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;New Script Alt+N
This option clears the currently loaded script
from the screen and resets the script filename to
WORKING.SPT. You will NOT be asked if you wish to
save the file before clearing.
<
;Load Script Alt+L
This option loads an existing SuperShow script
file into the editor. When choosing this option,
a dialog box will appear containing all script
files (.SPT files) in the current directory.
You may also choose another drive or directory.
Choose the script file to load by pressing the Tab
and arrow keys and then press Enter. The file
will then be loaded into the Editor.
<
;Save Script Alt+F
This option allows you to save the current script
file. A window appears with the default script
file name/path. If that's acceptable press enter.
You may also change the name of the script file.
<
;Merge Script Alt+M
Frequently, the best way to build presentations is
with separate scripts for each part of your show.
The merge feature lets you combine multiple
scripts into one script file.
Choosing this option will open a dialog box with
names of the script files in the current
directory. Choose a file to merge and press
enter. The file will be appended to the end of
the current script.
<
;Print Script
When choosing this option, all lines of the
currently loaded script will be sent to your line
printer. ShowPrep uses LPT port #1 as the printer
port. Other printer ports are not supported.
<
;Search Script Alt-F2
This option pop-ups a window requesting the search
word/phrase. Type the information and press
enter. The search will find the next occurance of
the entered word or phrase. The search always
occurs forward from the current cursor position.
<
;Search/Replace Alt-F3
Similar to Search, this choice also has the
ability to replace the word/phrase with another.
In addition to the search window, you will find a
replace window. Enter the information you wish to
search; press the tab key; enter the replacement
information and press enter.
<
;Save/Run Script F10
This is the presentation preview option. Choosing
this item will save your script and then run it.
You may also press the F10 function key directly
from the editor.
<
;DOS Shell
Choosing this option will shell out of ShowPrep
putting you at a DOS prompt in current directory.
You may perform normal DOS tasks like Copy, Erase,
Dir, etc. DO NOT load any TSR's (memory resident)
programs while in the shell. To return, type EXIT
at the prompt and press Enter.
<
;Quit Alt+F1
Choosing this option exits ShowPrep and returns
you to the DOS prompt or calling program.
<
;SHOW @ Alt+S
This script command is used to display an image at
a desired pixel location using a designated
transition effect. The proper syntax is:
Show @ x,y filename.ext #
where x is the pixel column, y is the pixel row,
filename is the DOS filename, .ext is either .pcx
or .gif, and # is a number between 0 and 39 which
designates the desired transition effect.
Using the pull-down menu will take you through
each step and then automatically write the command
to your script.
<
;CLR Alt+C
This script command is used to clear the screen at
the desired pixel location using a designated
color and transition effect. Proper syntax is:
CLR color#,fx#,x1,y1,x2,y2
where color# is a number between 0 and 255, fx# is
a transition effect number between 0 and 30. x1
and y1 are the beginning pixel column and row and
x2 and y2 are the ending pixel column and row.
<
;Animation Alt+A
This option will display a list of all script
commands that may be used when creating animation
in your presentation.
Further help is available from that list by
highlighting the command and pressing F1.
<
;Set Animate1
This command designates a list of pcx images you
wish to include in an animation sequence. The
proper syntax for this process is:
Set Animate1
file1.pcx
file2.pcx
(..etc..)
End Set
The maximum number of images used in an animation
sequence depends on the size of the images and
memory available to your system. Consult the
chapter titled Animation in your manual for full
details on the animation process.
<
;Set Animate2
This command allows you to create a second list of
images to include in an animation sequence. The
proper syntax for this process is:
Set Animate2
file1.pcx
file2.pcx
(..etc..)
End Set
The maximum number of images used in an animation
sequence depends on the size of the images and
memory available to your system. Consult the
chapter titled Animation in your manual for full
details on the animation process.
<
;End Set
This is the final command used when creating a
list of images to include in an animation
sequence. See Set Animate1 help for the syntax.
