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Operator System

MtBoard for Soccer,


Athletics and Multisport
Version 9.35.125-

User's
Manual

Mt Visual Ltd.

Table of contents
1. INTRODUCTION................................................................................. 1
Presentation of the MtBoard .................................................................. 1
Overview of the possibilities ................................................................. 2
Hardware conditions..................................................................................... 3
Software conditions ...................................................................................... 6
Software Installation ..................................................................................... 6
2. PICTURES AND TITLES................................................................ 7
Drawing lines and pictures, erasure, paintbrush ................. 7
Selecting the ink and the background colour ......................... 8
Work button .......................................................................................................... 8
Erasing drawings and return to the previous state............ 8
Edit menu, reflection and other manipulations ..................... 8
Cutting out and copying parts of pictures ................................. 9
Borders and line styles............................................................................... 9
Writing and recording text ..................................................................... 10
Recording of text: selecting fonts ................................................... 11
Setting colour attributes .......................................................................... 11
Sending pictures to the board ............................................................ 12
Effects used in picture transfer ......................................................... 12
Linear picture magnification and reduction .......................... 12
3. EDITING SKY-LINE NEWS......................................................... 13

ii

Table of contents
Starting the sky-line news...................................................................... 13
Operations with text .................................................................................... 13
Sending the sky-line news ..................................................................... 14
Setting the speed ........................................................................................... 14
4. OPERATION OF THE BOARD ................................................. 15
VideoCard: Handling the video signal ......................................... 15
Send picture from the window to the Out.Device .............. 18
ClearBoard: Clears the board to dark .......................................... 19
Pic!, Rev!, w.Rev: Quick presentation ......................................... 19
Clock: Handling a clock on board surface............................... 19
5. USE OF MOVIE................................................................................. 26
6. COMPILING REVUES ................................................................... 29
Starting the revue: Selecting .REV file ........................................ 29
Editing revue text........................................................................................... 29
Overview of the instructions ................................................................ 31
Hints for compiling revues .................................................................... 31
Using variables in the revue................................................................. 33
APPENDIX A: THE MAIN MENU .................................................. 34
FILE: Loading, and saving pictures ............................................... 34
EDIT: Drawing picture and drawing methods ....................... 34
TOOLS: Start of revue, sky-line news .......................................... 35
BOARD: Sending to the board with effect................................ 36
iii

Table of contents
APPENDIX B: THE QUESTION WINDOWS ........................... 37
Colour selection.............................................................................................. 37
File selection ..................................................................................................... 38
Quick Send .......................................................................................................... 38
Selection of pattern...................................................................................... 40
APPENDIX C.: ERROR MESSAGES.......................................... 41
APPENDIX D.: SPECIAL EFFECTS ........................................... 43
APPENDIX E.: REVUE INSTRUCTIONS .................................. 44
APPENDIX F.: SPECIFICATION ................................................... 55
APPENDIX G.: SPORT MODE, FOOTBALL .......................... 57
Messages in sport mode ......................................................................... 58
Directory structure ....................................................................................... 59
Associating a revue to the message ............................................. 60
Running the revue by using the variables ............................... 61
The football variables................................................................................. 62
Use of the lists ................................................................................................. 63
The sport events............................................................................................. 64
APPENDIX H.: ATHLETICS INTERFACE ................................ 75
APPENDIX I.: SPORT MODE, MULTISPORT........................ 79
APPENDIX J.: COMMUNICATION OF MTBOARD AND
CSS .............................................................................................................. 84

iv

1. Introduction
Thanks to the television, the great masses of the people became
accessible at their homes, even for the purpose of information and
advertisement. However, this is insufficient if a number of people stay at the
same place and the information is addressed to everybody of them. An attempt
may be to use several TV sets or a projection device. For reasons of aesthetics
or illumination, this solution cannot be accepted as the true one, especially on
the street during day-time or in well-illuminated playgrounds. The obvious
solution will be a large size display unit of high intensity, provided with the
interactive feature of TV sets or VDUs, that is, it is suitable to be controlled by
means of a computer, nevertheless, with the restriction that it is unable to be
viewed at a short range.
This matrix of pixels accessible in the same way as in the case of video
screens will be made capable of receiving video signals by means of an
interfacing control unit, thus enabling both video records and computergenerated pictures to be displayed. The computer may provide for mixing the
signals from these two sources. The board of projection - or simply, the board shall be capable of adapting itself to the variable illumination and displaying
some picture even if - for technical reasons - the video signal fails. This
MtBoard Program and the control circuit aims at fulfilling the requirements listed
above; in fact, it ensures an operator interface that enables the full capability of
the board to be utilized.

Presentation of the MtBoard


The MtBoard includes the low-level hardware control and a quick setting
into any state. In addition, it also ensures a high-level graphic operator
interface. This high-level interface is capable of drawing pictures, generating
promotion posters and advertisements, movies, sky-sign news and, in addition,
it can be used to print titles on video-films. This Manual is aimed at introducing
the operator to the use of these features.
You should imagine a poster of several square meters showing living
pictures with spectacular motion, e.g. a tumble or a high-speed run: all eyes will
be fixed on the board. In fact, the motion attracts your eyes. Or, a large-size
poster informs the people on the TV program, showing selected interesting
scenes from time to time. It is often impossible to realize a short-time event in
its full detail; it is useful to view it in slow motion. The dominant stills can be
memorized by depressing a single key and can be displayed for long time, or
even printed.
The MtBoard program ensures the possibility to do all these listed, either
at a lower level through several steps or along shorter paths, although in a less
creative way. The program includes a so-called revue format in which the
program is suitable to be used for control, in a descriptor language and
automatically.

Chapter 1: Introduction

Overview of the possibilities


With the program and its environment clearly defined, the resources available
to the user can be shown:
During operation the inputs are:
Video signal (from camera, satellite receiver, video recorder)
Movie file (generated by means of digital video editor program)
Picture file (generated by means of drawing program)
Text file for sky-sign and revue (generated by means of any word
processor)
The program generates:
Picture file (by using the integrated drawing program)
Text file for sky-sign news and revues (by means of the integrated editors)
Control signals to the board

During operation, the outputs are:


VGA video signal for the operator, with resolution as that of the board.
VGA video signal, picture displayed on the secondary monitor, the same as
on the board.
Transfer of digital picture and control data to the control unit.
Setting the accurate limits of the files managed by the programs is also
important. The formats are adapted to the formats of drawing programs
commonly used thus, they are well suitable to be used with the MtBoard.

Pictures
Windows Bitmap, with .BMP extension or JPG, GIF, PNG, TIF, WMF, EMF,
ICO
It can be set that the pictures preserve their size or will be reduced or enlarged
to the size of board on loading

Sky-line news
They are simple text files that can be run by the program horizontally
along the screen and the board. Both the font and the color can be set.Their
extension is:.TXT or .NWS

Chapter 1: Introduction

Movies
The program is unable to generate these files but only to run them.
These are the formats
*.AVI, *.MPG, *.VOB, *.SWF, *.FLV, *.WMV

Revues
Simple text files that consist of lines, with one instruction and some
parameters allowed in each line The instructions are listed in the Appendix E.
The extension to these files is: .REV. The instructions are used for running
movies and sky-line news, waiting and performing basic settings.

Hardware conditions
In spite of the fact that the complete system will be installed, for the sake of
completeness, the suitable configuration will be listed below:

Chapter 1: Introduction

Chapter 1: Introduction

1 Scoreboard Controller PC (Board PC)


Windows XP
Intel Pentium 4
1024M RAM
VGA RADEON X550
Digital Rapids DRC 500 or DRC 1500 Video Capture Card
Two serial ports
10/100 Ethernet Network Card for sport interface
GigaBit Ethernet Network Card for CSS interface
2 Primary monitor for outgoing pictures and videos
1024x768 resolution
32 bits per pixel color depth
60 Hz refresh rate
3 Secondary monitor for user interface
1024x768 resolution
32 bits per pixel color depth
Any refresh rate
4 Sport PC
Windows XP
Intel Pentium 4
10/100 Ethernet Network Card
5 10/100 Ethernet LAN connection
Client for Microsoft Windows Networks
File and Printer Sharing for Microsoft Windows Networks
Internet Protocol (TCP/IP)
Shared Drives:
The Board PC must to see the C: drive of Sport PC
The Sport PC must to see the C: drive of Board PC
6 GigaBit Ethernet LAN connection
Client for Microsoft Windows Networks
File and Printer Sharing for Microsoft Windows Networks
Internet Protocol (TCP/IP)
Shared Drives:
The Board PC must to see the C: drive of Css PC
The Css PC must to see the C: drive of Board PC

Chapter 1: Introduction

Software conditions
The programs necessary for the system operation were also installed
-

Windows XP Professional
DirectX 9.0

- MtBoard 9.35.5x scoreboard control program system


MtBoard.EXE
MtNws.EXE
MtbUtil.EXE
DrSource.AX
GdiPlus.DLL
Same Video Codec collection with CSS computer

Software Installation
The Setup program shall be started from the installation disc under Windows.
1)
2)
3)

Enter the Start menu of Program Manager


Select the menu item RUN.
Type the name of setup program: [drive:]InsMtBrd.Exe

The InsMtBrd.Exe program makes necessary modifications on windows


environment and creates icons on the Desktop and menu item(s) under
Programs of Start Menu.
Select the icon MtBoard and open it by double clicking to start the program.
.

2. Pictures and titles


The simplest way of information is to display a picture on the board. This
picture can be generated by means of a drawing program, or even, an
integrated editor. Of course, this feature enables pictures to be used from any
source, on condition that they are in a BMP format. This is not a strict
requirement; in fact, conversion programs capable of converting any format into
any other format are available at present. Posters, photos converted into digital
form or the demo pictures supplied with the program can be utilized. However,
as the best quality is expected if the picture is available in the same resolution
as that of the board and, in addition, by completing the picture with messages,
more efficient information can be obtained, it is reasonable to use the
integrated drawing program, so much the more that the integration also
improves the efficiency.

Figure 2.1. Drawing tools and color selectors.

Drawing lines and pictures, erasure, paintbrush


Drawing is performed in the same manner as in the case of any
Windows drawing program. In order to facilitate the learning, the icons of the
desired functions are also similar, to those used by Windows. Clicking an icon
representing lines enables lines to be drawn on the board, using the actual
color. Click both the start and the end of line. The line will be drawn. In addition
to drawing straight lines, free-hand drawing is also possible, by clicking the 3rd
icon. Selecting the 4th icon, erasure will be possible, with the actual background
color. Selecting the next icon, using the actual color, can fill an area once drawn
by free-hand drawing. Any gap in the contour allows the color to run over; in
such cases, select the menu item Edit/Undo to cancel the operation.

Chapter 2: Pictures and titles

Selecting the ink and the background color


The colors used in drawing were already mentioned. There are three
different types of colors, i.e. ink color and shadow color that can be set in the
field Color, and the background color shown under the text Patt. The ink color
is used for drawing. You will show that any changes in color and the shadow
color play an important part in writing text. Not only tint but also patterns can be
used as background. In addition, the pattern can also be redefined
Click the outer color border of the field Color. This represents the
shadow color. A color selection appears, which allows the color to be selected
from a predefined set of colors (upper matrix) or from a mixed set of colors
(lower matrix). The selection of color is the same as in Windows. The colors
can be mixed in a simple way. By using the mouse, the proper color from the
spectrum shall be selected, or, the values of RGB components can be typed
into the fields RED, GREEN, and BLUE.

Work button
Below the Work window, in its middle part is a button labeled "Work 1" or
"Work 2". The software has 2 work windows and this button can be used to
switch between the two windows. Pressing the F8 function key does the same.

