HELP is available on the following :

    "?"  -  Summary of SuperBox Commands
    "A"  -  Special SuperBox Commands - Delay, Loop, GOTO, CALL
    "B"  -  Display, Input, Edit, Append to Button Programs
    "C"  -  Clear Commands
    "D"  -  View / Set the Current Date
    "E"  -  Dump the EEPROM Contents in Intel HEX Format
    "I"  -  DownLoad an Intel HEX Format File into the EEPROM
    "L"  -  View / Set the Usage Log Label
    "M"  -  Display Contents of all Memory (Buttons and Masks)
    "N"  -  Set the Maximum Number of Enabled Buttons
    "P"  -  Pass Thru Mode (Direct Communication with Player)
    "S"  -  TouchScreen Mask Commands
    "T"  -  View / Set the Current Time
    "U"  -  Display Log of Button Usage
    "V"  -  Summary of Variables
    "Z"  -  Allocate TouchScreen Mask Memory Size
\?
Summary of Commands for the SuperBox 4200 :
-----------------------------------------------------------------------------

  <Esc>bb          Forces button bb to be executed.  (bb= 0-2000)
  <Esc>B?          Display list of unused buttons.
  <Esc>Bbb?        Display contents of button bbs.
  <Esc>Bbb=        Clear button bb, and input new program data.
  <Esc>Bbb-        Edit contents of button bb.
  <Esc>Bbb,        Append to end of button bb.
  <Esc>CBTN        Clear contents of all buttons.
  <Esc>E           Dump EEPROM contents in Intel HEX Format.
  <Esc>I           Input an Intel HEX File to load EEPROM.
  <Esc>M           Display contents of all valid buttons.
  <Esc>Nn          Set maximum button number (n=0,1,2,3,4,5,6).
  <Esc>P           Enter pass through mode.   <Esc> exits Pass thru mode.
`
These commands are available with the Clock/Calendar option only :
-------------------------------------------------------------------------

  <Esc>CUSE        Clear usage log.
  <Esc>D           Display DATE and allow it to be changed.
  <Esc>L           Display LABEL and allow it to be changed.
  <Esc>T           Display TIME and allow it to be changed.
  <Esc>U           Output usage log data to computer.
  <Esc>Xxx         Input auto-execute button xx  ( xx = 0-15 ).
  <Esc>X?          Display active auto executes.
`
These commands are available in the Touchscreen versions only :
-----------------------------------------------------------------------------

  <Esc>CINIT       Re-initializes SuperBox at next power-up.
  <Esc>CMSK        Clears all mask data.
  <Esc>CMD         Enter Command Mode.
  <Esc>M           Display contents of all valid buttons and mask areas.
  <Esc>MB          Display contents of all valid buttons.
  <Esc>MM          Display all valid mask sectors.
  <Esc>R           Exit Command Mode and return to touch screen mode
  <Esc>Smm         Enables touch screen mask  ( mm = 0-99 ).
  <Esc>Smm?        Display all sectors of Mask mm.
  <Esc>SmmC        Clear Mask mm.
  <Esc>Smm,ssC     Clear Sector ss and all Sectors > ss of Mask mm.
`
These commands are available in the Touchscreen versions only :  ( continued )
------------------------------------------------------------------------------

  <Esc>Smm,ss=ULx,ULy,LRx,LRy,bb         Creates a mask sector.

            Input mask sector data as follows:

               Smm - Mask number
               ss  - sector number, sector 0 must exist
               ULx - Upper Left X-coordinate
               ULy - Upper Left Y-coordinate
               RLx - Right Lower X-coordinate
               RLy - Right Lower Y-coordinate
               bb  - Button to be performed when the  sector  is 
                     touched

  <Esc>Zbb         Sets mask memory area.  All buttons from bb to the
                   end of EEPROM are used for mask data.
`
Special Functions used in Button Programs :
-----------------------------------------------------------------------------

  "string"         Surround character strings in print (PR) commands with " ".

  !ddddd!          Delay ddddd tenths of seconds.   ddddd = 1 to 65535.

  :bb1.bb2         Disable buttons from bb1 to bb2.

  ;bb1.bb2         Enable buttons from bb1 to bb2.

  #ddddd(commands)  Loop ddddd times repeating commands between ( ).
                    Nesting of loops is NOT permitted.

  &bb              Call button bb as a subroutine and then continue.
                   Subroutines are limited to 1 level deep.

  >bb              Branch to button bb.
`
Special Functions used in Button Programs :  ( continued )
-----------------------------------------------------------------------------

  [                Wait for the player to return a response status.

  ,                (comma)  Delimiter for variable assignments.
                   Preceding variable not sent to player.

  ~ob              (tilde)  Set or Clear User Output Signal.
                   User Output o ( o = 0-3 ), is either set according
                   to bit b ( b = 0-1, were 0 is ground and 1 is +5 volts)

  <M>              Activates mask M  --  TouchScreen Versions Only
\A
DELAY                                            !ddddd!
-------------------------------------------------------------------------

Function     !ddddd! causes a delay in tenth of seconds before
             continuing with command processing.

Syntax       !ddddd!  -ddddd represents tenths of seconds from 0
             to 65535. 

Remarks      The DELAY function is used to create delays  between
             commands.  The largest value that can be specified is 
             65535.  Each "." sent to the computer during the
             delay command represents 1 second.