<
;Put @
The Put command is used to transparently display
an image at a designated pixel location. The
proper syntax is:
Put @ x,y filename.ext
where x is the pixel column, y is the pixel row,
filename is the dos filename and .ext is either
.pcx or .gif.
The transparent color is chosen with the KeyColor
script command.
<
;Animate1
The Animate1 command is used to display the
animation sequence created by Set Animate1. The
proper syntax for this command is:
Animate1 x1,y1,x2,y2,step#,restore#
where x1 is the beginning pixel column, y1 is the
beginning pixel row, x2 and y2 are the ending
column & row, respectively. Step# designates how
many steps the images move for each animation.
Restore# is a number between 0 & 2 and determines
whether the image will remain displayed on the
screen at the end of the animation sequence.
The speed of the animation may be controlled by
using the FxDelay script command. Consult the
chapter titled Animation in your manual for full
details on the animation process.
<
;Animate2
The Animate2 command is used to display the
animation sequence created by Set Animate2. The
proper syntax for this command is:
Animate2 x1,y1,x2,y2,step#,restore#
where x1 is the beginning pixel column, y1 is the
beginning pixel row, x2 and y2 are the ending
column & row, respectively. Step# designates how
many steps the images move for each animation.
Restore# is a number between 0 & 2 and determines
whether the image will remain displayed on the
screen at the end of the animation sequence.
The speed of the animation may be controlled by
using the FxDelay script command. Consult the
chapter titled Animation in your manual for full
details on the animation process.
<
;PFloat
This command is used for displaying single image
animation. The proper syntax is:
PFloat x1,y1,x2,y2,step#,restore#,filename.pcx
x1 is the beginning column, y1 is the beginning
row, x2 and y2 are the ending column and row,
respectively. Step# designates how many steps the
image moves during each cycle. Restore# is a
number between 0 and 2. Zero (0) means the image
will disappear from the display at the end of the
sequence. 1 means the image will leave a trail
from beginning to end. 2 means the image will
remain on the screen at the end of the sequence.
Filename.pcx is the name of the image to float.
The speed of PFloat effect may be controlled by
using the FxDelay script command. Consult the
chapter titled Animation in your manual for full
details on the animation process.
<
;TFloat
This command is used for displaying a text message
using an animation effect. The proper syntax is:
TFloat x1,y1,x2,y2,step#,restore#,"message"
x1 and y1 are the beginning row and column, x2 and
y2 are the ending column and row, respectively.
Step# designates how many steps the message moves
during each cycle. Restore# is a number between 0
and 2. Zero means the text will disappear from the
display at the end of the sequence. 1 means the
text will leave a trail from beginning to end. 2
means the text will remain on the screen at the
end of the sequence. "Message" are the words you
wish to float.
The speed of TFloat effect may be controlled by
using the FxDelay script command. Consult the
chapter titled Animation in your manual for full
details on the animation process.
<
;Kill Animate
This command frees the memory used to store images
you created used in Set Animate# command. Once
the animation sequence is completed and won't be
used again, you should free memory by using this
command. It's important to use this command
before re-using the Set Animate# command.
<
;KeyColor
This command designates which color will be
transparent during an animation, float or put
sequence. The syntax is:
KeyColor [colornumber]
where colornumber is an associated color number
between 0 and 255. The default KeyColor is black
which is color number 0 (zero).
<
;Do Loop
A Do Loop allows you to repeat a designated series
of script commands. Here is an example of a Do
Loop script sequence:
Do Loop
Color 0,0
Print @ 100,100 "This is a test"
Wait .5
Color 15,0
Print @ 100,100 "This is a test"
Wait .5
Loop 10
This would flash the message "This is a test"
every second for ten times. The maximum loop
number is 20. Do not nest a second Do Loop inside
an existing Do Loop.
<
;Loop
This is the end statement of a Do Loop sequence.
The proper syntax is:
Loop [number#]
where number# is a number between 2 and 20. See
the help on Do Loop for a sample sequence.
