when using the
menu system will always take you to the previous menu or, eventually, to the
editor.
F1 - HELP: As mentioned above, this function key displays two pages of help
information concerning the editing functions and keys of ShowPrep.
F2 - COLORS: This function key does not pull-down a menu, but rather pops-up a
color chart. The purpose is to change the colors in the editor. The default
colors are white on black. You may choose any combination of colors by moving
the cursor to the color combination you wish and then press the Enter key. The
editor will change to that color. A file, named SP.CFG, will also be created so
the color combination you chose will be the default whenever you use ShowPrep.
F3 - FILES: When pressed, this function key will display a menu of items
relating to maintenance of your script and pcx files. We will cover each item
of the menu.
New Script: Choosing this option will clear your screen, deleting any
previously entered or loaded text and change the name of the new script file to
WORKING.SPT. Be sure you have saved any previously entered script text before
choosing this option. The associated hot-key is Alt+N.
Load Script: This option allows you to load any script text file of your
choice. The first thing you'll see is a dialog box. You may directly enter the
name of a script to be loaded in this box or simply use your cursor keys to
highlight the desired file and press the enter key. The file will then be
loaded into the editor. The associated hot-key is Alt-L.
When a file is being loaded, any previously loaded text will be deleted and you
will briefly see a blinking message at the bottom of your screen. Once the file
is loaded the path and filename will appear in the lower left hand corner of
your screen.
Save Script: This option will save your script to a disk file. When choosing
this option an input box will appear with a default path and filename. If this
is acceptable, simply press the enter key. If you wish to change the path or
filename, then type the appropriate changes and press the enter key. If you
changed the path or name, the changes will be reflected in the lower left hand
corner of your screen. Remember. . . WORKING.SPT is assigned to every new
script file. You'll probably want to rename scripts initially designated with
this name. The associated hot-key is Alt+F.
Merge Script: This option allows you to combine multiple script files into one
main script file. We suggest that you build your show, especially long involved
presentations, into separate scripts. This makes creating, running and
debugging your script go much faster. That's where the merge function is handy.
Merging is almost the same and follows the same syntax as the Load Script
function. The difference is that the previously entered or loaded text will not
be deleted. The new merged file will be appended at the end of the currently
loaded script text. You may then block copy, move, etc., the merged text. The
associated hot-key is Alt+M.
Print Script: This option sends the currently loaded script to parallel printer
port #1. Be sure your printer is turned on before choosing this function.
There is no associated hot-key.
Search Script: The purpose of this function is to search for a word or
combination of words in your script text. This is especially helpful if you are
editing a long script. When you choose this selection, an input box will appear
asking for the string (word or words) you wish to search for. The search always
begins at the cursor and goes forward. Therefore, if you want to search the
entire text file, be sure your cursor is on the first line of the text. If the
string is found, the line in which it was found will appear at the top of your
screen and the cursor will be resting on the beginning letter of the string. If
the string is not found, a brief beep will be heard. The associated hot-key is
the Alt & F2 Function keys.
Search & Replace: This feature will, unconditionally, replace any word or
phrase with any other word or phrase. When choosing this feature a dialog box
appears with two input lines. The first line asks for the word or phrase to
search for. After you have entered that information, press the tab key and you
will be at the replace input box. Enter the word or phrase you wish to insert.
When complete, press enter. Each occurrence of the search word(s) will be
deleted and the replace word(s) will be inserted. The associated hot-key is Alt
& F3 Function keys.
Save/Run Script: One of the handiest features of ShowPrep is that you may run
the script directly from the editor. That is what this option does. When you
choose this option the file will automatically be saved to disk and then the
script will be run in SuperShow III (SH3.EXE). IMPORTANT: You must have the
program SH3.EXE located in the same directory/path as ShowPrep for this option
to work properly. Once the script has completed running, you will be returned
to the editor to continue working on your script. The hot-key is the F10.
