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W E L C O M E T O
'TVMore'
A Text Viewer with MultiMedia support
(for OS1.x , OS2.x & OS3.x systems)
Copyright 1993, MIKE HURT SOFTWARE!
(all rights reserved)
Table of Contents:
------------------
I -
Introduction
(F1)
a) What is it?
II -
Disclaimer
(F2)
III -
Installation
(F3)
a) What you should have received
b) System requirements
c) Installing
d) Custom editor
IV -
Reading Text
(F4)
a) Keyboard shortcuts
V -
MultiMedia
(F5)
a) Picture
b) Sound
c) Palettes
d) Music
e) Animation
VI -
Registration
(F6)
VII -
Changes
(F7)
VIII -
Final Note
(F8)
.bm 01,
Introduction:
-------------
What is it?
-----------
A text reader is a program that allows easy access to text files, also
called documents, for online reading. Each text reader has a different
layout and control sequence, however, 'TVMore' includes many of the
more popluar keyboard shortcuts and interfaces which should make
'TVMore' intuitive and easy to use. 'TVMore' is small, just under 92K,
and incorporates many features such as; programmable book marks,
graphics (pictures & animations), sound (sound & music), multiple
palettes, syncronized sound (animations), syncronized events
(animations), and a standard intuition interface for portibility &
compatibility.
.bm 02,
Disclaimer:
-----------
MIKE HURT SOFTWARE! IN NO WAY WHATSOEVER (INCLUDING EXPRESS OR
IMPLIED) WARRANTS, OR IS RESPONSIBLE FOR THE USE/MISUSE OF THIS
SOFTWARE PROGRAM OR RELATED MATERIALS (GRAPHICS, SOUND, SOUND
TRACKER MODULES, ETC.). ANY DAMAGES RESULTING FROM THE USE OF
THIS PRODUCT WILL BE AT USERS RISK. MIKE HURT SOFTWARE! HOLDS
NO AFFILIATION WITH ANY OTHER COMPANY LISTED WITHIN THIS DOCU-
MENT; ALTHOUGH MENTION OF SUCH COMPANIES WITHIN THIS DOCUMENT IS
PROVIDED ONLY AS A COURTESY.
MIKE HURT SOFTWARE! EXCLUSIVELY HAS THE RIGHT TO CHANGE, DELETE
OR APPEND ANY PORTION OF THIS DOCUMENT, AND/OR, BUT NOT EXCLUDING,
ANY PROGRAM SOURCE CODE(S), OBJECT CODE(S), DOCUMENTATION,
EXAMPLE(S), PROGRAM ICON(S) AND/OR GRAPHIC(S) DEVELOPED BY MIKE HURT
SOFTWARE! FOR EXCLUSIVE USE BY "
TVMORE
", WITHOUT PRIOR WRITTEN NOTICE.
NO, PORTION OF "
TVMORE
" (DOCUMENTATION OR ABOVE MENTIONED MATERIALS)
MAY BE DUPLICATED IN ANY WAY, SHAPE OR FORM, INCLUDING ELECTRONIC
TRANSLATION, WITHOUT WRITTEN PERMISSION FROM MIKE HURT SOFTWARE!
THIS IS A SHAREWARE PRODUCT.
REGISTERED USER'S OF THIS PRODUCT WILL RECEIVE FREE SOFTWARE
UPDATES WHEN AVAILABLE (FOR THE PRICE OF SHIPPING & HANDLING PLUS
STORAGE MEDIA & LABELING). THESE UPDATES INCLUDE SOFTWARE FIXES,
ADDITIONAL PROGRAM FEATURES AND USER SPECIFIED REQUESTS.
"
TVMORE
" (DOCUMENTATION AND EXAMPLES) ARE COPYRIGHTED 1993 MIKE HURT
SOFTWARE!; ALL RIGHTS ARE RESERVED.
