      
       
CONGRATULATIONS! 
                                            
You  are  now part of the exciting world  of  Multi-
media computing. You now have the tools and power of 
this  new medium.  It is more flexible  than  video, 
more portable than film, more effective than  print, 
and  more fun than all of them combined.   This  new 
medium  lets  you put your imagination  directly  to 
work.  Let's get started.

REQUIREMENTS 
A WORD ABOUT MEMORY AND SUPER VGA  

 If  you have a Super VGA board and want to use  the 
high resolution modes of your board, you can use the 
memory above the standard 640K in your computer,  if 
you  have an EMS driver or HIMEM.SYS.  You can  also 
use the Super VGA modes if you have only convention-
al  memory,  but you do need 500K of free  space  on 
your  hard drive. The TEMPRA SHOW system senses  the  
existence of EMS.  If it exists, then it is used. If 
it does not exist, then your hard drive is used  for 
temporary  information storage.  Be sure to set  the 
TMP  environmental variable to insure that  the  TMP 
file  goes  where  you want it. The  kind  of  extra 
memory used by the this software is Expanded Memory.   
To  use this you need a set of memory chips in  your 
PC  and a software driver to run those chips.   This 
software driver is called a 4.0 LIM Spec EMS driver.  
That  is  the Lotus  Intel  Microsoft  Specification 
version  4.0.  You should get this software  at  the 
same place you buy the chips for your computer.   If 
you do NOT have this extra memory, your shows  using 
Super VGA resolutions run slowly. 
  
TALK TO YOUR COMPUTER DEALER OR RESIDENT 
EXPERT ABOUT THIS.

SOFTWARE - TEXT  

 TEMPRA  SHOW  allows you to display Text  files  in 
your  Sequences.   You can invoke your  text  editor 
from  TEMPRA SHOW by pressing [F2], if you have  SET 
your editor environmental variable.   To do this you 
must do this:
      run the following line before entering  TEMPRA 
SHOW:   SET  EDITOR=___.  Enter your  editor's  name 
where we've put ___. 
  For example  SET EDITOR=EDIT.

USE OF A TEXT EDITOR (WORD PROCESSOR) 
 To create a Text file, you must use a text  editor.  
Your word processor is a text editor.  Operate it in 
non-document  (ASCII) mode.  The format of the  text 
you  make is not modified by TEMPRA SHOW.  Save  the 
files  with the *.TXT suffix into the directory  you 
have as the TEMPRA Text directory. This way the text 
files  can be selected in the File field  while  you 
are making a Text Event.  If you have no other,  you 
we  have included TEXTEDIT, a small  word  processor 
you  can  use to make your text  files.   

DUPLICATION OF THE SHOW PROGRAM  

We  grant you the license to use and  copy  TSHOWRUN 
only  from the PC you used to create  the  sequence, 
and  as  long as you make no effort  to  modify  the 
TSHOWRUN  program or to hide our  copyright  notice.  
Duplication of the TSHOWRUN program by  professional 
duplication  services is strictly forbidden  without 
express written permission.

COMPATIBILITY 

 TEMPRA  SHOW should run with any system  compatible 
with the IBM VGA, EGA, or CGA board.  If you  decide 
to use one of the optional audio boards, be sure the 
board  you choose is compatible with the PC you  are 
using.  

SET THE ENVIRONMENTAL VARIABLES 

 Set the environment for TEMPRA SHOW to run in,  and 
get the most from your system's resources.  You must 
be  sure  to set these variables  before  you  start 
TEMPRA SHOW.  Users add the Set commands to a  batch 
file they use to  start TEMPRA SHOW.

ENVIRONMENTAL VARIABLES  

 The  DOS SET command is used to customize the  com-
puter's  working environment. The /E entry  in  your 
DOS Shell command allows you to have many entries in 
your Environment. (Please refer to a DOS manual  for 
details on the SHELL Command.)  The program that  is 
running  refers  to  the environment  to  check  for 
conditions that affect the operation of the program.  
The TEMPRA SHOW system checks the following environ-
mental variables:

BEEP  

(SET  BEEP = 100  100) determines the frequency  and 
duration  of  the beep you hear if you ever  make  a 
selection the system cannot accept.  If you want  to 
set  this,  and it is optional, you MUST  have  both 
entries.  SET BEEP=100 100 sets the beep at frequen-
cy 100 for 100 thousandths of a second.  If you only 
set one number after BEEP the system will hang up.

BLAST_BUF 

 (SET  BLAST_BUF = ##) Valid entries are  between  2 
and 32, and signify the size of the buffer in  Kilo-
bytes.  When using the Sound Blaster audio card  you 
need  to create an area in memory (buffer)  for  the 
audio  to load into from the hard drive.  This  area 
is  the Blast_Buf. The size of this area  determines 
how  often TEMPRA SHOW has to go to disk to load  in 
more  sound.   A larger Blast_buf results  in  fewer 
loads  and better performance.  If you have a  large 
Blast_Buf,  you  may  not have room  in  memory  for 
certain video modes. Also, the system uses the  disk 
memory  manager.  This  slows  down  execution.   Be 
careful  to  strike  a good  balance  between  sound 
loading and screen size.

EDITOR 

  (SET  EDITOR =  Editor Name) determines what  pro-
gram  is executed when you select Text  Editor  from 
the  Main Menu, or WP from the GUI.  The format  for 
this  is: SET EDITOR=EDIT to set the text editor  to 
DOS  EDIT.  If the editor is not set, you will  have 
access to the editor we included with TEMPRA SHOW.  

TMP 

 (SET TMP= Drive\Directory name) determines in which 
directory  on your disk memory resident  information 
is stored when you go to the SHELL. This TMP file is 
also  where the screen information is saved for  the 
Super  VGA modes.  This has to be stored in  a  file 
with  a unique file name that TEMPRA SHOW makes  and 
saves  temporarily on the  hard disk when  you  have  
only 640K in the PC.  To put this in the TEMPRA SHOW 
directory: SET TMP=C:\TSHOW.

VVLINES (SET VVLINES=##) 

 determines  how many lines are in the  TEMPRA  SHOW 
Sequence.   Valid  numbers are between 50  and  500.   
We  give you the ability to set the number of  lines 
so  you can adjust TEMPRA SHOW to suit your  comput-
er's  memory.   Be careful that you always  use  the 
same  number  when  setting this  and  running  your 
Sequences.  If the numbers of lines in a sequence is 
more  than  the number of lines  allowed  with  this 
setting,  the extra lines are cut off at the end  of 
the Sequence.

VVMODE 

  (SET VVMODE=Mode) determines the starting 
graphics  mode for TEMPRA SHOW. The format for  this 
is: SET
VVMODE=VGA_13 to set the 320x200 256 color  graphics 
mode.  TEMPRA SHOW selects a mode for you if you  do 
not set one.

 Set the start up video mode with "SET  VVMODE= your 
mode".   [ENTER].  You can choose "your  mode"  from 
the entry under Adapter on  the following list:

Adapter   pixel     colors
         resolution 
CGA_04   320x200       4 
CGA_05   640x200       2
EGA_0D   320x200      16
EGA_0E   640x200      16
EGA_0F   640x350       2
EGA_10   640x350      16
VGA_11   640x480       2
VGA_12   640x480      16
VGA_13   320x200     256
SGA_29   800x600      16
SGA_2D   640x350     256
SGA_2E   640x480     256
SGA_30   800x600     256
SGA_58   800x600      16
SGA_59   800x600       2
SGA_5E   640x400     256
SGA_5F   640x480     256
SGA_62   800x600      16
SGA_66   640x400     256
SGA_67   640x480     256
SGA_69   800x600     256
ATI_54   800x600      16
ATI_61   640x400     256
ATI_62   648x480     256
ATI_63   800x600     256
EVX_15   512x480     256
EVX_14   640x400     256
EVX_30   640x480     256
EVX_02   800x600       2
EVX_31   800x600     256
TRI_5C   640x400     256
TRI_5D   640x480     256
TRI_5E   800x600     256
TL4_13   320X200     32768
TL4_2D   640X350     32768
TL4_2F   640X400     32768
TL4_2E   640X480     32768
TL4_30   800X600     32768
VESA100  640x400     256
VESA101  640X480     256
VESA102  800X600     16
VESA103  800X600     256
VESA104  1024X768    16
VESA105  1024x768    256
SGA_37   1024x768    16
SGA_38   1024x768    256

 SGA = Extended VGA (Beyond IBM Standard) _## = mode 
number.  
ATI  = Extended VGA modes found on the  ATI  Wonder-
board   
EVX = Extended VGA modes found on the Everex  board. 
TRI  = Extended VGA modes found on the boards   made 
with Trident Chips.  
TL4 = Extended VGA modes found on 16 bit VGA  boards 
with Tseng Labs 4000 chips and Sierra HiColor DACs 
VESA  = VESA standard modes available when the  VESA 
driver is loaded.

VVMTBAUD  

(SET VVMTBAUD=####) Valid numbers are 9600 and 4800. 
These  numbers set the baud rate for the  MicroTouch 
Touch Screen's serial communications.

TSPAINT   

 (SET  TSPAINT=Program name) determines  what  Paint 
program is executed when you select the "Paint" item 
on  the Main Menu, and what kinds of files are  used 
as Sprites.  The format for this is  TSPAINT=TEMPRA. 
If  you do not set this, you are not be able to  run 
anything  from  the "Paint" selection on  your  Main 
Menu.  If you enter the name of a batch file in this 
Environmental variable line, then that batch file is 
executed  when you make the "Paint"  selection  from 
the Main Menu.

VVSPRITE_BUF  

 (SET VVSPRITE_BUF=#####) 
Valid  numbers are between 2048 and 64,000.  If  you 
have  EMS you do not need to bother with this.  This 
environmental  variable sets the size of the  memory 
area  for Sprites, or picture clips.  You  can  vary 
this  to accommodate memory constraints in your  PC.  
A large VVSprite_Buf allows you to show large  image 
clips, but this large buffer may preclude  you  from 
using a number of VGA modes in conventional  memory. 
Adjust  your VVSprite_Buf variable before you  start 
TEMPRA SHOW.

 You may want to add all the lines for the  Environ-
mental  Variables to your Autoexec.bat so  they  are 
SET  when you start up your computer.  Once this  is 
done, go to your TEMPRA SHOW directory.  

STARTING TEMPRA SHOW  

 At the C: prompt start TEMPRA SHOW by typing  TSHOW 
and  then press [ENTER]. Next you see the  Welcoming 
Screen.  You can load in a sequence at start up time 
by typing "TSHOW {Sequence name}" on the DOS command 
line  then  pressing [ENTER]. You can  start  TEMPRA 
SHOW with a number of options: 

 /B  for  BIOS. To speed up screen  display  of  the 
Workform  we do not use BIOS. If there is a  problem 
with going around BIOS in your system, start  TEMPRA 
SHOW  with the /B option and TEMPRA SHOW  uses  BIOS 
for text display in the 80 column mode. 

 /C  for  control C [^C] When you run  the  run-time 
program  you  can add this to the  command  line  to 
allow  the interruption of the Sequence with  [Ctrl-
C].

 /H  or  /? to display these flags.  If you  want  a 
little help with what options are available at start 
up, use this option.

 /L  for  file name of the error log  file.  If  you 
enter nothing here the file is called TSHOW.ERR. For 
example:   TSHOW  THIS -L THAT.ERR puts  the  errors 
found in running THIS.SEQ into the file THAT.ERR

 /S  to disable sound, even though you may  have  it 
installed.  If you have installed sound, but you  do 
not want it to play, start with this option. It also 
works with the SHOW program.

 /T to calibrate the touch screen.  When this option 
is  used the calibration occurs before  TEMPRA  SHOW 
runs. The calibration parameters are saved in a file 
called TOUCH.CFG 

 /V for verbose.  If you are having trouble  running 
TEMPRA SHOW in your computer, start the program with 
this option. Then you see initialization information 
displayed on the screen as it occurs in the  comput-
er. This is the same information you can see in  the 
TSHOW.ERR file.

 /W  for Workform.   To start TEMPRA SHOW using  the 
Workform,  you can do this by entering this  command 
line  parameter while starting TEMPRA SHOW.  If  you 
do  not use this, TEMPRA SHOW starts with  the  GUI.  
Start:   TSHOW {options} {Sequence  name}.

USER INTERFACE - GRAPHIC  

 The  author  should  use a mouse to  get  the  most 
satisfying results with the new GUI. 

CONTROLS 

Using  the top menu bar, you can load and  save  se-
quences,  run a paint program, run a word  processor 
(text  editor),  get  help, or switch  over  to  the 
Workform for full screen editing of the script. With 
the  icons the author can make a new Event, or  edit 
an  old one, run an Event, run a series  of  Events, 
insert an Event, or delete an Event.   There is also 
a  scroll control that is used to move  through  the 
script in either direction.

FIELDS 

In  addition to the icons and the top menu  bar  the 
GUI  also shows the content of the Event in  fields.  
These fields are within the squares and the  content 
of these fields is made as you create the Event.  

LABEL 

 A Label is a name of your choosing that is used  to  
identify  a  line.  Labels are used as  targets  for 
branches, so every Event line that you are going  to 
be Branching to MUST have a label. 

TYPE 

 Type identifies the kind  of Event that occurs when 
the line is executed.  As we've said, the Events are 
Screen, Sprite, Title, Text, BColor, Chain, etc.

FILE 
File contains the name of the files that the  Events 
use.

METHOD  

Method is the way the Event performs its work.

 SP/DP contains two options:
 SPEED controls the velocity at which certain Events 
appear. 
 
 DISPLAY  refers  to  what happens to  an  Event  in 
relation  to Events that follow.  It may  be  Perma-
nent, Temporary or Erase after Displaying.   In Text 
Events Display is used to set the first line of text 
to display from your chosen file. 

 PARAMETERS  contains information  governing  place-
ment, color, etc., used by many Events.  

 WAIT  FOR  designates whether or not  the  computer 
should  wait  before proceeding to the  next  Event.  
You can wait for any key-press, a timeout, or not at 
all.  If you decide not to wait there is no entry on 
the form because this is the default.

 NEXT  is a Label name of your choosing  that  tells 
the  computer which Label to look for to use as  the 
NEXT  Event.   If there is no entry,  execution  de-
faults  to  the following line.  We call  it  "Next" 
because  the  entry you place inside  indicates  the 
Next line to be executed. 

USER INTERFACE - TEXT 

 We  have kept the text based interface  because  we 
have  found that many people like to see  more  than 
one Event at a time.  The text interface also allows 
users  to use editing features that span  individual 
lines.  These  features include search and  replace, 
the  block operations, and keyboard editing of  many 
lines, among others.  Select the WORK button to move 
to the text interface.

OPERATING TEMPRA SHOW - TEXT INTERFACE  

 When  you  Create a New Sequence,  start  with  the 
highlight  cursor in the left-most column and  press 
[Enter].   TEMPRA  SHOW  automatically  prompts  you 
across  your Workform as you make choices  from  the 
menus.   As you select options from  "pop-up"  menus 
and directories that are superimposed on the screen, 
your  selections  are then transferred  to  specific 
Fields on the Workform.  
  When  you wish to Edit a Sequence,  position  your 
cursor in the field you wish, and type to change the 
information.   If you prefer you can press Enter  to 
start  the  prompting for the entry.   Help  can  be 
called any time [F1] is present on the status  line.  
Topics can be selected via the Help Menu.  Help   is 
also available as an option from many menus. 

POWER USER HINTS 

 There are many people who find that always choosing 
from  menus slows the process down, and these  power 
users  can utilize the advanced features  of  TEMPRA 
SHOW. 

 You can access the control menus from the  Workform 
without  going through the menu system  with  [Ctrl] 
key features.

You can mark a column or set of columns to be copied 
or moved. You can edit entries in character mode  or 
with the mouse in field mode.

STARTING ON THE WORKFORM 

 Type  TSHOW followed by the /W option to  start  on 
the Workform. Press [ENTER] at the copyright screen, 
and the Workform fills the screen.   Note the status 
line  at  the  bottom of your  Workform.   The  word 
"Line:"  tells you on what line you're working.  The 
word  "Sequence:" is followed by  "untitled".   When 
you  Name a Sequence, the name appears next  to  the 
"Sequence:".    You can see [F1] - Help and  [F5]  - 
Preview Line.  This means that by pressing  Function 
Key 1 you can get help from the on-line help system.  
By pressing Function Key 5 you can Preview the  line 
on  which  your cursor sits.  When the  Workform  is 
active,  there is a large cursor that fills a  whole 
field  on the form. This large cursor is  the  field 
cursor,  because it fills a whole field. Many  other 
keys are also active, please check the your manuals.  

** USER NOTE ** 

 If  you don't like the colors you see on the  Work-
form you can change them with CONFIGURE option  from 
the Main Menu. You can run CONFIGTS from DOS, or  if 
you like, you can use a word processor in  non-docu-
ment mode.  
 
 Look  at the highlight bar on the Main Menu.   When 
you want to make a selection from this or any  menu, 
use  the Up and Down Arrows to highlight the  option 
of  your  choice, then press [ENTER].   If  you  are 
using a mouse, move the mouse so the bar goes up and 
down, and press the LEFT mouse button to enter  your 
choice.

 Remember that [Esc] is always active.  If something 
appears  that  you  don't want to  deal  with  press 
[Esc].   With this you are returned to the  previous 
menu.  If  you were on an  uncompleted  task  it  is 
returned to its previous state. For mouse users, the 
RIGHT button functions as  the [Esc] key.


KEYS 

 While in Create/Edit mode the listed keys are  used 
to move the cursor. If you are in the Field mode the 
cursor  fills the field, or in Character  mode  with 
the cursor is size of one character.

Home -            Beginning of line  
End -             End of line  
Arrow Left -      Move left     
Right -           Move right
Up -              Move up   
Dn -              Move down 
PgUp -            Go up a page       
PgDn -            Go down a page     
Ctrl-PgUp -       Go to top of form 
Ctrl-PgDn -       Go to bottom of form 
Ctrl-Arrow  Right   Word  or field  right  (goes  to         
                    character editing mode) 
Ctrl-Arrow  Left - Word or field left (goes to  char  
                   ter editing mode) 
Esc -             Escape current choice. 
Enter -           Enter current choice.

EDITING KEYS:  

These special keys have the following functions when 
you are Editing or Creating Sequences.

F1 -        Help
F2 -        Invoke your editor 
F3 -        Edit field         
F4 -        Search/Replace     
F5 -        Preview line       
F6 -        Preview from line  
F7 -        Mark block begin   
F8 -        Mark block end     
Alt-D -     Delete block
Alt-C -     Copy block
Alt-E -     Enter file name in Directory menu
Alt-G -     Go to line by line number
Alt-H -     Hide Help info 
Alt-I -     Information on system state
Alt-K -     Kill text to right of character cursor
Alt-L -     Load block, Sequence 
Alt-M -     Move block 
Alt-S -     Sort Directory (when directory shows) 
Alt-S -     Save block (when cursor shows) 
Alt-T -     Toggle touch screen & mouse button 
Alt-U -     Unmark block 
Alt-X -     Toggle to and from Output Screen 
BkSp -      Delete field *     
Ctrl-BkSp - Blank line         
Del -       Delete line ***    
Enter -     Accept             
Esc -       Exit, Back out     
Ins -       Insert line**      
*   Locate your cursor in the field, BkSp erases the 
field 
**  Insert adds a line at the cursor 
*** Delete removes the line at the cursor

CONTROL KEYS - These Control features are  available 
while  you  are using the Workform.  They  give  you 
instant  access to the menus that control the  hard-
ware and software system.