DOS Shell: This option sends you to the DOS prompt. You may perform any normal
DOS function here. Do not attempt to load any memory resident programs when in
this shell. To return to ShowPrep, type EXIT at the prompt and press enter key.
Quit: This option ends your current session of ShowPrep returning you to DOS or
to the calling program. The associated hot-key is the Alt+F1 Function keys.
F4 - TOOLS: The options on this menu are all associated with pcx imaging and
drawing tools. (Unavailable in Shareware version)
F5 - EFFECTS: The options on this menu are all associated with displaying image
files, clearing the screen and other special screen effects. Pressing the F5
function key from the editor will pull-down this menu. The options are:
Show @ Command: If you wish to display a pcx or gif image using the SHOW
command, then you would choose this option. The first thing that occurs when
you select this option is that a dialog box containing your pcx or gif images
will be displayed. (Note: Whether pcx or gif files are displayed depend on
which of the image formats is currently active. The active image format is
displayed on the top line of ShowPrep. It may be changed by pressing the Alt-F9
hot key or by choosing Set Image Format from the F5 pull-down menu.) From the
dialog box, highlight the file you wish to display and press the enter key. A
pixel locate box next appears on your screen. Enter the desired pixel column
and row coordinates in the box. Next a menu of all the fades will appear on
your screen. Highlight the desired fade and press the enter key. The proper
script command, reflecting your choices, will be inserted into your script at
the location of the cursor in the editor. For example, if you chose a pcx file
named SAMPLE.PCX and wish to show the image at pixel column 0 and pixel row 100,
and chose Open Curtain fade, the script command SHOW @ 0,100 SAMPLE.PCX 21 will
automatically be inserted in your script. The associated hot-key is Alt+S.
CLR Command: This is the script command used to clear the screen. When you
choose this option, you will first see a menu of colors which you may use to
clear the screen. Highlight the desired color and press enter. Now you will
see a menu of all possible screen clearing fade effects. Highlight the desired
effect and press enter. The appropriate CLR script command will now be
automatically inserted into script at the editor cursor location.
For example, if you chose to clear a VGA screen to black using the wipe down
effect the command CLR 0,2,0,0,639,479 would automatically be inserted in your
script. This command indicates you wish to clear the entire screen. If you
wish to clear only a portion of the screen, then you need to enter the
appropriate pixel coordinates where the last digits appear. See the CLR command
information found in the Script Commands chapter of this manual for more
details. The associated hot-key is the Alt & C keys.
VIEW: This is the same as the SHOW command mentioned above, except that no
screen fade is available this command.
Set File Type: This new command is for the purpose of setting the file type to
either the PCX format or the GIF image format. The active format is displayed
on the top screen line in Super - ShowPrep III. The purpose of setting the file
type is so when you use the pull-down menu options such as SHOW @, the list of
images will be in the preferred image format. You may mix PCX and GIF images in
a single presentation.
Other Effects: You'll also note other commands like Pixnum, FXDelay, Special
FX, Delay, Pause, Sleep, etc. are contained on this menu. To insert one of
these commands in your script, simply highlight the command with the cursor key
and then press enter. The command will be inserted in your script at the cursor
location in the editor. For details of each of these commands, see the chapter
named Script Commands.
F6 - SCREEN: Pressing this function key will display a menu of SuperShow III
screen related script commands. Commands like Screen Modes, COLOR, and
CONDITIONAL BRANCHING commands are contained on this menu. To insert one of
these commands in your script, simply highlight the command with the cursor key
and then press enter. The command will be inserted in your script at the cursor
location in the editor. For details of each of these commands, see the chapter
named Script Commands.
F7 - FONTS: Pressing this function key will display a menu of SuperShow III
font related script commands. Commands for custom, internal and the SuperFont
are all located on this menu.
Font Directory: This option is associated with the custom GEM fonts used in
SuperShow III. When you choose this option you will see a dialog box with a
list of your custom fonts. Using your cursor keys or mouse, highlight the
desired font and press the Enter key or click on OK. ShowPrep will then enter
the appropriate FONT script command and filename in your script.
