;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.
<

;Configuration       F2
 This option allows you to set up the configuration
 parameters for ShowPrep, including the colors of
 the ShowPrep editor, whether the insert key is
 active (on) upon start up and entering external
 program hooks.

 When entering external program hooks, be sure to
 include the drive, path, filename and any command
 line parameter.  An example is:

            C:\PBRUSH\PAINT.BAT  /VESA
<

;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.
<

;File Error On
 If you choose to insert this command into your
 script then each time a called file is not found
 then the program will stop and display a message
 that says the file was not found.  The default is
 File Error On.

 You may wish to have the File Error set to ON
 during development and then change it to OFF
 before you create your runtime executable file.
<

;File Error Off
 If you choose to insert this command into your
 script then each time a called file is not found
 then the program will continue with the next
 script command without stopping.  The default is
 File Error On.

 You may wish to have the File Error set to ON
 during development and then change it to OFF
 before you create your runtime executable file.
<

;Super ToolBox       Alt+T
 This option will switch you to Super ToolBox.
 ToolBox features several imaging tools such as
 sizing, cropping, palette/image conversion,
 printing and more.  You may also copy, move,
 delete, print and view your pcx images.
<

;Preview Font File   Alt+P
 This option provides you a list custom fonts
 available in the current directory. Highlight the
 desired font and press Enter.  A sample of the
 font is displayed.  Press Esc to choose another
 font or press Esc twice to return to the editor.
<

;Preview Sound File
 This tool will preview the various types of sound
 files.  A check box appears listing the types.
 Choose the type you wish to hear and press Enter.
 The types are:

   MUS: PC Speaker sound files (no sound card
   required.

   VOC: Digital Audio file (Sound card reqd).

   CMF: FM synthesizer music (Sound card reqd).

   MID: Midi music (Sound card required).

   XBVOC: Same as VOC above but limited in size to
   conventional memory available.

 To preview VOC, CMF and MID files, you must first
 load SBFMDRV (for CMF) or SBMIDI (for MID) then
 SBSIM.  If you are going to use sound frequently,
 you probably should use a batch file as an
 external program hook in the F4 Tools menu.  See
 the manual for details.

 You may press Esc at any time to choose another
 file or press Esc twice to return to ShowPrep.
<

;Preview Flic File
 This tool will preview FLI and FLC animation
 files.  These animation files are created using
 programs like AutoDesk Animator, or the shareware
 Video For DOS (VFD).

 This option provides you a list FLI and FLC files
 available in the current directory. Highlight the
 desired file and press Enter.

 The animation sequence will continue over & over
 until a key is pressed.  Press Esc to choose
 another file or press Esc twice to return to the
 ShowPrep Editor.  The file, FLICKER.EXE, must be
 in the SuperShow directory for this tool.
<

;MakeShow (Make Runtime)
 Makeshow is the tool that creates a run-time
 version of your presentation; a version you may
 distribute without payment of any royalties or
 fees.  The proper syntax for using Makeshow is:

      MAKESHOW [script.spt/fileout.exe]

 You may run makeshow from ShowPrep through this
 tool menu or directly from the DOS command line.
 See the chapter titled RUN-TIME MODULES in your
 manual for further details.
<

;Make Project
 This is similar to MakeShow in that this option
 will create a run-time file.  In addition, Make
 Project will create a project directory, copy all
 your images, fonts, sound and animation files to
 that directory; strip all comments and path names
 from your commands and create a run-time file.

 Using Make Project will allow you to keep all your
 image files, font files, etc. in separate
 directories, gathering only the ones needed for a
 particular presentation.
<

;Box Draw
 This tool assists in drawing and positioning
 pop-up boxes on screen.  A dialog box appears
 listing the pcx files in the current directory.
 Highlight the image upon which you wish to use the
 boxdraw tool and then press the Enter.

 The image appears with an expandable box.  Use the
 cursor keys to move the sides of the box.  Press
 the S key to switch between left/upper and
 right/lower sides of the box.  Use the space bar
 to increase/decrease pixel movement.  When the box
 appears as you wish, press Enter and the box
 command will be written to your script at the
 current cursor location in ShowPrep.
<

;Circle Draw
 This tool assists in drawing and positioning
 circles on screen.  A dialog box will appears
 listing the pcx files in the current directory.
 Highlight the image upon which you wish to use the
 circle tool and press Enter.

 The up, down, left & right cursor keys moves the
 entire circle on your screen.  To change the size
 & shape, use the Pg, Home & End keys.  PgUp
 increases the height, PgDn decreases the height.
 Home increases the width and the End key decreases
 the width.
<

;Pixel Locate
 This tool locates pixel coordinates on a pcx
 image.  You'll need this info to position text or
 images.  A dialog box appears listing the pcx
 images in the current directory.  Highlight the
 image you wish and press the Enter key.