ADDITIONAL IDEAS CAN BE SUBMITTED TO THE FOLLOWING ADDRESS:
MIKE HURT SOFTWARE!
c/o TextReader2.0
dept Requests/Bugs
8608 Cotswald Drive
Louisville KY 40258
.bm 03,
Installation:
-------------
What you should have received
-----------------------------
The following files are present within 'TVMore' release v1.0:
(The 'TVMore' software)
TVMore
TVMore.info
TVMore.editor
(The Documentation)
TVMore.DOC
TVMore.DOC.info
ReadMe.first!
ReadMe.first!.info
(The installation software)
TVInstall
TVInstall.info
SI
(The 'SnowDragon' storybook example)
SnowDragon
SnowDragon.info
SnowDragon.pic
(The 'Phorohacos' animation example)
Phorohacos.DOC
Phorohacos.DOC.info
Phorohacos.map
Phorohacos.anim
(The 'Camptosaurus' animation example)
Camptosaurus.DOC
Camptosaurus.DOC.info
Camptosaurus.map
Camptosaurus.anim
(The 'Catalog' example)
Products.DOC
Products.DOC.info
TVMore.title
TVMore.pic
AnsiPainter.pic
System Requirements:
--------------------
'TVMore' was tested on an A2000 (running 1.3 & 2.0) & an A4000
(running 3.0).
'TVMore' requires at least 512K of memory. If graphics and sounds
are used, depending on the document, various amounts of FAST (and/or)
CHIP ram will be required. 'TVMore' will open it's window upon another
screen (such as 'WorkBench'), by default, thus saving valuable CHIP
memory by not opening it's own custom screen. However, an eight (8)
color custom screen can be toggled on/off, each time, by pressing the
R-Amiga C keys simultaneously. Each time the mouse is clicked outside
of the 'TVMore' window (the window was Deactivated) the original screen
colors will be restored, likewise, whenever the mouse is clicked
(on/or) inside the 'TVMore' window (the window was Activated), the
colors used by the document (if any) will be restored. This allows the
restoring of the original palette when returning back to the system
for other tasks. Whenever 'TVMore' is exited, the original screen
colors will be restored.
(A2000, A4000 & WorkBench are trademarks of CBM inc.)
Installing:
-----------
'TVMore' can be installed on your system by double clicking the
installation icon (TVInstall).
This will copy the 'TVMore' program to your current 'c:' directory.
Optional installation files include the 'TVMore.editor' file.
Custom Editor:
--------------
Any text file that is currently loaded into 'TVMore' can be edited
by pressing the "R-Amiga W" keys simultaneously. This will launch
the 'ED' (system software) program by default. If this is not the
editor of choice, place the name of the editor that you would like
to use in the 'TVMore.editor' file, then copy this file into the
same directory as 'TVMore' (or) into your 's:' directory.
('ED' is copyrighted CBM inc.)
.bm 04,
Reading Text:
-------------
Reading text is easy, from the CLI enter:
TVMore "<textfile>"
This will load the file "<textfile>" directly into 'TVMore'. If
the "<textfile>" does not exists, is unavailable (in use), or cannot
be loaded (not enough free memory), or 'TVMore' was started without
specifying which "<textfile>" to load, then you will be prompted for
the file name via a 'Select a file to View' requestor. If you select
<CANCEL> from the requestor, then 'TVMore' will exit without loading a
document. However, if a document is already present, and the requestor
is <CANCEL>ed, then you will be returned to the current document.
You can also specify the 'Default Tool' found with an icons 'Information'
to be 'TVMore' (without any quotes). Now, whenever this icon is double
clicked, the system will attempt to load 'TVMore' to view the text file
(specified by the name of the icon); provided 'TVMore' was installed
on your system.
----------
To define a book mark within a document, use the ".bm " command; book
mark. The syntax is: ".bm b#,<description>". Where "b#" is a two
digit number (1-10 corrosponding to the F1-F10 function keys) and
"<description>" is a short description of the "book marked" section.
For example:
.bm 01,Introduction
Will be "jumped" to whenever the F1 key is pressed.
Note: The '.bm ' document command should always begin in column #1
of the document.
----------
To dynamically set a "Book Mark" for a particular document, press the
R-Amiga key (hold it down), then press the function key (F1-F10), then
release them both. Now, whenever that particular function key is pressed
by itself, the document will be "jumped" to that location.