Other Font Commands: The remainder of the options in this menu may be chosen by
highlighting the desired command using your cursor keys. Once highlighted,
press the Enter key and that command will be automatically written in your
script at the current cursor location. For details of each of these commands,
see the chapter named Script Commands.
F8 - SOUND: Pressing this function key will display a menu of SuperShow III
sound and music related script commands. Commands for digitized Sound Blaster
files and pc speaker sound and music are all located on this menu, as well as
some pre-programmed sounds.
SBPlay: This is the command to play Sound Blaster digitized VOC files in the
foreground. When you choose this option you will see a dialog box with a list
of your Sound Blaster VOC files. Using your cursor keys or mouse, highlight the
desired file and press the Enter key or click on OK. ShowPrep will then enter
the appropriate script command and filename in your script.
XBPlay: Same as above, only this command is for background play.
KillXB: This will insert the kill sound file command in your script. See the
listing under Script Commands for full details.
XPlay: This is the command to play external music MUS files. When you choose
this option you will see a dialog box with a list of your music files.
Highlight the desired file and press the Enter key or click on OK. ShowPrep
will then enter the appropriate script command and filename in your script.
KillXP: This will insert the kill sound file command in your script. See the
listing under Script Commands for full details.
Other Sound Commands: The remainder of the options in this menu may be chosen
by highlighting the desired command using your cursor keys. Once highlighted,
press the Enter key and that command will be automatically written in your
script at the current cursor location. For details of each of these commands,
see the chapter named Script Commands.
F9 - MOUSE: All the options on this menu pertain to the operation of your
mouse. You may turn the mouse on or off, locate it with the AT command, create
input with the MOUSEIN command and change cursor appearance with the Mouse Set
(cursor) commands. Check the associated listings in the Script Commands chapter
for full details on each of the mouse commands.
┌────────────────────────────┐
│ MUSIC LANGUAGE │
└────────────────────────────┘
SuperShow III features a music language that allows you to play music/sounds
right from your script or from an external music file. Several sample external
music files have been included with your registered version of SuperShow III. In
addition, samples of actual music language script commands are included in the
sample script file SHOW.SPT.
Both the XPLAY music text and PLAY script command use a Music Language that is
very similar to that found in the Basic program language.
The music files, those with a .MUS extension, are simply self contained songs
saved in an ASCII text file format. You can play these music files by using the
XPLAY command or by playing actual musical notes and notations right from your
script using the PLAY command. Both methods use the same music language syntax.
Basically, to use the PLAY script command you build a string of commands and
music notes which you include directly after issuing the PLAY script command.
Here is a list of the music commands:
PLAY [Commandstring]
---------------------
Commandstring is a string expression that contains music commands:
───────────Set Octaves and Play Tones───────────────
Ox Sets current octave (x = 0-6)│ < or > Up or down one octave
Nx Plays note x (x = 0-84, 0 is a│ A-G Plays A, B, ..., G in current
rest) │ octave (+ = sharp, - = flat)
─────────────Set Tone Duration and Tempo───────────
Lx Sets length of a note (L1 is│ MS Each note plays 3/4 of length
whole note, L4 quarter note,│ MN Each note plays 7/8 of length
etc.) x = 1-64 │ ML Each note plays full length
Tx Sets number of quarter│ Px Pause for the duration of
notes per minute │ x quarternotes (x = 1-64)
(x = 32-255, 120 is default│
────────────────Set Operation────────────────
MF Plays music in foreground│ MB Plays music in background
For example, lets play a few notes of Beethoven's Fifth Symphony. We'll set the
tempo (T) at 180 quarter notes per minute and play in the second octave (o)
[that's the letter o not a zero].
PLAY T180 o2 P2 P8 L8 GGG L2 E-
PLAY P24 P8 L8 FFF L2 D
To interpret the first line:
T180= Tempo set at 180 quarter notes per minute.