<
;Set File Type Alt+F9
This option sets ShowPrep to work with pcx or gif
files. While you may mix pcx and gif images in a
presentation, many of the tools need to know the
active image type. The default is pcx.
<
;PixNum
This command sets the number of horizontal and
vertical pixels displayed during a transition
effect. Changing these numbers creates dozens of
different effects for each transition. It also
affects the speed with which an image appears. The
proper syntax is:
PIXNUM [horiz#,vert#]
where horiz# is the horizontal pixel number and
vert# is the vertical pixel number. The default
is 8,8.
<
;FXDelay
FxDelay controls the speed of transition and
animation effects. The higher the number, the
slower the effect. The syntax is:
FxDelay [number#]
where number# is a number from 0 to 5000. In
reality you probably would not use a number larger
than 200. The default is zero (0).
<
;Special FX Alt+X
Choosing this option will display a list of all
special effects script commands that may be used
when creating your presentation.
Further help is available from that list by
highlighting the command and pressing F1.
<
;EscKey On
This command activates the Esc key as the active
termination key. That means when the Esc key is
pressed, the show will end as soon as the current
script command is completed.
When a presentation is ended by pressing the Esc
key a DOS Error Level number 27 is returned. DOS
Error Level may be read/recognized in a batch
file. This is useful if you wish to determine how
someone exited your presentation.
EscKey On is the default.
<
;EscKey Off
This command de-activates the Esc key as the
active termination key. This means when the Esc
key is pressed, the show will continue to run
until the script is completed or a Stop script
command is encountered.
EscKey On is the default.
<
;Shake
This special effects command will shake the video
display for a designated number of cycles. The
proper syntax is:
Shake #
where # is the number of cycles you wish to shake
the video display.
<
;Flash
This command creates a flashing marquee effect on
selected colors. The syntax is:
Flash [Color#,TotColors,Repeat,Delay]
where Color# is the beginning color number,
TotColors is the number of colors to flash, Repeat
is the number of times to flash and Delay is a
number that designates the speed of the flashing
effect. The higher the Delay number, the slower
the flashing rate.
<
;Paint
This re-maps a color number to a different color
number for one display sequence. The syntax is:
Paint [Old#,New#)
where Old# is the color number you wish to change
and New# is the color you wish to change to.
<
;Kalid
This command generates a kaleidoscope screen using
the current palette. The syntax is:
Kalid [number]
where number is any number between -32000 and
32000. By designating a number you guarantee that
the same pattern will be drawn each time you run
your presentation.
<
;Pattern
This command generates a line pattern display
using the current palette. The syntax is:
Pattern [size,type]
where size is a number from 1 to 2000 which
represents how large the pattern will display on
the screen. Type is a number from 1 to 600 and
designates different pattern types.
<
;Crwlat
This command is used to set the parameters for the
Crawl special effect. The syntax is:
Crwlat [x,y,x2,Delay]
where x is the pixel column start, y is the pixel
row, and x2 is the pixel column end; Delay is the
number of seconds you wish the message to crawl
across the screen.
<
;Crawl
This command will display a ticker tape type
message while waiting for a key press or for a
specified amount of time. The syntax is:
Crawl ["Message"]
where "Message" is the text you wish to display
using the crawl effect. The text should be
surrounded by quotes.
<
;Type @
This command will display a line of text with a
typewriter sound effect. The syntax is:
Type @ [x,y "Message"]
where x and y are the beginning pixel column and
row and "Message is the text you wish to display
using the Type effect. The text should be
surrounded by quotes.
<
;SType @
This command will display a line of text with a
silent typewriter effect. The syntax is:
SType @ [x,y "Message"]
where x and y are the beginning pixel column and
row and "Message is the text you wish to display
using the Type effect. The text should be
surrounded by quotes.
<
;$Type @
This command will display a single line of user
input text stored in string using the typewriter
sound effect. The syntax is:
$Type @ [x,y,$#]
where x and y are the beginning pixel column and
row and $# is the number of the user input string
you wish to display using the Type effect.
