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MENU.DOC
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The Multimedia Workshop's Functions, In Detail
This file has been greatly edited in order to fit in the
shareware edition. The registered version has more
information and a map of the menus and functions.
To find a function quickly, press [S] to search for a word
or phrase.
The First Six Menu Items
The first six features discussed appear at the top of
nearly all menus:
HELP
This appears as a question mark on the upper left of most
menus.
MOVE
This appears in the middle of the top of most menus. With
MOVE you can reposition the entire menu so that it does not
block your view of the current picture. Press [Enter] or the
left mouse button. Move the menu to a new location, then
press [Enter] or the left mouse button again.
ESC
Select ESC, press the [Esc] key, or click the right mouse
button to escape to a previous menu level. From the main
menu, this will end the program.
VIEW
This clears the screen and replays the current script
file exactly as the end user will see/hear it.
COLOR
This changes the current color used for text, drawing
items and most screen effects. Depending on which video mode
you are using you'll have a menu with from 2 to 256 color
choices. Select a new color with left mouse button or
[Enter], or continue with same color by pressing [Esc] or
right mouse button.
UNDO
Almost anything you can do, you can undo. This will
remove the last item added to the current script file, clear
the screen, and replay the file. There is no limit to how
many times you can use UNDO. It is possible to UNDO all the
way back to the beginning of a file, leaving nothing but a
blank screen. UNDO is a smart function which will undo
groups of lines from a script file when it is sensible to do
so. For instance, if you have done a bit of PIXEL EDITing,
and then select UNDO, the whole PIXEL EDIT session will be
removed, rather than just the last dot you changed. This
eliminates the need to select UNDO numerous times in a
row to remove seemingly small changes.
THE FILE MENU
The functions within this menu pertain to file
switching, building presentations, adding and creating .PCX
and .GIF files, hyperlinking and more.
HOOKS
Hooks are links to other files on disk. You can hook
programs (.EXE, .COM & .BAT), graphics (.GIF & .PCX), sounds
and other script files into your presentations.
PCX
This function will put a line in your script file
calling on TMW or MSHOW.EXE to display a chosen .PCX file.
Once displayed, you can continue to draw over the .PCX image,
add sounds, animations, etc.
Although the .PCX format specifications are very loose,
and interpreted differently by various programs which create
them, The Multimedia Workshop can handle most .PCX files.
Ideally, a .PCX file which you choose to display will
match the current script file video mode. If it doesn't
match, the program can still display it, but it will do it by
automatically switching to the correct video mode. This
means that if you display a mis-matched .PCX file, it will
first erase the current screen. Normally this is no problem,
since most scripts start with the .PCX picture, or the .PCX
picture is full-size and overwrites everything on the screen
anyway.
You are asked whether you want to use "automode" or not.
If you choose automode, the .PCX file is allowed to change
the current video mode. This means that if you use a
high-resolution monochrome CGA .PCX file, but your script
starts out in low-res VGA 256-color, the video mode will be
changed so that your whole .PCX image will be visible and in
proportion. There are times when you might not want
automode. Some .PCX files will display in your current video
mode just fine, but would change the video mode to something
you don't want for the rest of the current script. So, select
automode unless you know you must preserve the current video
mode. When using less than full-size .PCX images, because
using automode may blank the screen in the video mode doesn't
match, you may want to make sure NOT to use automode.
If the .PCX file is less than full-screen size, a
rectangle will appear on your current picture. You cannot
change the size and shape of the rectangle, because it
represents the exact size of the .PCX image. But you can
move it to the location in which you want the image to
appear. Click a mouse button or press [Enter] when the
rectangle indicates where you want the .PCX image to appear.
GIF
This works exactly like the ADD A .PCX FILE function
above, except that it is for .GIF files. .GIF files take
longer to appear on-screen than .PCX files, but they usually
take up less disk space.
GRAB PROGRAM
This puts a line in the script file which runs any
standard .BAT, .COM or .EXE file. Because some RAM is
required to keep TMW.EXE or MSHOW.EXE in the background,
executable programs which require lots of memory may not work
properly.
MERGE A FILE
This combines two or more script files into one.
HOOK SUB-FILE
When you want to do the same thing in several script
files, you can save disk space by putting the sub-routine in
a separate script file of it's own, then selecting Hook A
Sub-File. This will cause the main script file to run the
sub-file, then resume where it left off.
Be aware that settings changed by one file will affect
another when they are hooked together. In other words, if
your sub-file has some rectangles, originally drawn in the
thinnest line thickness and in red, but the main file is
using a larger thickness and yellow when the sub-file is
called, unless the sub-file contains specific calls to make
sure the lines are thin and red, they'll end up thick and
yellow. Make sense? (Not to me, and I wrote it!)