To free a dynamic "Book Mark", press the L-Amiga key (hold it down), then
press the function key to clear (F1-F10), then release them both.
Note: The dynamic "Book Mark" will override any document book mark
commands '.bm '. Dynamic "Book Marks" are automatically cleared when
a new document has been loaded.
----------
To save your current location within any document that you are reading,
press the R-Amiga M keys simultaneously. Now, whenever that document
is reloaded into 'TVMore', 'TVMore' will "remember" the saved location
for that particular document and start displaying text & graphics from
there.
Note: Since this current location is kept in the same directory as the
document, (in a file with the same name as the current document but with
.pmark" suffix attached to the end of it & will be deleted automatically
when it's reoaded into 'TVMore') each document can have it's own "current
restart file"; if this location is a device such as a floppy (or) hard
disk, then this information will survive a system reboot.
----------
Two special Book Mark commands exist for picture "illustrations" only.
These commands allow clicking on any picture (other than an animation)
that is currently being displayed on the 'TVMore' window. This will
result in 'TVMore' automatically playing (if it exists) an 8SVX sound
file for that particular picture's "illustration" (the actual picture's
name + the 2 digit illustraion # + ".snd"), then optionally "jumping" to
the location within the current document "marked" with the '.pm ' (picture
marker) command. The syntax of the '.pm ' command is: '.pm i#,<commemt>'.
Where "i#" is the number of the illustration found in the '.pc ' command.
The other command is '.pr '; picture routine. The syntax is: '.pr ON' to
allow the "jumping" to a '.pm ' marker, which is the default, (or)
'.pr OFF' which will disable this "jumping" facility..
Keyboard Shortcuts:
-------------------
Keyboard shortcuts are basically classified in three areas:
a) General (G)
b) Limited (L)
c) Special (S)
General shortcuts are valid as long as an animation is not currently
being played.
Limited shortcuts are valid whether an animation is playing or not.
Special shortcuts are valid only for an animation (general & limited
shortcuts do not apply).
Pressing the <HELP> key at anytime, from within 'TVMore', will display
the full list of keyboard shortcuts.
Keyboard Shortcut Function Type
----------------- ----------------------------------- ------------
R-Amiga A ...... Begin playing an animation. G
R-Amiga C ...... Toggle 8 Color Screen ON/OFF. G
R-Amiga E ...... Goto End of text file. G
R-Amiga F ...... Find occurance of a word(s). G
R-Amiga H ...... Goto Top of text file. G
R-Amiga L ...... Load text file. G
R-Amiga M ...... Mark document Place. G
R-Amiga N ...... Next occurance of word(s). G
R-Amiga P ...... Print entire text file. G
R-Amiga Q ...... Quit (exit) 'TVMore'. G
R-Amiga R ...... Read mode (toggle ON/OFF). G
R-Amiga S ...... Section print. G
R-Amiga W ...... Word processor edit. G
<SPACE> ....... Next page. GL
<RETURN> ....... Next line. G
<ARROWS> ....... Prior line, Next line, Prior page
Next page. GL
<ESC> ....... Quit (exit) 'TVMore'. G
'<' ....... Scroll document left. G
'>' ....... Scroll document right. G
'<' ....... Slow down playback. S
'>' ....... Speed up playback. S
<RETURN> ....... Full speed plyaback. S
<ESC> ....... Stop playing animation. S
<HELP> ....... Help menu. GL
F1-F10 ....... Jump to bookmarks 1-10. GL
R-Amiga F1-F10 .. Set a dynamic Book Mark G
L-Amiga F1-F10 .. Clear a dynamic Book Mark G
(See individual sections for any additional information on the use of
keyboard shortcuts).
.bm 05,
Multimedia:
-----------
Multimedia combines different medias such as pictures, sounds, music
and animations into a single presentation element like a storybook (or)
a visual news article.
There are, currently, 17 multimedia commands available.