Ctrl-A -  Audio Menu 
Ctrl-D -  Disk/Print Menu 
Ctrl-G -  Toggle between GUI and Workform
Ctrl-L -  Load a Sequence 
Ctrl-N -  Start New Sequence
Ctrl-P -  Path Menu 
Ctrl-Q -  Quit 
Ctrl-S -  Save a Sequence 
Ctrl-Z -  DOS Shell

HOT KEYS  

 Keys that users can operate while 
the sequence is running:
F1 -  Immediate branch to any line named [F1]
F9 -  Back Up
F10 - Skip Ahead

HELP KEYS 

 Keys  that  operate  the Help file  from  the  text 
interface:

F1 -    Help Index 
PgUp -  Read previous page 
PgDn -  Read next page 
Up -    Move up 
Dn -    Move down 
Esc -   Escape from the Help system
Alt-H - Hide Help

THE FILE NAMES 

  We  have told you that Screen, Sprite,  Text,  and 
Chain  Events in your Sequence use files  stored  on 
the hard drive.

 Prior  to a typical work session with  TEMPRA  SHOW 
you should have made: Screens and Sprites with  your 
Paint program, Text files with a text editor.  Other 
sequences  to  be Chained to are created  in  TEMPRA 
SHOW.   When you create or edit a  Sequence,  you'll 
want to be able to select any of these files to  add 
to it.

 Each  of  the following MUST  HAVE  these  specific 
suffixes in order for TEMPRA SHOW to recognize them.    
They must be in the correct directory. 

   Audio -- .VOC, .SPC, .AUD,... Audio Dir
   Blocks -- .VBK         In TSHOW Directory
   KST Fonts -- .KST      In Font Directory
   Movies -- *.FLI, *.FLC In Screen Dir
   Music -- .MUS          In Audio Directory
   Screens -- .PCX        In Screen Dir
   Sequences -- .SEQ      In Sequence Dir
   Sprite -- .PCC         In Sprite Dir 
   Text -- .TXT           In Text Directory
   Text to Speech - .TXT  In Audio Directory
   VV Fonts -- .DAT       In Font Directory
   Messages - Message.VV  In TSHOW Directory

Message.VV  is a file that gives you error  messages 
while you run the program.  If things are not  work-
ing this tells you where the problem lies.  When you 
get  errors,  TEMPRA SHOW creates a  file  for  your 
inspection called TSHOW.ERR.

GRAPHIC USER INTERFACE 

 The  author  should  use a mouse to  get  the  most 
satisfying  results with the GUI. This  GUI  removes 
the barrier between author and output that is inher-
ent in systems which make the author focus on learn-
ing  a scripting language.  This is accomplished  by 
presenting  the  author  with menus  as  Events  are 
created.   After  the Event is created  it  happens.  
The author makes the next Event and the next and  so 
on.   The Events they are recorded and  this  record 
becomes the script. In addition to being a what-you-
see-is-what-you-get     system,    this     is     a 
what-you-do-is-what-you-see system.

CONTROLS   

Using the top menu bar the author can load and  save 
Sequences, run a paint program, run a word processor 
(text  editor),  get  help, or switch  over  to  the 
Workform for full screen editing of the script. With 
the  icons the author can make a new Event, or  edit 
an  old one, run an Event, run a series  of  Events, 
insert an Event, or delete an Event.   There is also 
a  scroll control that is used to move  through  the 
script in either direction.

FIELDS  

 In addition to the icons and the top menu bar,  the 
GUI  also shows the content of the Event in  fields.  
These  fields are displayed in the Event  Controller 
at  Since TEMPRA SHOW automatically advances to  the 
next Event,  you need to back up to see the  content 
of the fields for the Event you just made.  Back  up 
with the left pointing arrow on the scroll bar.  

RECOMMENDED APPROACH 

MAKING NEW EVENTS 

 When you start TEMPRA SHOW using the GUI to make  a 
Sequence all the fields are blank.  Select the Label 
or Type display box and you are guided at each  step 
of the way to builds the Event.  

 By  selecting  the Label or Type display  box,  you 
begin to make an Event whenever you see that all the 
fields  are empty.  When you make an Event this  way 
the  Event is automatically executed for  you  after 
you are finished making it. 

EDITING EXISTING EVENTS   

 When  you see information in the field boxes  under 
the icon bar, you know that as you make changes  you 
are editing.  While editing you change ONLY what you 
need  to  change.   This  saves  you  from  stepping 
through all the menus you needed while creating  the 
Event.   You  can  edit by clicking on  one  of  the 
fields.   If you click on a field you are  presented 
with  an appropriate menu for the choices  you  have 
according  to the contents of the other fields.   If 
you really want to change the whole Event, clear the 
line by using the delete icon, then the insert icon.

 An alternative method for editing the fields     is 
to  position the cursor over the field you  what  to 
change,  and then pressing the [F3] key to  use  the 
keyboard  to  enter information  directly  into  the 
field.

AUTOMATIC EXECUTION 

 You  notice that Events are automatically  executed 
after  you Create them. This is the only  time  this 
happens.   Automatic execution does NOT  occur  when 
you are editing an Event, so when you edit an  Event 
you must press the Run Event icon to run it and  see 
the results of what you have  done.

KEYBOARD INPUT  

 Position  the cursor over a field you want to  edit 
and start typing. The standard keyboard features are 
operational while you are in the GUI. Check the KEYS 
section for more information.

POSITION CONTROL 

 You  can move the Event Controller down the  screen 
to reveal more of the output by clicking on the Menu 
Size button.  This hides some of the field  informa-
tion, but all the features work.  You will find  the 
position  that is best for your working style.   

SCROLL BAR 

 Point  to and click on the arrows on either end  of 
the  scroll  bar to move through the  Sequence.  The 
right arrow advances to the end of the Sequence, the 
left  arrow  takes you closer to the  start  of  the 
Sequence.   If  you  position the  cursor  over  the 
indicator area and click, you are immediately  taken 
to that place in the Sequence.

TEXT USER INTERFACE  

 Power  users  will like the  text  based  interface 
because  we have found that many people like to  see 
more  than one Event at a time.  The text  interface 
also allows users to use editing features that  span 
individual lines.  These features include search and 
replace, the block operations, and keyboard  editing 
of many lines, among others.

THE MAIN MENU AND CONTROL MENUS 

   The  Main  menu and the sub-menus from  the  Main 
menu appear on the left side of the screen when  you 
are  on the Workform and press [Esc].   These  menus 
are  used  to control TEMPRA SHOW's access  to  your 
files, to control the recording of audio, to control 
disk  activities, to control the configuration,  and 
to  control access to DOS and running  DOS  programs 
like your word processor and paint program.

OPERATING THE WORKFORM 

 When  you  Create a New Sequence,  start  with  the 
highlight  cursor in the left-most column and  press 
[Enter].   TEMPRA  SHOW  automatically  prompts  you 
across  your Workform as you make choices  from  the 
menus.   As you select options from  "pop-up"  menus 
and directories that are superimposed on the screen, 
your  selections  are then transferred  to  specific 
Fields on the Workform.  

 When  you  wish to Edit a Sequence,  position  your 
cursor  in  the field you wish, and type  to  change 
information.   If you prefer, you can press Enter to 
start  the  prompting for that entry.  Help  can  be 
called any time [F1] is present on the status  line.  
Topics  can be selected via the Help menu.  Help  is 
also available as an option from many menus. 

THE WORKFORM 

 When you look at the Sequence Workform, you'll  see 
it's  composed  of lines and columns.   Each  column 
contains  a specific FIELD.  There are 8  Fields  in 
the Workform.  These are the same fields you see  on 
the GUI, just arranged a bit differently.

Remember,  most of what you need to create and  edit 
Sequences  with TEMPRA SHOW can be selected  from  a 
menu,  except  for the few things that  have  to  be 
typed in: the Name of a New Sequence, Labels,  Next, 
and  any Titles that you want.   Complete  Sequences 
can  actually be made with the only  keyboard  entry 
being the New Sequence Name.  

MENU ENTRY 

CREATE FROM THE MENUS 

 It  is  possible to Create and  Edit  Sequences  by 
using  the menus and entering no more than  the  Se-
quence  name from the keyboard.  You  must start  in 
the Label field or the Type field for the  automatic 
prompting  to continue across the Workform.  If  you 
don't  want  to fill in a response to the  Label  or 
Next requester window, just press [ENTER].

EDIT FROM THE MENUS. 

 Move  the field cursor over any of the  fields  and 
press [ENTER], or the left mouse button. You see the 
menu  and/or prompt originally used to  create  that 
field  entry.  Some fields have information that  is 
developed through responses to a series of menus  or 
prompts.  When  this  is the case and  you  want  to 
change  one step in the series, press the [Esc]  key 
in  response to the menus/prompts whose entries  you 
want to keep the same.  This way you can change  the 
end position and keep the start the same for  Sprite 
movement,  and  so  on.  Some  Events  have  special 
editing  menus  that allow you to  change  only  one 
aspect  of the Event, so pressing [Esc] is  unneces-
sary.

KEYBOARD ENTRY 

 It is possible to Create and Edit Sequences without 
most  of  the menus.  If you are familiar  with  the 
system you can type Event types, file names, parame-
ters, etc. directly from the keyboard.

CREATE FROM THE KEYBOARD 

 If the field is empty, position the cursor over the 
field  and  start typing.  Press  [ENTER]  when  the 
field  is  finished, and you get  the  field  cursor 
back.  Once you are editing, you can go on right  to 
the next field.  You can go up lines and down.  When 
you  press  [ENTER], you return to  the  field  mode 
where you can use the mouse and menus.

EDIT FROM THE KEYBOARD 

 If there is information in a field, you may want to 
modify the field without changing everything in  it.  
In this case press [F3]. Now use the right and  left 
arrow  keys to move the small text cursor under  the 
things you want to change, and your keyboard entries 
are  put into the Workform. The Home  key  positions 
the cursor at the first character of the field.  The 
End  key  positions  the cursor at the  end  of  the 
field.   Any  keyboard entry Editing you  do  is  in 
Overwrite Mode until you press the [Ins] key.   This 
yields  a larger cursor and puts you in  the  Insert 
mode.  By  pressing  the [Ctrl] key  and  the  right 
arrow, you can go right word by word, then field  by 
field.   By  pressing the [Ctrl] key  and  the  left 
arrow  you can go left word by word, then  field  by 
field.

USING BLOCKS OF EVENTS  

 Using  Blocks  allows you to insert, copy, move  or 
delete lines of Events as you see fit while you  are 
on  the Workform.  As you become more familiar  with 
TEMPRA  SHOW, this is something that will be a  time 
saver for you.

OPERATIONS 

ACCESS TO CONTROL MENUS   

 When  you are editing, or creating a Sequence,  and 
you want to stop momentarily to perform other  tasks 
with the control menus, you can use the [Esc] key to 
escape to the Main menu for those other tasks.  Then 
press  [Esc] again to get back to the Edit menu  and 
select Edit to return to your Sequence.  You can use 
the control keys to access the control menus direct-
ly.  (See Key codes.)

DIRECTORY MENUS 

 Directory  menus from the control menus  appear  on 
the  right side of the screen.  The directory  menus 
that  appear  while you are creating  Events  appear 
near the field cursor.  They always give you a  list 
of  the appropriate files for the Event type.   They 
operate  the same way as the other menus,  and  they 
are  used  enter file names into the  Sequence.  You 
can find every entry on a directory menu that starts 
with  a letter by pressing that letter on  the  key-
board. 

 Available  keys are [Esc], [ENTER], [PgUp]  [PgDn], 
[Ctrl-PgUp],  [Ctrl-PgDn],  [Alt-E], and Up  and  Dn 
Arrows.  Press [Alt-S] to sort the directory. (  See 
key codes.) 

REQUESTER WINDOWS  

 Requester  windows  appear in the  center  of  your 
Screen  for system requests.  While you are  editing 
the requester windows follow the cursor, so they are 
always nearby.  They are for entering text  informa-
tion  like  Titles, Labels, Next  destinations,  and 
sometimes file names.  
Available  keys are [Esc], [ENTER], [BkSp],  [Home], 
[End], [Ins], [Ctrl-BkSp], [Del], Lft and Rt Arrows, 
all Alphanumeric keys, and [Alt-K]. (See key codes.)

HELP 

 The  HELP window is accessible as a menu option  or 
by pressing [F1].  Help options are selected with Up 
and  Dn Arrows and [ENTER].  In the Help window  you 
can use the [Esc], [PgUp], [PgDn], [ENTER], and  the 
Up and Dn Arrows. [Alt-H] stands for Hide Help. (See 
key codes.)
UNDO  [Esc].   If  you enter  information  that  you 
realize  is wrong or undesirable, hit  [Esc]  before 
moving out of a field or pressing [ENTER], and  your 
original  work returns.  You cannot restore  a  line 
that has been Deleted! 

BLANK LINES  

 Blank  lines  added to a Sequence do not  have  any 
effect on the way your Sequence performs, except  to 
slow it down.

CLEAR A FIELD  [BkSp]  

 If  you Press [BkSp] while the field cursor  is  on 
any  field, the whole field entry  disappears.   You 
can then type in anything you need, or Press [ENTER] 
to call up prompts and menus and edit that way.

CLEAR A LINE [Ctrl-BkSp] 

 You  can clear a whole line by holding  the  [Ctrl] 
key down and pressing the [BkSp] key.

 ** USER NOTE ** 
 When  you  Edit a line from an Event  already  dis-
played  on your video screen, the video screen  does 
not  change until you go back and select  a  Preview 
option to view the changes.

 **  USER NOTE ** You can type comments or notes  to 
yourself  into the Parameters field on blank  lines.  
Nothing happens to the execution of the line.

FIND ANY ENTRY [F4] 

 To  find entries in a Sequence you are working  on, 
move  the  cursor into the field of  the  entry  and 
press  [F4]. Fill in the requester window  with  the 
entry  you  are  seeking.  You  are  asked  if  case 
sensitivity  is important to you.  Case  sensitivity 
is a matter of capital letters.  This choice  allows 
you  to use "BIG" to search for "bIG" or  "big",  if 
case  sensitivity is not important.  If it  is  then 
only  an exact match will do.  If you choose not  to 
Search  and Replace the system searches that  column 
for your entry. 

SEARCH AND REPLACE 

 After you say Yes to Search and Replace and a match 
has been found, you are asked if you want to Replace 
the  current occurrence, one occurrence, all  occur-
rences  without option, or to Stop.  If there is  no 
match you are told.

Replace ?
No      Does not replace this occurrence.
Yes     Does replace this occurrence.
One     Replaces just this occurrence
All     Replaces all occurrences 
Stop    Stops the search and replace activity.

SYSTEM INFORMATION   

 You should use the [Alt-I] key combination to  find 
out  current system information.  When you  do,  you 
see the VGA board type and memory data.

TEMPRA  SHOW  is a menu driven  system.   There  are 
levels  to  the menu structure. The format  used  in 
this manual to display this hierarchy is:

 MAIN MENU
   SUB-MENU
    SUB-SUB MENU 

for example: 

 MAIN MENU
   EDIT MENU
    EDIT SEQUENCE
This  menu gives you access to the main elements  of 
the  system.  You have file access  with  Disk/Print 
and  Path.  You have access to the  Sequence  editor 
with the Edit menu.  You have the DOS shell at  your 
command  with  Shell, and Subprogram.  You  can  use 
your text editor (word processor) and you can modify 
your system with the configure selection.

MAIN MENU 

EDIT 

 Select this option when you want to edit a Sequence 
that  has already been loaded or created.   Also  we 
use this selection to create new Sequences.  You may 
also  press [Esc] from the Main menu to take you  to 
the  Workform.  

MAIN MENU  
DISK/PRINT [Ctrl-D]  

 This  menu gives you access to disk  functions  and 
the printing of Sequences.  

 MAIN MENU 
PATH [Ctrl-P]  

 This feature allows you to have a different set  of 
directories  for  each Sequence.  The Path  for  the 
Sequence  is  automatically loaded in when  the  Se-
quence  is loaded in ONLY if the path has  the  same 
name as the Sequence.  

 MAIN MENU  
HELP 

 This  feature  is included to assist  the  user  in 
finding  answers  to questions on  the  TEMPRA  SHOW 
system.   The  HELP menu comes up at  any  time  you 
press [F1].  You make selections from the Help  menu 
as you do with other menus by using the cursor  keys 
and  the [ENTER] key.  When you do this,  the  topic 
you  select is displayed in a text window.  At  that 
time  you can browse the Help file with the "Pg  Up" 
and  "Pg  Dn" keys on the numeric key  pad,  or  the 
arrow  keys.  You can continue to page  through  the 
Help  file  to the end if you like.  When  you  have 
found  what you need, you can leave the Help  window 
on the screen and go back to the Workform by  press-
ing the [Esc] key. You can clear the Help window off 
the  Workform by pressing [Alt-H].  This  gives  you 
the  large work space again. We suggest  using  Help 
from the Workform.  It may be hard to read from  the 
GUI.

MAIN MENU  
QUIT [Ctrl-Q]    

 Select this option from the Main menu when you  are 
finished  working with TEMPRA SHOW.  If you  haven't 
saved  your current Sequence, you are asked  if  you 
want  to.   Then  you are asked if you  want  to  be 
returned to DOS; answer yes and leave TEMPRA SHOW. 

MAIN MENU  
TEXT EDITOR [F2]  

 This  option allows you to invoke your Text  Editor 
(word  processor) without leaving TEMPRA  SHOW.   Be 
sure you have
        SET EDITOR = [EDITOR NAME] 
in  a batch file you use to start TEMPRA  SHOW.   If 
Editor  is  not  set TEMPRA SHOW  uses  TEXTEDIT  an 
included utility.


MAIN MENU  
CONFIGURE  

 This  option  allows  you to  define  the  Workform 
colors you want to look at, and set the software  so 
it  works properly  with the optional  hardware  you 
have.   DO NOT RESET YOUR AUDIO FROM  WITHIN  TEMPRA 
SHOW.  EXIT TO DOS AND RUN CONFIGTS.

 When you select this option you TEMPRA SHOW goes to 
the  DOS  shell and executes a program  called  CON-
FIGTS. 

MAIN MENU 
SUBPROGRAM  

 This option allows you to run programs that are  in 
the TSHOW directory.  Select the type of program you 
want  to  run:  Batch - *.BAT, Command  -  *.COM  or 
Executable - *.EXE.  You run the program by choosing 
it  from the menu that pops up on the right side  of 
the screen,  putting the highlight bar over the name 
on the directory menu, and pressing [ENTER]. 

MAIN MENU 
DOS SHELL  [Ctrl-Z] 

 This option allows you to go to DOS without leaving 
TEMPRA  SHOW.   The color of the DOS screen  is  the 
color  set in the status line color. You  have  full 
range  of the computer with DOS.  The only  limiting 
factor  is  the size of memory you  have.   You  can 
discover this by running CHKDSK.  

MAIN MENU
TEMPRA 

 This  option allows you to run your  paint  program 
without  restarting TEMPRA SHOW.  Be sure  you  have 
your  TSPAINT environmental variable, and  DOS  path 
commands all set properly before using this. 

