; Defaults: 9600,8,N,1 ; ; ResulTV Script for Video Display Objects ; ; Copyright (c) 2023 Lynx System Developers, Inc. ; ; Written by Hugues Lacroix ; ; Notes: ; + Empty lines and lines that start with a semicolon are ignored. ; ; + Lines that start with two semicolons indicate a section header. ; Sections may be omitted, appear in any order, and occur more than once. ; The current section headers and their valid group codes are: ; ;;Initialization ; \10 \13 \17 \18 ; ;;TimeArmed ; ;;TimeRunning ; ;;TimePaused ; ;;TimeStopped ; ;;TimeGun ; ;;TimeBreak ; ;;TimeUpdate ; ;;TimeOfDay ; \11 \13 \17 \18 ; ;;Wind ; \12 \13 \17 \18 ; ;;StartListHeader ; ;;StartListTrailer ; ;;StartedHeader ; ;;StartedTrailer ; ;;ResultsHeader ; ;;ResultsTrailer ; ;;Image (if present then ;;ImageResults* will be ignored) ; ;;ImageResultsHeader ; ;;ImageResultsTrailer ; \13 \17 \18 ; ;;StartList ; ;;Started ; ;;Results (or ;;Result) ; ;;ImageResults ; \13 \14 \17 \18 ; ;;MessageHeader ; ;;MessageTrailer ; \13 \15 \17 \18 ; ;;Message ; \13 \15 \16 \17 \18 ; The StartList*, Started*, and Results* sections may have an optional ; page number contained in square brackets immediately following the ; section name. If more than one page is defined for a section then each ; page will be shown, in order, when paging is enabled. Note that page ; numbers do not need to be contiguous; they are simply used to establish ; the order of pages. If a page number is omitted then a 0 (zero) is ; assumed. ; Some sections can be omitted and they will "fall back" to other ; sections. TimeOfDay falls back to TimeRunning. TimeArmed falls back to ; TimeRunning. TimePaused falls back to TimeStopped. The StartList* sections ; fall back to the Results* sections. The Started* sections fall back ; to the StartList* sections (after the StartList* sections have fallen ; back to the Results* sections if necessary). ; ; + Format lines must begin with a one byte group code and a one byte ; variable code. The special variable code \00 indicates that no variable ; is being requested. If a variable is requested it will be inserted where ; a '%s' printf style format specifier appears. There can only be one '%s' ; specifier in lines requesting a variable and no other printf format ; specifiers may appear. Remember, lines requesting a variable are used as ; a printf format string and therefore must behave as such. Lines not ; requesting a variable (variable code \00) can do whatever they want as ; these lines are not fed to a printf statement. ; The current group codes and their variable codes are: ; \10 Initialize ; \00 No variable ; \11 Time ; \00 No variable ; \01 Formatted time with tenth (when running) or hundredth (when ; stopped) precision ; \02 Binary time in milliseconds (4 byte little endian integer) ; \03 Formatted time with thousandth precision ; \04 Formatted time with ten thousandth precision ; \05 Formatted time with tenth precision ; \06 Formatted time with hundredth precision ; \12 Wind ; \00 No variable ; \01 Formatted wind ; \02 Binary wind in hundredths of units (4 byte little endian integer) ; \13 Results Header/Trailer ; \00 No variable ; \01 OFFICIAL/UNOFFICIAL string ; \02 Event name ; \03 Wind ; \04 Event number ; \05 Round number ; \06 Heat number ; \07 AUTO/MANUAL start type ; \08 Number of participants ; \09 ARMED/RUNNING status ; \0a Distance ; \14 Result ; \00 No variable ; \01 Place ; \02 Lane ; \03 Id ; \04 Name ; \05 Affiliation ; \06 Time ; \07 Delta Time ; \08 Cumulative Split