Multimedia commands can be stacked one upon another (not to exceed 250
characters per line) using the "|" delimiter character. A line begin-
ing with a '.' command such as '.pf ' is considered to be a command line.
The last "delimited" section of a command line can be regular text which
can include ANSI control codes. However, a normal text line (a line that
begins with a character other than a '.') cannot be "delimited"; commands
should always come first.
Note: The ".bm ", ".pc " & ".ac " commands must each begin in text column
one (1), otherwise these commands will not be recognized by 'TVMore'.
However, other '.' commands, including text, can be stacked onto the back
of these commands.
Note, when using the provided multimedia access commands ('.' commands),
be sure to strictly follow the provided syntax! All parameters must be
of a specific length (specified in the syntax portion of each command)
otherwise the command will be ignored of fail completely!
Pictures:
---------
Any size or depth of an IFF compatible picture can be used with 'TVMore'
even if the 'host screen' doesn't support all the required colors. Care
should be exercised since HAM pictures have a different layout and their
appearance could be grossly distorted if displayed on a NON-HAM screen.
Each picture should be in the IFF format (ie. Deluxe Paint).
A maximum of ten (10) pictures are available at any given time.
(Deluxe Paint is copyrighted & trademarked Electronic Arts)
----------
The command to load a picture is ".pf "; picture file. The syntax is
as follows; ".pf p#,<picture>". Where "p#" is a two digit number
associated with your IFF picture file.
For example:
.pf 01,mypicture|.pf 02,mypicture2
Will load, if it exists, "mypicture", then if it exists, "mypicture2".
The graphics of "mypicture" can be accessed by reference number "01".
Ten (10) pictures do not seem like alot, however, don't be fooled,
each picture can have different illustrations within itself that
can each be accessed seperately using the '.pc ' command. The maximum
illustrations allowed are, at the present 100. The ".pf " command will
not display an illustration contained within a picture, just load the
picture into memory & make it available to the '.pc ' command.
----------
To display a picture, use the ".pc " command; picture control. The
syntax is: ".pc i#(p#,x#,o#,fx##,fy##,w###,h###)".
For example:
.pc 01(01,10,00,0005,0010,0100,0050)
Will display (starting from the current text line containing the ".pc "
command and working downward until the height of the illustration is
displayed) the section of a picture (p#) 1 starting from X=5 (fx###)
Y=10 (fy###) with a width (and) height of WIDTH=100 HEIGHT=50 (w###
h###). This technique allows a variety of illustraions to exists on
a single picture. The 'i#' parameter specifies the unique number
associated with this illustration; these cannot be reused by attempting
to "clear" them the '.pe ' command.
Note: Each illustration within a picture can have a different color
mapping which, after being displayed, can have their colors shown by
using the '.pn ' command to load the specific palette which matches the
specialized color mapping of the illustration.
Note: the "o#" is a special parameter to move the entire illustration
up (or) down a specified number of text lines before it is displayed
(dynamically offsets '.pc ' command location within the document) and
normally should always be 0. This comes in handy when an animation
& an illustration are to appear on the same text line (since the '.pc '
command & the '.ac ' command each must begin in text column one (1)
to be recoginzed by 'TVMore'); one or the other can be "moved" up or
down a given number of lines. The maximum negative offset allowed is
-9 since the size of the parameter is two digits. However this should
be a very unsual case.
----------
To free up any memory used by a picture, use the ".pe " command. The
syntax is as follows; ".pe p#". Where "p#" is the number of the
picture that was loaded.
For example:
.pe 01
Will remove picture 1 (p#) (if it was previously loaded) into memory,
thus freeing up valuable CHIP memory for other document requirements.
Note: Anytime 'TVMore' attempts to display any portion of an illus-
tration, if the picture associated with the illustration has been freed
from memory using the '.pe ', 'TVMore' will automatically attempt to
reload it before displaying the illustration. This allows the freeing
of a picture(s) after an illustration(s) has been displayed then only
reloading it if it's required; memory efficient.
Sounds:
-------
'TVMore' supports the playing back of 8SVX format sound files directly
from disk, the loading of individual sound files then playing them at a
later time, or syncing them to any specific frame within an animation
using the '.ss ' (syncronize sound) command.