<
;Logo At
This command sets the location of the 3D logo
effect. The syntax is:
Logo At [x,y]
where x & y are beginning pixel column and row.
<
;Logo ,
This command displays a text line using one of
three 3D logo special effects. The syntax is
Logo [color#,"Message"]
where color# is the foreground color of the text
and "Message" is the text you wish to display
using this effect. The text should be surrounded
by quotation marks.
<
;Logo1 ,
This command displays a text line using one of
three 3D logo special effects. The syntax is
Logo1 [color#,"Message"]
where color# is the foreground color of the text
and "Message" is the text you wish to display
using this effect. The text should be surrounded
by quotation marks.
<
;Logo2 ,
This command displays a text line using one of
three 3D logo special effects. The syntax is
Logo2 [color#,"Message"]
where color# is the foreground color of the text
and "Message" is the text you wish to display
using this effect. The text should be surrounded
by quotation marks.
<
;Explode @
This command will cause a gif or pcx image to
grown on screen until it has reached full size.
The syntax is:
Explode @ [x,y,filename.ext,scale%]
where x and y are the offset from center of the
pixel column and row locations, filename.ext is
the name of the image file, and scale% is a number
from 2 to 25 that determines how quickly the image
will grow to full size.
<
;Scale @
This command will display a scaled version of an
image file. The proper syntax is:
Scale @ [x,y,filename.ext,%]
where x and y are the beginning pixel column and
row locations, filename.ext is the name of the
image file, and % represents the amount of scaling
you wish to occur.
<
;Date @
This command will display the current date using
the currently active font. The syntax is:
Date @ [x,y]
where x and y are the pixel column and row
locations where you wish the date displayed.
<
;Time1 @
This command will display the current time in
hours, minutes and seconds using the currently
active font. The syntax is:
Time1 @ [x,y,delay]
where x and y are the pixel column and row
where you wish the time displayed and delay is the
amount of time you wish the the time displayed.
<
;Time2 @
This command will display the current time in
hours and minutes using the currently active font.
The syntax is:
Time2 @ [x,y,delay]
where x and y are the pixel column and row where
you wish the time displayed and delay is the
amount of time you wish the the time displayed.
<
;Delay
This command will delay a presentation for a
designated number of seconds, or until a key or
mouse click occurs. The syntax is:
Delay [seconds]
where seconds is the number of seconds you wish to
delay the currently running presentation.
<
;Pause
Pause is used to halt the currently running
presentation. The presentation will resume if a
user presses a key or clicks the mouse.
<
;Sleep
Sleep is almost identical to Delay, but uses a
different timer. Occasionally, Delay may
interfere with sound being played in the
background. If that occurs, try the Sleep
command. The proper syntax is:
Sleep [seconds]
where seconds is the number of seconds you wish to
delay the currently running script.
<
;Wait
Wait is a forced delay command. Where Delay and
Sleep will end if the user strikes a key or clicks
the mouse, Wait will not respond to any mouse
action or keypress except the Esc key if the
EscKey On command is active. The syntax is:
Wait [seconds]
where seconds is the number of seconds you wish to
delay. Wait also is the most accurate of the
timing commands and you may actually designate
time in tenths of seconds. If you need to control
the speed of a Do Loop or coordinate sound with
video, Wait is the ideal timing command to use.
<
;Run
Run will execute any program file with an .exe,
.com or .bat extension. This includes shows you
create with the MakeShow utility. You may also
include an optional line label parameter. Once
the called program is run, you will NOT return to
the calling script. This command only works in a
compiled (created by MakeShow) version of your
presentation. The syntax is:
Run FILENAME.EXT [:LINE LABEL]
where FILENAME.EXT is the program file name. The
optional line label parameter is for running other
presentations created with the MakeShow utility.
By including a line label, the presentation you
are running will begin at the label you designate
in the Run command.