 MAIN MENU
GUI [Ctrl-G] 

 This  option  allows you to switch to  the  Graphic 
User  Interface  (GUI) from the Main menu.   If  you 
want to switch from the Workform use the key  combi-
nation [Ctrl-G].  This key combination switches from 
the GUI back to the Workform.

MAIN MENU 
AUDIO [Ctrl-A] 

 This menu allows you to record and play back  sound 
files so that you can put them into your  Sequences. 
Set  the Audio with Configure from the Main menu  to 
insure  that TEMPRA SHOW  expects your  Audio  hard-
ware. 

 MAIN MENU
  EDIT MENU 
CREATING  

 When  you  create a New Sequence,  you  follow  the 
menus  and  prompts  to create the  Events  of  your 
Sequence.     Each Event line describes  the  action 
for an element of the Sequence, i.e., Screens, Text, 
Backgrounds, etc.

 EDITING:  You have the ability to move  your  field 
cursor  to any field to type in information,  or  to 
get the appropriate menus needed to make the changes 
you want by  pressing [ENTER] on that field.    This 
menu  gives you access to editing features that  are 
also  available  with keyboard commands.   (See  Key 
codes)

 MAIN MENU
   EDIT MENU
EDIT SEQUENCE    Procedure 

 All  files  you have already created for  your  Se-
quence should be in the correct TEMPRA SHOW directo-
ries.   (For other directories, see Path.)  You  can 
make complete Sequences by using the [ENTER],  [Esc] 
and cursor keys.  The only typing you have to do  is 
to  enter the Name for your Sequence. While you  are 
creating a Sequence you have control of the  Events.  
These  are the building blocks with which  you  make 
your Sequence.  

 MAIN MENU
   EDIT MENU
RUN LINE [F5]   

 Selection of this menu option with the [ENTER]  key 
or a Mouse executes the line where the field  cursor 
sits.   Use  [F5]  from the keyboard  for  the  same 
effect.

 MAIN MENU
   EDIT MENU
RUN FROM LINE [F6] 

 Selection of this menu option with the [ENTER]  key 
or a Mouse executes the Sequence starting where  the 
field  cursor was.  Use [F6] from the  keyboard  for 
the same effect.

 MAIN MENU
   EDIT MENU
SEE OUTPUT [Alt-X] 
Selection of this menu option allows you to see  the 
current output screen.   

 MAIN MENU
   EDIT MENU
INSERT LINE  [Ins] 

Selection  of this menu option with the [ENTER]  key 
or  a Mouse puts a blank line between the two  lines 
where  the cursor was sitting.  Use [Ins]  from  the 
keyboard for the same effect.

 MAIN MENU
   EDIT MENU
DELETE LINE  [Del] 

 Selection of this menu option with the [ENTER]  key 
or  a Mouse removes the line where the field  cursor 
was  sitting.  Use [Del] from the keyboard for  this 
effect when the field cursor is visible.

MAIN MENU
  EDIT MENU 
BLOCK OPERATIONS  
 You can cut and paste part or all of your  Sequence 
to other areas or other Sequences by making  Blocks.  
You can also Save Blocks to files and load them into 
other Sequences.  Blocks are column oriented so  you 
can  cut and paste sections of Event lines, or  col-
umns from many lines.

MARKING BLOCKS  [F7] - [F8]  

 Use the [F7] key to mark the Start of a Block.  Use 
the  [F8] key to mark the End of a Block.   To  mark 
the  whole line move the cursor to the Label  field, 
press [F7]; then move to the Next Field, press [F8].

**  USER  NOTE ** A Block cannot be used  as  a  Se-
quence. Blocks are short Sequences you use repeated-
ly in different Sequences.  Blocks can be moved  and 
copied  to  different areas of  the  same  Sequence, 
saved to disk, and loaded into different  Sequences, 
provided the same Seq directory is present form  the 
new  Sequence's Path.

 MAIN MENU
   EDIT MENU
MARK BLOCK START [F7] 

 This menu selection is designed for Mouse users who 
want  to run TEMPRA SHOW without using the  Function 
keys.   To  designate the beginning of  a  Block  of 
Event  lines choose this option and the  Block  then 
starts where the field cursor sits on the form.  Use 
[F7] from the keyboard for the same effect.

 MAIN MENU
   EDIT MENU
MARK BLOCK END [F8] 

 This menu selection is designed for Mouse users who 
want  to run TEMPRA SHOW without using the  Function 
keys.   To designate the ending of a Block of  Event 
lines,  choose this option and the Block  then  ends 
where  the field cursor sits on the form.  Use  [F8] 
from the keyboard for the same effect.

 MAIN MENU
   EDIT MENU
COPY BLOCK  [Alt-C]

 You  can  Copy Marked Blocks  throughout  your  Se-
quence.  The block is Copied, starting at the  Event 
line where the Field cursor sits,  either  inserting 
its  way into the Sequence or overwriting  currently 
existing lines according to your choice.  As long as 
you  do  not Unmark them, you can keep  doing  this.  
Use [Alt-C] or the Edit menu selection to do this. 

 MAIN MENU
   EDIT MENU
MOVE BLOCK  [Alt-M]

 You  can  Move Marked Blocks anywhere in  your  Se-
quence.   Use [Alt-M] or the Edit menu selection  to 
do  this.  The block  Moves, starting at  the  Event 
line  where the Field cursor sits, either  inserting 
its  way into the Sequence or overwriting  currently 
existing  fields according to your choice.   Once  a 
Block  is Moved, it has to be re-Marked if you  want 
to move it again. 

 MAIN MENU 
   EDIT MENU
DELETE BLOCK  [Alt-D] 

 When you have a Block of Event lines that you  want 
to  clear  off the Workform, mark them and  use  the 
[Alt-D] or the Edit menu selection for this. 

 MAIN MENU
   EDIT MENU
UNMARK BLOCK  [Alt-U]

 Once you have a Block marked you can Unmark it with 
[Alt-U] or
the Edit menu selection.

 MAIN MENU 
   EDIT MENU 
LOAD BLOCK [Alt-L] 

 When  you  have Saved portions of a Sequence  as  a 
block,  you can load them back in from disk  to  any 
Sequence you have.  They load in starting where  the 
field  cursor  sits.  Use [Alt-L] or the  Edit  menu 
selection.  Then choose the  block you want from the 
directory  menu.   You can also load  in  other  Se-
quences.

 MAIN MENU 
   EDIT MENU 
SAVE BLOCK [Alt-S] 

 When you have Event lines that you want to store on 
disk  in their own files for safety or  for  loading 
into other Sequences, you can do this by saving them 
with  this option.  Mark them, then use  [Alt-S]  or 
the selection on the Edit menu.

 MAIN MENU 
   EDIT MENU
NEW SEQUENCE [Ctrl-N] 

 To  start  a new Sequence use the  key  combination 
[Ctrl-N].  If you have been working on  an  existing 
Sequence  you will be asked if you want to save  it.  
Answer this, then name the new Sequence.

 MAIN MENU 
   EDIT MENU
HELP

 This  feature  is included to assist  the  user  in 
finding  answers  to questions on  the  TEMPRA  SHOW 
system.  The HELP menu comes up at any time you  are 
on  the  Workform,  and you press  [F1].   For  more 
information see the HELP under the Main menu.

 MAIN MENU 
   EDIT MENU
HIDE HELP [Alt-H]

 After  you  have found the help you need  from  the 
help file, you can restore the screen you are  work-
ing with by pressing the key combination [Alt-H].

 MAIN MENU 
   EDIT MENU
GUI [Ctrl-G]

 You  can switch between the Graphic User  Interface 
and  text  interface by using  the  key  combination 
[Ctrl-G]. You can use this menu selection to  switch 
to the GUI from the Workform.

MAIN MENU 
PATH  [Ctrl-P] 

 This feature allows you to have a different set  of 
directories  for  each Sequence.  The Path  for  the 
Sequence  is  automatically loaded in when  the  Se-
quence  is loaded in ONLY if the path has  the  same 
name  as  the  Sequence.  Path files  end  with  the 
suffix  *.PTH.  You  can change a  path  using  this 
option from the Main menu, or you can edit the *.PTH 
file since it is just an ASCII file.  

DON'T PUT YOUR SCREENS FOR ONE SEQUENCE IN MORE THAN 
ONE DIRECTORY! 

 MENU  
DISK/PRINT [Ctrl-D] 

 This  menu gives you access to disk  functions  and 
the printing of Sequences.

 MAIN MENU 
  DISK/PRINT MENU  
NEW SEQUENCE  [Ctrl-N] 

 To  start making a new Sequence select this  entry.  
You can also Use the key combination [Ctrl-N] to get 
the  same results.  When you do this, you are  asked 
if  you want to save the current  sequence.   Answer 
this before going on to make your new Sequence.

 MAIN MENU 
  DISK/PRINT MENU  
SAVE SEQUENCE  [Ctrl-S] 

 Once  you  have  made your  Sequence,  select  this 
option  from  the Disk menu to  Save  your  Sequence 
file.   You have the option of renaming the  current 
Sequence  when you Save it, or Overwriting  the  old 
version on the disk with the new one you just made.

 MAIN MENU 
  DISK/PRINT MENU 
RENAME SEQUENCE 

 Select this option to rename the Sequence currently 
in  use.   Renaming can be done to make  backups  of 
Sequences. 

 MAIN MENU  
   DISK/PRINT MENU  
LOAD SEQUENCE  [Ctrl-L]  

 Select this option from the Disk/Print menu to Load 
a  Sequence in from the disk.   A directory of  your 
Sequence  files appears, based on the current  Path. 
Select the Sequence you want.  You see your Sequence 
on  screen  with  a  message  that  says   "Name.seq 
Loaded".  

** USER NOTE ** If you have created a Path especial-
ly for a Sequence and given both the same name,  the 
Path Loads (you'll see a status line message)  auto-
matically  when you Load the Sequence. If you  don't 
see what you want in the current Sequence directory, 
you  may have to change the Path to  access  another 
directory.  (See Path)

 MAIN MENU  
   DISK/PRINT MENU  
GET DIRECTORY 

 This feature allows you to explore the contents  of 
any of your disks without leaving TEMPRA SHOW.   You 
can  find the contents of any directory on any  disk 
with standard DOS nomenclature.

 MAIN MENU 
   DISK/PRINT MENU  
DELETE FILE 

 This selection allows you to Delete a file from any 
directory on any of your disks.

 MAIN MENU  
   DISK/PRINT MENU  
PRINT SEQUENCE 

 Print Sequence gives you a printout of the  current 
Sequence  file.  You can print the Sequence  through 
parallel  port 1 "LPT1", parallel port 2 "LPT2",  or 
to  a text file with the name of your  Sequence  and 
the *.LST extension.

 MAIN MENU  
   DISK/PRINT MENU 
SAVE PICTURE 

 If  you  are using the Preview option  to  assemble 
images  on your video screen, you can save  whatever 
is on the preview as a single picture.

 MAIN MENU  
   DISK/PRINT MENU 
HELP 

 This  feature  is included to assist  the  user  in 
finding  answers  to questions on  the  TEMPRA  SHOW 
system.   The  HELP menu comes up at  any  time  you 
press [F1]. 

 MAIN MENU  
   DISK/PRINT MENU 
QUIT [Ctrl-Q] 

 Use this to leave TEMPRA SHOW. If you haven't saved 
your current Sequence, you are asked if you want to.  
Then  you  are asked if you want to be  returned  to 
DOS; answer yes and leave TEMPRA SHOW. 

 MAIN MENU 
AUDIO  [Ctrl-A]

 This menu allows you to record and play back  sound 
files so that you can put them into your  Sequences. 
Set  the Audio with Configure from the Main menu  to 
insure that TEMPRA SHOW expects your Audio hardware. 

 MAIN MENU  
   AUDIO  
PLAY AUDIO 

 Choose  this  option when you want to listen  to  a 
sound  file. Select a file and you should  hear  the 
sound.  (If not, make sure that the sound board  and 
its driver are installed correctly.  Check that  the 
output is connected.)

 MAIN MENU 
   AUDIO 
RECORD AUDIO 

 This option allows you to record sound on your hard 
disk.   With the Watson board you must  specify  the 
length of the sound recording in seconds.  With some 
boards you must specify the BPS rate. (Lower numbers 
imply  lower quality and smaller files.)  Press  the 
[ENTER] key when you have finished recording.

 MAIN MENU 
   AUDIO
PLAYASNC AUDIO  (If available) 

 This  option uses a special feature of  some  sound 
boards  that allows you to play back a small  amount 
of sound and continue with the Sequence.  The amount 
that  can  be played back with this  option  may  be 
dependent of the BPS of the recorded message.

 MAIN MENU 
   AUDIO
PLAYTEXT AUDIO (If available)

  This  option  allows  you to play  text  files  as 
audio.   You have to make sure you have  initialized 
the TI-Speech board and loaded in the text-to-speech 
driver before this can work.

THE RUN PROGRAM

 RUN enables you to run Sequences without having  to 
be  in the TEMPRA SHOW development system.  It  exe-
cutes the Events the way you have created them while 
using TEMPRA SHOW.


 Important  Notes! If your Sequence is a  Loop,  you 
can use [Ctrl-C] instead of rebooting your  computer 
to stop it. 
 
  At  the DOS prompt, type "TSHOWRUN"  [space]  your 
Sequence  name  [space] "/C".  Press  [ENTER].  Your 
Sequence  Loops  until you press [Ctrl-C].  At  that 
point, you'll be returned to the DOS prompt.

 Run  several  Sequences  by  typing  TSHOWRUN  then 
space, then the Sequence name, then space, then  the  
Sequence name, etc.
   TSHOWRUN SEQ1 SEQ2 SEQ3 SEQ4 /C

DUPLICATION OF THE RUN PROGRAM 

 We  grant you the license to use and copy  TSHOWRUN 
only  from the PC you used to create  the  Sequence, 
and  as  long as you make no effort  to  modify  the 
TSHOWRUN  program, or to hide our copyright  notice.  
Duplication of the TSHOWRUN program by  professional 
duplication  services is strictly forbidden  without 
express written permission.

80BUTN
80BUTN LABEL

 When  the field cursor is on the left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line you NEED a label for it.  Either type in a 
unique name and press [ENTER] to create a label  for 
the line, or just press [ENTER] to leave this  label 
blank.  EVERY LABEL MUST BE UNIQUE. 

80BUTN TYPE 

 A  Button  Event  has been  created  to  allow  the 
user/viewer  to move a Text pointer across the  text 
screen, and to use it as a pointer to square  areas, 
80Butns, on the screen.  The system can identify the 
location  of the Text pointer once the [ENTER]  key, 
left mouse button, or fire button on a joy stick has 
been  pressed.  If the location of the Text  pointer 
is  within the boundary of an 80Butn, a  Branch  oc-
curs.

80BUTN FILE 

 Does not apply here.

80BUTN METHOD 

 When  a user/viewer moves the Text  pointer  across 
the screen and presses [ENTER], the system notes the 
X,Y  location of the Text pointer and checks to  see 
if  it  is   within any of the 80Butn  areas.  As  a 
developer  you see the field cursor go  directly  to 
the  Method  column.  Choose the  number  of  80Butn  
areas to be active with this Event.  As you use  the 
cursor keys and [ENTER], the form is filled in  with 
your choices.

80BUTN SP/DP 

 Choose a maximum speed at which you want the point-
er  to travel while you are moving the pointer  with 
the cursor keys.

SPEED:  If the user/viewer is using a joy  stick  or 
the  cursor  keys  to move the pointer  and  if  the 
user/viewer  keeps the pressure on the  device,  the 
pointer  accelerates to the maximum speed  indicated 
in the Sp/Dp field.

DISPLAY:  You have the choice of making  these  Text 
pointers Permanent, Temporary, or Erasing after  the 
key press.  This is a design decision.  If you  want 
pointers   to build upon the screen, use  Permanent.  
If  you want to Erase the pointer and  other  tempo-
rary Events, choose Erase after Displaying.  If  you 
like the effect, choose Temporary.

Permanent sticks all foreground Events to the  back-
ground.  Temporary  stays in  the  foreground  until 
further  notice.  Erase After  Display  removes  all 
foreground Events.

80BUTN PARAMETERS 
If  you are editing a 80Button Event,  you  probably 
want  to choose overwrite; otherwise choose  "Insert 
Lines".  The next thing you see is a text window  on 
your text screen asking you to put the Text  pointer 
at  the  beginning position.  After  all,  the  Text 
pointer has to show up some place to start off.

**  USER NOTE ** You have the option of  putting  an 
"R"  after  this position. This "R" makes  the  Text 
pointer   position  relative,  so  every  time   the 
user/viewer  comes  back  to this  Event,  the  Text 
pointer  is where he left it, not where  it  started 
off.  Save your Sequence after you set the  starting 
position  where you want it, and before you run  the 
Event.    The "R" modifies the position as  the  se-
quence runs.

Tell  the  system what Labeled Event  you  want  to, 
branch to if the user presses the [Esc] key or right 
mouse  button  during this Event, by  entering  that 
Label in the  first Next. 

You have to describe a Safe Active area.  This keeps 
the  user/viewer from flying the Text pointers  into 
outer  space,  or over a portion of the  screen  you 
want  to keep them from.  Set the lower  left  limit 
and then the upper right limit to the invisible  box 
that is the Safe Active area. Now you have to delin-
eate  the  active 80Button areas.  This is  done  by 
positioning  the  Text  pointer at  the  lower  left 
corner of an imaginary box that is the active 80Butn 
area  and  pressing  [ENTER]  (or  the  left   mouse 
button),  next  move the Text pointer to  the  upper 
right  hand  corner of the same  imaginary  box  and 
press [ENTER] or the left mouse button.

After  you  have  done this you  see  the  requester 
window for the Next field.  Put in the Label of  the 
Event you want to branch to when the text pointer is 
found in this active area.  Repeat this process  for 
each active area.

** USER NOTE ** It may surprise you to see that  you 
suddenly  go to the Next column.  In the process  of 
defining  a  80Butn  Event, the  field  cursor  pops 
between  the  Parameter  and the Next to  set  up  a 
table.   The table is as long as the number of items 
chosen  in the Method field.  This  table  contains: 
the  x,y coordinates for the 80Butns in the  parame-
ters  field,  and the Label names of Events  in  the 
Next field.  These are the Events you want to branch 
to as a result of selecting an 80Butn.  Fill in  the 
requester  windows with the Labels of  these  Events 
and press [ENTER] to set up the branch table.   This 
is a process of popping between the Parameters field 
and the Next field until the 80Butn is created. 

80BUTN WAIT FOR

 Does not apply here.

80BUTN NEXT 

 The Nexts are used to define where the TEMPRA  SHOW 
system  goes  as a result of landing  in  an  active 
area.   The Next parallel to the choice shows  which 
Event  Label that is  the target of  the  branching. 
Enter the Label name of the Event where you want  to 
go as a result of the choice made. 

The  first line of the 80Butn Event with  the  Event 
type  allows  for the added feature of  letting  the 
user/viewer  to  escape  from  an  80Butn.   If  the 
user/viewer  presses the [Esc] key, or  RIGHT  mouse 
button,  while he is on an 80Butn, the system  auto-
matically branches to the label in the Next field on 
that  first  line.  If nothing is put in  this  Next 
field then control passes from the 80Butn Event  and 
the  Event line directly after the 80Butn  Event  is 
executed.

