;New Script      Alt+N
 This option clears the currently loaded script
 from the screen and resets the script filename to
 WORKING.SPT.  You will NOT be asked if you wish to
 save the file before clearing.
<

;Load Script     Alt+L
 This option loads an existing SuperShow script
 file into the editor.  When choosing this option,
 a dialog box will appear containing all script
 files (.SPT files) in the current directory.

 You may also choose another drive or directory.

 Choose the script file to load by pressing the Tab
 and arrow keys and then press Enter.  The file
 will then be loaded into the Editor.
<

;Save Script     Alt+F
 This option allows you to save the current script
 file.  A window appears with the default script
 file name/path.  If that's acceptable press enter.
 You may also change the name of the script file.
<

;Merge Script    Alt+M
 Frequently, the best way to build presentations is
 with separate scripts for each part of your show.
 The merge feature lets you combine multiple
 scripts into one script file.

 Choosing this option will open a dialog box with
 names of the script files in the current
 directory.  Choose a file to merge and press
 enter.  The file will be appended to the end of
 the current script.
<

;Print Script
 When choosing this option, all lines of the
 currently loaded script will be sent to your line
 printer.  ShowPrep uses LPT port #1 as the printer
 port.  Other printer ports are not supported.
<
 
;Search Script   Alt-F2
 This option pop-ups a window requesting the search
 word/phrase.  Type the information and press
 enter.  The search will find the next occurance of
 the entered word or phrase.  The search always
 occurs forward from the current cursor position.
<

;Search/Replace  Alt-F3
 Similar to Search, this choice also has the
 ability to replace the word/phrase with another.

 In addition to the search window, you will find a
 replace window.  Enter the information you wish to
 search; press the tab key; enter the replacement
 information and press enter.
<

;Save/Run Script    F10
 This is the presentation preview option. Choosing
 this item will save your script and then run it.
 You may also press the F10 function key directly
 from the editor.
<

;DOS Shell
 Choosing this option will shell out of ShowPrep
 putting you at a DOS prompt in current directory.
 You may perform normal DOS tasks like Copy, Erase,
 Dir, etc.  DO NOT load any TSR's (memory resident)
 programs while in the shell.  To return, type EXIT
 at the prompt and press Enter.
<

;Quit            Alt+F1
 Choosing this option exits ShowPrep and returns
 you to the DOS prompt or calling program.
<

;View Image File  Alt+V
 This option will switch you to our ScreenView
 program.  ScreenView allows you to view pcx and
 gif images and information.
<

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

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

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

      MAKESHOW [script.spt/fileout.exe]

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

;Quikshow (Small Runtime)
 Quikshow is a series of alternate Makeshow modules
 that create smaller run-time versions of your
 presentations.  These alternate modules would be
 used in the instances where you do not use all
 features of SuperShow such as digitized voice,
 conditional branching, SuperFont and so forth.

 See the help screens for each of the alternate
 modules or consult the chapter titled RUN-TIME
 MODULES in your manual for further details.
<

;SSQDEMO.EXE
 This alternate run-time engine will save over 55K
 when used to create a run-time file.  This library
 does not support any text, drawing, input or sound
 features.  It does support both pcx & gif images.
<

;SSQDEMO1.EXE
 This alternate run-time engine will save over 23K
 when used to create a run-time file.  This library
 does not support SuperFont, input or sound
 features.  It does support both pcx & gif images.
<

;SSQDEMO2.EXE
 This alternate run-time engine will save over 31K
 when used to create a run-time file.  It is the
 same as SSQDEMO1.EXE except it does not support
 the display of gif images.
<

;SSQDEMO3.EXE
 This alternate run-time engine will save over 29K
 when used to create a run-time file.  It is the
 same as SSQDEMO1.EXE except it does not support
 the display of pcx images.
<

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

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

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

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

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

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

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

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

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

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

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

;Preview Music File
 This tool will preview any pc speaker music (.MUS)
 file.  A dialog box appears with all music files
 in the current directory. Highlight the file you
 wish to hear and press Enter.  The music will be
 play through your pc speaker.

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

;Preview VOC File
 This tool will preview any Sound Blaster or
 compatible .VOC file.  A dialog box appears with
 all .VOC files in the current directory. Highlight
 the file you wish to hear and press Enter.  The
 file will play through your external speakers.

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

;Preview CMF File
 This tool will preview any Sound Blaster or
 compatible .CMF file.  A dialog box appears with
 all CMF files in the current directory. Highlight
 the file you wish to hear and press Enter.  The
 file will play through your external speakers.
 The music driver, SBFMDRV.COM, must be loaded
 before starting ShowPrep.