 The image appears with the mouse cursor located
 near the center of the screen.  The pixel
 coordinates appear in the upper left hand corner.
 As you move the mouse, the coordinates change in
 relation to the location of the mouse cursor. Move
 the cursor to the point where you wish to locate
 your text or drawing and note the pixel location.
 Press Esc to return to ShowPrep.
<
 
; 16 Color Palette
 There are an infinite number of palettes when
 using pcx images.  This tool determines the
 numbers assigned to each color in a 16 color
 image.

 A dialog box appears listing the pcx images in the
 current directory. Highlight the image in question
 and press Enter.  A palette map image appears on
 your screen showing the correct color numbers for
 the chosen image's palette.

 The file PAL16.PCX must be located in the current
 directory when using this tool.
<

;256 Color Palette
 There are an infinite number of palettes when
 using pcx images.  This tool determines the
 numbers assigned to each color in a 256 color
 image.

 A dialog box appears listing the pcx images in the
 current directory. Highlight the image in question
 and press Enter.  A palette map image will appear
 on your screen showing you the correct color
 numbers for the chosen image's palette.

 The file PAL256.PCX must be located in the current
 directory when using this tool.
<

;SHOW @         Alt+S
 This script command is used to display an image at
 a desired pixel location using a designated
 transition effect.  The proper syntax is:

           Show @ x,y filename.ext #

 where x is the pixel column, y is the pixel row,
 filename is the DOS filename, .ext is .PCX, and #
 is a number between 0 and 48 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 48.  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.pcx is the name of your PCX image.

 The transparent color is chosen with the KeyColor
 script command.
<

;Animate1
 The Animate1 command is used to display the
 animation sequence created by Set Animate1.  The
 proper syntax for this command is:

     Animate1 x1,y1,x2,y2,step#,restore#

 where x1 is the beginning pixel column, y1 is the
 beginning pixel row, x2 and y2 are the ending
 column & row, respectively.  Step# designates how
 many steps the images move for each animation.
 Restore# is a number between 0 & 2 and determines
 whether the image will remain displayed on the
 screen at the end of the animation sequence.

 The speed of the animation may be controlled by
 using the FxDelay script command.  Consult the
 chapter titled Animation in your manual for full
 details on the animation process.
<

;Animate2
 The Animate2 command is used to display the
 animation sequence created by Set Animate2.  The
 proper syntax for this command is:

     Animate2 x1,y1,x2,y2,step#,restore#

 where x1 is the beginning pixel column, y1 is the
 beginning pixel row, x2 and y2 are the ending
 column & row, respectively.  Step# designates how
 many steps the images move for each animation.
 Restore# is a number between 0 & 2 and determines
 whether the image will remain displayed on the
 screen at the end of the animation sequence.

 The speed of the animation may be controlled by
 using the FxDelay script command.  Consult the
 chapter titled Animation in your manual for full
 details on the animation process.
<

;PFloat
 This command is used for displaying single image
 animation.  The proper syntax is:

  PFloat x1,y1,x2,y2,step#,restore#,filename.pcx

 x1 is the beginning column, y1 is the beginning
 row, x2 and y2 are the ending column and row,
 respectively.  Step# designates how many steps the
 image moves during each cycle.  Restore# is a
 number between 0 and 2. Zero (0) means the image
 will disappear from the display at the end of the
 sequence.  1 means the image will leave a trail
 from beginning to end.  2 means the image will
 remain on the screen at the end of the sequence.
 Filename.pcx is the name of the image to float.
 
 The speed of PFloat effect may be controlled by
 using the FxDelay script command.  Consult the
 chapter titled Animation in your manual for full
 details on the animation process.
<

;TFloat
 This command is used for displaying a text message
 using an animation effect.  The proper syntax is:

   TFloat x1,y1,x2,y2,step#,restore#,"message"

 x1 and y1 are the beginning row and column, x2 and
 y2 are the ending column and row, respectively.
 Step# designates how many steps the message moves
 during each cycle.  Restore# is a number between 0
 and 2. Zero means the text will disappear from the
 display at the end of the sequence.  1 means the
 text will leave a trail from beginning to end.  2
 means the text will remain on the screen at the
 end of the sequence. "Message" are the words you
 wish to float.