Erasing drawings and return to the previous state.


It may occur that the drawing fails to meet with satisfaction, or, simply, a
new one shall replace it. In such cases, the menu item Edit/Clear is used. The
active windows will be cleared and filled with the actual pattern color. If a black
background is required, it shall be set accordingly. In respect of the drawing,
erasing is the most destructive operation. Nevertheless, there are other
methods to deteriorate the drawing: e.g. an erroneous keystroke, tint,
unnecessary line or erasing may destruct the result. In such cases, the use of
the menu item Edit/Undo cancels the last operation.

Edit menu, reflection and other manipulations


The Edit menu was already mentioned. Let us see, whether any other
functions are available. Although the Appendix A describes the main menu in
detail, still, an overview is given here.

Chapter 2: Pictures and titles


Undo
Clear
Invert
Alter Colors F->S
Flip Hor
Flip Ver
Switch

Extras
Diag.Lines
Diag.Shade
Advertise

Undoes the actual drawing or writing operation: the


window will be reset to its previous state
Clears the actual window
Inverts the colors in the actual window
Changes the color of actual ink (Foreground) color to
the actual Shadow colors
Reflects the actual window horizontally
Reflects the actual window vertically
Changes between the two pictures that can be edited
in the actual window.
Program-controlled complex drawing operations
Background, composed of diagonal lines of increased
thickness
Generates diagonal background color transition
Superposes given picture on diagonal color transition
and enables text to be inserted near the pictures as in
the case or posters

Cutting out and copying parts of pictures


It may occur that a successfully made part of picture shall be repeated in
several places within the picture, or, some parts of pictures have to be
repositioned. To cut the desired part, proceed as follows: click the icon of
scissor and, then, the upper left corner of the area. Now, a rectangle can be
shaped. Move the rectangle to the lower right corner of the part to be cut and
click. The part will be "sticked" to the mouse pointer. Move the part of picture to
the desired position and click again.

Borders and line styles


As the drawing consists not only of fine lines, drawing of heavy lines is
also required. The thickness can be increased in steps by clicking the field Pen.
To reduce the thickness, click the right mouse key. It is rather tedious to draw
rectangles, or, what is even more, ellipses by using straight lines. Using the
lower row of icons may do this. Those filled with colors are also capable of
providing background tint. The line thickness once set determines the thickness
of borders that will be of ink color. The line thickness may also be zero; in this
case the tinted area appears without border.

Chapter 2: Pictures and titles

Writing and recording text

The icon abc can be used to write messages. Click this icon and move
the cursor in the actual window. Click the desired starting point of text (this
starting point could be modified during text editing by clicking on the direction
arrows with the mouse or can be set numerically by clicking on the showed
coordinates). If the BiDi control shows Left to Right then the selected starting
point will be the top-left corner of a rectangle in which we can type the text,
while if it shows Right to Left then the point will be the top right corner. We can
change it during editing the text will be re-formatted according to the new
rectangle. The cursor will be converted from arrow into line and the text editing
toolbar will be visible. Now, we can start with writing or load text from disk using
the toolbars Load text button. The lines that would be longer than fits to the
window are wrapped at the right (or in case of Arabic the left) side of the
window. If the typed text is longer than fits to the window vertically, then the
beginning of it will be scrolled out (the cursor is always visible in the window).
The text can be saved to disk for future use with the toolbars Save text button.
During editing we can use the Windows standard editing commands and
keyboard shortcuts:
Ctrl-C
Ctrl-X
Ctrl-V
Ctrl-A
Ctrl-Z
Ctrl-Backspace
Ctrl-Delete
Shift-PageUp
Shift-PageDown
Shift-Home
Shift-End

Copy selection to clipboard,


Cut selection to clipboard,
Paste selection from clipboard,
Select all,
Undo,
Delete until the beginning of the word,
Delete until the end of the word,
Select from the beginning of text,
Select until the end of text,
Select from the beginning of current line,
Select until the end of current line

We can leave the text-editing mode by pressing the OK or the Cancel


button. If we leave it by pressing the Cancel button the text we typed in will be
removed from the window.

The text editors toolbar

10

Chapter 2: Pictures and titles

Recording of text: selecting fonts


It may occur that the font, or even, the character size shall be changed.
In such cases, select the desired font, size and style (Bold, Italic, Underlined,
Dotted-Underline) from the toolbar. Changing the font, size and style always
applies to the SELECTED TEXT or if there is no selection then it will apply to
the newly typed text only.
The picture might be prettified for long time; after all, it shall be
transferred to the board sooner or later.

Setting color attributes


This program makes it possible to use different colors and attributes in
the same text entry. It means, that we can set the following attributes
individually for each character:
Foreground Color
Background Color
Transparency

The colors and transparent attribute can be set on the toolbar or by


clicking with the mouse to the appropriate location on the color preview window
(left click to the letter changes the foreground color, left click to the background
changes the background color and right click to the background makes the text
transparent (no background color).
The newly set parameters takes effect from their setting till their
changing. It is possible to change these attributes in the already typed section
in such a way that we SELECT the section we would like to change, and then
set the desired attributes. To select a part of the text we can use the arrow keys
and the HOME and END keys, too, while holding down the SHIFT key or the
mouse. The selection is visually visible, because the selected parts are
displayed with inverted colors. The selection inactivates if we begin to type or
press the arrow keys without holding down the SHIFT key or clicking with the
mouse on the text.
With this feature, we can easily create spectacularly colored text,
advertisement on the board. In this way we can emphasize sections, words, or
even characters with their different color and/or attributes, and this can be done
in the same text entry. We can still correct previously typed and colored text,
insert or delete according to our wishes.
While entering text, the color control boxes always shows the current
colors and attributes, it also applies to the case when we are moving through
the text with the arrow keys. The attributes are set according to the attributes
LEFT from the current cursor position, if there is such character(s). Otherwise it
takes the attributes from the right. If no characters are in the left nor the right
then the last used attribute is used.
.

11

Chapter 2: Pictures and titles

Sending pictures to the board


Depressing the Send key does this.
Attention! Check in the box Board in-group Sending to.

Effects used in picture transfer


Using a number of effects can transfer pictures. Usually, good care is taken
of picture changes in the field of video technique. It is recommended to select
spectacular effects and the variety is also an objective. The effects and their
functions are described in detail in the Appendix D. For the selection of effects,
the item Effects of the Board menu shall be used. Some general groups to be
mentioned here are as follows:
- Without direction, individual: e.g. Fade, Blink, Checker, Diagonal,
Replace.
- Horizontal-vertical: e.g. Stripe, Snake, Crush, Wave.
- Inward outward: e.g. Spiral, Zoom.

Linear picture magnification and reduction


If a picture size is too large, a handsome and quick solution is to remove
pixels in a good distribution and to display only the remaining part. In the case
of smaller pictures, repeating pixels is considered an useful solution. This is
done with the menu item Edit/Stretch switched on.
However, magnification or reduction in a quality suitable for picture
processing cannot be obtained in this way. For this purpose, the menu item
Edit/Smart shall be switched on. With this menu item, the colors of the pixels
concerned will be averaged in the case of reduction and the picture thus
processed will be displayed. When magnifying, the bridge that replaces the
removed pixels will be generated by interpolation between the two neighboring
colors.
The possibility of reduction may be useful not only during the control of
the board; in fact, this facility appears to be a good converter when importing
pictures from other sources. Thus, it can be avoided that the program performs
the linear reduction at the time of transferring the picture to the board. In
addition, the size of picture thus reduced will not be too large.
In addition to the feature that icon-size pictures can be made fade and
blurred, the magnification can well be used to generate background tints with
fine color transition. For example, by magnifying a small picture of 2 x 2 pixels
made by means of Windows Paintbrush, where all the 4 pixels are of different
color, a fine color transition will be obtained with the Edit/Smart and Edit/Stretch
switched on

12

3. Editing skyline news


The most aesthetic way of information is, to compile a picture including
text, frames and picture details. Nevertheless, it may be necessary to output
texts immediately or to move texts, in order to attract the attention. It is this
case the skyline news are used.

Starting the sky-line news


Select the menu item Tools/News. The news editor window will appear.
Now, the text editing (or revision) can be started. The editing procedure
is the same as usual in Windows. Two well-known menus are also available to
handle the text at file level and to copy blocks.

Operations with text


The menu items available in the File menu are as follows:
Open
Starts editing an existing news or text file, with the actual one deleted.
Save
Saves the news just edited.
Save as Saves the news just edited under a new file name.
New
Deletes the actual news and starts editing a new one.

Selecting fonts
The skyline news displays the text with font, size and type according to the
actual setting. To change this, click the Font menu to display the font selection
table. You can choose any kind of windows fonts to display the text.
The shape of characters could be Shadow-ed or Outline-d too.
With the SetDefault menu item you can store your selection.
At the next time when the program starts, this setting is used.
The program always stores the position of the MtNews dialog, on the screen

13

Chapter 3: Editing sky-line news

Figure 3.1. The news editor and controller

Colors
The last menu item, Colors, enable the setting of the ink, background, and
shadow colors to display the skyline news. A color selection table known in
Windows appears that enables both preset colors and mixed colors to be
selected.

Sending the skyline news


If the text including the font and colors are satisfactory, the skyline news
can be sent to the board. On pressing the Go button, the text runs along the
board in the direction set by the Board menu Horizontal or Vertical item.
If the language is right-to-left direction (for example Arabic) and the text
contains any letter from this language, then the horizontal running direction will
change to the appropriate direction.
Pressing the Esc key, the skyline news can be stopped. The skyline news
appears at the position that we set by the Vert. Pos track bar located on the
right side of the window.
If the Transparent button is pressed the background of text will be transparent
else uses the background color.

Setting the speed


If the running speed of the skyline news is too fast or too slow, use the
field Speed to reduce or to increase the speed.

Exit
Use the Exit button to exit from the skyline news.

14

4. Operation of the board


This chapter describes the direct control of the board, which is one of the
main tasks of the operator. Accordingly, the controls are located in the main
window, grouped by their functions in separate frames. Although, the state of
the controls will not be changed accidentally, yet, it is recommended to have a
look at them prior to each important operation.

Video Card: Handling the video signals


There are 16 video input signal or 16 kind of settings for channels available for
the system. The operator can choose one of them, by pushing buttons between
0 and 15.

To modify the incoming video norm, quality or size, push the Setup button of
the Video Card group, to go to Video Card Setup Dialog.

You can store different setting for any video channel

15

Chapter 4: Operation of the board

It is a possibility to define the size and the position of the video window on the
scoreboard.

Using the buttons above could be choosing between five different settings.
Four of them can store four Custom setting (c1,..,c4).
To modify the values hold down any shift key while pressing the corresponding
button. Than the following dialog will be opened.
The green grid represents the scoreboard surface and the blue rectangle the
video window. Sliders around the window frame can modify the size and
position of the video window. The x= and y= boxes show the current position,
the w= and h= show the size.
The playback of movies will be occurring in this window too.

Mode

In this group you can select board modes.

16

Chapter 4: Operation of the board

PC
The scoreboard shows the pictures and movies only, witch sent by PC.
The clock can be seen on the scoreboard over the outgoing pictures.

Video
The scoreboard shows the video signal only, coming from the current
video channel. The clock can be seen on the scoreboard over the video.

Mix
The scoreboard shows the incoming video signal and the PC pictures
and the clock together. The pixels in PC picture witch have same color as the
color selected for Mix Color in this mode are transparent for video.

17

Chapter 4: Operation of the board

Example:

The mix color components are: R=59, G=107, B=107. The background color of
the picture is same. If you sent this picture to the scoreboard in Mix mode, you
can see the video on background of the picture.