There are a maximum of ten (10) sound files available for use at any
given time.
----------
To play a sound file directly from disk use the ".sf " command;
sound file. The syntax is: ".sf <sound>".
For example:
.sf growl
Will immediately play the 8SVX sound file "growl" if it exists.
----------
To load a sound file for playback (or syncing) at a later time, use
the ".sl " command; sound load. The syntax is: ".sl s#,<sound>".
Where "s#" is the two digit sound number associated with the "<sound>"
file.
For example:
.sl 04,myspeach
Will load, if it exists, the 8SVX sound file "myspeach" into memory.
It will not be played back after it is loaded. This is done with
either the '.sp ' (sound play) or the '.ss ' (syncronize sound)
commands.
Note: Before another sound file can be loaded into memory using the same
number (s#), any previsously loaded sound file which uses that same
number must first be freed using the ".sc " (sound clear) command.
----------
To play back a previously loaded 8SVX sound file use the ".sp " command;
sound play. The syntax is: ".sp s#". Where "s#" is the two digit sound
file number associated with a previously loaded sound.
For exmaple:
.sp 04
Will playback the previously loaded 8SVX sound file #4 which was loaded
with the '.sl ' command.
----------
To sync a particular sound to a specific frame in an animation use the
".ss " command; syncronize sound. The syntax is: ".ss s#,a#,f#####".
Where "s#" is the number of a previously loaded sound file (loaded with
the '.sl ' command), "a#" is number of a previously loaded animation
(loaded with the '.af ' command), and "f####" is the specific frame #
within the animation to begin playing back the sound on.
For example:
.ss 04,01,000010
Will begin playback of sound 4 (s#), each time animation segment 1 (a#)
currently playing and on the 10th frame.
Note: Before ".ss " should be used, both the animation & sound should
have been previously loaded (corrosponding to the "s#" & "a#" param-
eters) using the '.sl ' & '.af ' commands respectively. The relation-
ship between an "animation segment" and and the actual animation is like
the relationship between a picture and an illustration; there can be
multiple "segments", each accessed seperately, within each each anim-
ation using the ".ac " command (more on this later)!
----------
To free up the memory used by any previously loaded sound file, use
the ".sc " command; sound clear. The syntax is: ".sc s#". Where
"s#" is the two digit number of a previously loaded sound file.
For example:
.sc 04
Will free up the memory used by sound #4.
Palettes:
---------
To change an existing palette, or to load a new palette at anytime
with a document, use the ".pn " command; palette new.
The syntax is: ".pn p#,<palette>". Where "p#" is a palette number
(two digits) ranging from 1-30 (palette #'s below 21 are special, more
on this later) and "<palette>" is the name of the palette to load.
note: The palette should be an IFF compatible palette or picture file.
For example:
.pn 11,mypalette
Will load (and display) the palette "mypalette" into animation #1's
palette.
For example:
.pn 04
Will only display the colors used in palette #4 (picture #4's palette)
if any.
Note: palette #'s 1-10 corrospond to the palette used by pictures 1-10
(loaded with the '.pf ' command) and palette #'s 11-20 corrospond to
palettes used by animations 1-10 (loaded with the '.af ' command). All
other palette #'s (21-30) are not associated with any picture (or)
animation and can be loaded/reloaded without effecting the appearance
of an animation or picture. These are proivided to syncronize palette
changes on any frame within an animation. The animations original
palette will automatically be reset on frame #1 during playback.
Music:
------
'TVMore' supports the loading & playing back of sound tracker music
modules anytime during the reading of a document. Each sound tracker
module is only loaded if it is needed. This prevents the same sound
tracker module from being reloaded if it is currently playing.
Note: If a sound file is played using the ".sp ", ".sf " or synced
from within an animation (using the '.ss ' command), any currently
playing sound tracker module will be stopped and any memory used by it
will be freed up before the sound is played.