Time ; \09 Last Split Time ; \0a Laps To Go ; \0b License ; \0c ReacTime ; \0d Speed ; \0e Pace ; \0f Best Split Time ; \10 User1 ; \11 User2 ; \12 User3 ; \13 "From Image" Cumulative Split Time ; \14 "From Image" Window Number ; \15 Delta Time 2 ; \16 Delta Time 3 ; \17 First Name ; \18 Last Name ; \19 Start Time (default behavior) ; \1a Start Time (Time Trial key match only) ; \15 Message Header/Trailer ; \00 No variable ; \16 Message ; \00 No variable ; \01 Text ; \17 Break Time ; \00 No variable ; \nn Formatted break time nn ; \18 Break Name ; \00 No variable ; \nn Break name nn ; ; + Arbitrary 8 bit values are entered as \hh where h is a lowercase hex ; digit. Note that h must be lowercase. ; ; + Format lines can have the following commands embedded in them. ; Note that only 10 registers (indexed 0-9) are currently implemented. ; \U\hh Set the 'U' value to hh. It is reset after the next command. ; \Ui\hh Set the 'U' value to register[hh]. ; \X\hh Set the 'X' value to hh. It is reset after the next command. ; \Xi\hh Set the 'X' value to register[hh]. ; \=\hh register[hh] = {register[U]|X|1} (assign) ; \*\hh register[hh] = register[hh] * {register[U]|X|1} (multiply) ; \/\hh register[hh] = register[hh] / {register[U]|X|1} (divide) ; \#\hh register[hh] = register[hh] # {register[U]|X|1} (modulus) ; \+\hh register[hh] = register[hh] + {register[U]|X|1} (add) ; \-\hh register[hh] = register[hh] - {register[U]|X|1} (subtract) ; \<\hh register[hh] = register[hh] << {register[U]|X|1} (shift left) ; \>\hh register[hh] = register[hh] >> {register[U]|X|1} (shift right) ; \&\hh register[hh] = register[hh] & {register[U]|X|1} (bit and) ; \|\hh register[hh] = register[hh] | {register[U]|X|1} (bit or) ; \^\hh register[hh] = register[hh] ^ {register[U]|X|1} (bit xor) ; \~\hh register[hh] = ~register[hh] (bit invert) ; \!\hh register[hh] = !register[hh] (logical invert) ; \F\hh register[hh] = The result of running Function {U|0} on the ; next {X|} characters. ; \U\00 IDS checksum. ; \U\01 XOR checksum. register[hh] is used as the seed value. ; \U\02 ADD checksum. register[hh] is used as the seed value. ; \U\03 CRC-16. register[hh] is used as the seed value ; and register[hh+1] is the polynomial. ; \U\04 CRC-32. register[hh] is used as the seed value ; and register[hh+1] is the polynomial. ; \O\hh Output register[hh] as an {X|1} byte value using method {U|0}. ; \U\00 Binary little-endian (Intel byte order). ; \U\01 Binary big-endian (Motorola byte order). ; \U\02 ASCII text right justified space padded. ; \U\03 ASCII text right justified zero padded. ; \U\04 ASCII text left justified space padded. ; \U\05 ASCII text left justified zero padded. ; \S\hh Scan the next {X|1} bytes into register[hh] using method {U|0}. ; \U\00 ASCII text base 10. ; \U\01 Binary little-endian (Intel byte order). ; \U\02 Binary big-endian (Motorola byte order). ; \P\hh Run Procedure hh on the next {X|} characters. ; \P\00 Reverse characters. ; \P\01 Convert characters to Colorado Time format. Register[1] ; is the current character position on entry and the ; next character position on exit. ; \P\02 Convert characters to Daktronics AllSport format. ; \B\hh Delete {register[U]|hh} (to beginning of line if zero) characters ; before the cursor or until the string contains X characters. ; \D\hh Delete {register[U]|hh} (to end of line if zero) characters ; at the cursor or until the string contains X characters. ; \I\hh Insert {register[U]|hh} spaces at the cursor or until the string ; contains X characters. ; \Ic\hh Insert {register[U]|hh} {X's|spaces} at the cursor. ; \L\hh Move the cursor {register[U]|hh} positions to the left (to the ; beginning of the line if zero). ; \R\hh Move the cursor {register[U]|hh} positions to the right (to the ; end of the line if zero). ; \He\hh Halt if register[hh] == {register[U]|X|0}. ; \Hn\hh Halt if register[hh] != {register[U]|X|0}. ; \Hl\hh Halt if register[hh] < {register[U]|X|0}. ; \Hm\hh Halt if register[hh] <= {register[U]|X|0}. ; \Hg\hh Halt if register[hh] > {register[U]|X|0}. ; \Hh\hh Halt if register[hh] >= {register[U]|X|0}. ; Note that numbers 0 thru 9 can be entered directly for single character ; embedded commands. For example, '\U\04' is the same as '\U4' and ; '\=\01' is the same as '\=1'. ; ; + Be very careful about whitespace in each format line. Characters other ; than '%s' specifiers and embedded commands and values will be sent ; exactly as they appear on the line. This means, for instance, that using ; tabs to make a line 'look right' in your favorite editor will cause ; tabs to be sent to the scoreboard instead of the equivalent number of ; spaces (probably not what you wanted). ; ; ; *************************************************************************** ; *************************************************************************** ; *************************************************************************** ; ; ResulTV Video Display Notes: ; ; + Video commands must begin with 12h (\12) and end with 14h (\14). ; ; + Extraneous whitespace within commands is not permitted. ; For example: "LayoutSetup=16,4", not "LayoutSetup = 16, 4". ; ; + Available Video commands are: ; LayoutSetup - Resets the drawing environment and defines layout size. ; LayoutSetup=, ; = Layout width (number of cells). ; = Layout height (number of cells). ; LayoutBackColor - Sets the layout background color. ; LayoutBackColor= ; = White, LightGray, DarkGray, Black, Red, Green, Blue, ; Cyan, Magenta, Yellow, Background, or ; = ,, ; = Hex or decimal value between 0 and 255. Hex values ; are prefaced with "0x". ; LayoutFlush - Sends the current layout to the video port. ; LayoutFlush ; TextSetup - Starts a text operation and defines the field size. ; TextSetup=[,[,,]] ; = Field width (number of cells). ; = Field height (number of cells). Default is 1. ; = Field left coordinate. Default is current position. ; = Field top coordinate. Default is current position. ; TextDraw - Ends a text operation and defines the string to draw. ; TextDraw= ; = Any printable characters, max length 255. ; TextJustify - Sets the text justification. ; TextJustify= ; = Left, Center, or Right ; TextMargins - Sets the margins within a text field. ; TextMargins=, ; = Left margin (number of pixels). ; = Right margin (number of pixels). ; TextHandling - Sets how text is rendered in a TextDraw operation. ; TextHandling= ; = Character, String, or Auto ; Character renders each character separately. ; String renders the entire string in one operation. ; Auto uses String if the string contains any character values ; above 255. Otherwise, it uses Character. ; TextOptimize - Controls text rendering optimization. ; TextOptimize= ; = On or Off ; FontName - Sets the name of the font to use. ; FontName= ; = Font name. Note that font names are case sensitive. ; FontWidth - Sets the font width and "shrink to fit" value. ; FontWidth=[,] ; = Font width as a percentage of "standard" width. ; = Font "shrink to fit" value as a percentage