Out.Device
Selecting the Output Device:

The target of sending functions is the scoreboard or the work window

Send picture from the window to the Out.Device


If you created or modified the picture in the picture window manually, you
can send it out to the board with pressing this button with the mouse.

18

Chapter 4: Operation of the board

ClearBoard: Clears the board to dark


It may occur that the board has to be darkened immediately. This may
be difficult by using Edit/Clear, that clears the board to the background color e.g. blue - previously selected and, in addition, the video picture is still shown.
For this purpose, the button ClearBoard is used

Pic!, Rev!, w.Rev: Quick presentation


When you need to show anything on the board but very quickly, you
can push the Pic! or the Rev! or w.Rev button to show a picture or start a revue
on the board.
The meaning of Rev! and w.Rev is very similar. Both of them start a
revue.The difference: the revue started by Rev! button starts always from
beginning while the revue started by w.Rev (Watched Revue) starts after the
break point where it was interrupted. For example if the 10th line was the current
when the ESC pressed, then the next time the revue starts at 11th line. Because
the entry point of w.Rev is not defined (depends from the previous break) thus
not recommended the usage of revue commands, that assumes some previous
settings for example text writing commands. The recommended commands are
picture loading and sending, movie playing commands. The usage of GOSUB
and RETURN commands not allowed in a w.Rev revue.
If the w.Rev was opened for editing then first time starts from beginning and
next time as above mentioned.
The name of the quick revues and quick picture can be set in the
Tools, Defaults menu or holding down the shift key while pressing the button a
get filename dialog will be opened to choose the desired file.

Clock: Handling a clock on board surface

19

Chapter 4: Operation of the board

Set

Setting the current value of clock, in current clock format.

Setup

Setting the position of the clock with rulers in the upper left
rectangle. The really picture of the clock can be seen on
the bottom frame
5 clock types are available
HH:MM
hours, minutes
HH:MM:SS hours, minutes, seconds
MM:SS
minutes, seconds
MMM:SS
minutes, seconds
SS
seconds only
2 local time formats
HH:MM
hours, minutes
HH:MM:SS hours, minutes, seconds

20

Chapter 4: Operation of the board

Soccer dual format is available only in case of soccersystems.


Auto freeze
The Auto freeze checkbox is visible only if the clock type
is mmm:ss which usually used for soccer clock. In
checked state of this box the program controls the freezing
of the clock: in the
1st half
at
45:00,
nd
2 half
at
90:00,
st
1 extra
at
105:00,
2nd extra
at
120:00
freezes the clock.
The state of auto freeze is visible on the main window
Auto freeze off

the checkbox is enabled.

Auto freeze on
its text changed.

the checkbox is disabled and

Type soccer dual


This type handles Clock-1 and Clock-2 together.
Clock-1 shows the game time and Clock-2 shows the
additional time while Clock-1 stops when reaches the
above-mentioned vales.
This type is available only for Clock-1. If it selected then
some control of Clock-2 is disabled because the state of
this clock is depends from the game time.

Just the shape and position of Clock-2 is modifiable.

Error message
area, if the
typed value not
corresponds to
table below

Valid values
using soccer dual format

21

Chapter 4: Operation of the board


Half
1
1
2
2
3
3
4
4

Game time (gt)


0:00 <= gt <= 45:00
gt = 45:00
45:00 <= gt <= 90:00
gt = 90:00
90:00 <= gt <= 105:00
gt = 105:00
105:00 <= gt <= 120:00
gt = 120:00

Extension time (et)


0:00
0:00 <= et <= 999:59
et = 0:00
0:00 <= et <= 999:59
et = 0:00
0:00 <= et <= 999:59
et = 0:00
0:00 <= et <= 999:59

CountDown: if it checked, the clock counts downward.


If it reaches the zero value, then stops.
With the next buttons and checkboxes you can set the
character format and colors of the clock.

Run
Clock starts from its current value but not shown
automatically on the screen.
In unchecked state of this control the clock is stopped.

Show
Check this control to show the clock on the screen, or
uncheck to hide it.

Freeze
The running clock stops on the screen, but the counting is
going on.

22

Chapter 4: Operation of the board

Revues and Clocks


MtBoard handles different type of revue.
There are

Manual
Revue opened from Main menu, Tools, Revue

QuickRev Runs due pressing Rev! button

Watched Runs due pressing w.Rev! button

Quicksend Runs from Tools, QuickSend dialog

Hotkey
Runs due pressing an assigned hotkey on keyboard

Sport interface events


o Multisport
o T&F MM
o MtAthletics
o Soccer - it has own dialog to setup the visibility of clocks.

23

Chapter 4: Operation of the board


We have two kind of dialog to determine the visibility of clocks depending on
the running environment.

The general dialog with default values

If we have SOCCER interface then the last row in first group


Sport interface is grayed because they have a different dialog to setup the clock
visibility.

24

Chapter 4: Operation of the board

Setup clock visibility in case of soccer interface


The checkboxes are tri-state types:
Checked state:

the clock is visible

Unchecked state:

the clock is invisible

Intermediate state:
the clock visibility is not changing
when the revue starts.
The checkboxes are effective even if the corresponding revue exists or not.
If the Use Half start/end checkbox is unchecked, then the program doesnt run
the HalfStart and HalfEnd revues but manages the visibility of clocks.

25

5. Use of Movie
The software is also able to play multimedia files, if the driver
corresponding to the desired format is installed correctly in the Windows
system.
The software recognizes the following movie file formats :
*.AVI, *.MPG, *.VOB, *.SWF, *.FLV, *.WMV
The movie files can be played from Revue with the "MOVIE filename"
command.
The playback is possible with sound or without sound.

If the Movie button of the Sound group is pushed, the sound of movie is on,
if it exist.
The files are automatically stretched to the Video Window size when played
with the MtBoard software.

This dialog serves to set the affect of movie to its environment. The movie could
be started from different places: from Revue, QuickSend,,CSS Revue. With
checking the corresponding checkbox we can specify the behavior of movie.
UseLastPic after the movie finished
Checked:
if the movie finished in normal way (not interrupted)
than keep the last picture of movie.
Unchecked: the picture before the movie started can be seen

26

Chapter 5: Use of Movie


SaveBoardMode
The movie playback always runs in PC mode. The program goes to this mode
automatically.
Checked:
switch back to previous mode before the playback started
Unchecked:
stay in PC mode
ShowClock
Determines the visibility of clocks (1-2) in different running environments.
The checkboxes are tri-state types.
Checked state:

the clock is visible

Unchecked state:

the clock is invisible

Intermediate state:

the clock visibility is not changing

Animated GIF
They controls on the main window

The Play button is disabled in initial state. If an animated GIF is loaded


successfully hen the button will be enabled.
Use the Load button. The loaded GIF is shown on the Work window.
Not all of the GIFs are able to animate may have just 1 picture inside, then the
Play push button will be disabled.
Holding down the Shift key while press this button can defining the default
directory for GIFs.
Setup button opens a dialog like the Video Window position setup.

27

Chapter 5: Use of Movie

The green box defines the size or left top corner of the animated GIF.
If the Stretch button is pressed then the payback stretches the GIF to the
rectangle size.
If it is unchecked then the playback puts the GIF to left upper corner of the
rectangle and plays back in its original size.
The playback runs infinitely to stop it press ESC. After it is stopped disappears
from the board but remain on the Work window like a loaded picture.
The loaded GIF can be playback while the Play button is enabled even if it is
visible on the work area or not.

Animated GIF in the revue


There are 3 commands to manage the GIFs in revue.
AGIFRECT x y w h
To set the playback window x, y coordinate and width and height
AGIFSTRETCH on/off
Switch on/off the GIF stretching
AGIFPLAY file sec
file = file name of the GIF
sec = playback time in seconds, if sec > 0 else infinite.

28

6. Compiling Revues
The variety of programs and the possibilities of display combinations change
the computer to a music instrument in the operator's hands that might as well
be suitable to deliver performances. However, the operator cannot be expected
to juggle between the menu items without making any error. Therefore, it may
be reasonable to formulate the program instructions in words and arrange them
in lists, thus making the program able to perform the instructions automatically
and without any error. After all, the computer was invented just for this purpose.

Starting the revue: Selecting .REV file


By selecting the menu item Revue of Tools menu enter the revue editor.
This is an editor completely similar to Notepad, that is, Windows compatible.
Thus, it is obvious, that the first two sub-menus are also the same. On entry, a
file request appears, which enables either an existing or a new file with .REV
extension to be edited. Remember that the file .REV is a completely generalpurpose text, composed of lines and instructions.

Editing revue text


Items of the File menu are:
Open
Editing new text file, with the actual one deleted. File request
opens.
Save
Storage of revue text just edited, by name on disk.
Save as Storage of revue text just edited, by file request on disk.
Print
Printing text according to the setting in the Windows Print
Manager
New
Deleting the actual text and editing a new one.
Items available in the Edit menu are:
Undo Copy of any undesired text can be undoes.
Cut Cutting selected text. The selected text disappears, however it can
be stored.
Copy Selecting text. The selected text remains at its original position.
Paste Inserting text once cut at the cursor position.
Clear Deleting text.

29

Chapter 6: Compiling Revues

Figure 6.1. The revue editor.

Revue Sound: Enable/Disable Sound commands


If the RevueSound button is pushed, the sound commands of revue are
enabled; else the sound commands are disabled. The sound of movie is
depending on the state of the next button

Movie Sound: Enable/Disable the sound of movies


If the Movie button of the Sound group is pushed, the sound of movie is
enabled, if it exists.

Stop Sound:
Stops the running playback of sound.

GO: Starting the revue compiled


If the revue file .REV was loaded only for playback purpose, or, you aim at
testing a written file, click the Go! button to start the file. Depressing the ESC
key stops the file during run.

30

Chapter 6: Compiling Revues

Step/Skip Wait: coordination during run


By repeated depressing the Step key, the instructions can be implemented
stepwise. During running the WAIT instruction, the title of the button changes to
Skip, that can be used to exit the waiting state.

Overview of the instructions


The revue consists in a text file. Each row can specify an instruction. Only
one instruction can be written in each row. Empty rows are also allowed, or
even, comments can also be inserted, preceded by a semicolon.
;My first revue file
load demo1.bmp
send replace
end
The name of instruction is followed by its parameter. In many cases, this is
a filename. The file name or the path should not contain space character
because the space character is the separator between the command and
parameters. The full access path shall be specified. Should the program fail to
find the given file during revue playback, the step concerned will be omitted.
cplay c:\mtboard\revue\demo2.flp
Colors can be specified in three different ways: Either the name in English
or the number will be typed within the palette area defined by the user, or the
RGB - i.e. red, green and blue - components will be directly specified.
fcolor yellow
fcolor 13
fcolor 100 30 72
See Appendix E for detailed description of the instructions.

Hints for compiling revues


The revue will be performed step-by-step and immediately. It will not be
translated into some internal format; that is, it is of interpreter character like the
language Basic. Consequently, the instructions can be run easily and quickly. In
addition, their individual debugging and testing their effects is also possible. If
the instructions are written in rows, comments can be inserted, that is,
semicolons can be put at the beginning of the rows that already run well. Thus,
only the instructions under debugging shall be run from the revue. Finally, by
removing the comments (semicolons), the complete revue can be run and the
effect can be viewed. The Step command is used to perform the revue step-bystep.