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

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

           Show @ x,y filename.ext #

 where x is the pixel column, y is the pixel row,
 filename is the DOS filename, .ext is either .pcx
 or .gif, and # is a number between 0 and 39 which
 designates the desired transition effect.

 Using the pull-down menu will take you through
 each step and then automatically write the command
 to your script.
<

;CLR            Alt+C
 This script command is used to clear the screen at
 the desired pixel location using a designated
 color and transition effect.  Proper syntax is:

         CLR color#,fx#,x1,y1,x2,y2

 where color# is a number between 0 and 255, fx# is
 a transition effect number between 0 and 30.  x1
 and y1 are the beginning pixel column and row and
 x2 and y2 are the ending pixel column and row.
<

;Animation      Alt+A
 This option will display a list of all script
 commands that may be used when creating animation
 in your presentation.

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

;Set Animate1
 This command designates a list of pcx images you
 wish to include in an animation sequence.  The
 proper syntax for this process is:

  Set Animate1
  file1.pcx
  file2.pcx
  (..etc..)
  End Set

 The maximum number of images used in an animation
 sequence depends on the size of the images and
 memory available to your system.  Consult the
 chapter titled Animation in your manual for full
 details on the animation process.
<

;Set Animate2
 This command allows you to create a second list of
 images to include in an animation sequence.  The
 proper syntax for this process is:

  Set Animate2
  file1.pcx
  file2.pcx
  (..etc..)
  End Set

 The maximum number of images used in an animation
 sequence depends on the size of the images and
 memory available to your system.  Consult the
 chapter titled Animation in your manual for full
 details on the animation process.
<

;End Set
 This is the final command used when creating a
 list of images to include in an animation
 sequence.  See Set Animate1 help for the syntax.
<

;Put @
 The Put command is used to transparently display
 an image at a designated pixel location. The
 proper syntax is:

            Put @ x,y filename.ext

 where x is the pixel column, y is the pixel row,
 filename is the dos filename and .ext is either
 .pcx or .gif.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            KeyColor [colornumber]

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

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

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

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

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

              Loop [number#]

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

;Set File Type  Alt+F9
 This option sets ShowPrep to work with pcx or gif
 files.  While you may mix pcx and gif images in a
 presentation, many of the tools need to know the
 active image type.  The default is pcx.
<

;PixNum
 This command sets the number of horizontal and
 vertical pixels displayed during a transition
 effect.  Changing these numbers creates dozens of
 different effects for each transition.  It also
 affects the speed with which an image appears. The
 proper syntax is:

              PIXNUM [horiz#,vert#]

 where horiz# is the horizontal pixel number and
 vert# is the vertical pixel number.  The default
 is 8,8.
<

;FXDelay
 FxDelay controls the speed of transition and
 animation effects.  The higher the number, the
 slower the effect.  The syntax is:

              FxDelay [number#]

 where number# is a number from 0 to 5000.  In
 reality you probably would not use a number larger
 than 200.  The default is zero (0).
<

;Special FX     Alt+X
 Choosing this option will display a list of all
 special effects script commands that may be used
 when creating your presentation.

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

;EscKey On
 This command activates the Esc key as the active
 termination key.  That means when the Esc key is
 pressed, the show will end as soon as the current
 script command is completed.

 When a presentation is ended by pressing the Esc
 key a DOS Error Level number 27 is returned.  DOS
 Error Level may be read/recognized in a batch
 file.  This is useful if you wish to determine how
 someone exited your presentation.

 EscKey On is the default.
<

;EscKey Off
 This command de-activates the Esc key as the
 active termination key.  This means when the Esc
 key is pressed, the show will continue to run
 until the script is completed or a Stop script
 command is encountered.

 EscKey On is the default.
<

;Shake
 This special effects command will shake the video
 display for a designated number of cycles.  The
 proper syntax is:

                    Shake #

 where # is the number of cycles you wish to shake
 the video display.
<

;Flash
 This command creates a flashing marquee effect on
 selected colors.  The syntax is:

      Flash [Color#,TotColors,Repeat,Delay]

 where Color# is the beginning color number,
 TotColors is the number of colors to flash, Repeat
 is the number of times to flash and Delay is a
 number that designates the speed of the flashing
 effect.  The higher the Delay number, the slower
 the flashing rate.
<

;Paint
 This re-maps a color number to a different color
 number for one display sequence.  The syntax is:

                Paint [Old#,New#)

 where Old# is the color number you wish to change
 and New# is the color you wish to change to.
<

;Kalid
 This command generates a kaleidoscope screen using
 the current palette.  The syntax is:

                Kalid [number]

 where number is any number between -32000 and
 32000.  By designating a number you guarantee that
 the same pattern will be drawn each time you run
 your presentation.
<

;Pattern
 This command generates a line pattern display
 using the current palette.  The syntax is:

           Pattern [size,type]

 where size is a number from 1 to 2000 which
 represents how large the pattern will display on
 the screen.  Type is a number from 1 to 600 and
 designates different pattern types.
<

;Crwlat
 This command is used to set the parameters for the
 Crawl special effect.  The syntax is:

             Crwlat [x,y,x2,Delay]

 where x is the pixel column start, y is the pixel
 row, and x2 is the pixel column end; Delay is the
 number of seconds you wish the message to crawl
 across the screen.
<

;Crawl
 This command will display a ticker tape type
 message while waiting for a key press or for a
 specified amount of time.  The syntax is:

        Crawl ["Message"]

 where "Message" is the text you wish to display
 using the crawl effect.  The text should be
 surrounded by quotes.
<

;Type @
 This command will display a line of text with a
 typewriter sound effect.  The syntax is:

            Type @ [x,y "Message"]

 where x and y are the beginning pixel column and
 row and "Message is the text you wish to display
 using the Type effect.  The text should be
 surrounded by quotes.
<

;SType @
 This command will display a line of text with a
 silent typewriter effect.  The syntax is:

            SType @ [x,y "Message"]

 where x and y are the beginning pixel column and
 row and "Message is the text you wish to display
 using the Type effect.  The text should be
 surrounded by quotes.
<

;$Type @
 This command will display a single line of user
 input text stored in string using the typewriter
 sound effect.  The syntax is:

               $Type @ [x,y,$#]

 where x and y are the beginning pixel column and
 row and $# is the number of the user input string
 you wish to display using the Type effect.  
<

;Logo At
 This command sets the location of the 3D logo
 effect.  The syntax is:

                Logo At [x,y]

 where x & y are beginning pixel column and row.
<

;Logo ,
 This command displays a text line using one of
 three 3D logo special effects.  The syntax is

             Logo [color#,"Message"]

 where color# is the foreground color of the text
 and "Message" is the text you wish to display
 using this effect.  The text should be surrounded
 by quotation marks.
<

;Logo1 ,
 This command displays a text line using one of
 three 3D logo special effects.  The syntax is

             Logo1 [color#,"Message"]

 where color# is the foreground color of the text
 and "Message" is the text you wish to display
 using this effect.  The text should be surrounded
 by quotation marks.
<

;Logo2 ,
 This command displays a text line using one of
 three 3D logo special effects.  The syntax is

             Logo2 [color#,"Message"]

 where color# is the foreground color of the text
 and "Message" is the text you wish to display
 using this effect.  The text should be surrounded
 by quotation marks.
<

;Explode @
 This command will cause a gif or pcx image to
 grown on screen until it has reached full size.
 The syntax is:

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

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

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

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

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

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

                Date @ [x,y]

 where x and y are the pixel column and row
 locations where you wish the date displayed.
<

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

              Time1 @ [x,y,delay]

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

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

              Time2 @ [x,y,delay]

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

;Delay
 This command will delay a presentation for a
 designated number of seconds, or until a key or
 mouse click occurs.  The syntax is:

                Delay [seconds]

 where seconds is the number of seconds you wish to
 delay the currently running presentation.
<

;Pause
 Pause is used to halt the currently running
 presentation.  The presentation will resume if a
 user presses a key or clicks the mouse.
<

;Sleep
 Sleep is almost identical to Delay, but uses a
 different timer.  Occasionally, Delay may
 interfere with sound being played in the
 background.  If that occurs, try the Sleep
 command.  The proper syntax is:

                Sleep [seconds]

 where seconds is the number of seconds you wish to
 delay the currently running script.
<
 
;Wait
 Wait is a forced delay command.  Where Delay and
 Sleep will end if the user strikes a key or clicks
 the mouse, Wait will not respond to any mouse
 action or keypress except the Esc key if the
 EscKey On command is active.  The syntax is:

                Wait [seconds]

 where seconds is the number of seconds you wish to
 delay.  Wait also is the most accurate of the
 timing commands and you may actually designate
 time in tenths of seconds.  If you need to control
 the speed of a Do Loop or coordinate sound with
 video, Wait is the ideal timing command to use.
<

;Run
 Run will execute any program file with an .exe,
 .com or .bat extension.  This includes shows you
 create with the MakeShow utility.  You may also
 include an optional line label parameter.  Once
 the called program is run, you will NOT return to
 the calling script.  This command only works in a
 compiled (created by MakeShow) version of your
 presentation.  The syntax is:

         Run FILENAME.EXT [:LINE LABEL]

 where FILENAME.EXT is the program file name. The
 optional line label parameter is for running other
 presentations created with the MakeShow utility.
 By including a line label, the presentation you
 are running will begin at the label you designate
 in the Run command.
<

;TRun
 The TRun command is identical to the Shell command
 except that the video mode is switched to text
 mode.  This will blank your screen.  As opposed to
 Run, TRun shells to DOS, which means upon task
 completion, you are returned to the calling
 script.  This command will work from ShowPrep or
 in a compiled version. The proper syntax is:

     TRun [FILENAME.EXT] or [DOS parameters]

 where FILENAME.EXT is a program file.  You may use
 TRun to perform such DOS tasks as listing a
 directory or copying a file.  Upon return, your
 show continues at the next script command
 following the TRun command.
<

;Shell
 Shell is similar to Trun except the video card
 remains set in the current mode.  This means you
 may continue to display a screen from your show
 and still shell a program file.  Example: Playing
 an external sound file while displaying an image
 or images on your screen.  The syntax is:

      Shell [FILENAME.EXT] or [DOS parameters]

 where FILENAME.EXT is a program file.  You may use
 Shell to perform DOS tasks such as listing a
 directory or copying a file.  Upon return, your
 show continues at the next script command
 following the Shell command.
<

;Stop
 When the Stop command is encountered, the show
 ends and returns to ShowPrep (or DOS in a
 compiled version).
<

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

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

               Color [fg,bg]

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

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

              PAL [filename.ext]

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

;EPAL
 This command will change a designated color in the
 EGA palette to a new color.  The syntax is:

                EPAL [old#,new#]

 where old# is a number from 0 to 15 and the new
 number is a number from 0 to 63.
<

;VPAL
 This command will change a desingated color in the
 VGA palette to a new color.  The syntax is:

           VPAL [color#,red,blue,green]

 where color# is the number of the color you wish
 to change, red, blue and green are palette
 intensities and are numbers from 0 to 63.
<

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

                Box [x1,y1,x2,y2]

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

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

             Circle [x,y,h,v]

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

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

                Fill [style]

 where style is the fill type.  The choices are
 solid, bricks, diagonal, links, smalldots and
 bigdots.
<

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

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

 where x1 and y1 are the beginning pixel column and
 row locations, x2 and y2 are the ending pixel
 column and row locations, and filename.ext is the
 name of the image file.
<

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

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

                INPUT [delay]

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

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

          IF [key] GOTO :[line label]

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

;RETURN :
 This is a conditional branching command.  It's
 purpose is to return the show to a specific line
 label after encountering an if goto command. The
 proper syntax is:

                RETURN :[name]

 where name is the label where the show returns.
<

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

                GOTO :[name]

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

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

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

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

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

;ReSet
 This command will re-set the number count for
 TCount and FCount to zero.
<

;CPrint TCount
 This will print the TCount number to the screen
 using the active font.
<

;CPrint FCount
 This will print the FCount number to the screen
 using the active font.
<

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

;FONT Directory  Alt+Z
 This option will pop-up a dialog box listing the
 custom fonts in the current directory.  Highlight
 the desired font, press Enter and the FONT command
 and filename will be inserted in your script.
<

;FONT ROM8
 This option will insert a FONT command in your
 script making the ROM 8x8 font the active font.
<

;FONT ROM14
 This option will insert a FONT command in your
 script making the ROM 8x14 font the active font.
<

;FONT ROM16
 This option will insert a FONT command in your
 script making the ROM 8x16 font the active font.
<

;Textfade        Alt+Q
 This option pops up a dialog box listing the text
 fade effects.  Highlight the effect, press Enter
 and the text fade will be inserted in your script.
<

;Print @
 This command is used to print text to the screen.
 The proper syntax is:

            Print @ [x,y "Message"]

 where x and y are the beginning pixel column and
 row locations and "Message" is the text you wish
 to display.
<

;Style
 This option pops up a dialog box listing the text
 styles.  Highlight a style, press Enter and the
 text style command will be placed in your script.

 Styles are cumulative, meaning that you may have
 multiple styles (such as bold, underline and
 overlay) active at the same time.  To reset the
 text style choose style normal.
<

;Rotate
 This command affects the rotation angle of the
 custom and rom fonts.  The syntax is:

            Rotate [angle]

 where angle is 0, 90, 180 or 270.
<

;SuperFont Commands
 This option displays a list of all commands
 associated with displaying the SuperFont.  The
 SuperFont is a helvetica vector font that may be
 displayed in any size and color at any angle.