LINKS MENU
This gives you access to the HYPER-LINK and related
functions. Hyper-Linking is the process in which end users
can move an arrow to indicate anything you have drawn or
written on the screen. When the users press [Enter] or click
the left mouse button, the presentation switches to another
script.
HYPER-LINK
DEFINITE JUMP
These are very powerful functions! See the chapter about
Hyper-Linking for more information (HLINK.DOC)
PERSISTENCE
This function installs a code in your script file, so
that screen will not clear when the next script file is
played. This give a double-exposure effect. A useful
example would be: A box in the middle of a complex screen in
which you want to change the contents, without recreating the
screen that surrounds it.
GET OUT NOW
There is a rare situation in which MSHOW.EXE can be run
in batch mode to play a single script file, which contains a
user input feature such as Live Text. When the user is done
with the file, it does not drop out directly to DOS, but
first displays a blank screen. To get an immediate return to
DOS when [Esc] or the right mouse button is pressed, select
this option. GET OUT NOW can be installed at any place in
the script file. This has no effect in TMW, TMWTEST or in
MSHOW when used in presentation mode.
BUILD MENU
This menu is for connecting several script files
together into a presentation. A presentation is two or more
script files chained together. This is done by listing them
in a special file called MSHOW.CFG. When the run-time
program MSHOW.EXE or TMW.EXE sees this file, it reads it to
find out which files you want presented and in what order.
You can list up to 132 files in a presentation. They will be
shown one after another unless the end user selects options
such as SEARCH, GOTO or BACK.
BUILD PRESENTATION
Use this function to build or modify the list of files
to be presented. When selected, a full-screen spread-sheet
like menu appears. If there is no existing MSHOW.CFG file,
all cells will be empty. If there is a previous MSHOW.CFG
file, then the menu will contain the files listed in
MSHOW.CFG. You can delete existing files and add your own.
Simply move to the cell where you want a file to appear, then
type the name of that file. The program reads the first
column from top to bottom, then moves to the next column,
etc.
Do not use drive and path designators with file names.
The files which are to be displayed should all be in the same
directory as MSHOW.EXE or TMW.EXE. When the end user gets a
disk with your presentation on it, the script and MSHOW.EXE
will all be on the same disk (or in the same Zipped BBS
file). If you try to add drive or directory information here,
and if the end user's computer is not configured like yours,
Bloooie!
Although you can leave spaces between files, it is not a
good practice to do so.
When done with the BUILD menu, press [Esc]. The new
MSHOW.CFG file will automatically be written to disk. If you
have an important version of MSHOW.CFG already, you ought to
make a back up copy first.
In addition to script files, you can also include .EXE,
.COM, .BAT or .PCX files in this menu, and these
programs/files will be executed or displayed properly.
VIEW PRESENTATION
A presentation is made up of two or more script files.
When this feature is selected, your entire presentation can
be viewed, almost as if you were an end user using MSHOW.EXE.
It doesn't matter what script file is currently loaded,
VIEW PRESENTATION simply looks for the file MSHOW.CFG,
(created with the BUILD PRESENTATION option on the BUILD
menu) and displays the files found there.
Because VIEW PRESENTATION emulates MSHOW.EXE while The
Multimedia Workshop is loaded in the background, some
functions are not available which are part of MSHOW.EXE.
Simply too much RAM is required. Most executable programs
built into MSHOW.CFG (with BUILD option) will be ignored.
SPEECH synthesis will also be ignored.
While VIEW PRESENTATION is in effect, the main menu
changes to emulate the menu in MSHOW.EXE. When you select
QUIT from this menu, the normal main menu returns, and the
script file previously loaded is replayed.
CHOOSE .CFG FILENAME
Normally TMW.EXE and MSHOW.EXE expect the name of the
file which contains the script file itinerary to be
MSHOW.CFG, but this is not set in concrete. You can use any
other filename as long as the last 4 characters are '.CFG'.
With this option, you set TMW.EXE to use a .CFG filename of
your choice. To get MSHOW.EXE to display files from a .CFG
file other than MSHOW.CFG, type MSHOW at the command line
followed by the custom .CFG filename.
LAYER
This little menu contains two layer functions:
LAYER
Use this to create templates for precise alignment of
animations or picture elements. A file can be made which
continues outlines showing you where you want things to line
up. You can double-expose this "template" file over your
current file, add your picture elements precisely over the
outlines.
REMOVE LAYERED FILES
This function will delete all layered files from within
your current script file, thereby eliminating temporary
templates, etc.
MORE (extended File Menu)
OPTIMIZE
This option may make the current script file smaller and
run faster. It does this by eliminating redundant lines such
as blank lines, calls to change color or thickness to the
current color or thickness, and by removing markers used by
UNDO. Use Optimize as one of the finishing touches to a
script file, since UNDO will run less efficiently after
OPTIMIZE is selected. Available only in the registered
version.
