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1992-02-13
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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 áyou 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.