 The speed of TFloat effect may be controlled by
 using the FxDelay script command.  Consult the
 chapter titled Animation in your manual for full
 details on the animation process.
<

;Kill Animate
 This command frees the memory used to store images
 you created used in Set Animate# command.  Once
 the animation sequence is completed and won't be
 used again, you should free memory by using this
 command.  It's important to use this command
 before re-using the Set Animate# command.
<

;KeyColor
 This command designates which color will be
 transparent during an animation, float or put
 sequence.  The syntax is:

            KeyColor [colornumber]

 where colornumber is an associated color number
 between 0 and 255.  The default KeyColor is black
 which is color number 0 (zero).
<

;Flic @
 This command will play FLI and FLC animation
 files.  These animation files are created using
 programs like AutoDesk Animator, or the shareware
 Video For DOS (VFD).

 The syntax for showing this file is:

    FLIC @ x,y [Filename.Ext] {/Rx} {/G} {/V}

 where x is the pixel column and y is the pixel row
 where you wish the FLC/FLI file to be located.
 Filename.Ext is the name of the FLI or FLC file
 you wish to show.  There are also 3 optional
 switches when using the FLIC command.

 The /R is to set the number of repitions of the
 animation sequence.  If left off, the sequence
 will occur until a key is pressed or 1000 times.

 The /G switch when present will leave the video
 mode set to the FLI or FLC file and display the
 first image of that file.

 The /V switch will force the FLI or FLC file to
 play in SVGA mode 640x480x256.  If the /V switch
 is left off, then the mode is determined by the
 FLI/FLC file.
<

;FLCDelay
 This command is for setting the speed of a
 FLC/FLI file.  The proper syntax is:

        FLCDelay #

 where # is the number of milliseconds to delay
 between frames of a FLI/FLC file.
<

;Do Loop
 A Do Loop allows you to repeat a designated series
 of script commands.  Here is an example of a Do
 Loop script sequence:

            Do Loop
            Color 0,0
            Print @ 100,100 "This is a test"
            Wait .5
            Color 15,0
            Print @ 100,100 "This is a test"
            Wait .5
            Loop 10

 This would flash the message "This is a test"
 every second for ten times.  The maximum loop
 number is 20.  Do not nest a second Do Loop inside
 an existing Do Loop.
<

;Loop
 This is the end statement of a Do Loop sequence.
 The proper syntax is:

              Loop [number#]

 where number# is a number between 2 and 20.  See
 the help on Do Loop for a sample sequence.
<

;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.
<

;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 an image to grow on screen
 until it has reached full size.  The syntax is:

        Explode @ [x,y,filename.ext,scale%]

 where x and y are the offset from center of the
 pixel column and row locations, filename.ext is
 the name of the image file, and scale% is a number
 from 2 to 25 that determines how quickly the image
 will grow to full size.
<

;Scale @
 This command will display a scaled version of an
 image file.  The proper syntax is:

           Scale @ [x,y,filename.ext,%]

 where x and y are the beginning pixel column and
 row locations, filename.ext is the name of the
 image file, and % represents the amount of scaling
 you wish to occur.
<

;Date @
 This command will display the current date using
 the currently active font.  The syntax is:

                Date @ [x,y]

 where x and y are the pixel column and row
 locations where you wish the date displayed.  The
 date will display in the American MM/DD/YY format.
<

;EDate @
 This command will display the current date using
 the currently active font.  The syntax is:

                EDate @ [x,y]

 where x and y are the pixel column and row
 locations where you wish the date displayed.  The
 date will display in the Internaitonal DD/MM/YY
 format.
<

;Time1 @
 This command will display the current time in
 hours, minutes and seconds using the currently
 active font.  The syntax is:

              Time1 @ [x,y,delay]

 where x and y are the pixel column and row
 where you wish the time displayed and delay is the
 amount of time you wish the the time displayed.
<

;Time2 @
 This command will display the current time in
 hours and minutes using the currently active font.
 The syntax is:

              Time2 @ [x,y,delay]

 where x and y are the pixel column and row where
 you wish the time displayed and delay is the
 amount of time you wish the the time displayed.
<

;Time3 @
 This command will display the current time in
 hours and minutes using military time in the
 currently active font. The syntax is:

              Time3 @ [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.
<

;Time4 @
 This command will display the current time in
 hours, minutes and seconds using military time in
 the currently active font.  The syntax is:

              Time4 @ [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).  In the compiled version only,
 you may set an error level number that then may be
 read by a DOS batch file.  For example, if you
 wish to set error level 1 upon executing the Stop
 command the proper syntax is:

            Stop 1

 There is an automatic error level set if a user
 ends a show by pressing the Esc key (The EscKey
 Off command would be active).  This is error level
 27.
<

;Exit
 This command is similar to stop except that it
 leaves the screen set to the last video mode set
 with the Screen Mode script command and it does
 not clear the screen.  This command is only active
 in a compiled (runtime .EXE) version. You may set
 an error level number that then may be read by a
 DOS batch file.  For example, if you wish to set
 error level 1 upon executing the Exit command the
 proper syntax is:

            Exit 1

 There is an automatic error level set if a user
 ends a show by pressing the Esc key (The EscKey
 Off command would be active).  This is error level
 27.
<

;Screen Mode
 This command sets a specific screen mode.  A menu
 of all screen modes appears on your screen.
 Highlight the desired mode and press the Enter key
 and the screen mode command will be placed in your
 script at the current cursor location.
<

;Color
 This is used to set foreground and background
 colors for displaying text, boxes, circles, etc.
 The syntax is:

               Color [fg,bg]

 where fg is the foreground color and bg is the
 background color.
<

;PAL
 This command will cause the palette of the
 designated image to become the active palette.
 The syntax is:

              PAL [filename.ext]

 where filename.ext is the name of the image file.
 This command does NOT load the image file, only
 the palette from that image.
<

;Box
 This command will draw a rectangle on the screen
 using the active colors.  The syntax is:

                Box [x1,y1,x2,y2]

 where x1 and y1 are the beginning pixel column and
 row locations and x2 and y2 are the ending pixel
 column and row locations.
<

;Circle
 This command will draw an ellipse on the screen
 using the active colors.  The syntax is:

             Circle [x,y,h,v]

 where x and y designate the pixel location of
 where the ellipse will be centered, h is the
 horizontal axis and v the vertical axis.
<

;Fill
 This command is used to fill a box or circle with
 a specified fill character.  The syntax is:

                Fill [style]

 where style is the fill type.  The choices are
 solid, brick, diagonal, link, smalldot and
 bigdot.
<

;Tile
 This command will tile the screen (also referred
 to as wall-paper) with a designated image.  The
 proper syntax is:

           Tile [x1,y1,x2,y2,filename.ext FD#]

 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 and FD# is the type of
 screen transition (2-48) desired.
<

;:LABEL
 This is a line label command.  A line label must
 always by preceded by a colon.  Line labels are
 used in conditional branching.  See the manual for
 details on creating conditional branching.
<

;INPUT
 This is a conditional branching command.  It's
 purpose is to register a keypress or mouse click
 by the user of your show.  The syntax is:

                INPUT [delay]

 where delay is the number of seconds the show will
 wait to receive a keypress or mouse click before
 going on to the next script command.
<

;IF  GOTO :
 This is a conditional branching command.  It's
 purpose is to send program specific instructions
 if a designated key was pressed by the user during
 an INPUT command.  The syntax is:

          IF [key] GOTO :[line label]

 where key is the key pressed and line label is the
 label to goto when that key is pressed.
<

;RETURN
 This is a conditional branching command used in
 conjunction with the GOSUB command.  It's
 purpose is to return the show to the script line
 immediately following the GOSUB command.  The
 syntax is simply:

                 RETURN 

 SuperShow remembers the line number of the GOSUB
 statement and simply returns to that line number
 plus one.  You may not nest GOSUB/RETURN script
 commands.  See the GOSUB help for more detail.
<

;GOTO :
 This command will force the program to a
 designated line label.  The proper syntax is:

                GOTO :[name]

 where name is the label where the show is to go.
<

;GOSUB :
 This command will force the program to branch to a
 designated line label.  It will continue to
 execute the presentation one line at a time until
 it encounters a RETURN script command.  At the
 RETURN command, the program will branch back to
 the line immediately following the GOSUB command.
 The proper syntax is:

               GOSUB :[name]

 where name is the label where the show is to go.
 GOSUB is short for go to a subroutine.  With
 GOSUB, you only need to script repetitive tasks
 one time.
<

;Count Commands
 This option will display a list of all counting
 and scoring script commands.

 Further help is available from that list by
 highlighting the command and pressing F1.
<

;TCount
 This counting & scoring command adds a count of
 one to the existing TCount number.
<

;FCount
 This counting & scoring command adds a count of
 one to the existing FCount number.
<

;RCount
 This counting & scoring command adds a count of
 one to the existing RCount number.
<

;ReSet
 This command will re-set the number count for
 TCount, FCount and RCount 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 RCount
 This will print the RCount number to the screen
 using the active font.
<

;CPrint Score
 This will print a score percentage based on the
 total TCount & FCount number divided by TCount.
<

;If TCount
 This is a conditional branching command based on
 the value of TCount.  It gives you the ability to
 execute any SuperShow command based on the numeric
 value of TCount.  The proper syntax is:

   IF TCOUNT [operator] [number] THEN [command]

 where operator is either = (equal sign), < (less
 than sign), > (greater than sign); number is the
 number you wish to activate the branching; and
 command is the SuperShow script command.  For
 example, if you wish to print the words "Hello
 World" when TCount is equal to 4 the proper syntax
 would be:

  IF TCOUNT = 4 THEN PRINT @ 10,10 "Hello World"

 See the conditional branching in the manual for
 more detail.
<

;If FCount
 This is a conditional branching command based on
 the value of FCount.  It gives you the ability to
 execute any SuperShow command based on the numeric
 value of FCount.  The proper syntax is:

   IF FCOUNT [operator] [number] THEN [command]

 where operator is either = (equal sign), < (less
 than sign), > (greater than sign); number is the
 number you wish to activate the branching; and
 command is the SuperShow script command.  For
 example, if you wish to print the words "Hello
 World" when FCount is equal to 4 the proper syntax
 would be:

  IF FCOUNT = 4 THEN PRINT @ 10,10 "Hello World"

 See the conditional branching in the manual for
 more detail.
<

;If RCount
 This is a conditional branching command based on
 the value of RCount.  It gives you the ability to
 execute any SuperShow command based on the numeric
 value of RCount.  The proper syntax is:

   IF RCOUNT [operator] [number] THEN [command]

 where operator is either = (equal sign), < (less
 than sign), > (greater than sign); number is the
 number you wish to activate the branching; and
 command is the SuperShow script command.  For
 example, if you wish to print the words "Hello
 World" when RCount is equal to 4 the proper syntax
 would be:

  IF RCOUNT = 4 THEN PRINT @ 10,10 "Hello World"

 See the conditional branching in the manual for
 more detail.
<

;Let TCount
 This command lets you set the value of TCount to a
 fixed value.  For example, if you wish to make
 TCount equal to 10 the syntax is:

        LET TCount = 10
<

;Let FCount
 This command lets you set the value of FCount to a
 fixed value.  For example, if you wish to make
 FCount equal to 10 the syntax is:

        LET FCount = 10
<

;Let RCount
 This command lets you set the value of RCount to a
 fixed value.  For example, if you wish to make
 RCount equal to 10 the syntax is:

        LET RCount = 10
<
;Randomize
 This command allows you to choose a random number
 and assign it to one of the count variables.  The
 proper syntax for this command is:

        Randomize RCount [#]

 where # is the maximum number in the random list.
 For example if you wanted to choose a random
 number between 1 and 100 and assign that number to
 the TCount variable the syntax is:

        Randomize TCount 100

 You then could set a series of IF/THEN script
 commands to act upon the random number chosen.
 For example if you wanted to go to a specific line
 label if TCount was equal to 50 you'd follow the
 above script command with the following line:

        IF TCount = 50 THEN GOTO :MYLABEL
<

;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.  Style Shadow
 automatically sets to Overlay since this is
 necessary for a font shadow to appear.  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.
<

;Shadow
 This command sets the shadow offset and color for
 the font shadow effect.  The proper syntax is:

        Shadow x,y,colr

 where x is the pixel column offset, y is the pixel
 row offset and colr is the number designating what
 color the shadow will be.  The default is 3,3,0,
 which means the shadow is offset 3 row and column
 pixels and the shadow color is black (0).

 The shadow does not appear on text unless the
 command STYLE SHADOW is used.
<

;Scroll
 This command will access an external ascii text
 file and allow scrolling of that text on the
 screen. The syntax is:

       Scroll [x1,y1,x2,y2,textfile.txt]

 where x1 and y1 designate the upper left corner of
 the scroll box; x2 and y2 designate the lower
 right corner of the scroll box; and textfile.txt
 is the file you wish to display in the scroll box.

 Scroll is a very powerful command that allows you
 to create electronic book and magazine publishing.
 The actual scrolling occurs using the cursor keys
 or mouse hot spots designated with the MouseSC
 command.  In addition to scrolling text, you may
 go forward and backward, article to article,
 return to a table of contents page, etc.  View the
 script PUBLISH.SPT for a sample magazine.
<

;ScDelay
 This command sets a time out delay, in seconds,
 when using the Scroll script command.  This means
 that when the delay is reached, your presentation
 will automatically procede to the script command
 immediately following the Scroll command.  For
 example, if you wish to exit from a Scroll command
 after 1 minute you would issue the following:

                SCDelay 60

 A SCDelay of zero (the default) means there will
 be no time out and the only exit from the Scroll
 command is by mouse click of key press.
<

;TXPrev :
 This command is used in conjuntion with the
 scroll and other publishing commands.  It sets a
 specific line label to go to when the user clicks
 on the Previous button or presses the F9 function
 key while scrolling text with the Scroll command.
 The proper syntax is:

          TxPrev :[Line Label]

 where Line Label is the name of the label you wish
 to go to when this function is activated.  See the
 section on Publishing in the manual for more
 detail.
<

;TXOthr :
 This command is used in conjuntion with the
 scroll and other publishing commands.  It sets a
 specific line label to go to when the user clicks
 on the Contents button or presses the Esc key
 while scrolling text with the Scroll command. The
 proper syntax is:

          TxPrev :[Line Label]

 where Line Label is the name of the label you wish
 to go to when this function is activated.  See the
 section on Publishing in the manual for more
 detail.
<

;TXLabl :
 This command is used in conjuntion with the
 scroll and other publishing commands.  It sets a
 specific line label to go to when the user clicks
 on a hot button or presses the F2 funtion key
 while scrolling text with the Scroll command. The
 proper syntax is:

          TxLabl :[Line Label]

 where Line Label is the name of the label you wish
 to go to when this function is activated.  See the
 section on Publishing in the manual for more
 detail.
<

;$ Variable Commands
 This displays a list of all user input commands.
 Further help is available from that list by
 highlighting the command and pressing F1.
<

;Get @ $
 This user input command allows the user of your
 presentation to input a line of information that
 you may later retrieve or save. Maximum number of
 lines is 21.  The syntax is:

              Get @ [x,y] $[#]

 where x and y are the starting pixel column and
 row locations and # is a string ($) number between
 zero and 20.  As the user inputs text from the
 keyboard, the input will be displayed on the
 screen using the active font.
<

;$Print @
 This command will print the contents of a user
 string to the screen using the current active
 font.  The syntax is:

             $Print @ [x,y] $[#]

 where x and y are the starting pixel column and
 row and # is the user string number to display.
<

;$Size
 This command designates the length of the string
 allowed for user input.  The syntax is:

                $Size [#]

 where # is the number of characters allowed for
 user input.  The $Size affects both the Get and
 Read commands.
<

;Read
 This is the command used to read an external user
 input file.  The proper syntax is:

           Read textfile.txt [/# TO #]

                       OR

               Read $# [/# TO #]

 where textfile.txt is the name of the textfile you
 wish to read.  Instead of the actual filename you
 may alternatively use a user string number.

 The first # in the  TO  option is where in the
 text file you begin reading.  The second # is the
 last string number you wish to read from that
 file.  For example, if you wish to read in lines
 10 through 20 ($10 - $20) in an ascii text file
 named MYFILE.TXT, the proper syntax would be:

             READ MYFILE.TXT /10 TO 20
<

;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.
<

;$TFloat
 This command is identical to the TFloat animation
 script command except that it will float a user
 input literal instead of a message surrounded by
 quotes.  The syntax is:

            $TFloat x1,y1,x2,y2,stp,res,$#

 For more detail, see the help message available
 under TFloat located in animation commands (F5
 pulldown menu) in ShowPrep.
<

;$ =
 This command forces the designated user string
 number to contain the quoted text.  The syntax is:

                 $[#] = "Message"

 where # is a string number between 0 and 20 and
 "Message" is the text you wish to designate.
<


;If $ =
 This is a conditional branching command based on
 the literal value of the word (string) stored in
 the string variable.  The proper syntax is:

     If $# = ["string"] THEN [command]

 where # is a number from 0 to 20; where "string"
 is a literal word (this should be in quotes) you
 wish to use to activate the branching; and command
 is the SuperShow script command you wish to
 execute.

 For example if you wanted to print the words
 "Welcome, Friend" when $1 was equal to "Hello"
 then the syntax would be

 If $1 = "Hello" THEN Print @10,10 "Welcome Friend"

 Any SuperShow script command may be entered after
 the THEN word.  See the chapter on conditional
 branching for more detail.
<

;MIDPlay
 This command will play a .MID midi music file in
 the background if you have a Sound Blaster or
 compatible music card.  The syntax is:

             MIDPlay [filename.mid]

 where filename.mid is the name of the sound file
 you wish to play.  You must load the external
 driver's, SBMIDI.EXE & SBSIM.COM, prior to running
 your presentation when playing .MID sound files.
<

;VOCPlay
 This command will play a .VOC digital sound file
 in the background if you have a Sound Blaster or
 compatible music card.  The syntax is:

             VOCPlay [filename.voc]

 where filename.voc is the name of the sound file
 you wish to play.  You must load the external
 driver, SBMIDI.EXE, prior to running your
 presentation when playing .VOC sound files with
 the VOCPlay command.