Example      100SE                ' search for frame 100
             [                    ' wait for "R"
             !35!SF               ' wait 3.5 secs. then step forward
             [                    ' wait for "R"

`
DISABLE BUTTON                                   :
-------------------------------------------------------------------------

Function    : is used to disable all or some of the pins on the
            user interface (UI). Thus the associated button programs
            will not execute.

Syntax     :bb,        disable button bb.
           :bbi.bbf,   bbi is the first button in range
                        bbf is the last button in range to be
                        disabled.

Remarks     When a button is executed either from the button pad
            or a touch screen, all buttons are automatically
            DISABLED. This is done to ensure that a button cannot
            be pushed while the Superbox is waiting for the Player
            ready status. This is especially true when using the
            text overlay capabilities of the LD-V4200.
`
ENABLE BUTTON                                    ;
-------------------------------------------------------------------------

Function    ; is used to ENABLE all or some of the button
            programs. This allows the viewer to interrupt the
            current video segment by using the user interface.

Syntax      ;bb,        enable button bb - all other remain unchanged
            ;bbi.bbf,   bbi is the first button in range
                        bbf is the last button in range to be
                        enabled.

Remarks     The ENABLE command is necessary if a user is to be
            allowed to interrupt a button program which is in
            progress.  It is also useful in generating a sequenced
            flow of user input.  By having one button enable another,
            the order in which buttons can be pressed is controlled.
`
ENABLE / DISABLE BUTTON   (Examples)             ; / :
-------------------------------------------------------------------------

Examples    ;,          Enables all button programs
            ;1,         Enables button # 1
            ;1.4,       Enables buttons 1 through 4
            ;,:3,       Enables all buttons, then disables button # 3
            ;1,;10.20   Enables buttons 1,10 to 20

            :,          Disables all button programs
            :1,         Disables button # 1
            :1.5,       Disables buttons 1 through 5
            :,;4,       disables all buttons, then enables Button # 4

            BTN 1:
            ;1,;3.6,100SE           '  buttons 1,3,4,5,6 enabled
            [
            150MF
            [
            BYTES USED : 22 / 255
`
ENABLE / DISABLE BUTTON   (Examples)             ; / :
-------------------------------------------------------------------------

            BTN 2:
            ;1.2,200SE              ' buttons 1,2 enabled
            [
            250MF
            [
            BYTES USED : 19 / 255

            BTN 3:
            ;,:1.3,300SE            ' buttons 1,2,3 disabled
            [                       ' all others enabled
            350MF
            [
            BYTES USED : 21 / 255
`
ENABLE / DISABLE BUTTON   (Examples)             ; / :
-------------------------------------------------------------------------

            BTN 4:
            :,;5.31,400SE           ' buttons 5 thru 31 enabled
            [                       ' all others disabled
            450MF
            [
            BYTES USED : 22 / 255

            BTN 5:
            ;5.6,500SE              ' buttons 5,6 enabled
            [
            550MF
            [
`
LOOP                                             #ddddd(string)
-------------------------------------------------------------------------

Function     #ddddd(string) will execute the string the number times 
             specified by the Argument.

Syntax       #ddddd(string) - ddddd represents number of  times 
                               to loop. 
                             - string can be any player command or
                               SuperBox function.
            
Remarks      The LOOP function cannot be nested.  A variable
             cannot determine the number of time to loop.


Example      ' this example shows how step through 10 frames with
             ' a 5.0 second pause on each one

             #10(!50!SF             ' wait 5.0 sec. and step fwd.
             [                      ' wait for "R"
             )                      ' repeat 10 times
`
SUBROUTINE                                       &bb
-------------------------------------------------------------------------

Function     &bb will execute the string stored in the button
             specified by the Argument and then return to the
             next command or function.

Syntax       &bb  bb represents the BUTTON to be executed.

Remarks      The SUBROUTINE function is to be used for repetitive
             commands. It cannot be nested.

`
SUBROUTINE                                       &bb
-------------------------------------------------------------------------

Example      ' this example shows how step through 10 frames with
             ' a 5.0 second pause on each one. Using Button 1 as
             ' the button to be pressed and Button 30 as the
             ' subroutine.
             <Esc>B1=<CR>           ' to program button 1
             - 100SE<CR>            ' search frame 100
             - [<CR>                ' wait for "R"
             - &30<CR>              ' do button 30 
             - 123SE<CR>            ' search frame 123
             - [<CR>                ' wait for "R"
             - <CR>                 ' end program for button 1

             <Esc>B30=<CR>          ' to program button 30
             - !50!SF<CR>           ' wait 5.0 sec. then step fwd.
             - [<CR>                ' wait for "R"
             - <CR>                 ' end program for button 30
`
GOTO                                             >bb
-------------------------------------------------------------------------

Function     >bb  will branch to string stored in the button
             specified by the Argument and continue executing.

Syntax       >bb      - bb represents the BUTTON to be executed.

Remarks      The GOTO function is to be used to branch to the
             specified button.  The only logical spot to use this
             function is at THE END of a button program. 
`
GOTO                                             >bb
-------------------------------------------------------------------------

Example      ' This example shows how to step back and forth between 
             ' two frames using STEP FORWARD and STEP REVERSE with
             ' 1/2 second delays between each.