02 = 2nd octave
P2 = Pause for 2 quarternotes
P8 = Pause for 8 quarternotes
L8 = Set note for eighth note
GGG = Plays three G notes
L2 = Set note for half note
E- = Change to key of E flat
For the second line:
P24 = Pause for 24 quarternotes
P8 = Pause for 8 quarternotes
L8 = Set note for eighth note
FFF = Plays three F notes
L2 = Set note for half note
D = Play a D note
You could actually put all of the music commands on one line and it would work
the same. We try to keep the music command lines reasonably short for
readability. Also you will note a space between each of the music commands.
This is not necessary, but again we do so for purposes of readability.
XPLAY [Filename.MUS]
--------------------
XPLAY will play an external ASCII text file containing a list of music commands
that normally comprise a song or portion of a song. To create an external music
text file you simply write the commands much as you do in the script using the
PLAY script command. The difference is that you do not need the word PLAY
preceding the music command.
IMPORTANT NOTE: If you want to include comments in your music file, they must be
preceded by a semicolon or they will be interpreted as a music commands and an
error will probably result.
Here is a sample music file:
;LaMarseille mb O2 T150 mn F16 F8. F16 B-4 B-4 >C4 C4 ml F4. mn D8 <B-8 P16 B-16
ml >D8. mn <B-16 G4 >E-2 ml C8. mn <A16 ml B-2 mn P8.
Here we include the name of the song as a comment by using the semicolon. We
also are telling the program to play this music in the background by using the
mb script command. This means that while the song is playing you will be able
to execute other script commands.
The program will generate a music buffer that will hold up to 128 notes in the
background. Depending on the tempo and note length, this means that when you
tell the program to play music in the background, you will be able to generate
several other script commands while the music is playing. Important: Do not
issue any other sound or music commands while playing music in the background.
The results will be unpredictable and, most likely, undesirable. You may,
however, play sound blaster files simultaneously with music files. Also you
must ALWAYS issue a KILLXP script command somewhere after the XPlay command.
The reason is that each time you issue XPlay, a buffer is created from
conventional memory to store the music. KILLXP destroys that buffer and frees
the memory. If you don't use the KILLXP command that memory will not be
┌──────────────────────────────────┐
│ DISCLAIMER & ACKNOWLEGEMENTS │
└──────────────────────────────────┘
This document explains how to use the SuperShow III Software System on MS-DOS
micro-computers. The SuperShow III Software System and documentation is
provided "as-is" without warranty of any kind, either expressed or implied,
including but not limited to the implied warranties of merchantability and
fitness for a particular purpose.
Information in this manual/document is subject to change without notice and does
not represent a commitment on the part of PC West, Inc..
PC WESTSM, Inc. and it's officers and employees shall have no responsibility or
liability to you or any other person, persons, or entity with respect to loss or
damage caused or alleged to be caused directly or indirectly by use of SuperShow
III and/or its documentation. The liability of PC WEST, Inc. under the warranty
set forth above shall be limited to the amount paid by the customer for the
product. No other warranties are expressed or implied as to the operation, use
or suitability of SuperShow III.
Acknowledgements: The programs and utilities in the SuperShow III software
package were created using various language editors, compiler, and link programs
and library toolbox routines. These include Microsoft Professional Development
System 7.1, QuickBasic 4.5 and associated compiler and link programs from
Microsoft Corporation of Redmond, WA. Portions also were compiled/linked using
PDQ from Crescent Software of Stamford, CT. Code includes toolbox routines from
the QuickPak Professional Library & Graphics Workshop also from Crescent
Software of Stamford, CT. Also, portions Copyright Genus Microprogramming, Inc.
1988-1992. Portions also include the Developers Kit for Sound Blaster from
Creative Labs. IBM is a registered trademark of International Business Machines
Corporation. Microsoft, MS, MS-DOS are registered trademarks of Microsoft
Corporation. Sound Blaster is a registered trademark of Creative Labs, Inc. PC
WEST is a registered service mark of PC WEST, Inc.