31

Chapter 6: Compiling Revues


There is an important property of the revue-playback, that if the revue is
lunched by the QuickSend dialog or the Rev! button, for performance reasons,
the revue window will be empty, only the title of the window is shown and it
indicates which revue is running. In case of a WAIT instruction, two buttons
appears: "Skip Wait " and "Exit". If the WAIT instruction is of a specific length
(e.g. WAIT n, n>0), after n seconds, the buttons disappear and revue
continues. While running revues lunched in these ways, keyboard and mouse
input is also disabled, also from performance reasons. The only exception is the
ESC key, it can be used to stop the revue.
These "changes" makes these revues much faster, than they are in their
"debug" version, thus we do not have to wait too much for their result to appear
on the board. Of course, it means, that we have to pre-debug our revues
(running them step by step from the Tools|Revue menu).

Tone and music in the revue


In addition to movie, synchronized music and text can also be sounded in a
very simple way, by using the sound storage method of Windows. The sound
material is stored in files with .WAV extension. Such files can be generated by
means of the sound PCB or by using the Windows Sound Recorder program.
Predefined sound effects and music recorded on CD plates are also available.
Midi files stores long, multi-vocal music in short files. These files have
extensions .MID and they can also be played back with the SOUND command.
Starting music in the revue:
SOUND music.wav WAIT the music starts and the revue will not proceed until
the music is terminated.
SOUND music.wav
the music starts and the revue continues.
SOUND music.wav SYNC the music waits the termination of the previous one
SOUND command

32

Chapter 6: Compiling Revues

Using variables in the revue


The revue consists of instructions and their parameters. These parameters are
sometimes numbers; however, names can also be used. intended for example,
the parameter of the instruction STRING consists of a character string. Should
the revue be made date- or time dependent, it is possible the define variables
to replace or complete the parameters. The changes in these variables are
managed by the system. Such variables are the day, the year, the month, their
name, hour, minute, second etc.
The variables are:
DAY$
The current day in English
MON$
Name of the month
HOUR#
Hour in 24-hour form of writing
MIN#
Minute
SEC#
Second
DAY#
Serial number of day of the month
YDAY#
Serial number of the day within the current year
YEAR#
Serial number of the year within the current century
SPOTNUM# Number of Spots on CSS PC selected for revue
NOMORESPOT# Logical variable = 1 when no more spot condition occurs
ANIM#
Logical variable = 1 when Sport animation successfully finished
LANG#
= 1 when Sport computer is using second language
XLAST#
last valid X coordinate (BoardWidth-1)
YLAST#
last valid Y coordinate (BoardHeight-1)
XPOS#
current X coordinate
YPOS#
current Y coordinate
COUNTER# current value of user-maintained counter
SPORT$
the name of the sport directory
OWNDIR$ the name of the own revues directory
TEAMSDIR$ the name of the team revues directory
ADIR$
the name of the team-A revues directory
BDIR$
the name of the team-B revues directory
PHOTOREV$ the name of the PHOTOREV revues directory
TITLEREV$ the name of the TITLEREV revues directory
CYCLE#
the current value of cycle counter
YELLOW# the number of yellow cards
TEAM#
0=Team-A, 1=Team-B
KICK#
The number of goals scored by Team-A
KICK2#
The number of goals scored by Team-B
TYPE#
Type of half end: 0=normal. 1=extra time, 2=extra penalty

33

Appendix A: The main menu


Important notice:
The selection of the FILE | LOAD, SAVE, REMOVE menu items will
disable the main menu and the Pic! and Rev! buttons for the time being in
the dialogs.

FILE: Loading, and saving pictures


Load
Loading picture. File request opens to select whether pictures shall be
loaded into the active window
Save
Saves the picture to disk
Remove
Clears unnecessary pictures from the disc
About
Call card of the MtBoard program
Exit
Exit the program.

EDIT: Drawing picture and drawing methods


Undo
Undoes the actual operation of drawing or text writing and sets the active
window into its previous state.
Clear
Clears the active window
Invert
Changes the pixels in the active window to its negative colors
Alter Colors F->S
Changes the actual ink (Foreground) color of the pixels to the actual
Shadow color
Flip Hor
Repeats the actual window horizontally
Flip Ver
Repeats the actual window vertically
Switch
Changes between the two pictures that can be edited in the active window

34

Appendix A: The Main Menu


Complex drawing tasks performed by means of the Extras submenu
Diag.Lines
Draws diagonal lines of increasing thickness as a background
Diag.Shade
Implements color transition diagonally as a background
Advertise
Places specified picture on diagonal color transition, by the side of which
titles can be inserted as in the case of posters.

TOOLS: Start of revue, skyline news


Revue
Edit , playback of revue. Known Windows file request window appears,
See Appendix B for details
News
Playback of skyline news. Known Windows file request window appears,
from which a .TXT or NWS text can be selected. If a new text is required,
the name shall be typed at the position of flashing cursor. See Appendix B
for details
Zoom
Causes to open a window, which shows the magnified picture. The search
window can be positioned anywhere in the screen and the corresponding
part of the active window will be modified together with any modifications
on the magnified picture with the search window positioned on it
QuickSend
This menu item opens a window which is very useful in urgent cases or
when making trials. It enables pictures, sky-line news or revues to be sent
to the board. See Appendix B for details
Team Setup
Before switching to Sport Mode ( with checking it's box on ) the
computer has to know the names of the 2 football teams. If one of
the team is new for the program, it needs some administration.
The program offers a question window for setting up if the team has
pictures, gets movies, has own revues. This can be activated here.
Directories
This menu point makes it possible to modify the default directories for the
sport mode:
Dir of Commons
Possible redefinition of the directory used for the teamindependent, common revues, the default is:
C:\MT\SoccDemo\Commons
Root of OWN's
Possible redefinition of the directory used to contain the teams and
their team-dependent, 'OWN' revues and other (e.g. picture) files,
the default is: C:\MT\SoccDemo\TEAMS

35

Appendix A: The Main Menu


PHOTOREV
Possible redefinition of the directory used for the teamindependent, pictured revues, the default is:
C:\MT\SoccDemo\PHOTOTREV
TITLEREV
Possible redefinition of the directory used for the team-independent,
non-pictured revues, the default is: C:\MT\SoccDemo\TITLEREV
Defaults
A new sub-menu is available, that can be used to set several
parameters: accurate time, date etc. that influence the operation.
Set Pic! name
Entering the name of picture that can be composed by using
pushbuttons
Set Rev! name
Entering the name of the revue that can be started by using
pushbutton
Stretch size
The feature that the picture will be packed to the resolution of the
board (checked state) or only the board-size part will be displayed
(unchecked state) can be switched on and off in this item
Movie
Opens a dialog to set the properties of movie playback.
More details see in Chapter 5. Use of Movie
Clock visibility
Opens a dialog to set the visibility of clocks in different cases.
More details see at end of Chapter 4 in the Revues and Clocks
section.
Sport saveBM
If a sport revue runs it is able to change the board mode.
If this item is checked then the program restores the board mode
which was before the revue started.
If it is unchecked the board mode remain as the revue left it.

BOARD: Sending to the board with effect


Effects
By depressing the Send key, the picture in the active window can be sent
to the board. The mode and the visual effect can as selected in this menu
item. See Appendix D for details relating to the effects.

36

Appendix B: The question windows


This Appendix lists the question windows in alphabetic order, that are of
essential importance, however, were omitted in the description of activities that
form the main line of the program, or, although are also included in the
Windows, yet, they will be listed here, for the sake of completeness of this
manual. As the Windows - as its name also shows - is a window-oriented
system, certain main functions and fields of activities are associated with
windows; therefore, they will be described in detail.

Color selection
The MtBoard runs on a Windows system set in an operating mode of 32
bpp True Color. Thus, the number of colors that can be used is not restricted
to a palette of 256 colors. Each color is composed of 3 components, based on
the RGB modell. Each component is stored in a 8-bit format, which means 256
tints; thus, one color occupies 3 * 8 = 24 bits.
Nevertheless, the Windows records a palette of 64 colors, with the
corresponding color field displayed. The first 48 of them are of fixed color that
cannot be changed. While the 16 colors displayed under Custom colors can be
changed.

Figure B.1. The color selector.

Procedure of the color selection:


1. Double-click in a color field under Custom Colors
2. Select a color from the spectrum.
3. Click the button Add to Custom colors under that color.
4. Click the OK-button.

37

Appendix B: The question windows

File selection
Everithing that is necessary for the definition of a file can be selected in this
item.

Figure B.3. Drive, directory and file selection.


From the top to the bottom in the first column:
- Filter that facilitates the file to be found from among the similar ones, e.g.
AT*.bmp
- List of the actual subdirectory, of which the file can be selected by mouse
click.
- List that facilitates the file to be selected and extended.
In the second column
- The path of the actual directory from the root.
- The sub-directories accessible from that directory and the path to the
parent
directory [..]
- The name of the actual drive.
Click the two lower selection to scroll the list stored by them.

Quick Send
To send a picture, use Files/Load to load the picture in a traditional way,
use Board/Effects to select an effect and the SEND button to send the picture.
If, however, this window is selected by using Tools/QuickSend, a number of
pictures can be sent in the way as follows:

38

Appendix B: The question windows

Figure B.4. Quick Sending dialog.


1.

2.
3.

Set the sub-directories of the pictures. The sub-directories and the


files are included in a list, together with the path to the parent
directory as in the DOS.
Click the name of picture, which moves it to the active window.
Click one of the effects, which send the picture to the board, with
the effect selected.

From this window, movie can also be sent as follows:


1)
Click the MOVIE button during the file listing.
2)
Click the filename after setting the directory
3)
Click the SEND button.
In a similar manner, selecting NEWS can send skyline news.
Selecting REVUE can send revue.
Switch
Change between two work windows
Exit
Exit this window

39

Appendix B: The question windows


As shown, the quick send facility makes this window suitable for
experiments, which helps in learning the effects. In addition, it facilitates the
planning of revues to be compiled later and also enables quick decisions to be
taken.

Selection of pattern
Left mouse click in the background selection field selects fill color, while
right mouse click selects pattern. In the former case a color selection, while in
the latter case a pattern selection is obtained.4 x 4 patterns are available for
selection. A file menu is also available, to select Load, Save and Exit. Left
mouse click selects the pattern.

Figure B.5. Pattern seletor and pattern editor.


Right mouse click causes to move to another window that shows the
pattern arranged side-by-side and even magnified. It can also be edited. Left
mouse click anywhere causes the color to change to foreground color, i.e. ink
color, which can be selected from the color selection by calling the menu
Edit/FColor that exist here. Left mouse click changes the color to the
background color that runs under the menu item Edit/BColor.
The well-known menu items are:
Clear
deletes the pattern to the background color
Invert
Changes the pattern to its negative color
Alter Color Changes the ink-color pixels to background color.

40

Appendix C. Error messages


X file already exists!Replace it?
When saving a revision by its original name, the existing file will be overwritten.
The program asks for confirmation.
' X' - Not supportedfilename extension!
When loading a picture with extension other than that offered by the
program, it may occur that the program does not knowh the extension
typed at al.
Could not create bitmap
Could not create compatible bitmap
Could not draw DIB scans to device
Could not draw map to screen
Could not stretch bitmap
These error messages appear in the case of unsuccessful internal steps
of the program, if the Windows is overloaded. Close the programs already
running.
CreatePalette error
The picture to be loaded contained a palette that could not be processed
properly.
DIB file error
The device independent i.e. DIB picture could not be loaded or saved.
File error X
Unsuccessful attempt to save or load the given file.
MCI error X
The given operation on the MCI unit to be accessed failed.
No memory available
The available consistent storage area is insufficient. Exit the program and
restart Windows.
Pattern error
The selected background pattern is incorrect. Select another.
Read error X
Unsuccessful reading.
Remove file ?
A file to be deleted was selected. Consider it again. The program waits for
confirmation.
Revue error X
General error occurred in the revue.
Revue error - Missing of parameter
The instruction requires a parameter which is missing. Write the proper
parameter or, in the case of doubt, see Appendix E.
Revue error -No timer available
Waiting was requested by using the Wait instruction; however, Windows
was unable to make a timer available.