of . ; If is omitted then "shrink to fit" is disabled. ; FontFaceColor - Sets the font face color. ; FontFaceColor= ; FontBorderColor - Sets the font border color. ; FontBorderColor= ; FontShadowColor - Sets the font shadow color. ; FontShadowColor= ; FontBackColor - Sets the font background color. ; FontBackColor= ; FontBorderSize - Sets the font border size. ; FontBorderSize= ; = Font border size. -1 means to use the font's standard size. ; FontShadowSize - Sets the font shadow size. ; FontShadowSize= ; = Font shadow size. -1 means to use the font's standard size. ; ImageSetup - Starts an image operation and defines the field size. ; ImageSetup=[,[,,]] ; = Field width (number of cells). ; = Field height (number of cells). Default is 1. ; = Field left coordinate. Default is current position. ; = Field top coordinate. Default is current position. ; ImageDraw - Ends an image operation and draws the image. ; ImageDraw= ; = Image file on the ResulTV computer. ; ImageJustify - Sets the image justification. ; ImageJustify=, ; = Left, Center, or Right ; = Top, Center, or Bottom ; ImageMargins - Sets the margins within an image field. ; ImageMargins=,,, ; = Left margin (number of pixels). ; = Right margin (number of pixels). ; = Top margin (number of pixels). ; = Bottom margin (number of pixels). ; ImageStretch - Sets the image stretch mode (KA means Keep Aspect). ; ImageStretch= ; = Off, On, or OnKA ; Blank - Skips over blank space. (To leave room for image, for instance.) ; Blank=[,[,,]] ; = Field width (number of cells). ; = Field height (number of cells). Default is 1. ; = Field left coordinate. Default is current position. ; = Field top coordinate. Default is current position. ; ; + LayoutSetup sets the following default values: ; LayoutBackColor=Black ; TextJustify=Left ; TextMargins=2,2 ; TextHandling=Auto ; TextOptimize=On ; FontName=Arial ; FontWidth=100 ; FontFaceColor=White ; FontBorderColor=Black ; FontShadowColor=Black ; FontBackColor=Background ; FontBorderSize=-1 ; FontShadowSize=-1 ; ImageJustify=Center,Center ; ImageMargins=0,0,0,0 ; ImageStretch=OnKA ; ; + Text and Font commands that appear outside of a TextSetup..TextDraw ; block are "global" and will apply to all subsequent Text operations. ; Text and Font commands that appear inside of a TextSetup..TextDraw ; block are "local" and will apply only to the current Text operation. ; ; + Image commands that appear outside of an ImageSetup..ImageDraw ; block are "global" and will apply to all subsequent Image operations. ; Image commands that appear inside of an ImageSetup..ImageDraw ; block are "local" and will apply only to the current Image operation. ; ; ; The format lines follow. ;;Initialization ; Blank the screen. \10\00\01V\02 \10\00\12LayoutSetup=1,1\14 \10\00\12TextSetup=1\14 \10\00\12TextDraw=\14 \10\00\12LayoutFlush\14 \10\00\05\03\04 ;;TimeRunning ; This is sent approximately 10 times per second. ; Setting register[0] to 1 in a format line will cause that line and ; subsequent lines to only be sent once per second (when the seconds ; digit changes) instead of approximately 10 times per second. Setting ; register[0] to 0 will resume normal operation for remaining lines. \11\00\01V\02 \11\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \11\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\11\00\12LayoutBackColor=White\14 ;\11\00\12LayoutBackColor=LightGray\14 ;\11\00\12LayoutBackColor=DarkGray\14 ;\11\00\12LayoutBackColor=Black\14 ;\11\00\12LayoutBackColor=Red\14 ;\11\00\12LayoutBackColor=Green\14 ;\11\00\12LayoutBackColor=Blue\14 ;\11\00\12LayoutBackColor=Yellow\14 ;\11\00\12LayoutBackColor=0,0,0\14 \11\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \11\00\12FontFaceColor=White\14 ;\11\00\12FontFaceColor=LightGray\14 ;\11\00\12FontFaceColor=DarkGray\14 ;\11\00\12FontFaceColor=Black\14 ;\11\00\12FontFaceColor=Red\14 ;\11\00\12FontFaceColor=Green\14 ;\11\00\12FontFaceColor=Blue\14 ;\11\00\12FontFaceColor=Yellow\14 ;\11\00\12FontFaceColor=0,0,0\14 \11\00\12FontShadowSize=1\14 \11\00\12TextJustify=Center\14 \11\00\12TextSetup=16\14 ;The following uncommented line will set the color \11\00\12FontFaceColor=White\14 ;\11\00\12FontFaceColor=LightGray\14 ;\11\00\12FontFaceColor=DarkGray\14 ;\11\00\12FontFaceColor=Black\14 ;\11\00\12FontFaceColor=Red\14 ;\11\00\12FontFaceColor=Green\14 ;\11\00\12FontFaceColor=Blue\14 ;\11\00\12FontFaceColor=Yellow\14 ;\11\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \11\00\12FontBackColor=85,0,156\14 ;\11\00\12FontBackColor=White\14 ;\11\00\12FontBackColor=LightGray\14 ;\11\00\12FontBackColor=DarkGray\14 ;\11\00\12FontBackColor=Black\14 ;\11\00\12FontBackColor=Red\14 ;\11\00\12FontBackColor=Green\14 ;\11\00\12FontBackColor=Blue\14 ;\11\00\12FontBackColor=Yellow\14 ;\11\00\12FontBackColor=0,0,0\14 \13\02\12TextDraw=%0.32s\14 \11\00\12TextSetup=16,3\14 \11\01\12TextDraw=%0.12s\B2\14 \11\00\12LayoutFlush\14 \11\00\05\03\04 ;;TimeStopped ; This is sent when the time is stopped by a beam break. \11\00\01V\02 \11\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \11\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\11\00\12LayoutBackColor=White\14 ;\11\00\12LayoutBackColor=LightGray\14 ;\11\00\12LayoutBackColor=DarkGray\14 ;\11\00\12LayoutBackColor=Black\14 ;\11\00\12LayoutBackColor=Red\14 ;\11\00\12LayoutBackColor=Green\14 ;\11\00\12LayoutBackColor=Blue\14 ;\11\00\12LayoutBackColor=Yellow\14 ;\11\00\12LayoutBackColor=0,0,0\14 \11\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \11\00\12FontFaceColor=White\14 ;\11\00\12FontFaceColor=LightGray\14 ;\11\00\12FontFaceColor=DarkGray\14 ;\11\00\12FontFaceColor=Black\14 ;\11\00\12FontFaceColor=Red\14 ;\11\00\12FontFaceColor=Green\14 ;\11\00\12FontFaceColor=Blue\14 ;\11\00\12FontFaceColor=Yellow\14 ;\11\00\12FontFaceColor=0,0,0\14 \11\00\12FontShadowSize=1\14 \11\00\12TextJustify=Center\14 \11\00\12TextSetup=16\14 ;The following uncommented line will set the color \11\00\12FontFaceColor=White\14 ;\11\00\12FontFaceColor=LightGray\14 ;\11\00\12FontFaceColor=DarkGray\14 ;\11\00\12FontFaceColor=Black\14 ;\11\00\12FontFaceColor=Red\14 ;\11\00\12FontFaceColor=Green\14 ;\11\00\12FontFaceColor=Blue\14 ;\11\00\12FontFaceColor=Yellow\14 ;\11\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \11\00\12FontBackColor=85,0,156\14 ;\11\00\12FontBackColor=White\14 ;\11\00\12FontBackColor=LightGray\14 ;\11\00\12FontBackColor=DarkGray\14 ;\11\00\12FontBackColor=Black\14 ;\11\00\12FontBackColor=Red\14 ;\11\00\12FontBackColor=Green\14 ;\11\00\12FontBackColor=Blue\14 ;\11\00\12FontBackColor=Yellow\14 ;\11\00\12FontBackColor=0,0,0\14 \13\02\12TextDraw=%0.32s\14 \11\00\12TextSetup=16,3\14 \11\01\12TextDraw=%0.12s\B1\14 \11\00\12LayoutFlush\14 \11\00\05\03\04 ;;TimeOfDay ; This is sent when the 'Send time of day' option is checked in the ; Scoreboard pull down menu. \11\00\01V\02 \11\00\=0 \11\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \11\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\11\00\12LayoutBackColor=White\14 ;\11\00\12LayoutBackColor=LightGray\14 ;\11\00\12LayoutBackColor=DarkGray\14 ;\11\00\12LayoutBackColor=Black\14 ;\11\00\12LayoutBackColor=Red\14 ;\11\00\12LayoutBackColor=Green\14 ;\11\00\12LayoutBackColor=Blue\14 ;\11\00\12LayoutBackColor=Yellow\14 ;\11\00\12LayoutBackColor=0,0,0\14 \11\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \11\00\12FontFaceColor=White\14 ;\11\00\12FontFaceColor=LightGray\14 ;\11\00\12FontFaceColor=DarkGray\14 ;\11\00\12FontFaceColor=Black\14 ;\11\00\12FontFaceColor=Red\14 ;\11\00\12FontFaceColor=Green\14 ;\11\00\12FontFaceColor=Blue\14 ;\11\00\12FontFaceColor=Yellow\14 ;\11\00\12FontFaceColor=0,0,0\14 \11\00\12FontShadowSize=1\14 \11\00\12TextJustify=Center\14 \11\00\12TextSetup=16\14 ;The following uncommented line will set the color \11\00\12FontFaceColor=White\14 ;\11\00\12FontFaceColor=LightGray\14 ;\11\00\12FontFaceColor=DarkGray\14 ;\11\00\12FontFaceColor=Black\14 ;\11\00\12FontFaceColor=Red\14 ;\11\00\12FontFaceColor=Green\14 ;\11\00\12FontFaceColor=Blue\14 ;\11\00\12FontFaceColor=Yellow\14 ;\11\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \11\00\12FontBackColor=85,0,156\14 ;\11\00\12FontBackColor=White\14 ;\11\00\12FontBackColor=LightGray\14 ;\11\00\12FontBackColor=DarkGray\14 ;\11\00\12FontBackColor=Black\14 ;\11\00\12FontBackColor=Red\14 ;\11\00\12FontBackColor=Green\14 ;\11\00\12FontBackColor=Blue\14 ;\11\00\12FontBackColor=Yellow\14 ;\11\00\12FontBackColor=0,0,0\14 \11\00\12TextDraw=Current Time\14 \11\00\12TextSetup=16,3\14 \11\01\12TextDraw=%0.12s\B4\14 \11\00\12LayoutFlush\14 \11\00\05\03\04 ;;StartListHeader ; This is sent once each time the scoreboard is updated with results. It ; is sent before any result lines are sent. \13\00\01V\02 \13\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \13\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\13\00\12LayoutBackColor=White\14 ;\13\00\12LayoutBackColor=LightGray\14 ;\13\00\12LayoutBackColor=DarkGray\14 ;\13\00\12LayoutBackColor=Black\14 ;\13\00\12LayoutBackColor=Red\14 ;\13\00\12LayoutBackColor=Green\14 ;\13\00\12LayoutBackColor=Blue\14 ;\13\00\12LayoutBackColor=Yellow\14 ;\13\00\12LayoutBackColor=0,0,0\14 \13\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \13\00\12FontFaceColor=White\14 ;\13\00\12FontFaceColor=LightGray\14 ;\13\00\12FontFaceColor=DarkGray\14 ;\13\00\12FontFaceColor=Black\14 ;\13\00\12FontFaceColor=Red\14 ;\13\00\12FontFaceColor=Green\14 ;\13\00\12FontFaceColor=Blue\14 ;\13\00\12FontFaceColor=Yellow\14 ;\13\00\12FontFaceColor=0,0,0\14 \13\00\12FontShadowSize=1\14 \13\00\12TextJustify=Center\14 \13\00\12TextSetup=16\14 ;The following uncommented line will set the color \13\00\12FontFaceColor=White\14 ;\13\00\12FontFaceColor=LightGray\14 ;\13\00\12FontFaceColor=DarkGray\14 ;\13\00\12FontFaceColor=Black\14 ;\13\00\12FontFaceColor=Red\14 ;\13\00\12FontFaceColor=Green\14 ;\13\00\12FontFaceColor=Blue\14 ;\13\00\12FontFaceColor=Yellow\14 ;\13\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \13\00\12FontBackColor=85,0,156\14 ;\13\00\12FontBackColor=White\14 ;\13\00\12FontBackColor=LightGray\14 ;\13\00\12FontBackColor=DarkGray\14 ;\13\00\12FontBackColor=Black\14 ;\13\00\12FontBackColor=Red\14 ;\13\00\12FontBackColor=Green\14 ;\13\00\12FontBackColor=Blue\14 ;\13\00\12FontBackColor=Yellow\14 ;\13\00\12FontBackColor=0,0,0\14 \13\02\12TextDraw=%0.32s\14 ;;StartList ; This is sent once for each result line displayed on the scoreboard. ; Register[0] is initialized with the index of the current result line and ; will range