ENCRYPT
Script files and live text (ASCII) files can be
encrypted so that no one can modify them. This protects your
software so that end users cannot change your data and then
pass modified copies to others. Encrypted files run exactly
the same within The Multimedia Workshop, MSHOW.EXE and
TMWTEST.EXE, but when examined with a word processing or text
editing program, they are unreadable.
Encrypt is available only in the registered version.
CHANGE MODE
You can switch to another video mode at any time.
Super-VGA is available in the registered version only.
MAKE PCX/GIF
Whatever is currently displayed on the screen will be
made into a .PCX or .GIF file when this is selected.
THE DRAW MENU
This menu contains the standard graphics creation tools.
Special effects, and file handling functions are in other
menus.
LINES
Use this function to draw straight lines.
If using a mouse, click the left button to start a line,
then click the left mouse button again to 'set' the line, or
click the right button to cancel the line. When done with
LINE, click the right mouse button again.
If using the keyboard, use the [Enter] key to simulate
the left mouse button and the [Esc] key to simulate the right
mouse button.
When using the mouse or the keyboard, it might be
desirable to float a partially completed line to a new
location. You can toggle FLOAT MODE by clicking the
spacebar. Then click the spacebar again to return to
STANDARD MODE.
This can lead to confusion. If a line misbehaves, try
clicking the spacebar to toggle to STANDARD MODE.
If you have a three-button mouse, you can hold the
center button to toggle FLOAT MODE.
DASHED LINES
Dashed lines are available in the registered version.
EMPTY BOXES
Using the mouse, hold down the right mouse button to
change the size or shape of a rectangle, then click the left
button when done. SIZE MODE can also be toggled with the
spacebar.
Using the keyboard, click the spacebar to toggle SIZE
MODE to change the size or shape of a rectangle, then click
it again to return to MOVE MODE. Click [Enter] when done.
When SIZE MODE is toggled (with the spacebar or the
right mouse button) the coordinate display in the lower left
corner will reflect the dimensions of the rectangle.
Rectangles can be canceled with [Esc].
FILLED RECTANGLES
These are drawn just like rectangles (above) with the
only difference being that the rectangles are entirely filled
with current color.
BLOCK MENU
Block operations involve a rectangular region of the
screen.
COPY BLOCK
This function gives you a rectangle on screen. Move/size
it to enclose an area to be copied and click the left mouse
button or press [Enter]. When you move the mouse or press
arrow keys, a flashing copy of the selected area will move
across the screen. When satisfied with the new location,
press [Enter] or click the left mouse button again.
MOVE BLOCK
This function works just like COPY BLOCK (above), but
the original area disappears, leaving background color.
FLIP
With this function you move/size/shape a rectangle to
enclose an area. Then the area will be reversed from left to
right.
FILL PAGE
This function simply fills the whole screen with the
currently selected color.
PIXEL EDIT
When this function is selected, a rectangle appears on
screen. It's size cannot be changed, but you can move it to
surround an area you want to work on in close detail.
Move the rectangle to the area you want to edit and
press [Enter] or click the left mouse button. Then the
original area will be pictured in it's normal size in the
upper left corner, and the rest of the screen will be a very
blown up version. You can point to any enlarged pixel and
click the left mouse button or press [Enter] to change it's
color to the current drawing color. Press [Esc] or click the
right mouse button when done.
To change many pixels to a new color, toggle GO MODE
with the spacebar.
To change to another color, press the [C] key.
Once a pixel has been changed, you cannot immediately
change it again. Another pixel must be changed first, even
if you have pressed [c] to change color. This prevents
runaway iterations of changing a pixel to the same color over
and over again if you move the mouse slowly and therefore
saves disk space. PIXEL EDIT is disk space-intensive and
should be used sparingly, especially in ASCII-Vector-Graphics
scripts. If converted to .PCX image, extensive PIXEL EDITing
will usually not affect file size as much.
THE TEXT MENU
Text operations, of course.
CHOOSE FONT
The shareware version comes with a few fonts which can
be used by TITLES, REGULAR TEXT, LIVE TEXT, and BLOCK IMPORT.
DEFAULT Font is built into the program. The others are
provided as *.MMF files on disk. You can keep or discard as
many of the *.MMF files as you wish. When CHOOSE FONT is
selected, it looks at the current disk and directory for the
*.MMF files and shows those available. You can select any
one for use. If you do use any besides DEFAULT Font, make
sure to provide the corresponding *.MMF file on disk with
your finished presentation.
The registered version comes with 41 fonts.
TITLES
This is a menu of text operation involving only one line
of text at a time. If Shadow options are set, CENTERED TITLE,
LEFT TITLE and FLEXI-FONT will project shadows on the screen.
To set Shadow options, see MORE, then SET SHADOW, within the
TEXT MENU.
CENTERED TITLE
When selected, an arrow appears. Move it to the desired
location and press [Enter] or click the left mouse button.