<
;CMFPlay
 This command will play a .CMF synthesized music
 file in the background if you have a Sound Blaster
 or compatible music card.  The syntax is:

             CMFPlay [filename.cmf]

 where filename.cmf is the name of the sound file
 you wish to play.  You must load the external
 driver's, SBFMDRV.COM & SBSIM.COM, prior to
 running your presentation when playing .CMF sound
 files.
<

;XBVOCPlay
 The XBVOCPlay command plays a digitized .VOC file
 in the background.  The main differences between
 this and the VOCPlay option is that XBVOCPlay does
 not require loading of drivers with SBSIM, but
 will only play .VOC files up to about 180K in
 size.  You may optionally choose to loop the VOC
 up to 32000 times.  The syntax is:

        XBVOCPlay [filename.voc] {Loop#}

 where filename.voc is the name of the sound file
 you wish to play and Loop# is the number of times
 you wish to play the sound file in a loop.  If you
 leave the Loop# blank, the sound file will play
 one time.

 A loop # of -1 will check to see if a sound card
 is present.  If a sound card is detected, the
 sound will play one time through the sound card.
 If not, it will attempt to play the .VOC file
 through the PC Speaker using the VOC2PC utility,
 available separately from PC West.

 A loop # of -2 will force the .VOC file to play
 through the PC Speaker if VOC2PC is found.
<

;MIDKill
 This command stops the sound and frees the memory
 used to play .MID files with the MIDPlay command.
 It is important to use this command before playing
 another .MID file.
<

;CMFKill
 This command stops the sound and frees the memory
 used to play .CMF files with the CMFPlay command.
 It is important to use this command before playing
 another .CMF file.
<

;VOCKill
 This command stops the sound and frees the memory
 used to play .VOC files with the VOCPlay command.
 It is important to use this command before playing
 another .VOC file.
<

;KillXB
 This command stops the sound and frees the memory
 used to play .VOC files with the XBVOCPlay
 command.  It is important to use this command
 before playing another .VOC file.
<

;Play
 This command will directly play music through your
 pc speaker.  The proper syntax is:

                  Play [notes]

 where notes may be a single or multiple music
 notes or other music language commands.  See the
 chapter titled Music Language for details on the
 built in music language of SuperShow.
<

;XPlay
 This command will play an external music file
 (.MUS) in the background, through your pc speaker.
 The syntax is:

                XPlay [filename.mus]

  where filename.mus is the name of the external
  music file you wish to play.
<

;X2Play
 This is an extremely handy command that will play
 an external music file (.MUS) in the background
 (through the pc speaker) in place of a .MID or
 CMF music file if no sound card driver is
 detected.  The syntax is:

          X2Play [filename.mus]

 where filename.mus is the name of the .MUS music
 file you wish to be played.  If a sound card
 driver is loaded, SuperShow will ignore this
 command.  If one is not detected, the command will
 play the music file.  This way you can send out
 the same presentation without worrying about
 whether or not your end user has a sound card.
<

;Kill Sound
 This option will bring up a dialog box containing
 several sound kill commands.  Highlight the
 individual command and press F1 from this dialog
 box for help on each command.
<

;KillXP
 This command stops sound and frees the memory used
 to play .MUS files with the XPlay command.
<

;Sound
 This command will play one of 10 different beep
 sequences through your pc speaker.  The syntax is:

                Sound [#]

 where # is a number from 1 to 10.
<

;MapMidi
 There are three possible choices.  0 is a general
 midi file, 1 is a basic midi file and 2 is an
 extended midi file.  The proper syntax is:

        MapMidi #

 where # is the either 0, 1 or 2.  If you have
 loaded the SBMIDI and SBSIM sound drivers and
 don't hear any music, re-mapping the midi may
 provide the solution.
<

;SBPause
 This will pause a .MID, .CMF or VOC file.  The
 proper syntax is:

                SBPause #

 where # is either 1 for a .CMF file, 2 for a .VOC
 file, or 5 for a .MID file.  The sound file may be
 unpaused by using the SBResume script command.
<

;SBResume
 This will unpause a .MID, .CMF or .VOC file
 stopped by the SBPause command.  The proper syntax
 is:
                 SBResume #

 where # is either 1 for a .CMF file, 2 for a .VOC
 file, or 5 for a .MID file.  The sound file may be
 paused by using the SBPause script command.
<

;SBVol
 This command can set the volume of Sound Blaster
 Pro or SB16 cards or higher.  The proper syntax
 is:

                SBVol [LV, RV, #)

 where LV is a number between 0 and 255 which will
 set the volume for the left speaker, RV is a
 number between 0 and 255 which will set the volume
 for the right speaker; # is a number between 0 and
 6 to designate which type of sound is affected.
 These numbers are 0 for the master volume (all
 sound), 1 for VOC, 2 for .MID & .CMF files. and 6
 for the PC Speaker.  You must have loaded the
 appropriate drivers and SBSIM before being able to
 use this command.
<

;SBFade
 This script command will quickly fade out the
 master volume of all sound playing through the
 Sound Blaster card.  The proper syntax is:

           SBFade
<

;Blaster On
 This command serves as a sound on or sound off
 flag.  If Blaster On is encountered, all sound
 commands will play their designated files.  If
 Blaster Off is issued, then all sound commands
 will be ignored and thus not played.  This lets
 you give your user the option of whether or not
 they wish to hear sound.