             <Esc>B28=<CR>          ' to program button 28
             - !5!SF<CR>            ' wait .5 sec., step fwd
             - [<CR>                ' wait for "R"
             - >29<CR>              ' goto button 29 
             - <CR>                 ' end program for button 1


             <Esc>B29=<CR>          ' to program button 29
             - !5!SR<CR>            ' wait .5 sec.and step Rev.
             - [<CR>                ' wait for "R"
             - >28<CR>              ' goto button 28                
             - <CR>                 ' end program for button 30
`
WAIT FOR RESPONSE                                [
-------------------------------------------------------------------------


Function     [  waits for the player to return an "R" or some
             other return code such as error codes.

Purpose      The  reason for this function is that the LD-V4200
             player will perform commands as they are sent, thus
             in order to properly sequence commands, the SuperBox
             must Wait for the player response before sending the
             next command in the string.

Example      FR1000SE                ' Search for frame 1000
             [                       ' wait until search is complete
             2000PL                  ' continue here after response is rcvd
`
USER OUTPUT CONTROL                              ~ob
-------------------------------------------------------------------------


Function    ~ob  is used to control or synchronize external devices,
            such as video tape recorders, video switches, or anything
            else that can use a TTL logic level to synchronize or switch.

Syntax      ~ob  , o is the output pin  0, 1, 2, 3
                   b is the logic level "0" (GND) or "1" (+5V)

Remarks     When the SuperBox is powered up pins 9, 10, 28, 33 on 
            the User Interface (UI) are TTL logic level high (+5V).

            User Output 0 :  o=0 refers to the UI pin 9
            User Output 1 :  o=1 refers to the UI pin 10
            User Output 2 :  o=2 refers to the UI pin 28
            User Output 3 :  o=3 refers to the UI pin 33
`
USER OUTPUT CONTROL                              ~ob
-------------------------------------------------------------------------

Example     BTN 1:
            100SE             ' SEARCH FOR 100
            [
            ~30,200PL         ' pin 33 on UI set Low - ground
            [
            ~31,>2            ' pin 33 on UI set High - 5 volts
`
ENABLE MASK                                      <mm>
-------------------------------------------------------------------------

Function     <mm> sets the touch screen mask to be used

Syntax       <mm>  mm is the mask that is now enabled

Remarks      This function is used within a button string to select
             a new mask.  All subsequent touches (if enabled), will
             be executed according to this new mask #.
\B
EXECUTE BUTTON                                   <Esc>bb
-------------------------------------------------------------------------

Function     Forces the button bb to be executed.


Remarks      Allows programmer to verify a button program from the
             computer without having to start it from the User Interface.
`
DISPLAY UNUSED BUTTONS                           <Esc>B?
-------------------------------------------------------------------------

Function     Displays all available buttons


Example      <Esc>B?<CR>
             16 BUTTONS ENABLED  ( 0 - 15 )
             512 BYTES / BUTTON
             TABLE OF UNUSED BUTTONS :

                                         5    6    7           
                    11        13   14   15    
`
VIEW BUTTON                                      <Esc>Bbb?<CR>
-------------------------------------------------------------------------

Function     <Esc>Bbb? asks the SB to send the program stored in
             specified button number (bb), back to the host
             computer. 

Syntax       <Esc>B(integer)?<CR>                       sent to SB
             
Remarks      The  BUTTON VIEW command shows user what is stored in 
             a specified button number.
 
             The button number (bb) can be any integer value
             between 0 and N-1, where N is the MAXIMUM BUTTON
             NUMBER enabled.

             BYTES  USED :  can be greater than bytes available,
             if so, the button program writes into the next button
             and the next button is "IN USE BY A PREVIOUS BUTTON".
`
VIEW BUTTON  ( continued )                       <Esc>Bbb?<CR>
-------------------------------------------------------------------------

Example      ' This example demonstrates how to VIEW a valid button

             <Esc>B2?<CR>             ' to view button 2
             BTN 2:                   ' Button 2 program data
             100SE                    '     .
             [                        '     .
             200PL                    '     .
             [                        ' end of Button 2 data

             BYTES USED :  16 / 255   ' # of Bytes Used by Button 2 Program


             <Esc>B3?                 ' to view button 3
             BTN 3 IS NOT USED        ' button 3 is not programmed
`
BUTTON INPUT                                     <Esc>Bbb=<CR>
-------------------------------------------------------------------------

Function     <Esc>Bbb=   clears button bb, puts the SuperBox into
             Program mode, and makes it ready to accept commands
             in the specified button program.

Syntax       <Esc>B(integer)=<CR>                       sent to SB
             <CR><LF>-                            returned to host

Remarks        This command erases what was previously written in
             the specified button location. Sending <Esc>B1=<CR>
             and then <CR> would clear button # 1.
               If the length of program stored in a button is longer
             than memory alotted for each button, the program simply
             runs over into the memory alotted for the next button
             and disables that next button.
               If button 0's program overruns into button # 1,
             <Esc>B1= will recreate button 1, thus killing button 0.
`
BUTTON INPUT  ( continued )                      <Esc>Bbb=<CR>
-------------------------------------------------------------------------

Example      ' This example demonstrates how to program  a  valid 
             ' button - (in this case button 2)
             ' Once this is complete each time Button 2 is pushed
             ' these codes will be sent to the player

             Note : the "-" is the Program Mode prompt

             <Esc>B2=<CR>           ' erase and program button 2
              - 100SE<CR>           ' enter "search for frame100"
              - [<CR>               ' wait for "R"
              - 200PL<CR>           ' enter "play to frame 200"
              - [<CR>               ' wait for "R"
              - <CR>                ' send <CR> to end button
                                    ' program
`
BUTTON EDIT                                      <Esc>Bbb-<CR>
-------------------------------------------------------------------------

Function     <Esc>Bbb-  allows button characters to be changed.