----------
The command to load & play a sound tracker module is ".st ". The
syntax is: ".st m#,<soundtracker>". Where "m#" is the two digit
module #(1-99) and "<soundtracker>" is the name of the sound tracker
module file to load. The module number is used only to prevent the
reloading of the same sound tracker file during document reading if
it is currently playing. Only one sound tracker module will exists
in memory at any given time. Valid sound tracker modules numbers are
01-99.
For example:
.st 01,rock-n-roll
Will, load the sound tracker file "rock-n-roll", if it exists, then
immediately begin playing.
----------
To stop playing and free up any memory used by a sound tracker module,
use the command ".se "; sound end. The syntax is: ".se ".
For example:
.se
Will stop playing any currently playing sound tracker module, then free
up the memory that it has used.
Animation:
----------
'TVMore' supports the playing back of an ANIM format animation. Like
those created using Deluxe Paint (Electronic Arts). Upto ten (10) full
screen animations can exists in memory at a time, if memory allows.
However, using another command, you can access upto 100 individual
"segments" of any individual animation(s).
Note: Before an animation is played, 'TVMore' must allocate the
required resources such as CHIP memory for the specified animation.
If 'TVMore' is unable to do this, the animation will not be played.
As of release v1.1, if the last frame of the animation is not known, a
frame # of 999999 (the maximum allowed) will default to the maximum
# of frames in the specified animation. Also, only one animation
"segment" can be played, on the 'TVMore' window, at a given time.
----------
To load an animation file use the ".af " command; animation file.
The syntax is: ".af a#,<animation>". Where "a#" is the two digit number
associated with the animation file to load, and "<animation>" is the
name of the animation (ANIM format) file.
For example:
.af 05,myanimation.anim
Will load, if it exists, the ANIM file "myanimation.anim".
Note: This command, like the picture command '.pf ', does not actually
display the animation, but makes the animation available for access and
display by the '.ac ' (animation control) command.
----------
To display and animate a portion of a previously loaded animation file
use the ".ac " command; animation control.
The syntax is: ".ac i#(a#,t#,o#,fx##,fy##,w###,h###)". Where "i#" is an
individual animation "segment" found within the animation (a#), and this
animation "segment" can be found in the animation at X=(fx##) (and)
Y=(fy##). Display will begin at text location "t#". The "o#" parameter
is a special text line offset and normally should be 0 (same effect as
within the '.pc ' command. There can be upto 100 animation "segments".
Note: The animation "segments" cannot be reused by clearing out an
animation using the '.ae ' command. "Segments" require very little
memory. Each document can have it's own set of animation "segments".
Normally, an animation "segment" will not be automatically played, and
will be represented by a solid box while reading a document. To begin
playing any portion of an animation "segment" at any time, press the
R-Amiga A keys simultaneously. This is used to begin playing back
an animation stopped using the ESC key. To automatically begin playing
an animation "segment" from with the document use the '.aq ' & '.ap '
commands; animation queued & animation play respectively. Also, to
play an animation "segment" that is not currently being played, just
click on it with the left mouse button.
Note: Pressing ESC while playing an animation "segment" will stop
playing the animation, then pressing ESC again will exist 'TVMore'!
Be careful!
----------
To automatically begin playing a specific animation "segment" currently
in the window whenever a "full page" of text has been displayed, use the
"aq " command; animation queued. The syntax is: ".aq i#,s#". Where
"i#" is the number associated with a previsously defined ('.ac ')
animation "segment" and "s#" is the speed at which to begin playback.
For example:
.aq 01,15
Will playback animation "segment" 1 (i#) at approximately 4 frames per
second. The "s#" parameter specifies the total for 1/60 second
delay increments; therefore 60 div by 14 = 4. Larger animations and
system load may cause noticable slowing during playback.
----------
To begin playing back an animation immediately (whenever this command
is encountered), use the ".ap " command; animation playback. The syntax
is: ".ap i#,s#". Where "i#" is the individual animation element and
"s#" is the playback speed (total of 1/60 second delay increments).
For example:
.ap 06,30
Will immediately begin playback of animation "segment" (if it is
currently being displayed & was previously defined using the '.ac '
command) at approximately 2 frames per second.