<
;TRun
The TRun command is identical to the Shell command
except that the video mode is switched to text
mode. This will blank your screen. As opposed to
Run, TRun shells to DOS, which means upon task
completion, you are returned to the calling
script. This command will work from ShowPrep or
in a compiled version. The proper syntax is:
TRun [FILENAME.EXT] or [DOS parameters]
where FILENAME.EXT is a program file. You may use
TRun to perform such DOS tasks as listing a
directory or copying a file. Upon return, your
show continues at the next script command
following the TRun command.
<
;Shell
Shell is similar to Trun except the video card
remains set in the current mode. This means you
may continue to display a screen from your show
and still shell a program file. Example: Playing
an external sound file while displaying an image
or images on your screen. The syntax is:
Shell [FILENAME.EXT] or [DOS parameters]
where FILENAME.EXT is a program file. You may use
Shell to perform DOS tasks such as listing a
directory or copying a file. Upon return, your
show continues at the next script command
following the Shell command.
<
;Stop
When the Stop command is encountered, the show
ends and returns to ShowPrep (or DOS in a
compiled version).
<
;Screen Mode
This command sets a specific screen mode. A menu
of all screen modes appears on your screen.
Highlight the desired mode and press the Enter key
and the screen mode command will be placed in your
script at the current cursor location.
<
;Color
This is used to set foreground and background
colors for displaying text, boxes, circles, etc.
The syntax is:
Color [fg,bg]
where fg is the foreground color and bg is the
background color.
<
;PAL
This command will cause the palette of the
designated image to become the active palette.
The syntax is:
PAL [filename.ext]
where filename.ext is the name of the image file.
This command does NOT load the image file, only
the palette from that image.
<
;EPAL
This command will change a designated color in the
EGA palette to a new color. The syntax is:
EPAL [old#,new#]
where old# is a number from 0 to 15 and the new
number is a number from 0 to 63.
<
;VPAL
This command will change a desingated color in the
VGA palette to a new color. The syntax is:
VPAL [color#,red,blue,green]
where color# is the number of the color you wish
to change, red, blue and green are palette
intensities and are numbers from 0 to 63.
<
;Box
This command will draw a rectangle on the screen
using the active colors. The syntax is:
Box [x1,y1,x2,y2]
where x1 and y1 are the beginning pixel column and
row locations and x2 and y2 are the ending pixel
column and row locations.
<
;Circle
This command will draw an ellipse on the screen
using the active colors. The syntax is:
Circle [x,y,h,v]
where x and y designate the pixel location of
where the ellipse will be centered, h is the
horizontal axis and v the vertical axis.
<
;Fill
This command is used to fill a box or circle with
a specified fill character. The syntax is:
Fill [style]
where style is the fill type. The choices are
solid, bricks, diagonal, links, smalldots and
bigdots.
<
;Tile
This command will tile the screen (also referred
to as wall-paper) with a designated image. The
proper syntax is:
Tile [x1,y1,x2,y2,filename.ext]
where x1 and y1 are the beginning pixel column and
row locations, x2 and y2 are the ending pixel
column and row locations, and filename.ext is the
name of the image file.
<
;:LABEL
This is a line label command. A line label must
always by preceded by a colon. Line labels are
used in conditional branching. See the manual for
details on creating conditional branching.
<
;INPUT
This is a conditional branching command. It's
purpose is to register a keypress or mouse click
by the user of your show. The syntax is:
INPUT [delay]
where delay is the number of seconds the show will
wait to receive a keypress or mouse click before
going on to the next script command.
<
;IF GOTO :
This is a conditional branching command. It's
purpose is to send program specific instructions
if a designated key was pressed by the user during
an INPUT command. The syntax is:
IF [key] GOTO :[line label]
where key is the key pressed and line label is the
label to goto when that key is pressed.
<
;RETURN :
This is a conditional branching command. It's
purpose is to return the show to a specific line
label after encountering an if goto command. The
proper syntax is:
RETURN :[name]
where name is the label where the show returns.
<
;GOTO :
This command will force the program to a
designated line label. The proper syntax is:
GOTO :[name]
where name is the label where the show is to go.