You can then type a line of text centered around where the
arrow was. The current color, and font will be used.
To center a line of text in the exact middle of the
screen, use the coordinate display in the upper right corner.
In most video modes, 320 is the middle of the screen. In
VGA-LO and CGA-LO, the center position is 160.
LEFT TITLE
This is just like CENTERED TITLE above, but this one
starts the text at the arrow and builds a line of text to the
right, centered vertically at the arrow.
FLEXI-FONT
A new option built into The Multimedia Workshop is
Flexi-Font. This font is a stroked character font, which can
be adjusted for height, relative width, position, color,
boldness, and angle.
Using Flexi-Font, you can arrange text around circles,
along curves, you can have text which starts large on the
left and ends up small on the right end of a string, and you
can make it fit exactly where you want it. You can even have
it upside down if you wish.
Flexi-Font is available only in the registered version.
REGULAR TEXT
When this function is selected, a rectangle appears on
screen. You can change it's size and shape by holding the
right mouse button or by toggling SIZE MODE with the
spacebar. Move it to the desired location and press [Enter]
or click the left mouse button.
Once the text area is selected, you can simply type
text. Word wrap is automatic when you reach the right hand
edge of the chosen text area. You can use the backspace key
for deleting mistakes. Press [Esc] when done entering text.
If you try to select an area smaller than 2 characters
wide or one character tall in the current font, the function
will cancel and return you to the main menu.
You can, of course, select an area larger than you need.
IMPORT TEXT
This menu offers several ways to incorporate normal
ASCII text files into your presentations.
LIVE TEXT
This is a really neat feature of The Multimedia
Workshop. You can design a script file so that somewhere in
your picture you have some lines of text which are
scrollable, just like as if you were using Writer's Dream,
See, List, View, or any other text presentation program. The
difference is that you can do it as any size portion of a
graphics screen, and using any font or color!
This hooks any ordinary ASCII text file. So, first
create a text file that you want displayed. Then, from
within in TMW, select a font and color, then choose this
function. You will be asked to size and shape a rectangle to
define the area you want the text to occupy. Then, name the
file you want displayed. You are also presented with two
other choices:
You can have AutoScroll start automatically. AutoScroll
causes the text to scroll line-by-line without the user
pressing any keys. Autoscroll can be run at any one of nine
speeds. 1 is very slow, allowing approximately 2 seconds
between lines. 9 is very fast. AutoScroll's speed changes if
the user presses any key from 1 to 9, and stops if any other
key is pressed. Whether or not AutoScroll starts
automatically, it can be started or stopped while Live Text
is in effect. If AutoScroll continues to the end of the text
file, Live Text quits automatically.
The last option is a "hint bar." Live Text will give the
end user a bar at the top of the screen, indicating that the
user can use the arrow keys to scroll, press [F1] for on-line
help, or press [Esc] to quit Live Text. If you do not select
this option, it is usually a good idea to write your own
brief instructions into the picture so that the users know
how to use Live Text.
Live Text also has a built-in SEARCH function. When a
user presses [S] (for Search) or [F] (for Find), they will be
prompted to type a word or phrase. If that word or phrase is
in your text file, it will be located and highlighted.
End users who try SEARCH from the MSHOW menu will be
pleased to find that SEARCH will extend into hooked LIVE TEXT
files, and take them to the script file and the portion of
the live text file containing a match.
If AUTO is selected from the MSHOW menu, AutoScroll
starts automatically, so that the presentation does not get
stuck at Live Text.
Live Text can also be scrolled by moving the mouse up or
down. The left mouse button has no effect, but the right
button will end the Live Text session, just as if [Esc] were
pressed.
Live Text has a print function. The end user can press
[P] from the keyboard to get a paper copy.
NOTE: Don't forget to copy the ASCII files used with Live
Text onto your finished product disks.
AUTOMATED LIVE (Text)
If, having read about Live Text, or perhaps even trying
to use it, you find it quite complicated, you'll be happy to
note that AUTOMATED LIVE TEXT was made to simplify the
process. When this feature is selected, you are asked to
type a filename. Then a rectangle appears. You cannot
change the size of this rectangle, it indicates the area
required for a Live Text box using the currently selected
text file and font. Move the rectangle to the area you want
to contain the Live Text, then press [Enter] or the left
mouse button. Live Text will occur there. (Press [Esc] or
the right mouse button when done previewing the Live Text.)
Automated Live Text will let you know if you are trying
to do something impossible. It will issue a warning and not
let you use a non-existent file, or one which contains lines
of text wider than the screen (in the currently selected
font).
To make the function as easy-to-use as possible, you
cannot change the colors of Automated Live Text. The text
will always appear in white, within a blue box, with a black
shadow. You cannot change the height of the Live Text box,
it is always approximately half of the total height of the
screen. Well, actually, you can change the colors and
dimensions, if you edit the script file, since Automated Live
Text simply writes all the ordinary lines necessary for Live
Text within a shadowed, bordered rectangle into the script
file.