----------
To free up any memory currently being used by an animation, use the
".ae " command; animation end. The syntax is: ".ae a#". Where "a#" is
the number associated with a previously loaded animation (not animation
"segment") 1-10.
For example:
.ae 01
Will free up memory used by animation #1.
Note: Whenever an ".ac " is encountered, and the corrosponding
animation is not loaded in memory (or) was previously freed, 'TVMore'
will attempt to reload the animation for display automatically.
----------
To set the syncronized events "delay", "speed" & "palette change" for
an animation "segment", use the '.as ' command.
The syntax is: ".as i#,s#,d#,p#,f#####". Where "i#" is the two digit
animation "segment" number, "s#" is the two digit plaback speed (01-99),
"d#" is the two digit delay (01-99) in seconds, "p#" is the palette
# to change to, and "f#####' is the 6 digit frame number to activate
these events on.
Note: The syncronized events can only be set for one animation "segment"
at a time. However, different events within the same animation
"segment" can be set as often as desired.
For example:
.as 01,15,00,21,000010|.as 01,00,-1,00,999999
Will set the playback speed at 4 frames per second (60 div by 14 = 4),
a delay of 4 seconds (on the last frame only), and a palette change
to #21 when animation "segment" #1, during playback, reaches the
10th & last frame respectively.
Note: Zero values are ignored. So, a value of 15 (s#) from the first
'.as ' command is not overridden by the 00 value (s#) found in the
second '.as ' command. This allows the setting of multiple events
for multiple frame(s) within the same animation "segment".
Note: If the delay is set to -1, then 'TVMore' will stop playing
the animation on the frame specifyied by "f#####".
----------
To reset all syncronized events, use the '.so ' command; syncronized
off. The syntax is as follows: ".so ".
For example:
.so
Will reset the syncronized events for sound, delay, playback speed &
palette changes.
Note: Any dynamic changes that have occurred to an palette using the
'.pn ' command, before the animation was played, will remain in effect.
Note: The syncronized events are automatically reset when loading
a new text file (or) whenever an '.ss ' command is encountered where
the "i#" (animation "segment") is different from the last '.ss '
command.
.bm 06,
Registration:
-------------
------------------------------ Cut Here ---------------------------------
Please find enclosed,11.95$, in check or money order, for each registered
copy of "TVMore". I understand that upon receipt of 11.95$, MIKE HURT
SOFTWARE! will send the current version of 'TVMore'. Postage and
handling is included.
Send to:
MIKE HURT SOFTWARE!
c/o 'TVMore'
8608 Cotswald Drive
Louisville KY 40258
*** PLEASE PRINT ***
Company:________________________________________________________
Name:________________________________________________________
Address:________________________________________________________
City:__________________________ State________ Zip:_________
Country:__________________________ Phone:______________________
Computer:__________________________ OS:______________________
Please allow 2-3 weeks for delivery.
------------------------------ Cut Here ---------------------------------
.bm 07,
Changes:
--------
11/20/93 (v1.0 ) :original program.
12/03/93 (v1.1 ) :o - Added Custom screen option (R-Amiga C).
o - Added '.so ' command to reset all syncronized
animations events.
o - Added '.as ' command to set the speed, delay
& palette changes for syncronized animation events.
o - Added ANSI support for text.
o - Book Marks can be dymacially defined by pressing
the R-Amiga F1-F10 keys.
o - Added ten (10) user specified palettes (#21-30).
These are useful for changing the palette "on
the fly" while playing back an animation "segment".
o - Place mark files for each document is now supported.
o - Other program enhacements & general modifications
have been included.
12/06/93 (v1.2 ) :o - Hyper picture support implemented. Click on any
currently display picture (and) play an 8SVX sound
file (or) "jump" to any location within the current
document.
o - Click on any animation that is not currently being
played to begin playing it.
.bm 08,
Final Note:
-----------
Be sure to read the section on MultiMedia as this covers all the commands
necessary to define and set up your on MultiMedia document.
Good Luck, and enjoy the program. Mike.