<
;Count Commands
This option will display a list of all counting
and scoring script commands.
Further help is available from that list by
highlighting the command and pressing F1.
<
;TCount
This counting & scoring command adds a count of
one to the existing TCount number.
<
;FCount
This counting & scoring command adds a count of
one to the existing FCount number.
<
;ReSet
This command will re-set the number count for
TCount and FCount to zero.
<
;CPrint TCount
This will print the TCount number to the screen
using the active font.
<
;CPrint FCount
This will print the FCount number to the screen
using the active font.
<
;CPrint Score
This will print a score percentage based on the
total TCount & FCount number divided by TCount.
<
;FONT Directory Alt+Z
This option will pop-up a dialog box listing the
custom fonts in the current directory. Highlight
the desired font, press Enter and the FONT command
and filename will be inserted in your script.
<
;FONT ROM8
This option will insert a FONT command in your
script making the ROM 8x8 font the active font.
<
;FONT ROM14
This option will insert a FONT command in your
script making the ROM 8x14 font the active font.
<
;FONT ROM16
This option will insert a FONT command in your
script making the ROM 8x16 font the active font.
<
;Textfade Alt+Q
This option pops up a dialog box listing the text
fade effects. Highlight the effect, press Enter
and the text fade will be inserted in your script.
<
;Print @
This command is used to print text to the screen.
The proper syntax is:
Print @ [x,y "Message"]
where x and y are the beginning pixel column and
row locations and "Message" is the text you wish
to display.
<
;Style
This option pops up a dialog box listing the text
styles. Highlight a style, press Enter and the
text style command will be placed in your script.
Styles are cumulative, meaning that you may have
multiple styles (such as bold, underline and
overlay) active at the same time. To reset the
text style choose style normal.
<
;Rotate
This command affects the rotation angle of the
custom and rom fonts. The syntax is:
Rotate [angle]
where angle is 0, 90, 180 or 270.
<
;Scroll
This command will access an external ascii text
file and allow scrolling of that text on the
screen. Scrolling occurs by pressing the pgup,
pgdn, home, end or arrow keys. Press esc to exit
from the scroll box. The syntax is:
Scroll [x1,y1,x2,y2,textfile.txt]
where x1 and y1 designate the upper left corner of
the scroll box; x2 and y2 designate the lower
right corner of the scroll box; and textfile.txt
is the file you wish to display in the scroll box.
<
;User Input Commands
This displays a list of all user input commands.
Further help is available from that list by
highlighting the command and pressing F1.
<
;Get @ $
This user input command allows the user of your
presentation to input a line of information that
you may later retrieve or save. Maximum number of
lines is 21. The syntax is:
Get @ [x,y] $[#]
where x and y are the starting pixel column and
row locations and # is a string ($) number between
zero and 20. As the user inputs text from the
keyboard, the input will be displayed on the
screen using the active font.
<
;$Print @
This command will print the contents of a user
string to the screen using the current active
font. The syntax is:
$Print @ [x,y] $[#]
where x and y are the starting pixel column and
row and # is the user string number to display.
<
;$SPrint @
This will print the contents of a user string to
the screen using the SuperFont. The syntax is:
$Print @ [x,y] $[#]
where x and y are the starting pixel column and
row and # is the user string number to display.
<
;$Size
This command designates the length of the string
allowed for user input. The syntax is:
$Size [#]
where # is the number of characters allowed for
user input. The $Size affects both the Get and
Read commands.
<
;Read
This is the command used to read an external user
input file. The proper syntax is:
Read [textfile.txt]
where textfile.txt is the name of the textfile you
wish to read.
<
;Save $
This command will save all user input strings to a
file named with $ parameter. The syntax is:
Save $[#]
where # is a number from 0 to 20 and is a user
string that's been designated as a filename.
Example: $1 = "myfile.txt" followed by Save $1
will saved all user input strings to myfile.txt.