Syntax       <Esc>B(integer)-<CR>                       sent to SB
 
Remarks      The BUTTON EDIT command first displays the entire program
             stored in the specified button and then displays the first
             character and prompts for change.

             Only one character may be entered per line. The entered
             character will replace the current character in the program
             memory.  If no change is desired, <CR> will move to the next
             character making no changes.  Send an <Esc><CR> to exit the
             edit mode or continue sending <CR> until the end of the
             program is reached.

               <Ctrl>C replaces the current character with a <CR>.
               <Ctrl>X truncates the program at the current character.
`
BUTTON EDIT   ( continued )                      <Esc>Bbb-<CR>
-------------------------------------------------------------------------

Example      ' this example demonstrates how to CHANGE the search
             ' frame in button 2 to 123 from 100

             <Esc>B2?<CR>           ' to view button 2
             BTN 2:
             100SE
             [
             200PL
             [

             1 - <CR>               ' leave first chr. alone
             0 - 2<CR>              ' change 0 to 2
             0 - 3<CR>              ' change 0 to 3
             S - <CR>               ' send <CR> 13 times
             E - <CR>               ' or <Esc><CR> to end edit
`
BUTTON APPEND                                    <Esc>Bbb,<CR>
-------------------------------------------------------------------------

Function     <Esc>Bbb,  allows the user to add commands to the
             end of the specified button.

Syntax       <Esc>B(integer),<CR>                       sent to SB
 
Remarks      The BUTTON APPEND command first displays the entire
             program stored in the specified button.  Then moves
             to the end of the button program and gives the program
             prompt, thus  putting  the  SB  back into Program
             mode.  The button number (bb) can be an integer value
             between 0 and (Max Button # - 1).  The Maximum number
             allowed is set by the MAXIMUM BUTTON command (<Esc>Nbb).
`
BUTTON APPEND  ( continued )                     <Esc>Bbb,<CR>
-------------------------------------------------------------------------

Example      ' This example demonstrates how to ADD the goto      
             ' button 0 after completing button 2

             <Esc>B2,<CR>           ' to view button 2
               BTN 2:
               123SE
               [
               200PL
               [


             - >0                   ' go to button 0
             - <CR>                 ' end the APPEND
\V
Variable Operations used in Button Programs :
-------------------------------------------------------------------------

   Vn,V0,V1,V2 are variable numbers between 0 and 9.
   Valid variable values  0 < xxxxx < 99999.


Assignment of Values to Variables :

  $Vn=xxxxx        Assigns xxxxx to variable Vn.
  $V0=$V1          Assigns value of $V1 to $V0.
  $V0=$V1+xxxxx    Assign xxxxx plus $V1 to $V0.
  $V0=$V1-xxxxx    Assign difference of xxxxx and $V1 to $V0.
  $V0=$V1+$V2      Assign sum of $V1 and $V2 to $V0.
  $V0=$V1-$V2      Assign difference of $V2 and $V1 to $V0.
  $Vn=+            Assign current frame number to $Vn.
  $Vn=+xxxxx       Assign current frame number plus xxxxx to $Vn.
  $Vn=-xxxxx       Assign current frame number minus xxxxx to $Vn.
  $V0=+$V1         Assign current frame number plus $V1 to $V0.
  $V0=-$V1         Assign current frame number minus $V1 to $V0.
`
Variable Operations used in Button Programs :   ( continued )
-----------------------------------------------------------------------------

   Vn,V0,V1,V2 are variable numbers between 0 and 9.
   Valid variable values  0 < xxxxx < 99999.


Transmission of Variable Values to Player :

  $Vn              Send value of the variable to player.
  $V0+$V1          $V0 and $V1 are added and result is sent to player.
  $V0-$V1          $V1 is subtracted from $V0 and result is sent to player.
  $Vn+xxxxx        Add xxxxx to the value of $Vn and send result to player.
  $Vn-xxxxx        Subtract xxxxx from $Vn and send result to player.
  +xxxxx           Add xxxxx to the current frame number.
  -xxxxx           Subtract xxxxx from the current frame number.
  +$Vn             Add frame number to the value of $Vn and send result.
  -$Vn             Subtract value of $Vn from frame number and send result.
`
RECALL                                           $n
-------------------------------------------------------------------------

Function     $n  allows the value of the variable to be used as
             the address or argument used by any of the player
             commands or by the SB42 GOTO function.


Example      ' this example shows how a variable can be used to
             ' search to a frame number

             <Esc>B0=
             - $1=10                  ' assigns 10 to variable 1
             - $1SE                   ' searches to frame 10
             - [                      ' wait for "R"
             - $1=$1+1,4PR
             - [
             - VARIABLE 1 = $1        ' will print Variable 1 = 11
             - [                      ' on line 4
             - >$1                    ' goto button 11
`
STORE                                            $Vn=
-------------------------------------------------------------------------

Function     $Vn=  is  used  to  set the value  of  the  variable
             specified by the argument.