** USER NOTE ** Make sure all the labels in the Next 
fields  match  with labels within  the  current  se-
quence.  The system tells you if this is true or not 
when you Preview the sequence with [F6], or when you 
go to save the sequence.

** USER NOTE ** If you are using a touch screen, use 
the  Configure option from the Main Menu to set  the 
screen  value in the TSHOW.CFG file to the  type  of 
screen you have.  This makes all the 80Butn commands 
into touch screen commands.  Set the screen areas by 
touching the screen - starting with the lower  left, 
then the upper right points of the active area.  Use 
[Alt-T]  to  switch between touch screen  and  mouse 
input. 

80MENU
80MENU LABEL 

 When  the field cursor is on the left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line, you NEED a label for it.  Either type  in 
a  unique name and press [ENTER] to create  a  label 
for  the line, or just press [ENTER] to  leave  this 
label blank.  EVERY LABEL MUST BE UNIQUE.

80MENU TYPE 

 Select  this  Event to put a "Pop up" menu  on  the 
text  screen. This Event gives the  user/viewer  the 
ability  to take one of the avenues  represented  by 
the  item he chooses from the list.  Choices can  be 
made with the cursor keys on the keyboard, a  mouse, 
or  a  joy  stick.  Choices  are  entered  with  the 
[ENTER]  key, the left mouse button, or fire  button 
on the joystick. 

When  the field cursor is in the Event  TYPE  field, 
and the Event Menu pops up,  highlight "80Menu"  and 
Press [ENTER], and your choice appears in the  Event 
field.

80MENU FILE 

 Since the menu is created completely from the Work-
form, this does not apply here.

80MENU METHOD 

 The  field cursor jumps from the Type field to  the 
Method  field.   You  see a menu offering  2  to  10 
items.   Choose  a  number based on  the  number  of 
choices  you  want to give the user/viewer.  If  you 
want  to give him more than 10 choices, you have  to 
go back and edit in the new number later.

80MENU SP/DP 

 80Menus do not move so the speed issue is moot, but 
you can choose to make them permanent, temporary  or 
disappearing.  The display choice   determines  what 
becomes of the menu after the choice is made. 

Permanent sticks all foreground Events to the  back-
ground. 
   Temporary  stays in the foreground  until  further 
notice. 
   Erase After Display removes all foreground Events.

80MENU PARAMETERS 
CREATE NEW MENUS 

 First  tell the system whether you want  to  insert 
new  lines  into the form or overwrite  the  current 
lines.   If you are editing an 80Menu  you  probably 
want  to choose overwrite; otherwise choose  "Insert 
Lines".

 The next thing you see is a requester window asking 
for the title of the menu.  Notice every menu in the 
TEMPRA SHOW system has a title.  This is your  place 
to tell your user/viewer what your menu is about.

 Now a menu is on the text screen.  Use the mouse or 
cursor  keys  to size the window  around  the  Menu.  
Then  use the mouse or cursor keys to position  that 
menu  where  you want it to be seen.  When  this  is 
done  press [ENTER]. Fill in the  requester  windows 
and press [ENTER] to set up the branch table.   This 
is a process of popping between the Parameters field 
and the Next field until the Menu is set up.

** USER NOTE **   In the process of defining 
an  80Menu Event, the field cursor pops between  the 
Parameter and the Next to set up a table.  The table 
is as long as the number of items in your 80Menu  as 
chosen  in the Method field.  This  table  contains: 
the  list of choices you are giving the  user/viewer 
in the Parameters field, and the Label names of  the 
Events you want to branch to in the Next field. 

80MENU PARAMETERS
EDITING 80MENU WITH PROMPTS 

 You  can edit the 80Menu Event by  positioning  the 
field  cursor in the Parameters Field  and  pressing 
[ENTER].   You see a menu that allows you to  change 
one aspect of the menu, or all. 

ALL

You  can recreate the menu by choosing to  edit  all 
the aspects of the menu. 

TITLE
You  can  change  only the title of  the  80Menu  by 
selecting this.


MENU ITEMS
You  can change only the Items listed in the  80Menu 
by selecting  this. 

WIDTH/HEIGHT 
You  can  change the size of the menu  by  selecting 
this. 

POSITION
 You  can  change the placement of the menu  on  the 
Text screen by selecting this.  To change the  color 
of the menu you have to use the Global Event.

80MENU WAIT FOR 

Does not apply here.

80MENU NEXT 

The  Nexts are used to define where the TEMPRA  SHOW 
control  goes  as a result of choosing  one  of  the 
items  of the menu list.  The Next parallel  to  the 
choice shows which Event Label is the target of  the 
branching.  Enter the Label name of the Event  where 
you want to go as a result of the choice made.

The  special line of the Menu Event with  the  title 
allows   for  the  added  feature  of  letting   the 
user/viewer   to   escape  from  a  menu.   If   the 
user/viewer  presses  the [Esc]  key,  (RIGHT  mouse 
button)  while he is on an 80Menu, the system  auto-
matically  branches to the label in the  Next  field 
across from the 80Menu Title.  If nothing is put  in 
this Next field, control passes from the menu.

** USER NOTE ** Make sure all the labels in the Next 
fields  match  with labels within  the  current  se-
quence.   The  system tells you if this is  true  or 
not.

 80MODE
80MODE LABEL 

When  the field cursor is on the  left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line, you NEED a label for it.  Either type  in 
a  unique name and press [ENTER] to create  a  label 
for  the line, or just press [ENTER] to  leave  this 
label blank.  EVERY LABEL MUST BE UNIQUE. 

80MODE TYPE 
This  Event  is  used to switch to  and  from  color 
graphics mode to 80 column color text mode.  

80MODE FILE 

Does not apply here.

80MODE METHOD 

The  Method field lets you turn the 80 column  color 
text mode On, Off, or Clear. 

    On:   Use this to turn the 80 column color  text 
mode on.   

Off:  If you determine you want to turn on  the  VGA 
Graphics  screen display, then turn this  OFF.   The 
Graphics  screen will look just the same as  it  did 
when  you left it.  To switch to graphics  mode  and 
have  a new Screen or BColor, simply select  one  of 
those Events.  
Clear: Use Clear If you want to clear the 80  column 
text screen.

80MODE SP/DP  

Does not apply here.

80MODE PARAMETERS  

Does not apply here 

80MODE WAIT FOR 

Choose  a  Wait option. If you choose  "Don't  Wait" 
notice that no entry goes on the form.  "Don't Wait" 
is  the default, so waiting only happens when  there 
is an explicit thing to Wait For.

80MODE NEXT

Your  choice  is entered and your  cursor  moves  to 
Next.  Notice that you see a requester window.  This 
means that Next is a field where you type  something 
rather  than select an option.  Type a  Next  and/or 
Press  [ENTER] to move to the following  line.   Any 
entry  causes the program to jump to the  line  that 
has a Label matching the entry in the Next Field. 

80TEXT 
80TEXT LABEL 

When  the  cursor is in the left-most  field,  press 
[ENTER]  and  see the requester  window.    You  can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line you NEED a label for it.  EVERY LABEL MUST 
BE UNIQUE. 

80TEXT TYPE 

Use this Event to put ASCII text files on the Screen 
with the color attributes defined in the last  color 
change in the last Global Event.

80TEXT FILE 

After  you  select the 80Text type you are  given  a 
directory menu to the right of the cursor.  Use this 
to  select  the file you want to display.   Use  the 
cursor  keys  to  highlight your  choice  and  press 
[ENTER].

80TEXT METHOD 

Does not apply here.

80TEXT SP/DP  

You have the same display options with 
the  80Text that you have with Graphic Text  Events.  
You  can  make them Permanent, Temporary,  or  Erase 
after Displaying.

 Permanent  sticks  all  foreground  Events  to  the 
background 
 Temporary  stays  in the foreground  until  further 
notice 
 Erase After Display removes all foreground  Events.

 Now choose which line of the text file you wish  to 
start  displaying.   The text file  comes  onto  the 
screen.   Scroll through the file (using the  cursor 
keys or mouse) until you highlight the line you want 
to be the first line showing on your display screen.  
Press  [ENTER] and the line number is put  into  the 
form.

80TEXT PARAMETERS 

 The  parameters field is where you  determine:  the 
color  of  the text, and whether you  want  a  frame 
around it.  If you want a frame, then are you  going 
to give the user the ability to operate the  window, 
and  the size and location of the window.  When  you 
are creating the Text Event for the first time,  you 
are given all these choices in order.  When you  are 
editing, you are presented with a menu asking  which 
of the options you want to modify.

POSITION 
 Use  your cursor keys to position your Text.   Then 
Press  [ENTER].  The Text coordinates appear in  the 
Parameters  field.  80Text Events have only one  set 
of coordinates.  Notice the X,Y coordinate prompt in 
the corner of the screen.

COLOR

 This is where you choose the color of the character 
(foreground  color).   If  you  choose to  pick the
color from the color menu select the color you want
from the colors in the smaller squares.

WIDTH/HEIGHT 
 Once the operation question is answered for  framed 
windows  you set the size of the windows.  The  text 
from the file is shown on the screen. Use the cursor 
keys or mouse to stretch the window to fit the text.

NOT FRAMED 

 If  you want the text to be written over  the  text 
screen  without a frame, answer NO to the  "Framed?" 
question.  

FRAMED 

 If you want the text in a framed window, answer YES 
to the "Framed ?" question.  A window frame has  the 
color attributes set with the global values  defined  
with  the last Global Event.  The Global values  for 
the  windows at start up are the same ones for  your 
Workform.  

OPERATE/FRAME 

 If you choose Framed text, this lets you allow  the 
user  to  operate  the  text  window,  by  scrolling 
through  it with the mouse or cursor keys.  It  also 
allows  the user to pan right and left to  see  long 
lines of text that do not fit into the text  window. 
A  window that cannot be operated only displays  the 
text you choose.

JUSTIFY  

 You  have the option of justifying the text on  the 
left  or right of the window, or to center the  text 
in the window.

80TEXT WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", notice that no entry  goes  on 
the  form.  "Don't Wait" is the default, so  waiting 
only happens when there is an explicit thing to Wait 
For.

80TEXT NEXT 

You see a requester window. Type a Next and/or Press 
[ENTER]  to move to the following line.   Any  entry 
causes  the program to jump to the line that  has  a 
Label matching the entry in the Next Field. 

80WIN 
80WIN LABEL

 When  the field cursor is on the left-most  column, 
press [ENTER] .  You can enter a name for this event 
line  right here.  Either type in a unique name  and 
press  [ENTER]  to create a label for the  line,  or 
just press [ENTER] to leave this label blank.  EVERY 
LABEL MUST BE UNIQUE. 

80WIN TYPE 

 This  Event type is useful in displaying text  win-
dows made with the PWIN Utility.  (Run this  utility 
from  the  Subprogram selection on the  Main  Menu.)  
These  windows can be made to look like any PC  text 
screen in 80 column mode, so you can reproduce  data 
entry screens for training and mock ups and so on.

80WIN FILE 

 After  you  select the 80Win type you are  given  a 
directory menu to the right of the cursor.  Use this 
to select the file you want to display. 

80WIN METHOD 

 Does not apply here.

80WIN SP/DP 

 Speed determines how fast the WND moves across  the 
screen.

 Display: You can make them Permanent, Temporary, or 
Erase after Displaying.
    Permanent sticks all foreground Events to 
    the background.

    Temporary stays in the foreground until 
    further notice.

    Erase After Display removes all fore
    ground Events.

80WIN PARAMETERS 

 Use the cursor keys or mouse to position the 80Win.  
When  it is where you want it, press [ENTER] or  the 
left mouse button. You can choose a second x,y  pair 
if  you  want to move the text WND file  across  the 
screen.  If you do not want it to move press [ENTER] 
again and both x,y pairs are the same and the  *.WND 
file does not move.  You can see two x and y coordi-
nate pairs in the Parameters field.

80WIN WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't  Wait", no entry goes  on  the  form, 
other  choices are written in.  "Don't Wait" is  the 
default.

80WIN NEXT 

 You  see a requester window, enter a Label name  or 
press  [ENTER]  to  go on.   Any  entry  causes  the 
program to jump to the line that has a Label  match-
ing the entry in the Next Field. 

 AUDIO  (On-Line DSA-300) 
AUDIO LABEL 

 You  can  enter a name for this Event line  in  the 
requester window.  This is optional, but if you ever 
expect to Branch to this line, you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank. EVERY LABEL  MUST 
BE UNIQUE.  

AUDIO TYPE 

 This  event  allows you to Record  and  Play  sound 
files during a Sequence.  Select this option to Play 
or Record sound files.  

AUDIO FILE 

 PLAY  The files in the Audio directory are shown to 
you. Choose a sound file to Play.  Make your  selec-
tion.

 RECORD  The  field cursor jumps back  to  the  File 
column and you see a requester window asking you  to 
give the new file a name.

**  USER NOTE ** This is happening  during  sequence 
execution.   The file is saved, even if there  is  a 
file  with  this  name already on the  disk,  so  be 
careful.

AUDIO METHOD 

PLAY 

 This Method allows you to Play an audio file during 
a Sequence.

RECORD 

 This  Method  allows you to Record  an  audio  file 
during a Sequence. 

AUDIO SP\DP 

 Does not apply here.

AUDIO PARAMETERS  

RECORD  
 
With  the RECORD Method, the Parameters field  holds 
the Bits Per Second (BPS) Rate for the recording  of 
files with the On-Line board.

PLAY  

 With  the PLAY Method, the Parameters  field  holds 
the BPS Rate for the playback of files with the  On-
Line board.

AUDIO WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't  Wait", no entry goes  on  the  form, 
other  choices are written in.  "Don't Wait" is  the 
default.

AUDIO NEXT 

Notice that you see a requester window. Entries  are 
optional.   Any entry causes the program to jump  to 
the line that has a Label matching the entry in  the 
Next Field.

AUDIO (Sound Blaster) 

AUDIO LABEL 

 You  can  enter a name for this event line  in  the 
requester window.  This is optional, but if you ever 
expect  to Branch to this line you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank.  EVERY LABEL MUST 
BE UNIQUE. 

AUDIO TYPE 

 This  event  allows you to Record  and  Play  sound 
files  during a Sequence. Press [ENTER] in the  Type 
field, and  you see the Menu for the Method field.

AUDIO FILE 

PLAY

 The  files  in Audio directory are  shown  to  you. 
Choose a sound file to Play.  Highlight your  choice 
and Press [ENTER].

RECORD 

 The field cursor jumps back to the File column  and 
you  see a requester window asking you to  give  the 
new file a name.

**  USER NOTE ** This is happening  during  sequence 
execution.   The file is saved, even if there  is  a 
file  with  this  name already on the  disk,  so  be 
careful.

AUDIO METHOD 

PLAY  

 This Method allows you to Play an audio file during 
a Sequence.

RECORD 

 This  Method  allows you to Record  an  audio  file 
during a Sequence. 

PLAYASNC  

 The file directory is shown to you, from which  you 
should  choose  a  sound file to  Play  while  other 
Events occur.  (Set Blast_Buf for smoother audio.)

AUDIO SP\DP 

 Does not apply here.

AUDIO PARAMETERS  

RECORD  

 When using the RECORD Method, the Parameters  field 
holds the (Bits Per Second) BPS Rate for the record-
ing of files with the Sound Blaster board.

AUDIO WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't  Wait", no entry goes  on  the  form. 
Other entries are written in, but Don't Wait is  the 
default.

AUDIO NEXT 

 When you see a requester window, enter a label here 
or  press [ENTER] to leave it blank and move  on  to 
the following line. Any entry causes the program  to 
jump to the line that has a Label matching the entry 
in the Next Field. 

AUDIO (TI-SPEECH) 

AUDIO LABEL 

 You  can  enter a name for this  event  line  here.  
This  is  optional, but if you expect to  Branch  to 
this  line you, NEED a label for it.    EVERY  LABEL 
MUST BE UNIQUE. 

AUDIO TYPE 

 Select  this  option to Play, Record,  or  PlayAsnc  
sound file during a sequence. You can also play text 
files  as speech if you have the  TI  Text-to-Speech 
driver loaded.

AUDIO FILE 

 PLAY 
 The files in the Audio directory are shown to  you. 
Choose a sound file to Play.  Highlight your  choice 
and press [ENTER].

RECORD 

 The field cursor jumps back to the File column from 
Method and you see a requester window asking you  to 
give the
new file a name.

**  USER NOTE ** This is happening  during  sequence 
execution.   The file is saved, even if there  is  a 
file  with  this  name already on the  disk,  so  be 
careful.

PLAYASNC  
 
 The file directory is shown to you, from which  you 
should  choose  a  sound file to  Play  while  other 
Events  occur.  Highlight your selection  and  press 
[ENTER].

PLAYTEXT  

 The file directory is shown to you, from which  you 
should choose a ASCII file to Play.  Highlight  your 
selection and Press [ENTER]. 

AUDIO METHOD 

PLAY  

 This Method allows you to Play an audio file during 
a Sequence.

RECORD 
 
 This  Method  allows you to Record  an  audio  file 
during a Sequence. 

PLAYASNC 

 This Method allows you to Play an audio file during 
a Sequence and continue on to the next Event.   This 
gives you the ability to have sound and graphics  at 
the same time. 

PLAYTEXT  
 
 This method allows you to create audio output  from 
ASCII text files stored in your audio directory.

AUDIO SP\DP 

 Does not apply here.

AUDIO PARAMETERS  

RECORD  

 With  the RECORD Method the Parameters field  holds 
the BPS Rate for the TI-SPEECH board.

AUDIO WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", notice that no entry  goes  on 
the  form.  "Don't Wait" is the default, so  waiting 
only happens when there is an explicit thing to Wait 
For.


AUDIO NEXT 

 When you see a requester window, enter a label here 
or  press [ENTER] to leave it blank and move  on  to 
the following line. Any entry causes the program  to 
jump to the line that has a Label matching the entry 
in the Next Field. 

AUDIO (MicroKey Audio)

AUDIO LABEL 

 Press [ENTER] to see the requester window where you 
can enter a name for this  line.  This is  optional, 
but  if you ever expect to Branch to this line,  you 
NEED  a  label for it.  Type in a  unique  name  and 
press  [ENTER]  to create a label for the  line,  or 
press  [ENTER]  to leave this  label  blank.   EVERY 
LABEL MUST BE UNIQUE. 

AUDIO TYPE 

 Select  this  option to Play, Record,  or  PlayAsnc  
sound files during a Sequence.

AUDIO FILE 

PLAY and PLAYASNC 

 The files in the Audio directory are shown to  you. 
Choose a sound file to Play. 

RECORD 

 The field cursor jumps back to the File column  and 
you  see a requester window asking you to  give  the 
new file a name.

**  USER NOTE ** This is happening  during  sequence 
execution.   The file is saved, even if there  is  a 
file  with  this  name already on the  disk,  so  be 
careful.

AUDIO METHOD 

PLAY  
 
 This Method allows you to Play an audio file during 
a Sequence.

RECORD 

 This  Method  allows you to Record  an  audio  file 
during a Sequence. 

PLAYASNC 

 This Method allows you to Play an audio file during 
a Sequence and continue on to the next Event.   This 
gives  you the ability to have sound and graphic  at 
the same time. 

AUDIO SP\DP 

 Does not apply here.