41

Appendix C: Error messages


Revue error - Stack problem
Gosub Return structure was used in the revue and the level of
embedding is too high or the program reached a subroutine without
Gosub. Write RETURN at the end of each subroutine!
Revue error - Undefined label
A labe occurs in the Goto instruction that was not declared by a Label
istruction.. Verify whether any label of this kind exists and verify for
possible typing error.
Revue error - Wrong command
The instruction does not exist. Verify whether any label of this kind exists
and verify for possible typing error. Possibly, it is a comment with
semicolon omitted.In the case of any doubt, see Appendix E.
Revue error - Wrong parameter
The instruction requires a parameter which is written incorrectly. Write the
proper parameter or, in the case of doubt, see Appendix E.
Unable to save the specified file
The program is unable to save the given file for some reason. Verify
whether the disc is full.

42

Appendix D.: Special effects


Blink:
The new and the previous pictures are blinking intermittently. The
new one remains displayed.
Checker: Divides the picture into small squares with the new picture gradually
increasing in size.
Crush-Hor, Crush-Ver: Displays the new picture horizontally or vertically,
occupying an increasing part of the picture from the side.
Diagonal: Similar to checker, but in this case the previous picture is covered by
small triangles of the new picture increasing in size.
Fade: The pixels of the new picture start to cover the previous picture
randomly, until they occupy the entire board.
Replace: The fastest way to change pictures. The new picture simply appears
instead of the former one. Such rough change of pictures is by no means
attractive and is recommended primarily for direct control.
Snake-Hor, Snake-Ver
The new pictures appears on the board frame-by-frame waving left and right,
up and down.
Spiral-In, Spiral-Out
Similar to snake, but in this case the new picture appears frame-by-frame from
the side inwards or from the center outwards.
Split-Hor, Split-Ver
The opposite of the crush effect. The new picture appears horizontally or
vertically from the above outwards.
Stripe-Hor, Stripe-Ver
By dividing the picture into imaginative horizontal and vertical strips, the new
picture occupies these strips line after line.
Weave-Hor, Weave-Ver
Again horizontal or vertical strips are displayed, where one half of the strip is
occupied by a picture strip coming from one direction and the other half
occupied by a picture strip coming from the other direction.
Zoom-In Zoom-Out
Similar to the spiral the new picture again runs towards or starts out from the
middle of the picture, but instead of squares fine lines are used.

43

Appendix E: Revue instructions


Revue is a text file. Each of its lines can determine a command. No more
than one command can be written in one line. However, it is possible to leave
lines empty and to insert notes, but these have to start with a semi-colon.
The name of the command is followed by its parameters, which is
frequently a file name. In this case it is recommended to provide the entire
access path. If the program is unable to find the file in question during revue
playback, the step is omitted.
Colors can be specified in three ways;
By specifying its name in English, by giving its number within the palette part
defined by the user, or by directly specifying the RGB, that is red, green and
blue components. Possible color names:
black(0),
blue(1),
green(2),
cyan(3),
red(4),
magenta(5),
brown(6),
gray(7),
light gray(8),light blue(9),
light green(10),
light cyan(11),
light red(12),
light magenta(13), yellow(14),
white(15)

ALIGNTO n
Change the horizontal alignment of text from 0 to n
See STRING.
ALTCOL
Its effect corresponds to the Edit/Alter Colors menu point in exchanging
ink-color (Foreground) pixels in the application window to Shadow-color.
AGIFRECT x y w h
To set the playback window x, y coordinate and width and height
AGIFSTRETCH on/off
Switch on/off the GIF stretching
AGIFPLAY file sec
file = file name of the GIF
sec = playback time in seconds, if sec > 0 else infinite.
BCOLOR
colorname / colornum / red,green,blue
Sets the current background color.
BGMODE
on/off
In the followings the selected font will appear with background color
switched on or off. It effects the text and string instructions.
BOARD
on / off
Selecting the Output Device

44

Appendix E.: Revue instructions


BOARD ON - Out. Device = Board
BOARD OFF - Out. Device = Work
CENTER
" textline "
See STRING.

45

Appendix E.: Revue instructions


CLEAR
y
CLEAR
xy
CLEAR
xywh
Complies with the Edit/Clear menu point by deleting the application
window with the current pattern color.
y
= starting row position ( 0 <= num <= BoardHeight-1 ) default: y=0
xy
clears a rectangle which upper left corner on the (x,y) coordinate
and the lower right corner same with board
(BoardWidth-1, BoardHeight-1)
x y w h clears a rectangle which upper left corner on the (x,y) coordinate,
the w and h parameters are the width and height of rectangle
CLOCK1
on/off
CLOCK2
on/off
Changes the visibility of the referred clock
CLOCKRUN num on/off
Num = 1 or 2 the desired clock
Changes the running state of the referred clock
CLOCKSET num clockvalue
Num = 1 or 2 the desired clock
Clockvalue the value of the clock corresponding its type
Valid formats are hh:mm:ss, hh:mm, mm:ss, mmm:ss
CLOCKSHOW num on/off
Num = 1 or 2 the desired clock
Changes the visibility of the referred clock, like CLOCK1 and CLOCK2
command
COUNTER
C
Sets the value for a user-maintained counter variable
CPLAY
filename.FLP
num
Color Show playback. The file can have the .FLP extension
num times /default: num=1/
CPLUS
deltaC
Increases the value of the user-maintained counter
CTEXT
See: STEXT

" text-line "

CYCLE
num
Suitable for arranging the cycle. The number specified in the cycle
instruction decreases by one when reaching the loop, and if it is not zero
the control jumps to the label following the loop, where the same was
declared with a label.

46

Appendix E.: Revue instructions


END
It means the logical end of the revue.
FCOLOR
colorname / colornum / red green blue
Sets the ink-color (Foreground) prevailing in the followings.
FLIP

ver / hor
Complies with the Edit/Flip-XXX appropriate menu point. Reflects the
picture of the application window horizontally or vertically.

FONTANGLE
num
Specifies the angle, in tenths of degrees, between the escapement vector
and the x-axis of the device. The escapement vector is parallel to the base
line of a row of text.
FONTFACE
fontname
In the followings the font specified by the font name will be used. It affects
the skyline news, and the text and string instructions.

FONTSIZE
num
In the followings the selected font will appear in the specified font size. It
effects the text and string instructions.
FONTSHADOW
on/off
In the followings the selected font will appear with shadowing switched on
or off. It effects the text and string instructions.
FONTOUTLINE
on/off
In the followings the selected font will appear with outlining switched on or
off. It effects the text and string instructions.
FONTBOLD
on/off
The characters will appear in bold. It effects the sky-line news, and the
text and string instructions.
FONTITALIC on/off
In the followings the characters will be displayed in italics. It effects the
sky-line news, and the text and string instructions.
FONTUNDERLINE on/off
In the followings the selected font will appear with underlining switched on
or off. It effects the text and string instructions.
GOSUB
label
The execution of the revue is temporarily transferred to the place starting
from the specified label. The label is defined by an instruction. The series
of instructions is closed with return, and execution goes back to line
following the gosub.

47

Appendix E.: Revue instructions


GOTO
label
The execution of the revue is transferred to the place starting from the
specified label. The label is defined by an instruction.

IF

value1 relation
value2
label
value1, value2
revue parameter or number
relation relation between value1 and value2
possible values of relation:
= equal,
< less then,
> greater then
label
if the expression is true, the execution of the revue is
transferred
to the place starting from the specified label
else the revue steps to the next line

IF

!value1 label
value1
revue parameter or number
label
if the value1 variable is empty, the execution of the revue is
transferred to the place starting from the specified label
else the revue steps to the next line
EXIST value1 label
value1
revue parameter evaluated as filename
label
if the filename in value1 exist, the execution of the revue is
transferred to the place starting from the specified label
else the revue steps to the next line

IF

INVERT
Complies with the Edit/Invert menu point.
LABEL
label
Defines a label within the program. The execution jumps to this label with
the goto instruction.
LEFT
" textline "
See STRING.
LOAD
picture
Loads a .BMP or a .JPG, GIF, PNG, TIF, WMF, EMF, ICO picture into the
application window.

LOOP
label
Suitable for arranging a cycle. The number specified in the cycle
instruction decreases by one, and if it is not zero the control jumps to the
position preceding the label instruction, where the same label was
declared.
LTEXT

" text-line "

48

Appendix E.: Revue instructions


See: STEXT
MOVIE
{drive:}{path} filename
Plays movie in Windows *.AVI or *.MPG or *.VOB, *.SWF, *.FLV, *.WMV
format.
MOVRECT
xywh
MOVIERECT
xywh
Sets the position (x,y) and the size (w=width,h=height) of movie playback
rectangle. It is valid only while revue is running. After the revue finishing it
stores back the original rectangle size.
NEWS
textfile
num
Starts playback of the specified sky-line news on the boards, plays it num
times, completes, then closes the action. -1 means an infinite cycle. News
playback can be stopped with the ESC key.
NEWSFONT
fontname
In the followings the font specified by the font name will be used. It effects
only the sky-line news.
NEWSSPEED
speed
Sets the playback time of the sky-line news from 0 to 2. All sky-line news
of the revue will be played back with this speed. It is recommend to be
specified prior to the news instruction.
OCOLOR
colorname / colornum / red green blue
Sets the prevailing so-called overlay, that is transparent color. Instead of
the pixels of this color the control cabinets admits the incoming video
signal.
PBOX picture-file x y w h
Sending the picture named in the first parameter to the rectangle specified
by x,y,w,h parameters and the picture keep its aspect ratio. The width of
picture will be adjusted to the specified height. Use to put the players
pictures to the board.
PCOLOR
colorname / colornum / red green blue
Sets the prevailing background or pattern color. This is the background
color of the rectangles and text display.

49

Appendix E.: Revue instructions

PCOPY
filename dX dY dW dH sX sY
Copying some part of the loaded picture to the given point of the user
workspace.
filename
=
name of loaded picture file
dX
=
destination X
dY
=
destination Y
/(dX,dY) the coordinates of the upper left corner of
the
picture part on the user workspace
0 <=dX <BoardWidth, 0 <=dY<BoardHeight/
dW
=
the width of the picture part to be copied, in
pixels
/1 <=dW <=BoardWidth/
dH
=
the height of the picture part to be copied, in pixels
/1 <=dH <=BoardHeight/
sX
=
source X
sY
=
source Y
/(sX,sY) the coordinates of the upper left corner of
the source picture part/

Loaded
picture

(0,0)

Board
picture
(0,0)
(dX,dY)

(dX+dW-1,dY)

(sX,sY)

(sX+dW-1,sY)

(dX,dY+dH-1) (dX+dW-1,dY+dH-1)
(BW,BH)
(sX,sY+dH-1)

50

(sX+dW-1,sY+dH-1)

Appendix E.: Revue instructions


PSTRETCH
filename dX dY dW dH sX sY sW sH
Copying some part of the loaded picture to the given rectangle of the
user workspace with the stretching of the source.
filename
=
the name of the loaded picture file
dX
=
destination X
dY
=
destination Y
{(dX,dY) the coordinates of the upper left corner
of the picture part on the user workspace
0 <=dX <BoardWidth, 0 <=dY<BoardHeight}
dW
=
the width of the destination picture part, in pixels
/1 <=dW <=BoardWidth/
dH
=
the height of the destination picture part in pixels
/1 <=dH <=BoardHeight/
sX
=
source X
sY
=
source Y
/(sX,sY) the coordinates of the upper left corner
of the source picture part/
sW
=
the width of the source picture part in pixels
if sW=0 then the full width of picture will be used
sH
=
the height of the source picture part in pixels
if sH=0 then the full height of picture will be used

Board
picture

(sX,sY)

(0,0)
(dX,dY)

Loaded
picture

(0,0)

(sX+sW-1,sY)

(dX+dW-1,dY)

(dX,dY+dH-1) (dX+dW-1,dY+dH-1)
(BW,BH)
(sX,sY+sH-1)

(sX+sW-1,sY+sH-1)

RETURN
Return from sub-routine. The series of instructions ends with return, and
as a result execution goes to the line following gosub.
RIGHT
" textline "
See STRING.