 This command does NOT load any sound drivers.
<

;Blaster Off
 This command serves as a sound on or sound off
 flag.  If Blaster On is encountered, all sound
 commands will play their designated files.  If
 Blaster Off is issued, then all sound commands
 will be ignored and thus not played.  This lets
 you give your user the option of whether or not
 they wish to hear sound.

 This command does NOT load any sound drivers.
<

;Mouse On
 This command will make the mouse cursor visible
 during your show.  You may turn the mouse on or
 off any number of times during a presentation.
<

;Mouse Off
 This command will make the mouse cursor invisible
 during your show.  You may turn the mouse on or
 off any number of times during a presentation.
<

;Mouse At
 This command will locate the mouse cursor at a
 desired pixel column and row.  The syntax is:

                Mouse At [x,y]

 where x and y are the pixel column and row
 locations.
<

;MouseIn
 This is the command to create mouse input
 hot-spots on the screen to be detected during the
 INPUT script command.  The syntax is:

        MouseIn# [x1,y1,x2,y2 :label]

 where # is a number from 0 to 25 designating one of
 twenty six possible mouse inputs.  x1 and y1
 designate the upper left pixel column and row of
 the hot-spot area; x2 and y2 designate the lower
 right pixel column and row of the hot-spot area;
 :label is the line label name to which the
 presentation branches if a user clicks on this
 hot-spot.
<

;MouseSC
 This command creates mouse hot-spots on the screen
 to be detected during the SCROLL command. Syntax is
 
        MouseSC# [x1,y1,x2,y2]

 where # is a number from 0 to 10 designating one of
 11 mouse inputs.  x1 & y1 designate upper left
 pixel column and row and x2 & y2 designate lower
 right pixel column and row of the hot-spot area.
 These are programmed for exact functions. They are:

 0 = Home key      1 = Pg Down      2 = Pg Up
 3 = Line Down     4 = Line Up      5 = TxPrev :
 6 = Next          7 = TxOther :    8 = End Key
 9 = Hot Key (TxLabl :)  10 = Print Text File

 5 sends the presentation to the label designated by
 TxPrev, 6 to the next script command, 7 to the
 label designated by TxOther, 9 to the label
 designated by TxLabl and 10 will send the text file
 being scrolled to a line printer if connected and
 turned on.

 Please see the chapter titled Publishing in the
 manual for more detail.
<

;Mouse Cursor
 Choosing this menu option will pop-up a dialog box
 containing the names of the nine different mouse
 cursor's.  Highlight the desired name and press
 Enter.  The syntax is:

        Mouse Cursor [name,color#]

 where name is the cursor type and color# is the
 color in which the cursor will appear.
<

;MInReSet
 This command will reset all the hot spots created
 by the MouseIn script command to zero's.  This
 global function prevents you from having to reset
 each one individually.
<

;MSCReSet
 This command will reset all the hot spots created
 by the MouseSC script command to zero's.  This
 global function prevents you from having to reset
 each one individually.
<

;If NOSVGA Then
 This command checks to see if a minimum 640x480
 256 color system is being used.  If not, it will
 then execute the Script command following the Then
 statement.  For example, if you wanted to branch
 to a line label named :MSG if no SVGA card was
 detected then the proper syntax would be:

      If NOSVGA Then GOTO :MSG

<

;If NOTRUE Then
 This command checks to see if a True Color video
 adapter is present.  If not, it will then execute
 the Script command following the Then statement.
 For example, if you wanted to branch to a line
 label named :MSG if no True Color card was
 detected then the proper syntax would be:

       If NOTRUE Then GOTO :MSG

<

;If NOEMS Then
  This command checks to see if Expanded memory is
  present.  If not, it will then execute the Script
  command following the Then statement.  For
  example, if you wanted to branch to a line label
  named :MSG if no expanded memory was detected,
  then the proper syntax would be:

       If NOEMS Then GOTO :MSG

<

;If NOXMS Then
  This command checks to see if Extended memory is
  present.  If not, it will then execute the Script
  command following the Then statement.  For
  example, if you wanted to branch to a line label
  named :MSG if no extended memory was detected,
  then the proper syntax would be:

       If NOXMS Then GOTO :MSG

<