<
;$ =
This command forces the designated user string
number to contain the quoted text. The syntax is:
$[#] = "Message"
where # is a string number between 0 and 20 and
"Message" is the text you wish to designate.
<
;SBPlay
The SBPlay command plays a digitized .VOC file in
the foreground. This menu option will pop up a
list of all .VOC files in the current directory.
Highlight the desired file, press Enter and the
SBPlay command will be written to your script.
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;XBPlay
The XBPlay command plays a digitized .VOC file in
the background. This menu option will pop up a
list of all .VOC files in the current directory.
Highlight the desired file, press Enter and the
SBPlay command will be written to your script.
The maximum size of a .VOC file is 150K. If your
sound requirements exceed that, split the sound
file into multiple files of 150K or less.
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;LBPlay
This command continuously plays a .VOC file in
the background for a designated number of times.
The syntax is:
LBPlay [sound.voc, #]
where sound.voc is the name of the sound file and
# is the number of times you wish to play it. If
# is equal to 0, the sound file plays continuously
until a KillXB command is encountered.
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;KillXB
This command frees the memory used to play .VOC
files with the XB/LB/SB Play commands. It is
important to use this command before playing
another .VOC file.
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;Play
This command will directly play music through your
pc speaker. The proper syntax is:
Play [notes]
where notes may be a single or multiple music
notes or other music language commands. See the
chapter titled Music Language for details on the
built in music language of SuperShow.
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;XPlay
This command will play an external music file
(.MUS) in the background, through your pc speaker.
The syntax is:
XPlay [filename.mus]
where filename.mus is the name of the external
music file you wish to play.
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;KillXP
This command frees the memory used to play .MUS
files with the XPlay command.
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;Sound
This command will play one of 10 different beep
sequences through your pc speaker. The syntax is:
Sound [#]
where # is a number from -4 to 5.
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;CMFPlay
This command will play an external CMF midi music
file in the background if you have a Sound Blaster
or compatible music card. The syntax is:
CMFPlay [filename.cmf]
where filename.cmf is the name of the sound file
you wish to play. You must load the external
driver, SBFMDRV.COM, prior to running your
presentation when playing .CMF sound files.
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;CMFKill
This command will stop the playing of a CMF midi
music file and restore the memory used to play
that file in the background.
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;Blaster On
This command will load the internal Sound Blaster
driver and must be issued before you can play any
digitized .VOC files. This command does not
affect .CMF files since a separate driver
(SBFMDRV.COM) is loaded to play .CMF files.
If the Blaster On command is issued on a system
with no sound card, SuperShow just ignores the
command and continues with your presentation.
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;Blaster Off
This command will turn off the internal Sound
Blaster driver. SB/XB or LB Play commands will be
ignored if the Blaster driver is turned off.
If the Blaster Off command is issued on a system
with no sound card, SuperShow just ignores the
command and continues with your presentation.
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;Mouse On
This command will make the mouse cursor visible
during your show. You may turn the mouse on or
off any number of times during a presentation.
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;Mouse Off
This command will make the mouse cursor invisible
during your show. You may turn the mouse on or
off any number of times during a presentation.
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;Mouse At
This command will locate the mouse cursor at a
desired pixel column and row. The syntax is:
Mouse At [x,y]
where x and y are the pixel column and row
locations.
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;MouseIn
This is the command to create mouse input
hot-spots on the screen. The syntax is:
MouseIn# [x1,y1,x2,y2 :label]
where # is a number from 0 to 19 designating one
of 20 possible mouse inputs. x1 and y1 designate
the upper left pixel column and row of the
hot-spot area; x2 and y2 designate the lower right
pixel column and row of the hot-spot area. :label
is the line label name to which the presentation
branches if a user clicks on this hot-spot.
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;Mouse Cursor
Choosing this menu option will pop-up a dialog box
containing the names of the nine different mouse
cursor's. Highlight the desired name and press
Enter. The syntax is:
Mouse Cursor [name,color#]
where name is the cursor type and color# is the
color in which the cursor will appear.
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