51

Appendix E.: Revue instructions


RTEXT
See: STEXT

" text-line "

SCOLOR
colorname / colornum / red green blue
Sets the prevailing shadow-color. This color is the prevailing shadow, and
in case of outlines the surrounding color.
SEND
effect
With the specified effect it send the picture in the application window to
the board. See Appendix D for further information on special effects.
SOUND
SOUND
music.wav
SOUND
music.wav SYNC
SOUND
music.wav WAIT
Plays music in Windows *.WAV or *.MID format.
In the first case playback is started instantly, while in the second it waits
for the end of the previous music playback if there was such. In the third
case it does not proceed until music playback is not completed.
In the fourth case, the music will continuously fade and the playing of the
second file begins only after finishing the fade effect.
If there is a sound system installed and the Media Player of the Windows
(Accessories group) can play *.wav and/or *.mid files then we can use this
instruction.
STEXT
" text-line "
Displays the text given in the quotation marks on the application window
while cutting the line into words and displays each word to different lines.
The height of the line depends from the value, which defined by previously
TEXTH command.
Appropriate for displaying variables. The text lines can be justified to left
right and center with writing LTEXT or RTEXT or CTEXT instead of
STEXT command.
The LTEXT, RTEXT CTEXT commands are considering the value of
ALIGNTO n command defined margin
STRETCH
on/off
Complies with the Tools/Defaults/Stretch size menu point.
STRING
" text-line "
Displays the text given in the quotation marks on the application window
which can then be sent to the board with the send instruction. Take care
of positioning with XPOS and YPOS command. Appropriate for displaying
variables. The text line can be justified to left right and center with writing
LEFT or RIGHT or CENTER instead of STRING command.
The LEFT, RIGHT CENTER commands are considering the value of
ALIGNTO n command defined margin

52

Appendix E.: Revue instructions

TCOLOR
colorname / colornum / red green blue
Same as FCOLOR, PCOLOR,
Sets the value of transparent color for TCOPY and TSTRETCH
commands
The default value is BLACK.
TCOPY
filename dX dY dW dH sX sY
TSTRETCH
filename dX dY dW dH sX sY sW sH
Same as PCOPY and PSTRETCH commands but uses the color value
defined by last TCOLOR command as transparent color.
TEXT
filename
Displays the text file, specified as a file name on the application window,
automatically in further lines, which can then be sent to the board with the
send instruction.
The height of the line depends from the value, which defined by previously
TEXTH command.
TEXTH
h
Sets the increment value of the vertical position for the text display
instruction in case when the command writes a multi line text.
See: STEXT and TEXT commands.
VIDRECT
xywh
VIDEORECT
xywh
Sets the position (x,y) and the size (w=width,h=height) of video rectangle. .
It is valid only while revue is running. After the revue finishing it stores
back the original rectangle size
WAIT
sec
The program waits the number of seconds specified before carrying out
the next instruction of the revue.
0 < sec <= 65, or sec = -1, waiting while operator press the SkipWait
button
WORK
on / off
Selecting the Output Device
WORK ON
- Out. Device = Work
WORK OFF - Out. Device = Board
XPLUS
deltaX
Increases the horizontal component of the actual text writing position with
given deltaX pixels.
XPOS
X
Sets the initial horizontal position for the string text display instruction.
Suitable revue-variable XLASY#, that means the last usable X coordinate
= BoardWidth-1.

53

Appendix E.: Revue instructions

YPLUS
deltaY
Increases the vertical component of the actual text writing position with
given deltaY pixel lines.
YPOS
Y
Sets the initial vertical position for the string text display instruction.
This also specifies the line where the skyline news is to run across.
Suitable reeve-variable YLASY# , that means the last usable Y coordinate
= BoardHeight-1.

Important notice:
The instructions XPOS, YPOS, XPLUS, YPLUS accept negative values as well, in this
way we can start writing in the -5th pixel row. It's main aim is to be able to position text
to the very top, because in some fonts the upper pixel lines are usually empty. Please
use this feature carefully, because not all the fonts are the same, and please check the
revues before showing it on the Board.

54

Appendix F.: Specification


The board and other hardware means controlled by this program jointly
make up the functioning system. The externally specified Windows WIN.INI file
contains which means are in operation in a certain situation with what
parameters, and how the program handles the resources of the computer. It
can be expanded with the following lines as a result of the SETUP program:
[MtBrdDual064]
Headplus= - for Soccer
BoardType=RGB1
SportInterfaceType=1
UserScreenOrigin=0
secMonX=-1040
secMonY=0
UserScreenW=1280
UserScreenH=990
SecondLang=1
TxtPrg=c:\MT\MtbUtil.Exe
NwsPrg=c:\MT\MtNws.Exe
BoardWidth=1040
BoardHeight=640
hwRamChg=5
BlinkNumber=6
Picture=c:\MT\revue
QPic=C:\MT\REVUE\TEC1.BMP
QRev=c:\MT\REVUE\EFFTEST.REV
Revue=c:\MT\revue
Animation=c:\MT\revue
Serial=.
Sound=1
BoardColor=1
BrdMul=1
Serial2=.
SerialParam2=9600,n,8,1
msWait4NextSpot=5000
msWaitSerChar=300
SerCmd0=0,64
SerCmd1=1,65
SerCmd2=2,66
SerCmd3=3,67
SerCmd4=4,68
SerCmd5=5,69
SerCmd6=6,70
SerCmd7=7,71
SerCmd8=8,72
SerCmd9=9,73
SerCmd10=10,74
SerCmd11=11,75
SerCmd12=12,76
SerCmd13=13,77
SerCmd14=14,78
SerCmd15=15,79
SportDir=C:\mt\S1040x640\COMMONS
TeamsDir=C:\mt\S1040x640\TEAMS

55

PhotoRevDir=C:\mt\S1040x640\PHOTOREV
TitleRevDir=C:\mt\S1040x640\TITLEREV
CssToBrdLocaleDir=C:\MT\CapBrd
BrdToCssRemoteDir=\\CSS\CSS_C\MT\BrdCap1
CaptureDirectory=\\CSS\CSS_C\MT\Capture
SportToBrdLocaleDir=c:\MT\SportBrd
BrdToSportRemoteDir=\\SPORT\SPORT_C\MT\RevDist\Board1
PlaybackRatePercent=100
clkAutoHide=1
EFF_SNAKE_X=64
EFF_SNAKE_Y=64
EFF_DIAGONAL_SIZE=64
SSPX=64
SSPY=64
SWE=32
EFF_STEP_X=1
EFF_STEP_Y=1
EFF_PUSH_STEP=1
[MtBStart]
WinIniSec=MtBrdDual064

56

Appendix G.: Sport mode, Football


Clicked at the
beginning of MtBoard

The football program is described in a separate manual. This chapter describes


the sport mode function of the MtBoard. One of the service modes was already
mentioned, in which one of the revues specified in a table was started at times
specified by an internal clock, and the revue language was suitable to operate
the system, by using the possibilities supplied by the board.

Figure 7.1 The flow of the football event processing.


This is a similar case. The Board-System gets a signal to start a revue. In
this case the signal is supplied by an external source of another computer: the
Football-System, and the signal thus received determines the revue to be
started.

57

Messages in sport mode


This signal includes all necessary information. In fact, in the case of goal, it
shall include the name of goal-scorer, the score and the photo of the player. It
is shown that it is a complex message that appears as a file in the
communication between the two computers.
The computer running the football program manages the teams, the score,
the referees, and the number of spectators. If an event occurs, the SportSystem operator to the Board-System computer, on depressing a separate key,
will signal it. In sport mode, Board-System machine requires no operator
intervention; (however, in certain cases, it can be operated without switching
the sport mode off).
Message transfer
On depressing the key mentioned, the Football machine compiles the data
associated with the event in a file and sends the file to the serial port of the
Board control computer. As Board-System continuously monitors the serial port
in sport mode (as it watches the clock in timer mode), it immediately detects
and processes the sport event occurred.
On completion of the processing, the Board-System indicates to the football
machine that he is ready to receive the next message. During processing, the
football machine makes no attempt to send any message, thus avoiding the
loss of messages.

58

Directory structure
Before we go through the steps of processing messages, we will meet how
MtBoard program administrates on hard disk the revues and pictures of teams
that have or don't have pictures.
Pictures of teams are stored under C: \MT\SoccDemo \TEAMS\xxx
subdirectory, were xxx is the name of that team. For example the photos of the
Nigerian National team can be under C:\MT\SoccDemo\TEAMS\NIGERIA .

Figure 7.2. The directory structure, the message components and


processing.
Since every football event starts a revue on the Board Controller System, these
revues will determine the picture on the Board. Revues of events on the hard
disk are stored at least in two instances:

One instance of these revues is under C:\MT\SoccDemo\TITLEREV and


they don't require any pictures because they shoes only titles.

The others are under C:\MT\SoccDemo\PHOTOREV and they shoes not


only titles but use photos as well.
Every team can have an own set of revues. This is good for storing team
dependent compositions of pictures with the flag of that team for example.
The own revues of teams are also stored in this
C:\MT\SoccDemo\TEAMS\xxx subdirectory.
For example you want the goal revue of the Nigerian team differs from the
default goal revue, you make a copy of the default to the
C:\MT\SoccDemo\TEAMS\NIGERIA subdirectory and modify that.

59

Associating a revue to the message


The first part of the message sent by the football machine clearly identifies
the event occurred. It determines the name of the revue to be started. For
example: if the message says, "Goal happened!" on its language, the Revue
name will be GOAL.REV. The table below lists up the revue names that are
associated with the football events.
The revue names that are associated with the football events.
Goal
= goal.rev
Self goal
= selfgoal.rev
Yellow card = yellow.rev
Red card
= red.rev
Crocked
= crocked.rev
Change
= change.rev
Penalty kick = penalty.rev
Any Player = player.rev
On filed
= onfield.rev
Reserved = reserves.rev
Coach
= coach.rev
Score
= score.rev
Clear
= clear.rev
Happy goal = happy.rev
Referees
= referees.rev
Goalkickers = kickers.rev
Spectators = spectat.rev
You can decide for each of the teams whether that team use photos or not.
This can be done in a question window what can be activated form menu
Tools\Team Setup. This question window is described later in this section.
The only important thing to understand now is that very existing football
event has an own revue on the name listed up above.
If the team has an own GOAL.REV in its subdirectory, that revue will be
started. If it hasn't, the revue in C:\MT\SoccDemo\PHOTOREV or in
C:\MT\SoccDemo\TILEREV will run.
After the associated revue is loaded in from the hard disk, the revue will be
started. Prior to this, the remaining part of the message will be processed. This
part consists of the management of variables described in chapter 6. In the
sport mode, new variables (e.g. team name, player's photo etc.) can also be
read.
The program fills in the variables that are characteristic to the event; thus, the
revue of each event can use different group of variables; in fact, there is no use
to read the nationality of referees when displaying the number of spectators.
Then, the revue will start.