NOTE: For best effect you might want to edit the Automated
Live Text script lines to make the bottom of the text box
better line up with the bottom line of Live Text, but this is
quite easy to do, simply let the Live Text run deeper
(increase the last number in the line which starts with "tv".
Even if you are an experienced user ("Power User!") of
The Multimedia Workshop, you may still like to use Automated
Live Text rather than Live Text, because you can set up a
Live Text box faster by simply using Automated Live and
making some specific changes, rather than by successive
approximation of box sizes with regular Live Text.
ANOTHER NOTE: Don't forget to copy the ASCII files used with
Live Text onto your finished product disks.
BLOCK IMPORT
This option will transfer text from an ASCII file
verbatim, except it will use the currently selected typeface
and font size.
You must first prepare your text. It must be in
standard ASCII format.
If your text file contains more text than would fit in a
single picture, you must break it up into several smaller
disk files, each containing the text for one picture. Each
of these files must have the text formatted into a block
which will fit on the screen. Lines of text 75 columns wide,
will not fit in a space half as wide as a whole picture, for
example. Each block must contain no more than the number of
lines a picture can contain. How many columns and lines are
allowable? There is no easy answer, because different
graphic modes and different fonts require different amounts
of text space. Generally, using DEFAULT font, the graphics
modes with 640 pixels horizontally - CGA-HIGH, EGA, Hercules
and VGA, can handle lines of text up to 76 characters wide.
In the case of 200 vertical pixels, such as CGA-HI, and
EGA-LO, you can fit as many as 18 lines of text when using
the smallest font.
To get your text block sizes to fit really well, you'll
have to experiment a bit.
HIDDEN NOTE
Use this to create a note in the script file which will
never appear on screen.
MORE (extended Text Menu)
SET SHADOW
This sub-menu is for controlling on-screen shadows cast
by CENTERED TITLE, LEFT TITLE, and FLEXI-FONT.
SHADOW ON/OFF
When this is set to OFF, (menu box unchecked) no shadow
will occur.
SHADOW SIDE
When set to right (default) the shadow will occur to the
right of the text, as if the light source was over your left
shoulder.
SHADOW COLOR
The default shadow color is black, but can be changed to
any color you wish.
VERTICAL
You can control the offset of the shadow in the vertical
dimension. If you select a vertical offset of 2, then the
shadow occurs two pixels lower than the main text. The most
common selection is 1, but a range of 0 to 20 will work.
HORIZONTAL
This is just like VERTICAL, above.
SET JUSTIFY
You can choose right justification for use with REGULAR
TEXT. Right justification puts extra spaces between words so
that the right-most character in each line of text aligns
with the right-hand edge of the text area.
CUSTOM TOP BAR
You can enter a line of text which will appear at the top
of the screen in place of the standard menu bar or
instructions. This is available in the registered version.
QUESTION & ANSWER
You can create full-fledged multimedia multiple-choice or
true/false tests with The Multimedia Workshop! This is
available in the registered version only.
SOUND MENU
This menu contains the functions for sound effects.
All these effects except SOUND BLASTER VPLAY and OTHER
SOUND CARD can be played through the standard IBM-Pc speaker.
The timing of the sounds will be the same whether played on a
4.77 mhz XT or a 50 mhz '486.
MELODY
When MUSIC is selected, a graphical menu pops up. It
allows you to compose melodies using standard music notation.
You can pick any note (representing timing) from the lower
staff, and move it to the upper staff in a position
corresponding to the frequency of the note. You can add as
many notes to the top staff as you like up to 2000. You can
also select rests and naturals, flats and sharps. If you put
flats or sharps at the very beginning, then all notes on the
same lines or spaces will be flat or sharp unless
specifically changed by a natural sign. Any flat, sharp or
natural after the very beginning will affect only one note,
the one following the flat, sharp or natural sign. You can
move the pointer to the area marked, "Click here for menu"
and will be offered several other choices including changing
the attacks and the tempo. For more information, press the
[F1] key at any time for pop-up help.
Melody has a limit of 2000 notes. If you ever manage to
reach this limit, you will be notified. However, if you are
creating a long song, you should save it and work on it in
pieces, since MELODY does not write to disk each time you add
a note, but saves it all in RAM until you EXIT & SAVE.
PC SPEECH
Good, intelligible-quality speech is possible from most
standard IBM-PC speakers! The Multimedia Workshop provides
two systems which present digitized speech. The first uses
stand-alone .EXE files which speak by themselves. The second
system uses a sub-program called PC-TALK.EXE which plays .SP
files.
The first .EXE system has higher-resolution sound, but
will not run on older XT-class computers or on those slower
than 8 mhz. (Virtually all computers made today are faster
than 8 mhz.) In fact, if you try to use these .EXE speech
files on the older computers, they will lock up!