Remarks      The  STORE functions may be placed anywhere  on  the
             program string. They must be ended with a comma. For
             readability they can be separated by commas but this
             uses up memory unneccessarily.


Example      $1=10$2=11$3=12,      ' stores 10 in variable 1
                                   '        11             2
                                   '        12             3
`
ADD and SUBTRACT                                 + and -
-------------------------------------------------------------------------

Function     The Plus and Minus signs have different functions
             depending on what follows the symbol.

          1. If +/- precedes a number and a player command, the
             current frame number is read, the value of the number
             is added or subtracted, and the result is sent to the
             player followed by the player command.

          2. +/- is also used to add or subtract a value to/from a
             variable. These values can be constant values, variable
             values, or the current frame number.
`
ADD and SUBTRACT                                 + and -
-------------------------------------------------------------------------

Syntax       1. +10SE  searches current frame plus 10

             2.  +C$6SE  adds value of variable 6 to present chapter
                 number.  If the chapter number is valid, the player
                 searches for it.

             3.  $7=$6+$1  adds values of variables 1 and 6 and stores
                 the result in variable 7.

             4.  $1=$0-100  subtracts 100 from the value of variable 0
                 and stores the result in variable 1.

Remarks      The  +/- can  be  located anywhere  in  the  program 
             string. They cannot be used in pass-thru mode
`
FRAME, CHAPTER or TIME GRAB                      +x and -x
-------------------------------------------------------------------------

Function     The  +/- can  also be used to get the value  of  the 
             current  frame number,  chapter number or time  code 
             number.  This number may be incremented decremented, 
             or variables added/subtracted from it.

Syntax       +, +F, +C, +T  and  -, -F, -C, -T

Remarks      If F,C,T are omitted the default is F,  thus a frame 
             grab will occur.


Examples     +50SE       ' searches current frame plus 50
             +T$4SM      ' places  a stop marker at the  current 
                         ' time code plus the value in variable 4 
             -C3SE       ' searches to current chapter minus 3
\E
EEPROM DUMP                                      <Esc>E<CR>
-------------------------------------------------------------------------

Function     <Esc>E  dumps the memory of the EEPROM to the host
             computer.  This can be captured to a file and then
             sent, using Input EEPROM, to another SuperBox.

Syntax       <Esc>E<CR>                                sent to SB
             
             TURN CAPTURE ON NOW -

             PRESS ANY KEY TO BEGIN EEPROM DUMP      returned to host


Remarks      The dump function allows a direct EEPROM memory dump.
             However, the program is almost impossible to edit in 
             the HEX format, therefore the DUMP is most useful for
             saving a working program on disk.
`
EEPROM DUMP  ( continued )                       <Esc>E<CR>
-------------------------------------------------------------------------

Remarks      The EEPROM Dump command sends INTEL format HEX codes.
             Should the communication program miss a character
             the SuperBox verifies the Checksum and will not
             allow the program to be loaded back into the box.

             The Intel HEX format uses the first 9 characters to
             represent the memory address, the next 64 characters 
             are HEX data, and the last two characters are the
             checksum.
`
EEPROM DUMP  ( continued )                       <Esc>E<CR>
-----------------------------------------------------------------------------

Example      ' This example demonstrates how to Dump a HEX File

<Esc>E<CR>

TURN CAPTURE ON NOW -

PRESS ANY KEY TO BEGIN EEPROM DUMP
:200000003E330DFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF7E
:20002000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFDF
:20004000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF3C323E43533144533150520D5B204407
             .
             .
:201FE000040000025869007F00030000014858007F00020000003348007F0001811C990242
:00000001FF

Ok
\I
INPUT EEPROM CONTENTS                            <Esc>I<CR>
-------------------------------------------------------------------------

Function     <Esc>I  allows a previously dumped program to be
             loaded into the SuperBox from a computer.

Syntax       <Esc>I                                 sent to SB

             BEGIN SENDING EEPROM (INTEL HEX FORMAT) FILE NOW    returned

Remarks      Cancel the EEPROM Load by sending <Esc> in response to
             the "BEGIN SENDING" Prompt.
`
INPUT EEPROM CONTENTS   ( continued )            <Esc>I<CR>
-----------------------------------------------------------------------------

Example      ' Demonstrates how to send a ????????.SBE file

<Esc>I<CR>

BEGIN SENDING EEPROM (INTEL HEX FORMAT) FILE NOW

:200000003E330DFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF7E
:20002000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFDF
:20004000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF3C323E43533144533150520D5B204407
             .
             .
:201FC0009BAB007F00070000058A9B007F00060000047B8A007F0005000003697B007F0092
:201FE000040000025869007F00030000014858007F00020000003348007F0001811C990242
:00000001FF
\M
VIEW ALL BUTTONS                                 <Esc>M<CR>
-----------------------------------------------------------------------------
_________________________________________________________________


Function     <Esc>M  displays programs in all enabled and valid
             buttons.