60

Running the revue by using the variables


No special instructions are used in sport mode. Since revues are good for
composing and sending pictures or playing animations on the Board, this way
we can put out the actual information of the football match. We can use some
abilities of revues. These are:
- Variables and indexing in revue.
- CYCLE . . . LOOP instruction pair.
- IF instruction.
The very same GOAL.REV can be run after the 3rd or 5th goal, irrespective
of the scorer team can be differ. The only difference is, that the value of the
variables TEAM$ and PLAYER$ and PHOTO$ will be different, thus, the lines
below display different text on the board.
load PHOTO$
string "Goal kicker : PLAYER$ "
string " TEAM$ "
send replace
As the variables can be written in any place, the possibilities of the flexible
sport event revues will only be limited by your ingenuity. Let us give some
examples:
load NATION$
cycle GOAL#
string " PLAYER_I "
load PHOTO_I
movie TEAM$.AVI
It is shown that the field of utilization of the variables is very wide. However,
it is only one thing to take much care of: In the given revue, only the appropriate
variables shall be used. See the overview at the end of this chapter for help.

61

The football variables


It is important to note that these variables can be used only in the sport
mode; i.e. in other modes the program do not allocate values to them. As a
general rule: the number-type variables end with #, those including names with
$ and those that can be handled according to lists (as they represent the
players of the team) with _number or _I. The lists will be explained later.
Variables including names:
PLAYER$

Name of the player associated with the event


(e.g. the goal scorer)
PLAYER2$ If as much as two players are concerned, the name of the second
one (e.g. substitution)
PHOTO$
Name of the player's photo
PHOTO2$ photo of the second player
TEAM$
Name of the team concerned
TEAM2$
Name of the second team
SPECT$
Number of spectators present
ADIR$
Name of team-directory of TeamA
BDIR$
Name of team-directory of TeamB
e.g.: C:\MT\SoccDemo\Teams\Juventus
using in Score.Rev locating the logo of the current team
pcopy BDIR$\logo.bmp 50 10 120 180 0 0 means
pcopy C:\MT\SoccDemo\Teams\Juventus \logo.bmp 50 10 120 180 0 0

SPORT$

the name of the sport directory (COMMONS)

Variables of numerical value


TITLE#
DRESS#
DRESS2#
PLAYER#
GOAL#
GOAL2#
KICK#
KICK2#
GOALMAX#
REFEREE#
COACH#
ANIM#
HALF#
GTIME#
TEAM#
YELLOW#
TYPE#

Number of title lines of match. 0,1 or 2.


Dress number of the actual player.
Dress number of the 2nd named player.
Number of the player concerned (e.g. when listing on field)
Number of goals
Second number of goals (that of the other team)
Number of goals scored by TeamA
Second number of goals scored by TeamB
Total number of goals kicked
Number of referees
Number of coaches
Animation ran at the beginning of sport revue=1, else =0
Number of current half
Game time
Number of the current team 0=TeamA, 1=TeamB
Number of yellow cards at YELLOW.REV 1 or 2
Type of half end: 0=normal. 1=extra time, 2=extra penalty

62

Variables containing lists ( Where 'x' is a number or a capital I letter.)


TITLE_x
List of names (used infrequently)
DRESS_x
Dress number of players.
PLAYER_x
Players' names of the team concerned
RESULT_x
List of results
PHOTO_x
Photos of players in the team concerned
MINUTE_x
List of times
REFEREE_x Referees' names
NATION_x
Referees' nationality
REFTITLE_x Referees' title (e.g. Assistant, Delegate etc)
COACH_x
Coaches' names
CPHOTO_x Coaches' photos
CTITLE_x
Coaches' title (e.g. Manager, Doctor etc)
GOALTYPE_x Types of goals: goal/self-goal./penalty
GOALTEAM_x Which team scored this goal? 0=TeamA, 1=TeamB
The PHOTO$ and PHOTO2$ and PHOTO_I CPHOTO_I variables could be
*.BPM or *.JPG type picture files. If both of them exists in same directory for
example PELE.BMP and PELE.JPG then the program tries to load the BMP
type first. Putting a dot .after the name of variable changes this behavior.
E.g.: PHOTO$.AVI refers an AVI name and not a BMP or JPG. On this way
the program is able to use not only pictures but movies to show the players.
The variables PHOTO$ and PHOTO2$ and PHOTO_I CPHOTO_I always holds
the full path name.

Use of the lists


As the list may appear to be complicated at a first view, let us consider its
use in detail. When listing e.g. the players on the playground, the operator of
the sport machine activates the menu item On field, to activate the revue
ONFIELD.REV on the sport board. As this message includes several names,
the use of the variable PLAYER$ is unreasonable. In fact, the name to refer to
is unknown.
However, by using the variables PLAYER_1, PLAYER_2, PLAYER_11, the
player of the list referred to can be specified. The following part of revue
displays the names of the first 4 players:
string "PLAYER_1"
string "PLAYER_2"
string "PLAYER_3"
string "PLAYER_4"

63

It can be shown that it is rather complicated to list the players in this


manner, as you do not know the number of players active on the playground
and that of players sent off. However, by means of the variable PLAYER#
which includes the number of players, a CYCLE loop can be organized.
cycle PLAYER#
label xxx
string "PLAYER_I"
load PHOTO_I
send
wait 2
loop xxx
We should either 2 or 12 players come in question, the name and the
picture of the actual player will always be sent to the board. Remember that:
I can only replace Numbers, there is no other index
Only a single cycle is allowed, without embedding.
Now, the organization of cycles sets no problem! Simply copy this cycle
and replace the string and load instructions by anything. However, take care
that the xxx serving for label will be different for each cycle e.g. xxx1, xxx2, xxx3
, or any other word. As an example, the overview of revues already prepared is
recommended. These are also integrated into the program; thus, the program
will run them anyway.

The sport events


At any event
Variables are:
HALF#
GTIME#
LANG#
ANIM#
Goal
A team scored a goal. The variables relate to the goal scorer team. The
variables are:
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: GOAL.REV

64

Self goal
A team scored a mistake goal. The variables relate to the self goal
scorer
team. The variables are:
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: SELFGOAL.REV
Yellow card
A player in a team was given yellow card. Variables:
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: YELLOW.REV
Red card
A player in a team was sent off. The variables:
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: RED.REV
Crocked
A player have to leave the field because of injury. The variables:
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: CROCKED.REV
Penalty kick
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: PENALTY.REV

65

Any Player
TEAM$
DRESS#
PLAYER$
PHOTO$
Name of revue is: PLAYER.REV
Substitution
A team substituted one of its players. The variables:
TEAM$
DRESS#
PLAYER$
PHOTO$
DRESS2#
PLAYER2$
PHOTO2$
Name of revue is: CHANGE.REV
Score
The operator of the sport machine displays the result obtained so far.
The variables:
TITLE#
TITLE_I
TEAM$
TEAM2$
GOAL#
GOAL2#
GOALMAX#
DRESS_I
PLAYER_I
GOALTYPE_I
MINUTE_I
RESULT_I
Name of revue is: SCORE.REV
Clearing the board
The operator of the sport machine clears the board. No variables.
Name of revue is: CLEAR.REV
Happy goal
The home team scored goal. The variables relate to the home team.
Name of revue is: HAPPY.REV

66

Players on playground
The operator displays the players on playground of a team.
The variables are:
TEAM$
PLAYER#
DRESS_I
PLAYER_I
PHOTO_I
Name of revue is: ONFIELD.REV
Reserves
The operator displays the reserved players of a team.
The variables are:
TEAM$
PLAYER#
DRESS_I
PLAYER_I
PHOTO_I
Name of revue is: RESERVES.REV
Coach
The operator introduces the coach of a team. The variables are:
TEAM$
COACH#
COACH_I
CPHOTO_I
CTITLE_I
Name of revue is: COACH.REV
Referees
The operator introduces the referees. The variables are:
REFEREE#
NATION_I
REFEREE_I
REFTITLE_I
Name of revue is: REFEREES.REV
Goal kickers
The operator displays the number of goals. The variables are:
GOAL#
DRESS_I
PLAYER_I
GOALTYPE_I
MINUTE_I
RESULT_I
Name of revue is: KICKERS.REV

67

Spectators
The operator displays the number of spectators. The variable is:
SPECT$
Name of revue is: SPECTAT.REV

Toto
Column width setting

When checked,
Load, Save,
SaveAs enabled,

When unchecked,
Load, Save,
SaveAs disabled,
Send buttons enabled.
You can select cells. Hold
down the left button of the
mouse and move thru the
cells. The selected cells
have got blue color.
With Send button you can
send the selected cells to
the scoreboard.
Hold down the Ctrl key of
keyboard, and then you can
select a full row with a
single mouse click.

Send buttons disabled


You can modify the
number of rows and
colums, edit the cells.
With right mouse button
you can
drag-and-drop the cells.

68

Scoreboard side:

When the soccer program sends a TOTO command to the MtBoard, it runs a
revue,
which name is C:\MT\sportdir\COMMONS\TOTO.REV.
In the WIN.INI file the TotoLineSpace=10 paragraph specifies how many space
characters have to insert between two rows of TOTO lines if the soccer
program sends more than one line from the TOTO table.
There are other two more revues, which give a possibility to display the football
pools data in table format. They names are TOTOTAB.REV and
OTHERTAB.REV
The relations between the scoreboard picture and TOTOTAB.REV and
OTHERTAB.REV revue parameters see on the next page.

The result of TotoTab.REV

69

%11
%18

%95
;----------;TotoTab.Rev
;----------;Parameter List:
;%1 : 0: English-, 1:Local-Language
;%2 : Empty (N/A)
;%3 = parameter index of 1st Head field (=10)
;%4 = parameter index of 1st Body field (=11)
;%5 = parameter index of 1st Foot field (=0)
;%6 = #of Head fields (=1)
;%7 = #of Body rows (=13)
;%8 = #of Body columns (fields/row) (=7)
;%9 = #of Foot fields (=0)
;%10 = the value of 1st Head field
;10+%6 = the value of 1st Body field (10+1)= %11 = Color of the row
pcolor black
clear
fcolor white
ypos -4
fontface times new roman
fontsize 28
center %10
ypos 27
fontsize 25
setcp %4
(=11)
cycle %7
label rows
fcolor %cp
alignto -40
right %cp+1
xpos 50
string %cp+2
xpos 300
string %cp+3
alignto -520
right %cp+4
xpos 540
string %cp+5
alignto 0
right %cp+6
yplus 27
addcp 7
(11+7=18)
loop rows
send

70

Summary
Now every step of football message processing has been explained. It is
important to understand these steps because every step requires setting, what
you have to make with care. Now we go through a goal event processing in
theory.
Let us see the Figure 7.2 again. To avoid you from paging here is a copy of
that.

1) When a goal happens in the match, the Football System operator or it's
cooperator (recommended, who takes care only the match) recognizes the
goal.
2) ON THE FOOTBALL SYSTEM: (Just for remind)
a) The operator brings the cursor to in the list 'Events' to the item 'Goal' and
presses ENTER.
b) After this the cursor jumps up to team names, bring to the scorer team
(here: England) and presses ENTER.
c) Now the cursor goes down to the list of players select the goal scorer and
press ENTER.
d) Go to the Board list and select 'Last Event'. If there's no previous message
under process on Board System and cable works good, messageprocessing starts.
3) Football message arrives to the Board System. It examines the head of the
message and realizes that it is a goal message. So the name of the revue
will be GOAL.REV.