The second system uses .SP files which are smaller and
run on old as well as new computers, but have a lower sound
quality.
When you select PC SPEECH from the SOUND menu, a sub-menu
asks whether you want to use the .EXE files or .SP files.
.EXE SPEECH FILES
There are a few useful example .EXE speech files on
this disk. Each one is a stand-alone word or phrase. You can
test any one by typing it's name at the DOS prompt. For
instance, to hear a file called HELLO-.EXE, type HELLO- and
press [Enter].
Each of these speech files has a dash (-) at the end of
it's name so that you'll know that it is a speech file, and
not some other executable program. To further reduce
confusion, you might want to store unused speech files in a
separate disk or directory.
To use a speech file, go to the SOUND menu, then select
PC SPEECH, and then select .EXE files. You'll be asked to
type a filename. Type the name of any speech file that you
want to use. Remember to type the dash at the end of the
filename.
Whatever speech files you have used must accompany your
finished product files on your distribution disks.
More speech files are available. To get the whole 3-disk,
compressed speech library, send $29.95 to Another Company. As
usual, there is no charge for postage to anywhere in the
world.
IMPORTANT NOTE: The .EXE speech files require at least an
8mhz '286 computer. They should work ok on all '286's,
'386's, and better. Laptop computers (at 8mhz or faster)
will play the files, but they won't be as clear as on
computers with real speakers. This means that you can fairly
safely create presentations in VGA graphics with .EXE file
sound, because it would be very rare for a VGA-equipped
computer to be slower than 8 mhz. However, if you create for
the CGA market, some older, slower computers may lock up with
any .EXE speech file.
PC-TALK and .SP FILES
If you want your digitized speech to run on XT-class
machines, or want to use smaller files, the PC-TALK system is
also provided.
This is an option made possible by PC-TALK.EXE, a product
of C.S.S. Inc. In order to use this option, you must
purchase THE SPEECH LIBRARY, a collection of over 1,000,000
bytes of digitized speech and sound effects. The price is a
very reasonable $29.50 including postage within the United
States.
The SPEECH function works like this: TMW.EXE or MSHOW.EXE
runs a sub-program on disk called PC-TALK.EXE which runs one
or more .SP speech files from the disk.
There are some speech files included with The Multimedia
Workshop, so you can experiment with this function and see
whether you might want to incorporate .SP speech into your
presentations.
To use one, select PC SPEECH from the SOUND menu, then
select .SP FILES and type the name of one of these files,
then press [Enter]. The speech is now a part of the script
file, and will play when the script files is played.
REMEMBER: PC-TALK.EXE plus the .SP speech files you are using
must be copied onto your final disk.
Another Company does not provide any other .SP files. C.S.S.
does. To order THE SPEECH LIBRARY send check with order for
$29.50 to:
C.S.S. Inc.
3005 Glenmore Ave.
Baltimore, MD 21214
(410) 665-0193
Credit card orders, phone: 1-800-847-0309
C.S.S. can also supply custom phrases at $20 per
phrase/sentence. Write to them for details.
SOUND CARD
This menu contains accesses to optional hardware sound
card programs.
SOUND BLASTER VPLAY
The Multimedia Workshop now supports standard Sound
Blaster .VOC files which you can create if you have a Sound
Blaster card. These are generally used for synthesized
speech, but may also be used for excellent, multi-instrument
music and sound effects. A Sound Blaster card is required to
replay these sounds. If attempted on a computer without a
Sound Blaster card, nothing will happen. To use this
function, simply type the name of the .VOC file you want
played.
The .VOC file must be copied along with your script
files onto your finish product disks. The end-users'
computers must have have a path to VPLAY.EXE, which comes
with the Sound Blaster card.
OTHER SOUND CARD
With this function, you can run most sound programs for
sound cards other than Sound Blaster, as well as other
programs for the Sound Blaster card. It simply puts a sort
of hook into the script file, which will run the program of
your choice, along with the parameters of your choice. The
picture being developed by your script is unaffected, unless
the sound program tries to write to the screen. Most sound
programs have a way to prevent this, such as passing a "/q"
as a parameter along with the sound file to play.
This function will ask for a program name, a sound file
name, and finally ask whether you want to add parameters. For
instance, let's say that you have a program called SOUND.EXE
which plays a bit of music in a file called GUITAR.XXX.
Furthermore, we'll imagine that SOUND.EXE can take /n to make
sure it does not upset the current screen. You'd enter
SOUND.EXE for a program name, then GUITAR.XXX for the sound
file name, and finally /n as a parameter. That ought to do
it!
SOUND LIBRARY
This is a top level menu to the Sound Effects Library.
SOUND LIBRARY
This is a menu of pre-created sound effects which will
play on all ordinary computers (Sound Blaster not required).