Syntax       <Esc>M<CR>                                sent to SB
             
Remarks      The VIEW ALL command will display the contents of all
             buttons which are enabled and contain valid command data.
             These contents can be captured to a file, edited using
             a word processor, and then downloaded using this program.
             In touch screen versions, all mask sectors are displayed
             following the button contents.
`
VIEW ALL BUTTONS  ( continued )                  <Esc>M<CR>
-------------------------------------------------------------------------


Example      ' This example demonstrates how VIEW ALL BUTTONS works

             <Esc>M<CR>           ' to view all

             BTN 0:
             CS120SP100SE
             [
             >90

             BTN 1:
             $1=1$2=1CS200SE
             [
             !400!>0

             BTN 10:
             $0=123>1
`
VIEW ALL MASKS            TS Option              <Esc>MM<CR>
-------------------------------------------------------------------------

Function    <Esc>MM shows all enabled touch screen MASK sectors

Syntax       <Esc>MM<CR>                                sent to SB

Remarks      View all Masks will show the sectors data stored for
             each mask.  UL is the Upper Left corner and LR is the
             Lower Right corner.  "BTN =" shows which button is to
             be performed when the sector of the enabled mask is
             touched.  Sector 0 has priority over sector 1 and
             sector 1 has priority over sector 2, etc. should the
             sectors overlap.
`
VIEW ALL MASKS            TS Option              <Esc>MM<CR>
-------------------------------------------------------------------------

Example      <Esc>MM<CR>

             MASK 0:
              SECTOR 0 : UL=(0,51) ; LR=(127,72) ; BTN = 1
              SECTOR 1 : UL=(0,72) ; LR=(127,88) ; BTN = 2
              SECTOR 2 : UL=(0,88) ; LR=(127,105) ; BTN = 3
              SECTOR 3 : UL=(0,105) ; LR=(127,123) ; BTN = 4
              SECTOR 4 : UL=(0,123) ; LR=(127,138) ; BTN = 5
              SECTOR 5 : UL=(0,138) ; LR=(127,155) ; BTN = 6
              SECTOR 6 : UL=(0,155) ; LR=(127,171) ; BTN = 7
              SECTOR 7 : UL=(0,171) ; LR=(127,184) ; BTN = 8
              SECTOR 8 : UL=(0,0) ; LR=(255,255) ; BTN = 9

             99 TOTAL MASK SECTORS ENABLED
             35 MASK SECTORS FREE
\N
MAX. NUMBER OF BUTTONS                           <Esc>N(argument)<CR>
-------------------------------------------------------------------------

Function     <Esc>N   creates a specified number of buttons and
             allocates amount of memory available in each button.

Syntax       <Esc>N(integer)<CR>                       sent to SB
             
Remarks      The MAXIMUM NUMBER OF VALID BUTTONS Sets the maximum 
             number of buttons allowed and the number of bytes of 
             memory allowed per button.  Allowable values for
             (argument) are 0,1,2,3,4,5,6.  If the argument given
             is invalid or missing, the current MAX. NUMBER is
             displayed.

             The MAXIMUM NUMBER OF VALID BUTTONS to be set must
             be done before programming begins.  This function
             determines how much memory is allocated to each of
             the buttons.
`
MAX. NUMBER OF BUTTONS   ( continued )           <Esc>N(argument)<CR>
-------------------------------------------------------------------------


         Button Memory  =  EEPROM Size  /  Maximum # of Buttons

            Maximum             Number of bytes per button
Argument   # buttons      2K option      8K option     16K option

    0        16 (minimum)    128            511          1022
    1        32              64             255           511
    2        100             15              80           255
    3        250             --              31            80
    4        500             --              15            31
    5        1000            --              --            15
    6        2000            --              --            --
`
MAX. NUMBER OF BUTTONS   ( continued )           <Esc>N(argument)<CR>
-----------------------------------------------------------------------------

Example      ' Maximum is set to default of 16 buttons
             ' but gets changed here to 32

             <Esc>N1<CR>                 ' set to 32 valid buttons
             32 BUTTONS ENABLED ( 0 - 31 )
             255 BYTES / BUTTON              ' with 8k option
\P
PASS THRU Mode                                   <Esc>P<CR>
-------------------------------------------------------------------------


Function     Enter mode where computer is in direct communication
             with the videodisc player.

Remarks      PASS THRU Mode is helpful for finding significant
             Frame #'s and testing Player command strings prior
             to programming them into SuperBox button programs.
             Only Player commands are valid in this mode, none
             of the SuperBox Commands are usable.

             <ESC> will exit back to SuperBox Command Mode.


Example      <Esc>P<CR>           ' Enter PASS THRU Mode
             FR1000SE<CR>         ' search to frame 1000 (LD-V4200)
             R                    ' Completion response from player
             <Esc>                ' Exit PASS THRU Mode
             Ok                   ' Back in Command Mode
\C
CLEAR ALL BUTTONS                                <Esc>CBTN<CR>
-------------------------------------------------------------------------

Function     To clear all Button Programs

Syntax       <Esc>CBTN<CR>                        sent to SB
             Ok                                   returned to host

Remarks      This command sets the Button Used Flag to "FF" for
             for all enabled buttons.  Buttons are now "UNUSED"
             and ready to be reprogrammed.  Useful to initialize
             buttons after the # of enabled buttons is changed
             and prior to programming.


Example      <Esc>CBTN<CR>        ' clear all buttons
             Ok                   ' clear complete
`
CLEAR EEPROM                                     <Esc>CALL<CR>
-------------------------------------------------------------------------

Function     To clear all memory locations in EEPROM

Syntax       <Esc>CALL<CR>                        sent to SB
             Ok                                   returned to host

Remarks      This command erases the EEPROM by writing "FF" to
             all memory locations.  This is a more thorough
             erasure than with <Esc>CBTN, but is not really any
             more useful since all bytes which fall outside used
             buttons are ignored.  This Operation takes several
             seconds.