from 0 through PageSize - 1. \14\00\&0 \14\00\He0\12FontBackColor=0x30,0x30,0x30\14 \14\00\Hn0\12FontBackColor=0x15,0x15,0x15\14 ;\14\01\12TextSetup=3\14\12TextDraw=%0.3s\14 \14\02\12TextSetup=3\14\12TextDraw=%0.3s\14 ;\14\03\12TextSetup=4\14\12TextDraw=%0.5s\14 \14\04\12TextSetup=7\14\12TextDraw=%0.15s\14 ;\14\06\12TextSetup=6\14\12TextDraw=%0.12s\B1\14 \14\05\12TextSetup=6\14\12TextDraw=%0.12s\14 ;;StartListTrailer ; This is sent once each time the scoreboard is updated with results. It ; is sent after all result lines are sent. \13\00\12LayoutFlush\14 \13\00\05\03\04 ;;ResultsHeader ; This is sent once each time the scoreboard is updated with results. It ; is sent before any result lines are sent. ; ;Scan 5 characters of Distance (\13\0a) to registry 1, do not output. \13\0a%s\L0\X5\S1\R0\B0 ;Scan left most character of Wind(\13\03) to registry 2 and scan the value to register 3, do not output. \13\03%s\L0\U1\S2\R2\D1\L1\X2\S3\R0\B0 ; \13\00\01V\02 \13\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \13\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\13\00\12LayoutBackColor=White\14 ;\13\00\12LayoutBackColor=LightGray\14 ;\13\00\12LayoutBackColor=DarkGray\14 ;\13\00\12LayoutBackColor=Black\14 ;\13\00\12LayoutBackColor=Red\14 ;\13\00\12LayoutBackColor=Green\14 ;\13\00\12LayoutBackColor=Blue\14 ;\13\00\12LayoutBackColor=Yellow\14 ;\13\00\12LayoutBackColor=0,0,0\14 \13\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \13\00\12FontFaceColor=White\14 ;\13\00\12FontFaceColor=LightGray\14 ;\13\00\12FontFaceColor=DarkGray\14 ;\13\00\12FontFaceColor=Black\14 ;\13\00\12FontFaceColor=Red\14 ;\13\00\12FontFaceColor=Green\14 ;\13\00\12FontFaceColor=Blue\14 ;\13\00\12FontFaceColor=Yellow\14 ;\13\00\12FontFaceColor=0,0,0\14 \13\00\12FontShadowSize=1\14 \13\00\12TextJustify=Center\14 \13\00\X\c8\Hg1\12TextSetup=12\14 \13\00\X\c8\Hm1\12TextSetup=16\14 ;The following uncommented line will set the color \13\00\12FontFaceColor=White\14 ;\13\00\12FontFaceColor=LightGray\14 ;\13\00\12FontFaceColor=DarkGray\14 ;\13\00\12FontFaceColor=Black\14 ;\13\00\12FontFaceColor=Red\14 ;\13\00\12FontFaceColor=Green\14 ;\13\00\12FontFaceColor=Blue\14 ;\13\00\12FontFaceColor=Yellow\14 ;\13\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \13\00\12FontBackColor=85,0,156\14 ;\13\00\12FontBackColor=White\14 ;\13\00\12FontBackColor=LightGray\14 ;\13\00\12FontBackColor=DarkGray\14 ;\13\00\12FontBackColor=Black\14 ;\13\00\12FontBackColor=Red\14 ;\13\00\12FontBackColor=Green\14 ;\13\00\12FontBackColor=Blue\14 ;\13\00\12FontBackColor=Yellow\14 ;\13\00\12FontBackColor=0,0,0\14 \13\02\12TextDraw=%0.32s\14 \13\00\X\c8\Hg1\12TextSetup=12\14\12TextSetup=4\14 \13\00\X\c8\Hg1\X\2d\Hn2\12FontBackColor=Green\14 \13\00\X\c8\Hg1\X\2d\He2\X\14\Hg3\12FontBackColor=Green\14 \13\00\X\c8\Hg1\X\2d\He2\X\14\Hm3\12FontBackColor=Red\14 \13\03\X\c8\Hg1\12TextDraw=%0.4s\14 ;;Results ; This is sent once for each result line displayed on the scoreboard. ; Register[0] is initialized with the index of the current result line and ; will range from 0 through PageSize - 1. \14\00\&0 \14\00\He0\12FontBackColor=0x30,0x30,0x30\14 \14\00\Hn0\12FontBackColor=0x15,0x15,0x15\14 \14\01\12TextSetup=3\14\12TextDraw=%0.3s\14 ;\14\02\12TextSetup=2\14\12TextDraw=%0.3s\14 ;\14\03\12TextSetup=4\14\12TextDraw=%0.5s\14 \14\04\12TextSetup=7\14\12TextDraw=%0.15s\14 \14\06\12TextSetup=6\14\12TextDraw=%0.12s\B1\14 ;;ResultsTrailer ; This is sent once each time the scoreboard is updated with results. It ; is sent