71

4) The message says that team B. was the scorer. Football System knows that
team B is England, but Board system does not!
! You have to tell the Board system that B team is England before the
match!
This can be done in Tools\Team Setup menu item activated question window
on Board System.

5) At the very same question window you can check in boxes. The first array of
boxes signs and sets if the given team has an own revue. If you check it will
have, if you uncheck, it wont. So if England has an own GOAL.REV, what is
C:\MT\SoccDemo\TEAMS\ENGLAND\GOAL.REV , that will be started. If it
hasn't, the Board System checks what did you set for other revues and
according to this it gets the C:\MT\SoccDemo\PHOTOREV\GOAL.REV or the
C:\MT\SoccDemo\TITLEREV\GOAL.REV.
6) The name of the team: "England" , the dress number "7", and name
"Wigglesworth" and photo-name "wiggles" of the player goes directly to revue
variables. This variables are used in revue text when writing out text or loading
picture in.
7) The revue starts automatically and the pictures and names appear on the
Board.

72

Loading an advertise revue after the Score

The Run wRev menu item controls the behavior of the SCORE revue.
If it is checked then the program runs a revue after the score revue.
If the menu item is unchecked then no additional revue runs after score.
The revue runs after the score is, which dedicated to Watched revue.
The description of the watched revue see in this manual in the Pic!, Rev!,
w.Rev: Quick presentation section

73

Example
Displays pictures to (440,220) pixel coordinate of scoreboard in 120x90
pixel size with different effects

pcolor black
label start
clear 440 220 120 90
send
pstretch wtest.bmp 440 220 120 90 0 0 0 0
send blink
wait 2
pstretch alfa.bmp 440 220 120 90 0 0 0 0
send fade
wait 2
pstretch fanta.bmp 440 220 120 90 0 0 0 0
send move-up
wait 2
pstretch coca.bmp 440 220 120 90 0 0 0 0
send checker
wait 2
pstretch algida.bmp 440 220 120 90 0 0 0 0
send diagonal
wait 2
goto start

74

Appendix H.: Athletics interface


Master Computer
Board1

Slave Computer(s)
Board2,,n

The Hy-Tek T&F MM system is able to send and receive data only one serial
port, to one computer. If our system contains two (or more) scoreboard
controller computers then the program is able to provide data for each
computer. The MtBoard program contains a facility to forward the incoming
serial data to the next chained computer.
In this case the operator have to start the
MtBoard on BOARD1 PC in Athletics Master mode and on the next
computer(s) BOARD2, , n in Athletics Slave mode

BOARD1

BOARD2

BOARDn

9600 bps

SPORT

Hi-Speed line
115200 bps

75

Hi-Speed line
115200 bps

For one reason or another if the usage of the BOARD1 is not desired or not
possible then the next solution is applicable.

BOARD1

BOARDn

9600 bps
SPORT
In this case the operator have to start the
MtBoard on BOARDn in Athletics Alone mode

76

Dialog on SPORT computer

Dialog on BOARDn PC
3
The arrows

Relation between MtBoard and T&F MM


1. If the Sport interface of MtBoard is able to open its primary serial port to
connect to SPORT PC the checkbox will be enabled and checked. If
uncheck this control the MtBoard ignores the incoming data, doesnt
sends to the scoreboard but if it is master then forward the commands to
the slave PC.
2. T&F MM button serves to show the dialog above of it.
3. Using the dialog the operator of MtBoard is able to ask data from the
database of SPORT PC. The dialog is very similar as the dialog of
SPORT PC. The detailed descriptions of fields see in the Hy-Tek
documentation.
4. The Sport program could be setup to send data periodically. To stop this
stream is possible by pressing this button.
5. Asking for Complete Results have to type 99 into Heat/Flight field.

77

When MtBoard receives a command then runs the corresponding revue to


show the incoming data on the scoreboard.
The available revues are: StartList.REV, Results.REV, Awards.REV and
Message.REV.
Each revue starts with description of incoming parameters in comment lines
for example:
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;
;

----------Results.REV
----------%1 Language
%2 brightness
%3 txtfont
%4 clkfont
%5 type
%6 eventname
%7 meetname
%8 nameoftype

0: English-, 1:Local-Language
max. 2 ch
max. 2 ch
max. 2 ch
2 = Results
max. 50 ch,left justified
max. 50 ch,left justified
max.100 ch,left justified,such
as "Results for Finals"
%9 lines sent by T&F MM
maximum %9 times
setCP 10
%10 + 0 lane
max. 3 ch, right justified
%10 + 1 event
max. 6 ch, or #Competitor or Relay
Team 4 ch, right justified
%10 + 2 lastname
max. 19 ch
%10 + 3 result
max. 14 ch, right justified
%10 + 4 points
max. 4 ch, if multi-event
%10 + 5 firstname
max. 12 ch
%10 + 6 country
max. 3 ch
%10 + 7 affiliation
max. 25 ch, club,school,hometown
%10 + 8 team
max. 4 ch
addCP 9

The operator can change the directory, which contains the revue files.

In this way the system could be use different revue collection in different
directories.
If the system uses the MtAthletics software then the sport program
determines the output format. MtBoard can only enable or disable the
incoming athletics commands.

78

Appendix I.: Sport mode, Multisport


Directory structure belonging to Basketball program on the Board
Controller PC
C:\

MT
SPORT

BOARD
basketball or any
other sport
Co mmons
Default

Referees
Bulls
Lakers
Team_3

Team_N

sportdirectory:
The SETUP program together with its subdirectories creates it.
According to basic interpretation: C:\MT\SPORT.

BOARD sub-directory
The multisport program could communicate with more board controllers,
too. This directory serves for their differentiation.

79

BASKET sub-directory
Within the sport directory it serves for the separation of the different
sport branches because there are handball, etc. programs operating in a
similar structure, which would use the HANDBALL (etc.) subdirectory, if it
would be part of that program. There is no reason for changing the name
of the directory because the program refers to it exactly.
Its contents:
COMMONS sub-directory
REFEREES sub-directory
Team_1
sub-directory
.
.
.
Team_N
sub-directory
COMMONS sub-directory
Revues being independent of teams, that is, belonging to the
Match, auxiliary images used for them, as well as those wanted to
be generally reached from the teams directories
BrkEnd.REV
BrkStart.REV
Default.REV
List.REV
PerEnd.REV
PerStart.REV
RAINBOW.BMP
Referee.REV
Referees.REV
Result.Rev
ShotEnd.REV
TOEnd.REV
TOStart.REV
DEFAULT sub-directory
Its contents:
Change.Rev
Coach.Rev
Fouls.Rev
Goals.Rev
OnField.Rev
Reserved.Rev
TFouls.Rev
It contains a revu set belonging to one team. When a new team is
created, its contents will be copied in the newly created
Team_N+1 directory. The sport program manages the creation of
the new directory and the copying.

80

REFEREES sub-directory
It contains the images of the referees and their data base.
Team_1
sub-directory
Team_2
sub-directory

Team_N
sub-directory
A concrete team directory of the teams
It contains the own revues belonging to the team.
There is possibility of writing revues cut to the team.
For instance, Greek players generally have long names,
therefore, a smaller font has to be selected for displaying their
names, than for the Chinese having short names. Or, we know
that we will never learn the names of the visiting club team,
therefore, we do not try to take the trouble of having their names
displayed, instead of it larger dress numbers, or eventually
graphics will be used.
Team_I sub-directory contains:
Pictures of players (*.BMP or *.JPG), team logos (*.BMP or JPG, GIF, PNG,
TIF, WMF, EMF, ICO), revues (*.rev), database files (*.lck,*.db)
Change.Rev
Coach.Rev
Fouls.Rev
Goals.Rev
OnField.Rev
Reserved.Rev
TFouls.Rev
PARADOX.LCK
PDOXUSRS.LCK
PersonalDB.DB

Relations of the Sport program with the MtBoard program:


SPORT checkbox
The checkbox is prohibited and switched off if there is no net connection
between the computers Board and Sport or the sport program is not running.

The checkbox is permitted and switched on, if there is net connection


between the computers Board and Sport and the sport program is running.

81

The checkbox is permitted and switched off if there is net connection


between the computers Board and Sport and the sport program is running and
the operator has switched off the checkbox.

In the switched off position of the SPORT checkbox the program does
not take notice of commands coming from the sport program. A switching off
can be needed when such a revue or moving message or animation is running,
as is not wanted to be interrupted by a command coming from the sport
program.
When the SPORT checkbox is switched on, the Chain revue
designated on the sport computer runs automatically.
Revues
The program receives the information of the events of the match from
the sport computer in form of commands coming through the net. The events
handled by the sport program are to be seen:
Multisport program > Basketball >Communication Setup > Basketball
Communication Setup dialog
A command can arrive upon the effect of an event produced by the operator of
the sport computer or the start/stop of a clock.
The execution of a command means generally the running of a revue.
The program to revue parameters transforms the parameters of the command.
The transformation produces a legible character string from a binary or coded
value, or it calls a name from the database on the basis of a code. It stores the
parameters of the revue in a table. The revue refers to the elements of the table
by their serial number.
Direct reference:
CENTER %1
In the parameter of the text display command the serial number of
the revue parameter should be given, after a percentage sign. The
percentage sign and the serial number should be written together.
Indirect references: CENTER %CP
CENTER %CP+3
CENTER %CP-3
The percentage sign, the CP, the operation sign and the number
should be written together.
%CP It means the reference to the actual (or Current Parameter)
it is generally used within cycle.
Setting the starting value

82

SETCP n (0 < n < 800)


Modifying the current parameter
ADDCP m (0 < m < 800)
Example:
Let us suppose that the fifth parameter contains the team name
and from the beginning of the tenth parameter three parameters are filled up
from each player: dress number, name, nationality. Task: let us have, first, the
team name displayed, then, the data of the first six players.
; EXAMPLE.REV
clear
; display of the team name with direct reference to the fifth parameter
center %5
send
wait -1
; Setting the CurrentParameter on the first field being of interest for us
SETCP 10
cycle 6
label displayplayer
clear
left %CP
center %CP+1
right %CP+2
send
wait -1
ADDCP 3
loop displayplayer
end
The forepart of each revue contains as a comment, what parameter by which
serial number can be reached.

83

Appendix J.: Communication of


MtBoard and CSS
The MtBoard calls the spots stored by the MtCss program, on CSS computer,
arranged in order of succession and marked for revue one after the other. The playing
order begins with the first spot on top of the list inscribed in green color and advances
on the revue spots entered in green.

Playback examples
;------------; File name: Example1.REV
;------------SpotFirst
load Adver1.BMP
send Zoom-Out
wait 5
SpotNext
load Adver2.BMP
send Zoom-In
end
;------------; File name: Example2.REV
;------------SpotFirst
If NoMoreSpot# = 1 Finish
load Adver1.BMP
send Zoom-Out
wait 5
SpotNext
If NoMoreSpot# = 1 Finish
load Adver2.BMP
send Zoom-In
label Finish
end

84

;------------; File name: Example3.REV


;------------SpotFirst
If NoMoreSpot# = 1 Finish
Counter 1
Label SpotLoop
load AdverCOUNTER#.BMP
send Zoom-Out
wait 5
SpotNext
If NoMoreSpot# = 1 Finish
CPLUS
1
goto SpotLoop
label Finish
end
;------------; File name: Example4.REV
; zero based picture names
; eg.: Adver0.BMP, Adver1.BMP, Adver2.BMP etc.
;------------SpotFirst
cycle SpotNum#
label playspot
load AdverCYCLE#.BMP
send zoom-in
wait 2
SpotNext
loop playspot
end

85