Example      <Esc>CALL<CR>        ' clear EEPROM
             Ok                   ' clear complete
`
CLEAR ALL MASKS           TS Option              <Esc>CMSK<CR>
-----------------------------------------------------------------------------

Function     To clear all Touch Screen mask sectors

Syntax       <Esc>CMSK<CR>                        sent to SB
             Ok                                   returned to host

Remarks      This command clears all touch screen sectors within
             the enabled mask area.


Example      <Esc>CMSK<CR>        ' clear Touchscreen Mask sectors
             Ok                   ' clear complete
`
CLEAR USAGE LOG           Clock option           <Esc>CUSE<CR>
-----------------------------------------------------------------------------

Function     <Esc>C  clears the usage log

Syntax       <Esc>CUSE<CR>                        sent to SB
             Ok                                   returned to host
             
Remarks      The CLEAR USAGE LOG command allows user to reset the
             log when needed.  The usage log records the button
             presses for the last 150 days.


Example      ' This example demonstrates how to CLEAR the usage log

             <Esc>CUSE<CR>        ' clear Usage Log
             Ok                   ' clear complete
\D
DATE                      Clock Option           <Esc>D<CR>
-----------------------------------------------------------------------------

Function     <Esc>D  displays date and prompts for change 

Syntax       <Esc>D<CR>                                 sent to SB
             
Remarks      The DATE function is only valid if Clock option is
             installed.  The correct format is :  mm/dd/yy.
             Invalid formats are ignored and the Date is not changed.


Example      ' This  example demonstrates how to set the DATE       

             <Esc>D<CR>                               ' to set date
             CURRENT DATE : 01/01/87                  ' <CR> to keep this date
             ENTER NEW DATE (MM/DD/YY) : 04/04/87<CR> ' or sets new date


             CURRENT DATE : 04/04/87                  ' shows new Date
             CURRENT TIME : 17:40                     ' shows time
\L
USAGE LOG LABEL               Clock Option       <Esc>L<CR>
-------------------------------------------------------------------------

Function     <Esc>L To view and change the usage log label

Syntax       <Esc>L<CR>                                sent to SB
             LABEL : SUPERBOX V1.08<CR><LF>            returned to host
             ENTER NEW LABEL :
             
Remarks      The USAGE LOG LABEL is only valid if Clock option is
             installed.  The LABEL can be any combination of up to
             25 Alpha-numeric characters.  The LABEL will appear
             whenever the usage log is viewed.  When prompted for a
             new LABEL, sending just a <CR> will keep the current
             LABEL unchanged.
`
USAGE LOG LABEL               Clock Option       <Esc>L<CR>
-----------------------------------------------------------------------------

Examples     <Esc>L<CR>
             LABEL : SUPERBOX V1.08
             ENTER NEW LABEL : <CR>                  ' Leave LABEL Unchanged

             ' This example demonstrates how to set the USAGE LOG LABEL

             <Esc>L<CR>
             LABEL : SUPERBOX V1.08                  ' Current LABEL displayed
             ENTER NEW LABEL : KIOSK #3 in LA<CR>    ' Set LABEL to read
             LABEL : KIOSK #3 in LA                  ' "KIOSK #3 IN LA"

             ' to clear the title 

             <Esc>L<CR>
             LABEL : SUPERBOX V1.08                  ' Current LABEL displayed
             ENTER NEW LABEL : space<CR>             ' one SPACE Character
             LABEL :                                 ' New LABEL is " "
\T
TIME                      Clock Option           <Esc>T<CR>
-------------------------------------------------------------------------

Function     <Esc>T  displays TIME and prompts for change 

Syntax       <Esc>T<CR>                                 sent to SB
             
Remarks      The TIME function only works if Clock/Calendar option is
             installed.  The format is HH:MM, in 24 Hour format.
             Invalid formats are ignored and Time is not changed.


Example      ' This example demonstrates how to set the time

             <Esc>T<CR>                           ' to set TIME
             CURRENT TIME : 17:40                 ' hit <CR> if OK
             ENTER NEW TIME (HH:MM) : 12:00<CR>   ' sets time to 12:00


             CURRENT DATE : 04/04/87
             CURRENT TIME : 12:00
\U
VIEW USAGE LOG          Clock Option             <Esc>U<CR>
-------------------------------------------------------------------------

Function     <Esc>U  give usage summary for enabled buttons.
             Available with clock option only.
Syntax       <Esc>U<CR>                                sent to SB
             
Remarks      The VIEW USAGE LOG command displays a tally of the
             number of times each button was pressed since the
             log was last cleared.  The number of button presses
             during the morning (00:00 - 11:59), afternoon (12:00
             - 16:59), and evening (17:00 - 23:59) of each day
             in which a button was pressed are also tallied.
`
VIEW USAGE LOG         Clock Option              <Esc>U<CR>
-------------------------------------------------------------------------