TIME MENU
This menu is something you'll never see in a typical
paint program!
Because of the nature of ASCII-Vector-Graphics
scripting, you can partially develop a picture, then
alternate some delays with additional picture development,
making custom animations and presentations that evolve at the
speed a viewer can comprehend.
5, 10, 20, 50, 200 MILLISECONDS, 1, 5 SECONDS
As soon as you select any of these functions, a delay is
written into the script file. 1000 milliseconds equals one
second, so, for instance, 50 milliseconds is 1/20 of a
second.
ADJUST PRESET
With this function you can select a number of
milliseconds for Use Preset Delay. The number you have
selected remains in effect until you again select ADJUST
PRESET.
USE PRESET
If ADJUST PRESET has been previously selected from this
menu, when USE PRESET is selected, a delay of the amount of
time you specified will be added to the script file. For
instance, you can specify 15 milliseconds, then make a small
block move, select Use PRESET, make another small block move,
select USE PRESET again, and so on. Then you'll end up with
smooth animation that waits 15 milliseconds between steps.
CUSTOM DELAY
When this is selected, you are asked to enter a number
of milliseconds to delay the development of the script. 1000
milliseconds = one second. The allowable range is 0 to
30000. If you need more than 30 seconds delay, select this
function several times in a row. For numbers larger than 3
digits, do not use commas.
WAIT FOR USER
This is a neat, but also a tricky function. When
selected, a halt is written into the script. The computer
then waits for the user to press any key before continuing.
This is useful in cases such as this:
Let's say you are demonstrating the four strokes of a
four-cycle engine. First you picture the intake stroke. In
your picture is a caption, "Intake Stroke" plus the words,
"Press any key to continue..."
After the WAIT FOR USER, you erase the position of the
piston and contents of the cylinder and draw the compression
stroke. You also erase the caption and replace it with,
"Compression Stroke." So, when the user presses a key, the
picture changes to show the compression stroke.
And, you repeat this with two more WAIT FOR USERs and
two more changes to illustrate the firing stroke and the
exhaust stroke.
The reason WAIT FOR USER is "tricky" is that it may fool
end users, and even you, the author, if you forget to put the
words, "PRESS ANY KEY..." or something similar in your
pictures. The presentation will stop until a key is pressed,
and the end user may think the computer has locked up or
broken. I've been fooled several times by this myself as I
was developing scripts with WAIT FOR USER in them.
BREATHE IN
This function makes your large script files run better
from slow hard disks and floppy disks. When a script file is
larger than 16,384 bytes, the program runs to that point,
then reads more data from the disk before continuing. This
may make an undesirable pause if it occurs while playing
sound effects, music or an animation sequence. You cannot
prevent this pause in long script files, but you can control
when it occurs. If you select the BREATHE IN option just
before sound effects or animations, you guarantee that there
will be no interruptions in the next 16,384 bytes of script
file read.
LOOP
You can cause a portion of your script file to play over
and over again, until the user clicks a mouse button or
presses any key. This is available in the registered
version.
THE SFX (Special Effects) MENU
REGULAR FADE
This function fades the current picture to black. This
function works only in VGA, XGA and SVGA modes.
GRANULAR FADE
This function installs a pseudo fade out into your
script. The granular fade will cause the whole screen to
become the current drawing color. So if you first change the
color to green, the fade will fade out to green. The
granular fade can be quite pretty.
SWIPE
This function clears the screen from left to right,
changing the whole screen to the currently selected color.
CLOSE CURTAINS
This function clears the screen from left and right edges
to the middle, changing the whole screen to the currently
selected color.
OPEN CURTAINS
This function clears the screen from the middle to the
right and left edges, changing the whole screen to the
currently selected color.
ROLLER SHADE
This function clears the screen from the top to the
bottom, changing the whole screen to the currently selected
color.
EXPANDING BOX
This function presents a rectangle on screen. Move and
size it to indicate an area in which you want an EXPANDING
BOX to grow. You will be asked to type a number representing
the amount of time required for the effect. 0 will make the
fastest possible expanding box, while a large number like 20
will work slowly. An expanding box will grow to the
dimensions you have indicated in the currently selected
color. EXPANDING BOXES run at nearly the same speed on
different computers, but vary from one video mode to another.
MORE (extended SFX Menu)
CHANGE PALETTE
In EGA-HI mode, although only 16 colors can be shown on
screen at one time, these 16 can be any of 64 possible
colors. In VGA, XGA and Super-VGA modes, the 16 or 256
on-screen colors can be chosen from 262,144 possibilities.
When CHANGE PALETTE is selected, you are prompted to
pick a color to change. A menu pops up giving you a choice of
choosing the color from the picture, or from the palette. To
choose from the picture, point to an area containing the
color you want to change and press [Enter] or click the left
mouse button. By choosing from the color palette, you can
change a color which is not yet incorporated into your
picture.