AUDIO PARAMETERS  

PLAY & PLAYASNC

 Choose  from 8kHz, 16kHz, and 32kHz.  One of  these 
choices  must be made for the Play Method  to  work.  
The  number you choose must match the  number  after 
the  .S__ in the name of the file you chose for  the 
file to play correctly. kHz stands for kilohertz, or 
thousandths of cycles per second.

RECORD 

 Choose  from 8kHz, 16kHz, and 32kHz.  One of  these 
choices must be made for the Record Method to  work. 
The  number  you choose creates a file name  with  a 
number  following the .S__.  This number will  match 
your choice.

AUDIO WAIT FOR 

 Choose a Wait option and Press [ENTER].

AUDIO WAIT FOR

 Choose a Wait Option and Press [ENTER]

AUDIO NEXT

 When you see a requester window, enter a label here 
or  press [ENTER] to leave it blank and move  on  to 
the following line. Any entry causes the program  to 
jump to the line that has a Label matching the entry 
in the Next Field. 


BCOLOR 

BCOLOR LABEL  

 Press [ENTER] to see the requester window where you 
can  enter a name for this line.  This is  optional, 
but  if you ever expect to Branch to this line,  you 
NEED  a  label for it.  Type in a  unique  name  and 
press  [ENTER]  to create a label for the  line,  or 
press  [ENTER]  to leave this  label  blank.   EVERY 
LABEL MUST BE UNIQUE. 

BCOLOR TYPE 

 Select this Event to wipe a colored background into 
your Sequence.  BColors are not stored in their  own 
files.   They are stored in your  Sequence  Workform 
file  and  created while your sequence  runs.   This 
saves space on your hard drive.

 When you are in the TYPE field, press [ENTER].  The 
Event  Menu pops up.  Highlight "BColor"  and  Press 
[ENTER].   Your  choice is entered  into  the  Event 
field.   Your highlight cursor skips to  the  Method 
field and the Wipe Menu appears. 

BCOLOR FILE 

 Does not apply here.

BCOLOR METHOD

Wipe name   Wipe description
------------------------------
Lft_Rt      Left to Right 
Rt_Lft      Right to Left 
Tp_Bot      Top to Bottom 
Bot_Tp      Bottom to Top 
Vrt_In      Vertical In to Center 
Vrt_Out     Vertical Out from Center 
Hrz_In      Horizontal In to Center 
Hrs_Out     Horizontal Out from Center 
Dissolve    Random fill 
Box_In      A box from screen frame In 
Box_Out     A box from screen center Out 
Diag_UL     Diagonal to Upper Left corner 
Diag_LL     Diagonal to Lower Left corner 
Diag_UR     Diagonal to Upper Right corner 
Diag_LR     Diagonal to Lower Right corner 
Slide_U     Slide up from the bottom 
Slide_D     Slide down from the Top 
Slide_L     Slide from the left 
Slide_R     Slide from the right 
Sand_UP     Not Advised
Sand_DN     Not Advised
Drip_UP     Not Advised
Drip_DN     Not Advised
Spr_IN      Spiral in from frame  
Spr_OUT     Spiral out from center 
Preload     Load a color into memory for 
            immediate display 
Quick       Fastest fill
RollUp      The whole screen rolls up in 
             standard VGA modes

BCOLOR SP/DP 

 The  cursor moves to the Sp/Dp field and the  Speed 
Menu appears. Speed increments are in pixels and  it 
is the speed of the wipe.

SPEED

 Choose  a  Speed and Press  [ENTER].   Your  choice 
appears.   The  Display option is  skipped.   BColor 
Events  are always Permanent.  Your cursor moves  to 
the Parameters field and a Background Menu appears.  

BCOLOR PARAMETERS

 Your  Background choice appears in  the  Parameters 
field.   You  are asked if you want  to  choose  the 
color from the screen or not.  If you choose to pick 
a color from the screen,  you can see a small cursor 
with  a colored box on your image.  As you move  the 
cursor, you see that the colored box changes  color.  
It  is  showing you the color of the  pixel  on  the 
screen,  under  the cursor.  It is this  color  that 
becomes the background color when you press [ENTER].

 If you choose to pick the color from the color menu 
select  the  color you want from the colors  in  the 
smaller squares.

 The number above the large square changes as you do 
so.  The  numbers run from 0 to N,  where  N  =  the 
maximum  number of colors in the current  mode.   Of  
course the mode determines how many different colors 
are available in the palette.  When you see a  color 
you like in the center square, Select [Okay].

 BColors  don't require placement, so you won't  see 
the  BColor  on your video monitor  at  this  point.  
Your cursor moves to the Wait For field.

BCOLOR WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", notice that no entry  goes  on 
the  form.  "Don't Wait" is the default, so  waiting 
only happens when there is an explicit thing to Wait 
For.

BCOLOR NEXT 

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice that you see a requester window.  This 
means that Next is a field where you type something, 
rather than select an option.  Any entry causes  the 
program to jump to the line that has a Label  match-
ing the entry in the Next Field. 

BUTTON 

 This  Event allows user input from a touch  screen, 
mouse, keyboard, or joystick.

BUTTON LABEL 

 Press [ENTER] in this field to you see the  reques-
ter  window  where  you can enter a  name  for  this  
line.  If you ever expect to Branch to this line you 
NEED  a  label for it.  Type in a  unique  name  and 
press  [ENTER]  to create a label for the  line,  or 
press  [ENTER]  to leave this  label  blank.   EVERY 
LABEL MUST BE UNIQUE.

BUTTON TYPE 

 Use a Button Event to allow the user/viewer to move 
a  cursor across the graphics screen, and to use  it 
as  a  pointer to Button areas on the  screen.   The 
system can identify the location of the cursor  once 
the  [ENTER] key, left mouse button, or fire  button 
on a joy stick has been pressed.  If the location of 
the  cursor is within the boundary of a Button, then 
a Branch occurs.

BUTTON FILE 

 Since  the Button Event allows the  user/viewer  to 
move  Sprites  as a screen pointer,  this  field  is 
where  the  name of the Sprite file is  put  on  the 
form.  See  the Appendix for information on  how  to 
make  a Sprite.(For touch screen users there are  no 
files to pick.)

Default cursor:
If  you leave the File Field blank TEMPRA SHOW  sup-
plies  a cursor for you to use.  It is a cross,  and 
you  may  find it helpful to use the  cursor  rather 
than supply a Sprite to act as a cursor.

BUTTON METHOD 

 When  a  user/viewer moves the pointer  across  the 
screen and presses [ENTER] the system notes the  x,y 
location of the pointer, and checks to see if it  is 
within any of the Button areas.

 The  field cursor goes directly to the Method  col-
umn.   Here you can pick up to 99 Button areas  that 
you  can make active with  this  Event.   Use  the
cursor keys and  [ENTER], and the form is filled in 
with your choice.

BUTTON SP/DP 

SPEED 

 Choose  a  speed at which you want the  pointer  to 
travel while you are moving it with the cursor keys.

DISPLAY 

 You have the choice of making these pointers Perma-
nent, Temporary, or Erasing after the key press.  If 
you want things to build up on the screen use Perma-
nent.   If  you want to Erase the cursor  and  other 
temporary Events, choose Erase after Displaying. 

 Permanent  sticks  all  foreground  Events  to  the 
background.
 Temporary  stays  in the foreground  until  further 
notice.
 Erase After Display removes all foreground Events.

BUTTON PARAMETERS 

 If you are editing a Button Event you probably want 
to  choose  overwrite;  otherwise,  choose   "Insert 
Lines".  The next thing you see is a message on your 
graphics screen asking you to put the pointer at the 
beginning  position.  After all, the pointer has  to 
show up some place to start off.

** USER NOTE ** 
 You  have the option of putting an "R"  after  this 
position.   This  "R" makes the  pointer's  position 
relative,  so every time the user/viewer comes  back 
to  this Event the Sprite pointer is where  he  left 
it, not where  it started off.  Be sure you save the 
sequence  after you have set the  starting  position 
where  you want it, and before  you run  the  Event. 
The "R" modifies the position as the Sequence runs.  

 Tell the system what label you want to branch to if 
the user/viewer presses the [Esc] key or right mouse 
button during this Event.  

 It is helpful if you have the correct Screen on the 
graphics  screen  at this time.  First you  have  to 
describe  a  Safe  Active  area.   This  keeps   the 
user/viewer  from  flying the  pointers  into  outer 
space,  or over a portion of the screen you want  to 
keep  them from.  Set the lower left limit and  then 
the  upper right limit to the invisible box that  is 
the Safe Active area.  Now you have to delineate the 
active  Button areas.  This is done  by  positioning 
the Sprite at the lower left corner of an  imaginary 
box  that  is the active Button  area  and  pressing 
[ENTER]  (or the left mouse button) then moving  the 
pointer  to the upper right hand corner of the  same 
imaginary  box  and pressing [ENTER]  (or  the  left 
mouse button.)

 When  you have done this you can see the  requester 
window for the Next field.  Put in the Label of  the 
Event you want to branch to when the Button is found 
in  this active area.  Repeat this process for  each 
active area.

** USER NOTE ** 
 
 It may surprise you to see that you suddenly go  to 
the  Next  column.   In the process  of  defining  a 
Button  Event,  the field cursor  pops  between  the 
Parameter  and Next fields to set up a  table.   The 
table  is as long as the number of items  chosen  in 
the  Method  field.  This table  contains:  the  x,y 
coordinates  for the active areas in the  parameters 
field and the Label names of the Events in the  Next 
field.   Each of these Events Labels are  the  lines 
you want to branch to when that Button is  selected.  
Fill  in the requester windows and press [ENTER]  to 
set  up the branch table. This is a process of  pop-
ping between the Parameters field and the Next field 
until the Button is set up. 

BUTTON WAIT FOR 

 Does not apply here.

BUTTON NEXT 

 The Nexts are used to define where the TEMPRA  SHOW 
system  goes  as a result of landing  in  an  active 
area.  The entry in the Next field on the same  line 
as  the Button coordinates tells TEMPRA  SHOW  which 
Label  is  the target of the branching.   Enter  the 
Label  name of the Event where you want to go  as  a 
result of the choice made.   

 The  first line of the Button Event has  the  added 
feature  of  letting the user/viewer escape  from  a 
Button.   If the user/viewer presses the  [Esc]  key 
(or RIGHT mouse button) while he is on a Button  the 
system  automatically branches lo the Label  in  the 
Next  field  on  the first line of  the  Event.   If 
nothing  is  put  in this Next field  and  [Esc]  is 
pressed,  control passes from the menu to the  Event 
with  the Label that matches the first Next  in  the 
Button Event.

** USER NOTE **

 Make  sure all the labels in the Next fields  match 
with Labels within the current Sequence.  The system 
tells  you  if this is true or not when  you  go  to 
Preview  the  Sequence with [F6] or when you  go  to 
save the Sequence.

** USER NOTE ** 
 
 If you are using a touch screen, use the  Configure 
option from the Main Menu to set the screen value in 
the  TSHOW.CFG file to the type of screen you  have.  
This  makes  all the Button  commands  Touch  screen 
commands.   Set  the screen areas  by  touching  the 
screen starting with the lower left, then the  upper 
right  points  of the active area.  Use  [Alt-T]  to 
switch between touch screen and mouse input. 


CD-ROM

CD-ROM LABEL

 You  can  enter a name for this event line  in  the 
requester window.  This is optional, but if you ever 
expect  to Branch to this line you NEED a label  for 
it.  Either type in a unique name  and press [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank.  EVERY LABEL MUST 
BE UNIQUE. 

CD-ROM TYPE

 This  event  allows you to Play and  control  audio 
tracks  recorded   on a CD-ROM  during  a  sequence. 
Press  [ENTER]  in the Type field, and you  see  the 
Menu for the Method field.

CD-ROM FILE  

Does not apply here.

CD-ROM METHOD

PLAY

 This Method allows you to Play an audio from a  CD-
ROM during a sequence.  The playing commences  where 
the  play  head is positioned.  You should  use  the 
Search Method first to position the play head.
 
PLAYRANG 

 This  Method  allows you to play a range  of  audio 
tracks from a CD-ROM during a sequence.  CD-ROMS are 
designed  so there are tracks which  contain  audio, 
but each track is subdivided into smaller units that 
are precisely accessible.  To get to a place  within 
a  track you have to designate that place  according 
to the time from the start of the track in  minutes, 
seconds, and frames.  Frames are parts of seconds in 
the CD-ROM world.
 
SEEK 

 You can position the play head before you choose to 
play.   This  is  a good idea  because  some  CD-ROM 
players  are not very fast, and  by  pre-positioning 
the play head you can get the audio to start with  a 
Play Method just when you want.  You have to  desig-
nate  exactly  where you want the play  head  to  be 
positioned.  To do this tell TEMPRA SHOW what  track 
number you want and how far into that track you want 
to be go.

PAUSE

 You can suspend the playback of the audio from  the 
CD-ROM  with this Method.  Once the Pause Method  is 
executed  you  can restart the audio  playback  with 
Play  or Continue.  (Use the one that works in  your 
CD-ROM player.  They are not all made the same.)

CONTINUE 

 Once  the  playback of the CD-ROM  audio  has  been 
Paused, you can restart the playback with  Continue.  
The CD-ROM Method allows you to continue playing the 
audio track from the CD-ROM.

STOP  

 Use  Stop to make the playback of the CD-ROM  audio 
stop.   After  you use this Method you need  to  use 
Play  to restart the playback of audio.  Most  often 
you would perform a Stop, then a Seek, then a  Play.  
You might also execute a PlayRang.

LOAD

 Some  CD-ROM players support a computer  controlled 
Load  command.  If yours does this Method  gets  the 
disk  up  and running.  All players do  not  support 
this.

EJECT

 Use  this  Method to Eject the  CD-ROM.   Naturally 
this  causes the playback of audio to stop, and  the 
user  can change disks at this point.  Eject is  the 
opposite  of Load and when used  together  automates 
the users changing of CD-ROM's.

CD-ROM SP\DP 

Does not apply here.

CD-ROM PARAMETERS

PLAYRANG

 When you are using the PlayRange Method of the  CD-
ROM  Event you have to designate the range you  want 
played.  You select the track number, then the place 
on  the track you to start from.  These  places  are 
described  in terms of the time it takes to  get  to 
them  from the start of the track.  For example  you 
can start 2 minutes, 30 seconds into the track.   If 
you  need  to  choose a place that  is  between  the 
second markers select a frame.  There are  75 frames 
to a second.  Since you are playing a range you also 
have  to  set the end point for the audio  to  stop.  
This end point is also described in terms of tracks, 
minutes, seconds, and frames. 
 
SEEK

 When  you are using the Seek Method of  the  CD-ROM 
Event  you  have to designate the place on  the  ROM 
where  you  want  to position the  play  head.   You 
select the track number, then the place on the track 
you  to be.  These places are described in terms  of 
the  time it takes to get to them from the start  of 
the track.  For example you can start 2 minutes,  30 
seconds  into  the track.  If you need to  choose  a 
place  that is between the second markers  select  a 
frame.  There are  75 frames to a second.  Once  the 
play head is positioned you can use the Play  Method 
and the audio will play from exactly where you  have 
positioned the play head with the Seek Method.

CD-ROM WAIT FOR

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't  Wait", no entry goes  on  the  form. 
Other entries are written in, but Don't Wait is  the 
default.

CD-ROM NEXT 

 When you see a requester window enter a label  here 
or  press  [ENTER] to leave it blank and move on  to 
the following line. Any entry causes the program  to 
jump to the line that has a Label matching the entry 
in the Next Field. 


CHAIN

CHAIN LABEL 

 When  the field cursor is on the left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this Event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line, you NEED a label for it.  Either type  in 
a  unique name and press [ENTER] to create  a  label 
for  the line, or just press [ENTER] to  leave  this 
label blank.  EVERY LABEL MUST BE UNIQUE. 

CHAIN TYPE 

 Select  this  Event to make a Chain  of  Sequences.  
Each  Sequence can be no more than 500  lines  long.  
This is due to memory constraints.  Your Show can be 
much  longer  if  you Chain a  number  of  Sequences 
together.   When the Chain command is executed,  the 
next  Event  you see is the first Event in  the  Se-
quence  you  Chain to.  The field cursor is  in  the 
Event  TYPE  field,  and the  Event  Menu  pops  up.  
Highlight "Chain" and Press [ENTER], and your choice 
appears in the Event field.

CHAIN FILE 

 You  can now see a directory menu on  the  Workform 
near the field cursor.  This is a menu of Sequences.  
Choose  the  one  you want to Chain  to,  and  press 
[ENTER].  Your choice is entered onto the screen and 
the field cursor goes directly over to the Wait  For 
field.

CHAIN METHOD    

 Does not apply here.

CHAIN SP/DP     
 
 Does not apply here.

CHAIN PARAMETERS  
 
 Does not apply here.

CHAIN WAIT FOR 

 The three choices: 

Don't  Wait,  Wait  for Any Key,  Wait  for  Timeout 
pertains  to  the wait that you may want to  put  in 
BEFORE  the  Chain is executed.  This  is  different 
from the other Wait Fors where the waiting  occurred 
after the Event.  Here execution of this Event takes 
program control away from the line, so by the time a 
post  execution Wait For might have  been  executed, 
the line is long forgotten because a new sequence is 
now in memory.  This feature is not frequently used.

CHAIN NEXT 

 This field is not used because execution of the new 
Sequence starts at the first line.

** USER NOTE ** 

When a new Sequence is loaded, TEMPRA SHOW will load 
the paths associated with that sequence if the paths 
have  been saved with the same name as the  Sequence 
name.  Using Chain will allow you to change paths as 
you run sequences.

DRAW

DRAW LABEL 

 When  the field cursor is on the left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line you NEED a label for it.  Either type in a 
unique name and press [ENTER] to create a label  for 
the line, or just press [ENTER] to leave this  label 
blank.  EVERY LABEL MUST BE UNIQUE. 

DRAW TYPE

 The Draw Event lets you tell TEMPRA SHOW to execute 
drawing  commands. You can use this to  create  your 
own  wipes  with a background  brush,  make  colored 
squares,  lines  and more.  This is very  useful  in 
saving  disk  space.   It also lets  you  make  very 
powerful and exciting visual presentations. 

DRAW FILE   

 Does not apply here.

DRAW METHOD 

 This field is used to determine what kind of  draw-
ing you do. 

LINE 

 This Draws a line from one x,y position to another. 

CIRCLE  

 This  Draws  an  empty Ellipse:  "a"  equaling  the 
horizontal radius and and "b" equalling the vertical 
radius.

FCIRCLE 

 This Draws a Filled Ellipse: "a" for 1/2 the  width 
and "b" for 1/2 the height.

BOX  

 This  Draws  an Empty Rectangle  using  two  corner 
points. 

FBOX  

 This  Draws  a Filled Rectangle  using  two  corner 
points. 

SET BRUSH 

 This sets the size, shape, and color of the drawing 
tool.

DRAW SP/DP 

 Speed  does  not matter, but you have to  choose  a 
display type.

 Permanent  sticks  all  foreground  Events  to  the 
background.  Temporary stays in the foreground until 
further  notice.   Erase After Display  removes  all 
foreground Events.

DRAW PARAMETERS 

 The  Parameters you choose are determined  by  what 
Drawing Method you are using. 

LINE

 You set the beginning position and ending  position 
of  the line by following the prompts and using  the 
mouse, or cursor keys, to move the screen cursor. 