Example      ' this  example demonstrates how to view the log 

             <Esc>U<CR>                  ' to view usage log
             USAGE SUMMARY FOR :  KIOSK # 3 IN LA
              BTN  0: 0004               ' button 0 pushed 4 times
              BTN  1: 0154               ' button 1 - 154 times
              BTN  2: 0000               ' etc.....
                 .
                 .
              BTN   #:  0014             ' here "#" is the last
                                         ' button enabled using
                                         ' <Esc>N
             04/04/87  0338 0000 0000    ' 338 pushed in morning 
                 .                       ' 0 pushed in afternoon
                 .                       ' 0 pushed in evening
             06/15/87  0123 0320 0015    ' Last Date Used Prior to Viewing
\X
SET AUTO-EXECUTE         Clock Option            <Esc>Xxx<CR>
-------------------------------------------------------------------------

Function     <Esc>Xbb allows a button to be set to begin execution
             at a specified time. (bb = 0 - 15)

Syntax       <Esc>X(integer)<CR>                       sent to SB
             
Remarks      The SET AUTO-EXEC.  Command is used to cause a
             button program to start up and play at a specified
             time of day without requiring user input.  When the
             AUTO-EXECUTE time occurs, the SuperBox will wait until
             any currently executing button is finished and will
             then execute the button, specified in the AUTO-EXECUTE
             function. There are of 16 AUTO-EXECUTE functions.
`
SET AUTO-EXECUTE         Clock Option            <Esc>Xxx<CR>
-------------------------------------------------------------------------

Example     ' This example demonstrates how to SET Auto-execute

             <Esc>X15<CR>                ' SET AUTO EXEC # 15
             AUTO #15
               TIME : 12:40<CR>          ' INTERRUPT AT 12:40
               BTN : 2<CR>               ' AND EXECUTE BUTTON # 2


            'This example demonstrates how to CLEAR an Auto-execute

             <Esc>X15<CR>                ' SET AUTO EXEC # 15
             AUTO #15
               TIME : <CR>               ' Just a <CR> will Clear the
                                         ' specified auto-execute.
`
VIEW AUTO-EXECUTE         Clock Option           <Esc>X?<CR>
-------------------------------------------------------------------------

Function     <Esc>X?  causes the SB to display the Auto-execute
             functions which are currently enabled.

Syntax       <Esc>X?<CR>                       sent to SB
             
Remarks      The VIEW AUTO-EXEC command shows the user what is stored in 
             all (16 maximum) autoexecute functions which are active.


Example     ' This example demonstrates how to VIEW Auto-execute

             <Esc>X?<CR>
             AUTO #  0 TIME : 16:15 BTN : 1      ' AUTO #1 IS ENABLED
             AUTO # 15 TIME : 12:40 BTN : 2      ' AUTO #15 IS ENABLED

             <Esc>X?<CR>
              NO AUTO-EXECUTE CMDS ENABLED       ' IF NONE ARE ENABLED
\S
CREATE MASK               TS option              <Esc>Smm=<CR>
-------------------------------------------------------------------------

Function     <Esc>Smm=  is used to create touch screen areas of
             touch and assign branch to locations when a valid
             area is touched.

Syntax       <Esc>Smm,ss=x1,y1,x2,y2,b<CR>
             mm- integer that represents the mask number
             ss- integer that represents the sector number
             x1- integer coordinate for the top left corner
             y1- integer coordinate for the top left corner
             x2- integer coordinate for the bottom right corner
             y2- integer coordinate for the bottom right corner
             bb- integer that gives the button to branch to

             The range for x1,x2 and y1,y2 is  0-255

             UPPER LEFT Corner of Screen (x=0, y=0)
             LOWER RIGHT Corner of Screen (x=255, y=255)
`
CREATE MASK               TS option              <Esc>Smm=<CR>
-------------------------------------------------------------------------

Remarks      Mask memory is determined by using <Esc>Zbb.  If
             more mask memory is needed (MASK MEMORY FULL), then
             another button must be used. 
     
             Sector areas with the lowest sector number have
             precedence over the higher numbers.  When a press is
             detected, Sector 0 of the selected mask is tested,
             if the touch is outside sector 0, sector 1 is tested
             and so on until a match is found.

             The last sector of each mask should include the
             entire screen (0,0),(255,255) and go to a valid
             button. This will ensure accidental touches during a 
             segment have a branch to location.  A button which
             displays an error message is appropriate.
`
CREATE MASK               TS option              <Esc>Smm=<CR>
-------------------------------------------------------------------------
              
Example      ' This example shows how to set Mask 1, Sector 0 to
             ' be the whole screen.  When the screen is touched
             ' button 1 is executed

             <Esc>S1,0=0,0,255,255,1<CR>
\Z
VIEW MASK MEMORY           TS Option             <Esc>Z<CR>
-------------------------------------------------------------------------

Function    <Esc>Z Shows the mask memory allocation and availability.


Example:     <Esc>Z<CR>
             99 TOTAL MASK SECTORS ENABLED
             35 MASK SECTORS FREE
`
SET MASK MEMORY           TS Option              <Esc>Zbb<CR>
-------------------------------------------------------------------------

Function    <Esc>Zbb  sets the amount of memory allocated for
            touch screen mask sectors.  All memory from button
            bb to the end of the EEPROM is enabled for use in
            storing touch screen sectors.

Remarks      When the Maximum number of buttons is changed make
             sure the Mask Memory is not affected.


Example      <Esc>Z20<CR>
             120 TOTAL MASK SECTORS ENABLED
             95 MASK SECTORS FREE