Once the original color is selected, you can change it
by moving the mouse up or down, or by pressing the up or down
arrow keys. In the case of EGA-HI (mode 4), you can choose
from among 64 possibilities. In VGA modes, you can change
the amounts of red, green and blue which make up the color.
If you start with any color and turn the red value all
the way up, then turn the green all the way up, and finally
turn the blue all the way up, you'll end up with white. If
you turn all three values all the way down, you get black.
Click the left mouse button or press [Enter] to finalize
a color and save its change into the script file.
RESET PALETTE
If you have manually changed palette colors, or have
imported a .GIF or .PCX image which has changed the default
colors, but you want them back, this puts a line in the
script file which will cause the colors to return to normal.
HOLD ENDING
There are times when you might not want the Another
Company copyright notice at the end of an MSHOW.EXE
presentation. We have another, invisible copyright notice
buried in the .EXE file, so you can turn it off with this
function. Use this function once, anywhere within any script
in your presentation, and the copyright notice will not
appear. This is available only in the registered version.
DOOR MENU
This is a multi-faceted menu containing The Multimedia
Workshop adjustments and several important sub-programs.
UNIVERSAL CONVERTER
The UNIVERSAL CONVERTER is a bonus program packaged with
The Multimedia Workshop. It offers a menu of 85 choices,
many with sub-choices totalling over 600 mathematical and
other types of conversions. For instance, you can convert
metric to inch, frequency to musical notes, and Fahrenheit to
Centegrade. To use the UNIVERSAL CONVERTER, simply select a
menu item with mouse or arrow keys then press [Enter] or the
left mouse button. For more instruction, press the [F1] key
within the converter. For even more instruction, see the
Universal Converter chapter within the electronic owner's
manual (DREAM.EXE). The Universal Converter can also be run
as a separate DOS program by typing UC at the DOS prompt. If
you like the Universal Converter, you'll love the DELUXE
Universal Converter, which contains many more functions such
as Goal Attainment Function, Bicycle Conversions, See (a file
viewer), Text Count (which tells you how many lines,
characters and words are in a file), Chart of the Elements,
Typo Trap (for programmers) and more, more, more. The DELUXE
UNIVERSAL CONVERTER is available from Another Company for
$29.95, postage included.
LINE EDITOR
With this feature, found in the registered version only,
you can fine tune and troubleshoot your script files, line by
line, go backwards, forwards, skip to specific locations,
and change the lines to suit your needs. You can edit a line,
and see its effect on your finished product immediately. You
can go to any line, and see it's graphic effect while you
edit it.
ADJUSTMENTS
This menu offers variables you can adjust to customize The
Multimedia Workshop to your preferences.
ADV (Advanced) COLOR MENU
CHANGE COLOR
Use this function to change the current drawing color.
The chosen color will be used for pictures elements such as
lines, circles and rectangles, as well as for text, until
another color is chosen. In 16- and 256-color modes, simply
point to a color and press [Enter] or click the left mouse
button. Press [Esc] or click the right button to cancel. In
other video modes with fewer colors, a menu will pop up with
the available options.
PICK UP COLOR
When this function is selected, an arrow appears on the
screen. Move it to point to anything on the screen containing
the color which you would like to become the current color
and press [Enter] or the left mouse button. From this point
forward, text, drawing items and special effects will use the
color you have selected.
MORE
SHOW ICONS
When this box is unchecked, most of the icons on the
menus disappear, leaving text-only descriptions. This makes
the menus faster, but less colorful, and makes items harder
to find for beginners.
PUZZLE
The Puzzle function can take any on-screen image and turn it
into a live, on-screen puzzle composed of 32 random pieces.
The end user can reassemble the picture with the mouse or
arrow keys. This is easy, fun and addictive. You'll find
yourself playing with it for hours! The puzzle function is
available only in the registered version.
ABOUT THE MULTIMEDIA WORKSHOP, REGISTERED VERSION
The registered version of The Multimedia Workshop is $99.95.
It gives you everything in the shareware version including a
royalty-free license to make as many products as you like.
(including right to distribute MSHOW.EXE, *.MMF files, etc).
It has many more features than this shareware version
including:
* Super-VGA support
* File Encryption
* Puzzle creation from any on-screen image
* Flexifont
* Multiple-choice & true/false test creation in
full multimedia
* Zoom
* Block Animation
* Author-configurable Menu Colors
* Dotted Lines
* Triangles
* Custom Top Bars
* Line editor
* On-Line Tutorial
* More On-Line Documentation
* 400k of .EXE speech files
The registered version is also the latest version, and may
incorporate new features and bug fixes beyond the shareware
version. NOTE: The extensive owner's manual is entirely
on-line, a paper version is not provided. This saves trees,
makes rapid updates possible, and keeps the cost low.
_____________________________________________________________
end of chapter.