CIRCLE 

 You  set  the  center  position  by  following  the 
prompts and using the mouse, or cursor keys, to move 
the  screen  cursor.  You size the Circle  with  the 
mouse  or  cursor keys. As you move the  mouse,  the 
Ellipse  is drawn on the screen so you can see  what 
you are doing.

FCIRCLE 

 You  set  the  center  position  by  following  the 
prompts and using the mouse, or cursor keys, to move 
the screen cursor.  You size the Filled Circle  with 
the mouse or cursor keys. As you move the mouse, the 
Ellipse  is drawn on the screen so you can see  what 
you are doing.

BOX 

 You  set the lower left position, and  upper  right 
position  by  following the prompts  and  using  the 
mouse, or cursor keys to move the screen cursor. 

FBOX 

 You  set  the lower left position and  upper  right 

position  by  following the prompts  and  using  the 
mouse, or cursor keys, to move the screen cursor. 

SET BRUSH 

 Use  this  to  set the shape,  color,  and  drawing 
attributes of the Brush.

SET  

 Here you set the color and size of the Brush.
 To  set  the color, you are asked if  you  want  to 
select  the color from the graphics screen.  If  so, 
you  are presented with a cursor that has  a  square 
border.   The cursor's border color is the  selected 
color.   Move the cursor over the color you want  to 
select and press [ENTER].  If you want a color  from 
the  color  menu say no, and you can see  the  color 
menu with the current (default) color in the central 
box.   Use the color menu to select the text  color, 
or press [ENTER] to use the current color. 

AND 

 And's the chosen color with existing colors on  the 
screen.

OR 

 Or's  the difference between the chosen  color  and 
the colors on the screen. 

XOR 

 Reverses the existing colors on the screen. 

BGROUND

 Draws in whatever you have in the background  buff-
er.  This includes any Preloaded BColor or image and 
whatever you have under Temporary Events. 

** USER NOTE ** 

 And,  Or, and Xor are Logical terms  with  specific 
meanings  in computer science.  To use the  feature, 
experiment  with the various options until  you  see 
the effect you want.

DRAW WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose "Don't Wait" notice that no entry goes on the 
form.  "Don't Wait" is the default, so waiting  only 
happens when there is an explicit thing to Wait For.

DRAW NEXT 
 Your  choice  is entered and your cursor  moves  to 
Next. Notice that you see a requester window.   This 
means  you can enter text here or press  [ENTER]  to 
leave  it blank and move on to the  following  line. 
Any  entry  causes the program to jump to  the  line 
that  has  a Label matching the entry  in  the  Next 
Field. 


GLOBAL

GLOBAL LABEL   

 You  can  enter a name for this event line  in  the 
requester window.  This is optional, but if you ever 
expect to Branch to this line, you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank. EVERY LABEL  MUST 
BE UNIQUE. 

GLOBAL TYPE 

 The  Global Event is used to set elements and  fea-
tures  that remain throughout your Sequence, or  the 
system hits another Global Event.

GLOBAL FILE 

 The only Global setting that requires a file is the 
Font  setting. Once this is set all Text Events  and 
Menu Events are shown in this font, unless otherwise 
specified.

GLOBAL METHOD   

ResetAll 

This will reset all values to their defaults.

COLOR  

 Determine  all Text display colors:  Text,  Border, 
and  Highlight. You will see the style of text  that 
is currently active in TEMPRA SHOW while you  choose 
your colors.

FONT 

 Determine  the font that is used to show all  text, 
unless  a new font is picked in the Text  Event,  or 
Title  Event.  The font is also used  in  subsequent 
graphics menus.  The current Global font becomes the 
default font.

DROPSHAD

 You  can set a drop shadow to appear with  all  the 
text. Choose the X and Y offset and color.

AUTOSET

 TEMPRA SHOW automatically adjusts the screen to the 
right resolution for the chosen image.  This setting 
turns this on.

AUTOOFF

 You  can  turn the automatic  detection  of  screen 
resolution, and palette loading off with this selec-
tion.

DELAY 

 Determine a delay to slow down wipes, Sprite  move-
ment, or drawing.

SCALE ON 

 Set  this  to  insure that all  screen  images  are 
automatically  scaled to the visible screen if  they 
have the right number of colors.

SCALE OFF 

 Set this to turn automatic scaling off.

QUICK ON  

 Set  this to maximize speed of full screen  display 
when  you  do  not have sufficient  memory  in  your 
computer  for the mode you are using.  When this  is 
set, TEMPRA SHOW ignores all wipe methods and brings 
your Screens to the visible screen as fast as possi-
ble.  If EMS is detected then Quick  On is ignored.

QUICK OFF

 Set this to turn off the above Global command.

BACK ON

 Set  this  to let your users Back  Up  through  the 
sequence  by labels using the [F9] key.   This  also 
allows them to skip ahead with the [F10] key.   When 
TEMPRA SHOW starts, this feature is on.  It must  be 
turned off if you want to disable it.

BACK OFF

 Set this to turn off the Back On feature. 

STYLE2D 

 Set  this to get a 2 dimensional appearance to  the 
text windows, and menus.

STYLE3D

 Set  this to get a 3 dimensional appearance to  the 
text  windows and menus.  This is how the system  is 
when you start it.

STYLETL

 Set  this style to get the look of the TEMPRA  SHOW 
text and menus.

PIC_PCX

 Set this to tell TEMPRA SHOW to look for PCX  files 
in the Screen directory.
 
PIC_CEG 

 Set this to tell TEMPRA SHOW to look for CEG  files 
in the Screen directory.

PIC_TGA

 Set  this  to tell TEMPRA SHOW to look for  16  BIT 
(32,000 COLOR) TGA files in the Screen directory.

SPR_PCC

 Set this to tell TEMPRA SHOW to look for PCC  files 
in the Sprite directory.

SPR_CLP

 Set this to tell TEMPRA SHOW to look for CLP  files 
in the Sprite directory.

SPR_WIN

 Set  this  to tell TEMPRA SHOW to look for  16  BIT 
(32,000 COLOR) WIN files in the Sprite directory.

GLOBAL SP/DP  

 Does not apply here.

GLOBAL PARAMETERS 

COLORS

 When  you go to set the Global Text Parameters  you 
see  a  Sample.  This is also the menu  you  use  to 
choose what you want to change: the Text, the window 
Border, or the Highlight that is used on Menus,  and 
text  windows the user/viewer can operate. For  each 
text color choice, you have two settings to make: 

 1)  Set  the text background  color.  This  setting 
controls  the  color  of the area  behind  the  text 
character. 

 2)  Set  the text foreground  color.  This  setting 
controls the color of the text character itself.

 You  can select the color from the graphics  screen 
or  a  color menu.  If you choose to get  the  color 
from  the  screen, you are presented with  a  cursor 
that has a square border.  The cursor's border color 
is  the  selected color.  Move the cursor  over  the 
color you want to select and press [ENTER].   If you 
choose to pick the color from the color menu  select 
the  color you want from the colors in  the  smaller 
squares.

DELAY

 You can set the delay to be from 0 to 999  computer 
cycles.  We have included this to allow you to  slow 
the  Drawing, Wipe, and Sprite speeds if you have  a 
very fast computer. Otherwise, this may be of limit-
ed use. 

DROPSHAD  

 You  choose the offset of the drop shadow in the  X 
and Y direction, then using the familiar color menu, 
or  the image itself, you select the color  for  the 
drop shadow.

GLOBAL WAIT FOR 


 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", notice that no entry  goes  on 
the  form.  "Don't Wait" is the default, so  waiting 
only happens when there is an explicit thing to Wait 
For.

GLOBAL NEXT 

 Your  cursor moves to Next.  Notice that you see  a 
requester  window.   This means you can  enter  text 
here or press [ENTER] to leave it blank and move  on 
to the following line. Any entry causes the  program 
to  jump to the line that  has a Label matching  the 
entry in the Next Field. 

MENU

MENU LABEL 

 When  the field cursor is on the left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line, you NEED a label for it.  Either type  in 
a  unique name and press [ENTER] to create  a  label 
for  the line, or just press [ENTER] to  leave  this 
label blank.  EVERY LABEL MUST BE UNIQUE. 

MENU TYPE 

 Select  this  Event to put a "Pop up" menu  on  the 
graphics  screen. This Event gives  the  user/viewer 
the ability to take one of the choices given by  the 
item  list  from  which he chooses.  This  Menu  can 
contain as many items as fit on the screen.  Choices 
can be made with the cursor keys on the keyboard,  a 
mouse, or a joy stick.  Choices are entered with the 
[ENTER]  key, the left mouse button, or fire  button 
on the joystick.

 As  the field cursor goes to the Event TYPE  field, 
and  the Event Menu pops up.  Highlight  "Menu"  and 
press [ENTER], and your choice appears in the  Event 
field.

MENU FILE      

 Does not apply here.

MENU METHOD 

 The  field cursor jumps from the Type field to  the 
Method  field.   You  see a menu offering  2  to  10 
items.  Choose  a  number based  on  the  number  of 
choices  you  want to give  the  user/viewer.  Press 
[ENTER]   if  you  want to give  him  more  than  10 
choices, you have to go back and edit the new number 
in later.

MENU SP/DP 

 Menus do not move, so the speed issue is moot,  but 
you can choose to make them permanent, temporary  or 
disappearing.    The display choice determines  what 
becomes  of a menu after a choice is made.    Perma-
nent sticks all foreground Events to the background.  

Temporary  stays  in the  foreground  until  further 
notice.  Erase After Display removes all  foreground 
Events.

MENU PARAMETERS 

CREATE NEW MENUS 

 The first Choice you face in the Parameter field is 
whether  you want to insert new lines into the  form 
or overwrite the current lines.  If you are  editing 
a  Menu,  you  probably want  to  choose  overwrite; 
otherwise, choose "Insert Lines".   

 The next thing you see is a requester window asking 
for  the  title of the menu.  You may  notice  every 
menu  in the TEMPRA SHOW system has a title  telling 
you what the choices pertain to.  This is your place 
to tell your user/viewers what your menu is about.

 Now  a  menu is on the graphics  screen.   Use  the 
mouse  or cursor keys to size the window around  the 
Menu.  Then use the mouse or cursor keys to position 
that  menu where you want it to be seen.  When  this 
is  done,  press  [ENTER].  Fill  in  the  requester 
windows  and  press  [ENTER] to set  up  the  branch 
table.   This  is a process of popping  between  the 
Parameters  field and the Next field until the  Menu 
is set up.

** USER NOTE ** 

 It may surprise you to see that you suddenly go  to 
the Next column.  In the process of defining a  Menu 
Event,  the field cursor pops between the  Parameter 
and the Next to set up a table. The table is as long 
as  the number of items chosen in the Method  field. 
This  table  contains the list of  choices  you  are 
giving  the user/viewer in the parameters field  and 
the Label names of the Events you want to branch  to 
as a result of choosing that item in the Next field. 

EDITING MENUS WITH PROMPTS 

 You  can  edit the Menu Event  by  positioning  the 
field  cursor in the Parameters Field  and  pressing 
[ENTER].   You see a menu that allows you to  change 
one aspect of the menu, or all. 

ALL

 You can re-create the menu by choosing to edit  all 
the aspects of the menu. 

TITLE

 You  can change only the title of the Menu  by  se-
lecting this. 

MENU ITEMS

 You can change only the Items listed in the Menu by 
selecting this.  You can also type directly onto the 
Workform to change these entries.

WIDTH/HEIGHT

 You  can change the size of the menu  by  selecting 
this.     The border of the menu is moved one  char-
acter  at  a time.    The Menu appears  in  whatever 
font you have set in the last Global Event. 

POSITION

 You  can  change the placement of the menu  on  the 
graphics  screen by selecting this.  To  change  the 
color  of  the  menu   you have to  use  the  Global 
Event.

MENU WAIT FOR 

 Does not apply here.

MENU NEXT 

 The Nexts are used to define where the TEMPRA  SHOW 
control  goes  as a result of choosing  one  of  the 
items  on  the menu list. The Next parallel  to  the 
choice shows which Event Label is the target of  the 
branching.  Enter the Label name of the Event  where 
you want to go as a result of the choice made.  
 The  special line of the Menu Event with the  title 
allows   for  the  added  feature  of  letting   the 
user/viewer   to   escape  from  a  menu.   If   the 
user/viewer  presses  the [Esc] key or  RIGHT  mouse 
button, while he is on a Menu, the system  automati-
cally branches to the Label in the Next field across 
from the Menu Title.  If nothing is put in this Next 
field,  control passes from the menu and  the  Event 
line directly after the Menu Event is executed.

** USER NOTE ** 

 Make  sure all the labels in the Next fields  match 
with labels within the current Sequence.  The system 
tells  you if  this is true or not when you  preview 
with [F6] or save the Sequence file.

MIDI

MIDI LABEL

 You  can  enter a name for this event line  in  the 
requester   window.   This is optional, but  if  you 
ever expect to Branch to this line you NEED a  label 
for  it.   Either type in a unique name   and  press 
[ENTER]  to  create a label for the  line,  or  just 
press  [ENTER]  to leave this  label  blank.   EVERY 
LABEL MUST BE
UNIQUE. 

MIDI TYPE

 This event allows you to play and pause Midi  files 
during a sequence. Press [ENTER] in the Type  field, 
and you see the Menu  for the Method field.

MIDI FILE

PLAY 

 The  *.MID  files in Audio directory are  shown  to 
you.  Choose  a Midi file to Play.   Highlight  your 
choice  and Press [ENTER].  Please note you have  to 
make your Midi files with a system other than TEMPRA 
SHOW, before you try to play them with TEMPRA SHOW. 

MIDI METHOD

PLAY

 This Method allows you to Play an Midi file  during 
a sequence.

STOP

 This  Method allows you to Stop the Midi file  from 
playing back during a sequence.  If you have Stopped 
the Midi playback you can restart it with Continue.

CONTINUE  

 This method allows you to restart the playback of a 
Midi file that has been stopped with the Stop  Meth-
od. 

QUIET  

 This  method allows you to Quiet the playback of  a 
Midi  file.  You cannot restart the playback if  you 
have used quite.

MIDI SP\DP 

 Does not apply here.

MIDI PARAMETERS 

 Does not apply here.

MIDI WAIT FOR

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't  Wait", no entry goes  on  the  form. 
Other entries are written in, but Don't Wait is  the 
default.

MIDI NEXT 

 When you see a requester window enter a label  here 
or  press  [ENTER] to leave it blank and move on  to 
the following line. Any entry causes the program  to 
jump to the line that has a Label matching the entry 
in the Next Field. 

MUSIC

MUSIC LABEL 

 You  can  enter a name for this Event line  in  the 
requester window.  This is optional, but if you ever 
expect to Branch to this line, you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank. EVERY LABEL  MUST 
BE UNIQUE. 

MUSIC TYPE 

 This  Event can be used to play music from  the  PC 
speaker.  This event can also play music while other 
Events occur, and do sound effects. The music  files 
are Text files;  ASCII text files with a suffix .MUS  
These files  should be located in the Audio directo-
ry.   

 When  the field cursor is in the Event  TYPE  field 
and  the Event Menu pops up,  highlight "Music"  and 
Press [ENTER]. Your choice in the Event field.

MUSIC FILE 

 If  the Music Method that you specified requires  a 
filename,  you see a list of available Music  files.  
If the Music file you wish is not in the  directory, 
you  have to Change the Path to find it, or make  it 
with  your text editor.  Highlight a file and  Press 
[ENTER].

MUSIC METHOD

 This field is used to determine what kind of  music 
you play. 

PLAY

 Play musical notes using the musical information in 
the Parameters field.

PLAYFILE

 Play musical notes using the information  contained 
in  a text file. The name of the file should  be  in 
the  File  column.  This method uses the  text  file 
lines specified in the Parameters field.

KILL

 Terminate  any musical notes that are being  Played 
in the background, that is, Music being played  with 
the MB command which allows the Music to play  while 
you show other Events.

TONE

 Play a tone with a frequency for the duration given 
in the Parameters field.

TONEFILE

   Play musical tones using the information contained 
in  a text file. The name of the file should  be  in 
the  File  column.  This method uses the  text  file 
lines specified in the Parameters field.

FREQ

 Sets  the speaker frequency to the frequency  given 
in the Parameters field and durations specified in a 
text  file.   At the end of  the  duration,  control 
reverts to TEMPRA SHOW. 

* USER NOTE *  

 With  Freq and Tone the speaker must be ON  or  you 
won't hear anything. 

FREQFILE

 Set  the speaker frequency to the  frequencies  for 
the  durations specified a text file.  The  name  of 
the file should be in the File column.  This  method 
uses the text file lines specified in the Parameters 
field.

** USER NOTE ** The speaker must be ON or you  won't 
hear anything. 

SPEAKER 
 
 Turn  the  speaker ON or OFF as  specified  in  the 
Parameters  column.  Use this to play the  frequency 
you have set with the Freq Method.

LOOP 

 Set  the  number of times for the  next  background 
music  line to repeat. A background music line is  a 
SINGLE  Play Parameters field or a  SINGLE  PlayFile 
line that contains the  "MB" command.  

MUSIC SP/DP
  This field does not apply to the Music event.

MUSIC PARAMETERS

PLAY

 Play  musical  notes using the information  in  the 
Parameters field.

PLAYFILE

 The Parameters field specifies the start and ending 
lines  of the musical information to be played  from 
the  text  file. First highlight the text  line  you 
want  to  start playing, then press  [ENTER].   Then 
highlight the text line you want to end playing, and 
press [ENTER]. 

KILL

 The  Parameters field does not apply to  the  Music 
event with a Kill method.

TONE

 Play  a  tone with the frequency for  the  duration 
given in the Parameters field.

TONEFILE

  The  Parameters  field  specifies  the  start  and 
ending lines of the information in the text file  to 
be  played as tones. First highlight the  text  line 
you  want  to  start playing as  tones,  then  press 
[ENTER].   Then highlight the text line you want  to 
end playing, and press  [ENTER]. 

FREQ

 Set the speaker frequency to the frequency given in 
the Parameters field. The duration of the frequency, 
also in Parameters field, tells the system how  long 
to wait before bringing control back to TEMPRA SHOW.

** USER NOTE **  

 The  speaker  must be ON or you won't  hear     any 
frequencies. 

FREQFILE

 The Parameters field specifies the start and ending 
lines  of  the information in the text  file  to  be 
played as frequencies. First highlight the text line 
you  want  to  start playing as  tones,  then  press 
[ENTER].   Then highlight the text line you want  to 
end playing, and press [ENTER].  The text file  sets 
the  speaker frequency to various frequencies,  each 
for  a  specified duration,  using  the  information 
contained  in a text file. The duration pertains  to 
the  length of time from the start of the  frequency 
to the time control returns to TEMPRA SHOW. 

** USER NOTE ** 

 The  speaker must be ON or you won't hear any  fre-
quencies. 

SPEAKER

ON

 You  must turn the speaker on before you  can  play 
Frequencies.   When you turn this on, you  hear  the 
Frequency that the speaker was set to last.

OFF

 Turn the speaker off to stop the Frequencies.

LOOP

 Set  the  number of times for the  next  background 
music  line to repeat. A background music line is  a 
Play  parameters field or a PlayFile line that  con-
tains the "MB" command.  