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

;Size
 This command sets the point size of the SuperFont.
 The proper syntax is:

                Size [#]

 where # is the desired point size number.
 Reasonable sizes range from 6 to 25.
<

;Outline Off
 This is the default and means that the SuperFont
 will be displayed with solid filled letters.
<

;Outline On
 This command means the Superfont will be displayed
 in a hollowed outline form.
<

;Space
 This command sets the spacing between letters of
 the SuperFont.  The syntax is:

                Space [#]

 where # is the desired spacing number.  Reasonable
 numbers range from 3 to 20.
<

;Angle
 This command sets the angle at which the letters
 will be printed.  The syntax is:

                Angle [#]

 where # is the angle in degrees.  This number may
 be any number from 0 to 360.
<

;SPrint @
 This command is used to print text to the screen
 using the SuperFont.  The proper syntax is:

            SPrint @ [x,y "Message"]

 where x and y are the beginning pixel column and
 row locations and "Message" is the text you wish
 to display.
<

;Scroll
 This command will access an external ascii text
 file and allow scrolling of that text on the
 screen.  Scrolling occurs by pressing the pgup,
 pgdn, home, end or arrow keys.  Press esc to exit
 from the scroll box.  The syntax is:

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

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

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

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

              Get @ [x,y] $[#]

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

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

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

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

;$SPrint @
 This will print the contents of a user string to
 the screen using the SuperFont.  The syntax is:

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

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

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

                $Size [#]

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

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

               Read [textfile.txt]

 where textfile.txt is the name of the textfile you
 wish to read.
<

;Save $
 This command will save all user input strings to a
 file named with $ parameter.  The syntax is:

                Save $[#]

 where # is a number from 0 to 20 and is a user
 string that's been designated as a filename.
 Example: $1 = "myfile.txt" followed by Save $1
 will saved all user input strings to myfile.txt.
<

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

                 $[#] = "Message"

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

;SBPlay
 The SBPlay command plays a digitized .VOC file in
 the foreground.  This menu option will pop up a
 list of all .VOC files in the current directory.
 Highlight the desired file, press Enter and the
 SBPlay command will be written to your script.
<

;XBPlay
 The XBPlay command plays a digitized .VOC file in
 the background.  This menu option will pop up a
 list of all .VOC files in the current directory.
 Highlight the desired file, press Enter and the
 SBPlay command will be written to your script.

 The maximum size of a .VOC file is 150K.  If your
 sound requirements exceed that, split the sound
 file into multiple files of 150K or less.
<

;LBPlay
 This command continuously plays a .VOC file in
 the background for a designated number of times.
 The syntax is:

                LBPlay [sound.voc, #]

 where sound.voc is the name of the sound file and
 # is the number of times you wish to play it.  If
 # is equal to 0, the sound file plays continuously
 until a KillXB command is encountered.
<

;KillXB
 This command frees the memory used to play .VOC
 files with the XB/LB/SB Play commands.  It is
 important to use this command before playing
 another .VOC file.
<

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

                  Play [notes]

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

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

                XPlay [filename.mus]

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

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

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

                Sound [#]

 where # is a number from -4 to 5.
<

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

                CMFPlay [filename.cmf]

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

;CMFKill
 This command will stop the playing of a CMF midi
 music file and restore the memory used to play
 that file in the background.
<

;Blaster On
 This command will load the internal Sound Blaster
 driver and must be issued before you can play any
 digitized .VOC files.  This command does not
 affect .CMF files since a separate driver
 (SBFMDRV.COM) is loaded to play .CMF files.

 If the Blaster On command is issued on a system
 with no sound card, SuperShow just ignores the
 command and continues with your presentation.
<

;Blaster Off
 This command will turn off the internal Sound
 Blaster driver.  SB/XB or LB Play commands will be
 ignored if the Blaster driver is turned off.

 If the Blaster Off command is issued on a system
 with no sound card, SuperShow just ignores the
 command and continues with your presentation.
<

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

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

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

                Mouse At [x,y]

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

;MouseIn
 This is the command to create mouse input
 hot-spots on the screen.  The syntax is:

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

 where # is a number from 0 to 9 designating one of
 ten possible mouse inputs.  x1 and y1 designate
 the upper left pixel column and row of the
 hot-spot area; x2 and y2 designate the lower right
 pixel column and row of the hot-spot area.  :label
 is the line label name to which the presentation
 branches if a user clicks on this hot-spot.
<

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

        Mouse Cursor [name,color#]

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