MUSIC WAIT FOR

 Choose  a  Wait option and Press [ENTER].   If  you 
choose "Don't Wait" notice that no entry goes on the 
form.  "Don't Wait" is the default, so waiting  only 
happens   when  there is an explicit thing  to  Wait 
For.   This  would not normally be used  with  music 
events.

MUSIC NEXT

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice the requester window.  This means that 
Next is a field where you type something rather than 
select  an option.  It is not required, however,  so 
Type  a  Next and/or  Press [ENTER] to move  to  the 
following  line.   Any entry causes the  program  to 
jump to the line that has a Label matching the entry 
in the Next Field. 

SCREEN

SCREEN LABEL

 You  can  enter a name for this event line  in  the 
requester window.  This is optional, but if you ever 
expect  to Branch to this line you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank. EVERY LABEL  MUST 
BE UNIQUE. 

SCREEN TYPE 

 Select  this to show a full frame graphic  or  con-
verted digitized video image in your Sequence.  This 
is  displayed with the current palette and mode.   A 
Screen remains on your  video monitor until  another 
Screen or BColor Event replaces it.

SCREEN FILE 

 You  see a list of available Screens.  Be  sure  to 
choose  a screen that was created in the same  video 
mode  you are showing it in.  When made, your choice 
appears  in the  File field, the highlight  goes  to 
the Method field, and the Wipe Menu appears.

SCREEN METHOD 
 
All  Screens  are wiped into the  active  View  port 
ONLY.

Wipe name   Wipe description
-----------------------------
Lft_Rt      Left to Right 
Rt_Lft      Right to Left 
Tp_Bot      Top to Bottom
Bot_Tp      Bottom to Top 
Vrt_In      Vertical In to Center 
Vrt_Out     Vertical Out from Center 
Hrz_In      Horizontal In to Center 
Hrs_Out     Horizontal Out from Center 
Dissolve    Random fill 
Box_In      A box from screen frame In 
Box_Out     A box from screen center Out 
Diag_UL     Diagonal to the Upper Left corner 
Diag_LL     Diagonal to the Lower Left corner 
Diag_UR     Diagonal to the Upper Right corner 
Diag_LR     Diagonal to the Lower Right corner 
Slide_U     Slide up from the bottom 
Slide_D     Slide down from the Top 
Slide_L     Slide from the left 
Slide_R     Slide from the right 
Sand_UP     The image dribbles up the screen 
             from the bottom
Sand_DN     The image dribbles down the 
             screen from the top
Drip_UP     The image lines drip up the 
              screen.
Drip_DN     The image lines drip down the 
             screen
Spr_IN      Spiral in from frame  
Spr_OUT     Spiral out from center 
Preload     Load a Screen into memory
Quick       Fastest fill
RollUp      Whole screen rolls up only in 
             standard VGA modes

SCREEN SP/DP

 Choose  a  Speed  to control  the  wipe  and  Press 
[ENTER].   1 is the slowest and 99 is  the  fastest.  
Your choice appears. The Display option is  skipped.  
Screens are always Permanent Events.

SCREEN PARAMETERS   

 The Parameters field is used when you are  bringing 
in a Screen that is to be scaled or positioned.

AS IS 

 Bring  the  image onto the video  screen  with  the 
selected  wipe.  No  entry appears  in  this  column 
because this is the default. The image appears  with 
the  upper  left corner of the image  in  the  upper 
corner of the visible screen.

POSITIONED 

 This selection allows you to select a location  for 
the  image  you are bringing onto the  screen.   You 
choose  a  location for the placement of  the  upper 
left corner of the image by moving the screen cursor 
and  pressing [ENTER].  This feature is intended  to 
be  used  when the image you are bringing  into  the 
visible  screen does not fill the screen because  it 
was  created in a lower spatial resolution than  the 
current video mode.  Naturally, the image you  bring 
in  has  to have the same number of  colors  as  the 
current mode.

SCALED 

 This selection allows you to bring images onto  the 
visible screen and scale them to the size you  like.  
The  image you bring in has to have the same  number 
of colors as the current mode.  You choose the  area 
you  want to scale the intended image to  by  moving 
the  screen cursor to the lower left corner  of  the 
area, pressing [ENTER] and then moving the cursor to 
the  upper right corner, and pressing [ENTER].   Use 
your  best  judgment if you want the scaling  to  be 
proportional;  This  is not done  automatically  for 
you. 

SCREEN WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", notice that no entry  goes  on 
the  form.  "Don't Wait" is the default, so  waiting 
only happens when there is an explicit thing to Wait 
For.

SCREEN NEXT 

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice that you see a requester window.  This 
means  you can enter text here or press  [ENTER]  to 
leave  it blank and move on to the  following  line. 
Any  entry  causes the program to jump to  the  line 
that  has  a Label matching the entry  in  the  Next 
Field. 

** USER  NOTE ** 

 Be  sure to use images with the same  palette  when 
you  are wiping from one image to another.   If  the 
palettes  are different, go to a background   color, 
load the palette and then bring in the image.   (See 
Video LoadPal)

SPRITE

SPRITE LABEL   

 You  can  enter a name for this event line  in  the 
requester window.  This is optional, but if you ever 
expect to Branch to this line, you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank. EVERY LABEL  MUST 
BE UNIQUE. 

SPRITE TYPE 

 Select  this Event to bring a movable,  graphic  or 
converted  digital picture clip into your  Sequence.  
The  Sprites  can also be static and scaled  if  you 
like.

SPRITE FILE 

 Highlight  a file and Press [ENTER].   Your  choice 
appears  in the File field.  Be sure the Sprite  you 
choose  was created in the same video mode and  pal-
ette you are using.

SPRITE METHOD 

WIPE  

 When  you want to wipe the Sprite  onto the  screen 
select a Wipe type.

Wipe Menu 
Lft_Rt      Left to Right 
Rt_Lft      Right to Left 
Tp_Bot      Top to Bottom 
Bot_Tp      Bottom to Top 
Vrt_In      Vertical In to Center 
Vrt_Out     Vertical Out from Center 
Hrz_In      Horizontal In to Center 
Hrs_Out     Horizontal Out from Center 
Dissolve    Random fill 
Box_In      A box from screen frame In 
Box_Out     A box from screen center Out 
Diag_UL     Diagonal to Upper Left corner 
Diag_LL     Diagonal to Lower Left corner 
Diag_UR     Diagonal to Upper Right corner 
Diag_LR     Diagonal to Lower Right corner 
Slide_U    *Slide up from the bottom 
Slide_D    *Slide down from the Top 
Slide_L    *Slide from the left 
Slide_R    *Slide from the right 
Sand_UP    *The image dribbles up the screen 
            from the bottom
Sand_DN    *The image dribbles down the 
            screen from the top
Drip_UP    *Image appears line by line to 
            drip up the screen.
Drip_DN    *Image appears line by line to          
            drip down the screen
Spr_IN      Spiral in from frame  
Spr_IN      Spiral in from frame  
Spr_OUT     Spiral out from center 
Preload     No Effect on Sprite
Quick       Fastest fill    
* May modify the area behind the Sprite.

SPRITE METHOD

SIMPLE 

 To get the Sprite to just appear, select Simple.

SCALE  

 Use this to scale the Sprite before you show it  on 
the screen.  This Method allows you to make a sprite 
any  size your Sprite buffer can hold.  The size  of 
the  sprite buffer varies according to  systems  re-
sources, if you have not set it with the  Sprite_Buf 
environmental variable.  After you choose the  Scale 
Method  you  see the chosen Sprite  and  the  screen 
instruction.  As you move the screen cursor,  notice 
the two indicators on the bottom of the screen.  You 
can  see the percentage of the scaling and the  size 
of  the  Sprite in bytes. If you try  to  scale  the 
sprite to a size that the system cannot accommodate, 
you  are  informed.   When you  press  [ENTER],  the 
percentage of the scaling is entered into the Method 
column.  This scaling is always proportional.

SPRITE SP/DP

SPEED 

 The Speed controls the number of pixels your window 
moves  at a time from its beginning to ending  posi-
tion.   Choose  a Speed.  (1 is slowest  and  99  is 
fastest.) 

DISPLAY 

 Choose a Display type.

  Permanent  sticks  all foreground  Events  to  the 
background.

  Temporary  stays in the foreground  until  further 
notice.

  Erase After Display removes all foreground Events.

 Your  Display  type appears  alongside  your  Speed 
choice and the highlight cursor moves to the Parame-
ters field. 

SPRITE PARAMETERS 

 On  your video screen, the Sprite you selected  now 
sits in the lower left corner.  On your computer,  a 
prompt asks you to "Use your cursor keys to move the 
Sprite  to  its  beginning  position.   Then   Press 
[ENTER]".   If you do not see the Sprite it  may  be 
out of the active Viewport.  Press the Space Bar  to 
see  the active Viewport as a square and  to  reveal 
the Sprite.
 
 Notice the x and y coordinate prompts on the status 
line.  They change as you move your Sprite.  Use the 
cursor keys to position the Sprite at its  beginning 
position.   (Holding  the Shift key down  moves  the 
Sprite more slowly.)  Then Press [ENTER].  

 A  second prompt now asks you to "Use  your  cursor 
keys  to  move the Sprite to  its  ending  position.  
Then Press [ENTER]".   As you move your Sprite,  the 
x  and  y  coordinate prompts  on  the  status  line 
change. 

 The Sprite remains on your video monitor at the end 
position. Your beginning (bx,by) and ending  (ex,ey) 
coordinates  now  appear in  the  Parameters  field.  
Your cursor moves to the Wait For field and the Wait 
Menu pops up.

SPRITE WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", notice that no entry  goes  on 
the  form.  "Don't Wait" is the default, so  waiting 
only happens when there is an explicit thing to Wait 
For.

SPRITE NEXT 

 Type  a  Next and/or Press [ENTER] to move  to  the 
following line. Any entry causes the program to jump 
to  the line that has a Label matching the entry  in 
the Next Field. 

** USER NOTE ** 

 We  have  approached  Sprites from  a  Create  with 
prompts  standpoint.  When you become familiar  with 
the  options and know file names, you can go in  and 
type  them  instead of dealing with  prompts.   (See 
Edit) 

 When  you  are  editing  Sprite  events  with   the 
Menu/Prompt, mode you should know that the Sprite is 
placed  on the screen in the same first position  as 
the one currently on the form.  You can press  [Esc] 
to  keep that position, but you can move the  Sprite 
to the ending position if you want to change that.

SPRITES AND TEMPRA 
 
 The Sprites are currently in the PCX format that is  
called  PCC for 256 color modes and .WIN for  32,000 
color  modes.  Your Sprites must be  constructed  so 
that they do not leave "garbage" or "trails" on your 
graphics screen when they move.

 This  requires  you  to have a  border  around  the 
Sprite  object that is as wide as the fastest  Speed 
you choose to move the window.  Remember the  speeds 
are  calculated by the number of pixels moved  in  a 
cycle.  The border whould be black (RGB 0,0,0)

 To create a Sprite with TEMPRA, save a clipping  of 
the  sprite image with a black border  (RGB  0,0,0).  
If your version of TEMPRA PRO or TEMPRA GIF does not 
have the .PCC file type, you may rename a .PCX image 
to .PCC to create a sprite.  


SYSTEM

SYSTEM LABEL 

 When  the field cursor is on the left-most  column, 
press [ENTER] and see the requester window.  You can 
enter  a name for this event line right here.   This 
is  optional,  but if you ever expect to  Branch  to 
this line, you NEED a label for it.  Either type  in 
a  unique name and press [ENTER] to create  a  label 
for  the line, or just press [ENTER] to  leave  this 
label blank.  EVERY LABEL MUST BE UNIQUE. 

SYSTEM TYPE 

 Select  this  Event to execute programs  stored  on 
your hard drive or to call DOS functions.  The field 
cursor  goes in the Event TYPE field, and the  Event 
Menu pops up.  Highlight "System" and Press [ENTER], 
and your choice appears in the Event field.

SYSTEM FILE 

 Does not apply here.

SYSTEM METHOD  

 Choose the amount of memory you need in the shell: 
     ALL, 100K, 200K, 300K, or 400K.

SYSTEM SP/DP 
 
 Does not apply here.

SYSTEM PARAMETERS

 After  you have chosen the System Type, you  see  a 
requester window near the field cursor asking you to 
"Input  DOS  Parameters".   The entry  you  make  is 
executed  by the computer as if you had  entered  it 
from the system prompt.  After the program you named 
in  the Parameter field runs, control passes to  the 
Sequence once again.

SYSTEM WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose "Don't Wait" notice that no entry goes on the 
form.   "Don't Wait" is the default so waiting  only 
happens when there is an explicit thing to Wait For.

SYSTEM NEXT 

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice that you see a requester window.  This 
means that Next is a field where you type  something 
rather  than select an option.  Type a  Next  and/or 
Press  [ENTER] to move to the following  line.   Any 
entry  causes the program to jump to the  line  that 
has a Label matching the entry in the Next  Field. 

TEXT

TEXT LABEL 

 When  the cursor is in the left-most  field,  Press 
[ENTER] and see the requester window.  You can enter 
a  name for an Event line right here.  This  is  op-
tional,  but  if you ever expect to Branch  to  this 
line,  you  NEED a label for it.  Either type  in  a 
unique name and press [ENTER] to create a label  for 
the line, or just press [ENTER] to leave this  label 
blank.  EVERY LABEL MUST BE UNIQUE. 

TEXT TYPE

 This Event can be used to place a Text file over  a 
graphic or image during your Sequence, while you are 
in graphics mode.  You can put the text in a  window 
box  or overlay text files on the screen in  any  of 
the fonts provided.  Text files are ASCII text files 
with  a  suffix .TXT.  (See User Notes  on  creating 
Text files with a text editor.)

 The field cursor goes in the Event TYPE field,  and 
The Event Menu pops up.  Highlight "Text" and  Press 
[ENTER], and your choice appears in the Event field.

TEXT FILE 

 You  see  a list of available Text files  based  on 
your  Path  file (See Path).  If the Text  file  you 
wish is not in the directory, you have to Change the 
Path  to find it, or make it with your text  editor. 
Select a file.

TEXT METHOD

 Choose  font  (the method for text  display):   the 
default, VV fonts or KST fonts.  When you  choose VV 
or KST fonts, you  see a list of Fonts.  Choose  one 
and  proceed  to  the Display  Menu.   Choosing  the 
Default   font lets yo u show the font set with  the 
Global Event.

TEXT SP/DP 

 There  are no speed options, but 2  display  option 
types: 

 1) Choose one of the three choices.
     Permanent sticks all foreground Events     
     to the background.
     Temporary stays in the foreground until 
     urther notice.  
     Erase After Display removes all fore
     ground Events. 

 2)  Choose the line in the Text file to  start  the 
display.  Use the cursor keys to scroll through  the 
file and find the line you want.

TEXT PARAMETERS 

 The  Parameters  field is where you  determine  the 
color  of  the  text and whether you  want  a  frame 
around  it.  If you want a frame, then you are  able 
to give the user the ability to operate the  window.  
You  set the size and location of the window.   When 
you are creating the Text Event for the first  time, 
you are given all the set up choices in order.  When 
you  are  editing,  you are presented  with  a  menu 
asking which of the options you want to modify.

COLOR 

 You are asked if you want to select the color  from 
the graphics screen.  If so, you are presented  with 
a  cursor  that has a square border.   The  cursor's 
border color is the selected color.  Move the cursor 
over the color you want to select and press [ENTER]. 
If you want a color from the color menu, say no, and 
then   you see the color menu.  Select the color you
want from the colors in the smaller squares.

NOT FRAMED 

 If  you want the text to be written over the  image 
without  a  frame,  but written  directly  over  the 
image, then answer NO to the "Framed?" question.

FRAMED 
 If you want the text in a framed window answer  YES 
to the "Framed ?" question.  A framed window has the 
color  attributes  set with the Global  Event.   The 
Global  values for the windows at start up  are  the 
same used by the Workform.

 Answer NO and the text is placed directly over  the 
image.

OPERATE/FRAME 

 If you choose Framed text, this lets you allow  the 
user  to  operate  the  text  window,  by  scrolling 
through  it with the mouse or cursor keys.  It  also 
allows  the user to pan right and left to  see  long 
lines of text that do not fit into the text  window.  
Framed  text that cannot be operated  only  displays 
the text you choose.

WIDTH/HEIGHT 

 Once the operation question is answered for  framed 
windows, you must set the size of the windows.   The 
text from the file is shown on the screen.  Use  the 
cursor  keys or mouse to stretch the frame until  it 
is large enough  for your text.

JUSTIFY

 You  have the ability to see the text with Left  or 
Right  justification, or centered.  Use this  choice 
to  set  this.   Remember that  TEMPRA  SHOW  thinks 
spaces are characters, so if you have spaces on  the 
end  of your text lines the centering will not  look 
the way you want.  If this is the case go back in to 
the  text file with your text editor and delete  the 
spaces at the end of the lines.

POSITION 

 Now that the text display options have been set, it 
is  time to place the text on the screen.  The  Text 
is seen ONLY when it is within the active  Viewport.    
If you cannot see the Text to position it, press the 
Space bar to reveal the Viewport as a square, and to 
show your text.

 Your  computer  screen  prompts you  to  "Use  your 
cursor  keys  to  position your  Text.   Then  Press 
[ENTER]."   Notice the x,y coordinate prompt in  the 
corner  of  the  screen.  Use your  cursor  keys  to 
position  your Text and Press [ENTER].     The  Text 
coordinates  appear in the Parameters  field.   Your 
highlight cursor moves to the Wait For field and the 
Wait Menu pops up.

TEXT WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose "Don't Wait" notice that no entry goes on the 
form.  "Don't Wait" is the default, so waiting  only 
happens when there is an explicit thing to Wait For.

TEXT NEXT 

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice the requester window.  This means that 
Next is a field where you type something rather than 
select  an option.  It is not required, however,  so 
Type  a  Next and/or Press [ENTER] to  move  to  the 
following line. Any entry causes the program to jump 
to  the line that has a Label matching the entry  in 
the Next Field. 

** USER NOTE ** 

 We have approached Text from a Create with  prompts 
standpoint.   When  you  become  familiar  with  the 
options and know the names of the files you use  for 
any Event, you   can go in and type them instead  of 
dealing with prompts. You can also change the x  and 
y positions with the Keyboard editing features.

Creating  Text Files With a Text Editor  Text  files 
can be created and edited prior to or while  running 
TEMPRA SHOW by any editor that can operate  in  non-
document  (ASCII) mode.   Be sure to save your  Text 
file (suffix .TXT) to the proper directory.  

TITLE

TITLE LABEL 

 You  can  enter a name for this event line  in  the 
requester window.  This is optional, but if you ever 
expect to Branch to this line, you NEED a label  for 
it.  Either type in a unique name and press  [ENTER] 
to  create  a  label for the  line,  or  just  press 
[ENTER] to leave this label blank. EVERY LABEL  MUST 
BE UNIQUE. 

TITLE TYPE 

 Select this Event to place a Title with a font  and 
color  of your choice in your Sequence.  Titles  are 
not  stored  in their own files.  They are  part  of 
your  Sequence Workform file.  This saves  space  on 
your hard drive.

TITLE FILE 

 This field is not used with the TITLE event.

TITLE METHOD 

 The cursor moves to the Method field and the  Title 
Font Menu pops up.  Choose the default (set with the 
globals), VV font or a KST font.  You see a sub menu 
if you did not select the default.  Highlight a Font 
and  Press [ENTER], and your choice appears  in  the 
Method field and the cursor moves to Sp/Dp.

TITLE SP/DP

 Note that Titles don't use a Speed, so you only see 
the  Display  menu.  Highlight a  Display  type  and 
Press [ENTER].

 Permanent  sticks  all  foreground  Events  to  the 
background.  

Temporary  stays  in the  foreground  until  further 
notice.  

Erase After Display removes all foreground Events.

TITLE PARAMETERS 

CREATE NEW TITLES

 The  cursor moves to the Parameters field  and  the 
prompt  "Input Title" appears.  Titles may be up  to 
10  alphanumeric  characters in length.   (See  User 
Notes  for  information on longer Titles.)   Type  a 
Title and Press [ENTER].

 You are asked if you want to choose the color  from 
the  screen or not.  If you choose to pick  a  color 
from  the  screen,  you see a small  cursor  with  a 
colored  box on top of your image.  As you move  the 
cursor, you see that the colored box changes  color.  
It  is  showing you the color of the  pixel  on  the 
screen, under the cursor.  It is this color that  is 
the background color when you press [ENTER].

 If  you choose not to pick the color from the  menu 
then your graphics screen is replaced with  another.  
In  the center of this new screen sits a large  col-
ored  square, with a row of smaller colored  squares 
running underneath.  Select the color you want  from 
the small squares and then select OKAY.

 TEMPRA SHOW now restores the previous screen.   The 
Title,   with the options you've specified,  appears 
in  the lower left corner.  The Title only shows  up 
in  the  active Viewport.  If you can  not  see  the 
Title  it  may be because the Title is  outside  the 
active Viewport.  Press the Space bar to reveal  the 
active  Viewport  as  a square, and  to  show   your 
Title.

 Your computer screen prompts: "Use your cursor keys 
to position your Title. Then Press [ENTER]".  Titles 
only  have one set of coordinates.  Notice  the  x,y 
coordinate prompt on the graphics screen status line 
near the Viewport status notice. 

 Use  your cursor keys to position your  Title   and 
Press  [ENTER].   Holding the keys down  moves  them 
faster.   The x,y coordinate prompt will  change  as 
your  Title moves.  The Title coordinates and  color 
number (followed by a small letter c) appear in  the 
Parameters field.  

EDITING TITLE EVENTS

 When you position the field cursor over the Parame-
ters  field of a Title Event and press  [ENTER]  you 
can  see a menu giving you choices to edit a  single 
attribute of the Title Event or all of them.

ALL

 Selecting  this Title Editing option recreates  the 
process of making the Title as if you were doing  it 
for  the first time.  Please refer to  the  material 
directly above this for that explanation.

TITLE

 Selecting  this option allows you to edit only  the 
title  itself.   The prompt "Input  Title"  appears.  
Titles  may be up to 10 alphanumeric  characters  in 
length.  

POSITION

 Your  computer  screen prompts:  "Use  your  cursor 
keys  to position your Title. Then  Press  [ENTER]".  
Titles only have one set of coordinates.  Notice the 
x,y  coordinate prompt on the Workform  status  line  
near the Viewport status notice. Position your Title 
and Press [ENTER].

COLOR

 Selecting  this  option lets you  change  only  the 
color  of  the title. You are asked if you  want  to 
choose  the  color from the screen or not.   If  you 
choose  to pick a color from the screen, you  see  a 
small  cursor  with  a colored box on  top  of  your 
image.   As  you move the cursor, you see  that  the 
colored  box changes color.  It is showing  you  the 
color of the pixel on the screen, under the  cursor.  
It  is this color that becomes the background  color 
when you press [ENTER].

 If  you choose not to pick the color from the  menu 
then your graphics screen is replaced with  another.  
In  the  center  of this new screen  sits  a  large, 
colored  square,  with  a row  of  smaller,  colored 
squares  running  underneath.  A  message  atop  the 
screen gives you a number for the color value in the 
large  square.  Select the color you want  from  the 
small  squares,  then select OKAY. TEMPRA  SHOW  now 
restores  the previous screen, and the  Title,  with 
the  options you've specified, appears in the  lower 
left corner.  The Title only shows up in the  active 
Viewport.  If  you cannot see the Title, it  may  be 
because  the Title is outside the  active  Viewport.  
Press the Space bar to reveal the active Viewport as 
a square, and to show your Title.

** USER NOTE ** 

 You  can  create  Titles as long as  you  wish   by 
creating  subsequent  Title Events  and  positioning 
them  accordingly.  If you are thinking of making  a 
long title, you might want to consider using a  Text 
Event.

TITLE WAIT FOR 

 Choose  a  Wait option and Press [ENTER].   If  you 
choose  "Don't Wait", you may notice that  no  entry 
goes  on the form.  "Don't Wait" is the default,  so 
waiting only happens when there is an explicit thing 
to Wait For.

TITLE NEXT 

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice the requester window.  This means that 
Next is a field where you type something rather than 
select  an option.  It is not required, however,  so 
type  a Next and/or Press [ENTER] to go to the  fol-
lowing  line.  Any entry causes the program to  jump 
to  the line that has a Label matching the entry  in 
the Next Field. 

VIDEO

VIDEO LABEL 

 You  can  enter a name for this  event  line  here.  
This  is  optional, but if you expect to  Branch  to 
this  line you, NEED a label for it.    EVERY  LABEL 
MUST BE UNIQUE. 

VIDEO TYPE 

 Select this Event to load a new palette, cycle  the 
colors, fade to or from black, set a new video mode, 
or save what is on the graphics screen at run-time.

 The  field cursor goes in the Event field, and  the 
Event  Menu pops up.  Select "Video" from the  Event 
menu, press [ENTER] and "Video" is entered onto your 
Workform.

VIDEO FILE 

 This  option is used in conjunction with  the  SAVE 
PICTURE,  LOAD  PALETTE, FADE, and  AAPLAY  options.  
You are brought back to it after you have chosen one 
of those options.  For Save Picture use the  reques-
ter  window to enter a file name for the image  that 
is saved at execution time.  

VIDEO METHOD 

LOADPAL   

 This  Method allows you to load in individual  pal-
ettes that have been created to optimize the quality 
of  the  VGA image.  The palettes are  part  of  the 
images so you must select from the image  directory.  
After you select this Method, the field cursor  goes 
to  the File column.  Select the file you want  from 
the directory menu on the screen.

CYCLECOL 

 This Method allows you to have a range of colors in 
the  palette  shifted in round  robin  style.   This 
Event  can  be  used to  create  interesting  visual 
effects.

SETMODE 

 This  Method  allows you to use choose  the   video 
mode and use
any  resolution  that is available  in  your   video 
board.

SAVE PICTURE

 This Method allows you to save all or part of  what 
you currently have on the VGA Graphics screen during 
run-time.    It goes to a file in the screen  direc-
tory.  After you select this, the field cursor  goes 
to the File column.  You see a requester window near 
the field cursor.  Use this to enter a file name for 
the image to be saved when the Event is executed.

FADE IN

 This  Method  allows you to Fade an image  in  from 
black.   The image that is brought in is  designated 
in  the File field.  (This feature may not  work  on 
all VGA cards.)  In order to use this the image  you 
want  to fade in has to already be loaded in with  a 
Screen  Event.  This Event only affects the  palette 
of the image.

FADE OUT 

 This  Method  allows you to Fade an  image  Out  to 
black.  The image that is faded out is designated in 
the  File field, and it should be the current  image 
on the graphics screen. This Event only affects  the 
palette  of the image.(This feature may not work  on 
all VGA cards.)

VIEWPORT 

VIEWOFF

 This  method allows you to create an "active  zone" 
in your visible graphics screen.  This hole  becomes 
the  only active area on the screen.  You  can  move 
Sprites  past it, wipe images into it, etc.   Every-
thing  that  shows on the graphics screen  shows  up 
ONLY if it is within the active Viewport.  You  MUST 
reset  the  Viewport to include other areas  of  the 
screen if you want to use other parts of the  screen 
after you have used     the Viewport once.  You  can 
turn it off with Viewoff.

** USER NOTE ** 
 
 In the 16 color modes you may see that some Sprites 
have  a change in screen location when used  with  a 
Viewport.  This is due to a byte boundary constraint 
that  causes  the  bytes in the  pixels  to  realign  
themselves at run-time.  Please adjust your Viewport 
to accommodate this.

 This  method is used to restore the whole  graphics 
screen  as the active screen.  It sets the  Viewport 
off.

INFOWIND

 This method is used with a variety of Parameters to 
control  the output of an IBM Infowindow.   You  can 
use  it to show graphics according to the  mode  you 
are in. (There is  no VGA in the Infowindow) You can 
use it to show video coming through the Infowindow.

AAPLAY  

 This  method is used to play *.FLI and *.FLC  files 
made with Autodesk's Animator and Animator Pro.  The 
Animator  programs are used to create little  movies 
called  flicks.   Once they have been made  you  can 
show them with TEMPRA SHOW.   We give you the abili-
ty  to pause and restart the flicks while  they  are 
running. You can do this just by pressing the [Space 
Bar].  To restart the flick, all you have to  do  is 
press the [ENTER] key.   After you select this video 
method,  the field cursor hops back on the  Workform 
and  lands in the file field.  Select your *.FLI  or 
*.FLC  file  from this directory  menu.   Running  a 
*.FLI  or *.FLC file will change the current palette 
to  the one used  in the *.FLI or *.FLC  file,  even 
after the flick has finished playing.

RESET PAL

 This  method  is used to reset the palette  to  the 
TEMPRA SHOW default palette.

SCROLLUP

 This  method is used to scroll a text file  up  the 
video  screen in a framed or unframed  colored  box.  
Text  is scrolled in the Global font.  You  can  set 
the  location and size of the window, and the  color 
and justification  of the text.   

TICKER

 This  method is used to move text in  a  horizontal 
bar  on the screen.  This is a Ticker  tape  effect, 
called  a crawl by video people. The bar can be  any 
place on the screen, have  any length, and the  text 
can  be any color in the palette.  The font  is  set 
with the Global Font method.

CEG MODE

 This  method is used to activate the Edsun  CEG/DAC 
Continuous  Edge Graphics chip.  The  various  modes 
are set in the Parameters field. You must make  sure 
the  mode you set is consistent with the  CEG  image 
you  are  showing.  This  setting  is  automatically 
turned  off if you make any subsequent  Events  that 
change  the palette.  These include  color  cycling, 
loading  or  resetting  palettes,  and  playing  FLI 
files.

VIDEO SP/DP 

CYCLE COLOR

 When this field is used in the CycleCol method,  it 
is used to determine how quickly you want the colors 
to cycle.

AAPLAY -  SPEED

 When  this field is used as part of a AaPlay  Video 
Event,  it is used to govern the speed of the  Flick 
file playback.  1 is very slow and 99 is as fast  as 
possible.  Use speed 0 to play the *.FLI or *.FLC at 
the speed you set in the Animator program.

AAPLAY -  DISPLAY

 Flick  files can be made Permanent,  Temporary,  or 
Erasing.  This setting has an effect on your current 
palette,  since  FLI and FLC files  have  their  own 
palettes.  If you make this a Permanent or Temporary 
Event, the palette changes and you have to reload  a 
new  palette or use the palette from the FLI or  FLC 
file.  If you choose Erasing then the old palette is 
restored before the previous screen is displayed  on 
the visible screen.

SCROLLUP - SPEED

 The  Speed  setting here is used to  determine  how 
fast the text scrolls up the screen.

SCROLLUP - DISPLAY

 Scrolling text can be made Permanent, Temporary, or 
Erasing.

TICKER - SPEED

 The  Speed  setting here is used to  determine  how 
fast the text crawls across the screen.

TICKER - DISPLAY

 Ticker  text can be made Permanent,  Temporary,  or 
Erasing.

VIDEO PARAMETERS   

SETMODE 

 You can choose from the following video modes.  You 
get  the results you expect if you have: the  memory 
to  support  the mode you select,  the  hardware  to 
support the mode you select, and an image to display 
that is compatible with the mode you select.

 If  you do not have EMS you may get VERY SLOW  DIS-
PLAY  OR other unexpected results from  using  video 
modes above the IBM standard VGA modes.

VIDEO PARAMETERS   

COLOR CYCLING 

 This  field is used to determine the beginning  and 
ending colors and for the cycling.  Color cycling is 
accomplished  by changing the color palette.   Color 
Cycling is availbale on display modes with 16 or 256 
colors only.

 When  the  Cycle Color menu screen  is  first  dis-
played,  you  select the color to be  the  beginning 
color  in the cycle by moving  your  cursor  control 
device  right and left.  When you see the color  you 
want,  press [ENTER].  Repeat the process to  choose   
the  ending color.  Now choose the number  of  color 
shifts  you want.  If you have a range of colors  to 
cycle  that is 15b 25e,   it takes 10  color  shifts 
for  the colors to return to the    starting  place.  
You  can proceed to the next Event after    shifting 
any number of times.  We have supplied you with  the 
option  of  entering a "0" if you  want  a  complete 
cycle.  

** USER NOTE ** 

 The color palette is rearranged by the LoadPal  and 
CycleCol Events.  If you load in a new palette  when 
there is a VGA Graphic on the screen the new palette 
changes the appearance of the VGA Graphic before the 
next  screen can be loaded.  If you don't do a  com-
plete  cycle,  the colors in later  Events  may  not 
appear as you expect.  

VIDEO for Infowindow

 Select  this Parameter to make the  IBM  Infowindow 
display  show Video from the external source  it  is 
connected to.  If there is no video coming into  the 
Infowindow display, executing this event blanks  the 
screen.

GRAPHICS for Infowindow

 Select  this Parameter to make the  IBM  Infowindow 
display show graphics from the PC. You can show  CGA 
and EGA graphics with an Infowindow, but you  cannot 
show  VGA.  This is a limitation of  the  Infowindow 
graphics  hardware.  Be sure you have  selected  the 
correct video mode.

OVERLAY for Infowindow 

 Select  this Parameter to mix computer output  with 
video  coming in from an external source on the  IBM 
Infowindow  display.  You can show 80  column  text, 
CGA,  and EGA graphics with an Infowindow,  but  you 
cannot show VGA.  This is a limitation of the  Info-
window graphics hardware.  Be sure you have selected 
the  correct  video  mode. Black (color  0)  is  the 
invisible color so every pixel that is black becomes 
transparent.

RESET for Infowindow 

 Select  this Parameter Resets the Infowindow  to  a 
default condition. The default condition results in: 
Auxiliary  output  enabled,  Transparency  disabled, 
normal palette, normal graphics and video, composite 
input 1 enabled, interlace disabled. Please refer to 
your  Infowindow documentation for more  information 
on reset.

SCROLL UP 

 This  field is used to set up the  scrolling  text.  
There is a series of parameters to set in this Video 
Method.   When you   enter the Parameters  field  as 
you  first  make the Event, you go through  all  the 
choices.   When you edit the Parameters  field,  you 
have the choice of which part of the series you want 
to change.

POSITION

 Use the mouse or cursor keys to locate the text  on 
the visible screen.  Be sure to keep all of the text 
on the screen in the active Viewport.

COLOR  

 Select  the color for the text from the  image  you 
have  on the visible screen.  To do this,  move  the 
cursor  until the cross is over the color you  want.  
When  you  see  that the square  border  around  the 
cursor is the color you desire, press [ENTER].   You   
can  select the color from a color menu that  repre-
sents  all the colors in the palette. 

WIDTH/HEIGHT

 Set  the Width and Height with the mouse or  cursor 
keys  by stretching the box around the text  on  the 
screen.   While you  size the box with the mouse  or 
cursor keys, notice that it moves in character based 
increments.  This allows sizing by number of charac-
ters wide and number of lines high.

FRAME

 You  can choose to have the scrolling  text  appear 
inside a border or not.  Scrolling text appears in a 
rectangle of the color set in the Global Event under 
text background.

JUSTIFY 

 You  can choose to have the lines of text  in  your 
scrolling text window justified to the Right,  Left, 
or  Center of the window. Please keep in  mind  that 
TEMPRA SHOW thinks spaces are characters, so if  the 
justification  does not look as you expected,  check 
the  end of the lines of text to see that there  are 
not trailing spaces in the file.

TICKER 

 This  field is used to move text across the  screen 
like a ticker tape.  There is a series of parameters 
to  set  in this Video Method.  When you  enter  the 
Parameters field as you first make the Event, you go 
through all the choices.  When you edit the  Parame-
ters field you have the choice of which part of  the 
series you want to change.

POSITION

 Use  the mouse or cursor keys to locate the  Ticker 
on  the visible screen.  Be sure to keep all of  the 
text on the screen in the active Viewport.

COLOR  

 Select  the color for the text from the  image  you 
have  on the visible screen.  To do this,  move  the 
cursor  until the cross is over the color you  want.  
When  you  see  that the square  border  around  the 
cursor  is the color you desire, press [ENTER].   Or 
you  can  select  the color from a  color  bar  that 
represents  all  the colors in the  palette.  To  do 
this, move the cursor under the color bar until  the 
square in the center of the screen is the color  you 
like, then press [ENTER].  The color selection  sets 
the  color for the text characters.  The  background 
for the characters is set with the Global Event.

WIDTH

 Set  the  Width with the mouse or  cursor  keys  by 
stretching  the box around the text on  the  screen.  
While  you  size the box with the  mouse  or  cursor 
keys, notice that it moves in character-based incre-
ments.   This allows sizing by number of  characters 
wide.   If you change fonts, you should  change  the 
width of the box.

FRAME

 You  can  choose  to have the  ticker  tape  appear 
inside  a  border, or not.  The text  appears  in  a 
rectangle of the color set in the Global Event under 
text background.

VIDEO PARAMETERS

CEG MODE 

 This  field is used to set which CEG mode you  want 
to activate.  This mode setting must work in  combi-
nation  with  the Video mode you have  set  and  the 
method  you  used  to create the  images.  For  more 
information on CEG modes and images please refer  to 
the  Edsun Documentation and data sheets. The  table 
for the modes follows:

  CEG MODE  CEG method  EDP Pixel Replication

  Mode 5    Basic 8             
  Mode 6    Basic 8                    Yes 
  Mode 9    Advanced 4              
  Mode 10   Advanced 4                 Yes 
  Mode 11   Advanced 4  Yes       
  Mode 13   Advanced 8              
  Mode 14   Advanced 8                 Yes 
  Mode 15   Advanced 8  Yes       

 ** USER NOTE ** 

 CEG  Encoding methods with 8's in the name are  for 
256  color  VGA Video modes, and those with  4's  in 
them are for 16 color modes.

AAPLAY

 The Parameters field holds the location you  choose 
to  show  the  FLI and FLC files.  When  you  go  to 
position  one  of these files you will see  a  ghost 
box.   Where  ever you place this box is  where  you 
will see the FLI of FLC play.

VIDEO WAIT FOR

  Choose  a Wait option and Press [ENTER].   If  you 
choose "Don't Wait" notice that no entry goes on the 
form.  "Don't Wait" is the default, so waiting  only 
happens when there is an explicit thing to Wait For.

VIDEO NEXT 

 Your  choice  is entered and your cursor  moves  to 
Next.  Notice that you see a requester window.  This 
means  you can enter text here  or press [ENTER]  to 
leave  it blank and move on to the  following  line. 
Any  entry  causes the program to jump to  the  line 
that  has  a Label matching the entry  in  the  Next 
Field.