after all result lines are sent. \13\00\12LayoutFlush\14 \13\00\05\03\04 ;;Image \13\00\01V\02 \13\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \13\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\13\00\12LayoutBackColor=White\14 ;\13\00\12LayoutBackColor=LightGray\14 ;\13\00\12LayoutBackColor=DarkGray\14 ;\13\00\12LayoutBackColor=Black\14 ;\13\00\12LayoutBackColor=Red\14 ;\13\00\12LayoutBackColor=Green\14 ;\13\00\12LayoutBackColor=Blue\14 ;\13\00\12LayoutBackColor=Yellow\14 ;\13\00\12LayoutBackColor=0,0,0\14 \13\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \13\00\12FontFaceColor=White\14 ;\13\00\12FontFaceColor=LightGray\14 ;\13\00\12FontFaceColor=DarkGray\14 ;\13\00\12FontFaceColor=Black\14 ;\13\00\12FontFaceColor=Red\14 ;\13\00\12FontFaceColor=Green\14 ;\13\00\12FontFaceColor=Blue\14 ;\13\00\12FontFaceColor=Yellow\14 ;\13\00\12FontFaceColor=0,0,0\14 \13\00\12FontShadowSize=1\14 \13\00\12TextJustify=Center\14 \13\00\12TextSetup=16\14 ;The following uncommented line will set the color \13\00\12FontFaceColor=White\14 ;\13\00\12FontFaceColor=LightGray\14 ;\13\00\12FontFaceColor=DarkGray\14 ;\13\00\12FontFaceColor=Black\14 ;\13\00\12FontFaceColor=Red\14 ;\13\00\12FontFaceColor=Green\14 ;\13\00\12FontFaceColor=Blue\14 ;\13\00\12FontFaceColor=Yellow\14 ;\13\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \13\00\12FontBackColor=85,0,156\14 ;\13\00\12FontBackColor=White\14 ;\13\00\12FontBackColor=LightGray\14 ;\13\00\12FontBackColor=DarkGray\14 ;\13\00\12FontBackColor=Black\14 ;\13\00\12FontBackColor=Red\14 ;\13\00\12FontBackColor=Green\14 ;\13\00\12FontBackColor=Blue\14 ;\13\00\12FontBackColor=Yellow\14 ;\13\00\12FontBackColor=0,0,0\14 \13\02\12TextDraw=%0.32s\14 \13\00\12ImageSetup=16,3\14 \13\00\12ImageDraw= \13\04%s\L0000\X3\B0 \13\05-%s- \13\06%s\L000\X2\B0\R0.jpg\14 \13\00\12LayoutFlush\14 \13\00\05\03\04 ;;MessageHeader ; This is sent once each time the scoreboard is updated with the message. It ; is sent before any message lines are sent. \15\00\01V\02 \15\00\12LayoutSetup=16,4\14 ;The following uncommented line will set the color \15\00\12LayoutBackColor=0x20,0x20,0x20\14 ;\15\00\12LayoutBackColor=White\14 ;\15\00\12LayoutBackColor=LightGray\14 ;\15\00\12LayoutBackColor=DarkGray\14 ;\15\00\12LayoutBackColor=Black\14 ;\15\00\12LayoutBackColor=Red\14 ;\15\00\12LayoutBackColor=Green\14 ;\15\00\12LayoutBackColor=Blue\14 ;\15\00\12LayoutBackColor=Yellow\14 ;\15\00\12LayoutBackColor=0,0,0\14 \15\00\12FontWidth=100,50\14 ;The following uncommented line will set the color \15\00\12FontFaceColor=White\14 ;\15\00\12FontFaceColor=LightGray\14 ;\15\00\12FontFaceColor=DarkGray\14 ;\15\00\12FontFaceColor=Black\14 ;\15\00\12FontFaceColor=Red\14 ;\15\00\12FontFaceColor=Green\14 ;\15\00\12FontFaceColor=Blue\14 ;\15\00\12FontFaceColor=Yellow\14 ;\15\00\12FontFaceColor=0,0,0\14 \15\00\12FontShadowSize=1\14 \15\00\12TextJustify=Center\14 \15\00\12TextSetup=16\14 ;The following uncommented line will set the color \15\00\12FontFaceColor=White\14 ;\15\00\12FontFaceColor=LightGray\14 ;\15\00\12FontFaceColor=DarkGray\14 ;\15\00\12FontFaceColor=Black\14 ;\15\00\12FontFaceColor=Red\14 ;\15\00\12FontFaceColor=Green\14 ;\15\00\12FontFaceColor=Blue\14 ;\15\00\12FontFaceColor=Yellow\14 ;\15\00\12FontFaceColor=0,0,0\14 ;The following uncommented line will set the color \15\00\12FontBackColor=85,0,156\14 ;\15\00\12FontBackColor=White\14 ;\15\00\12FontBackColor=LightGray\14 ;\15\00\12FontBackColor=DarkGray\14 ;\15\00\12FontBackColor=Black\14 ;\15\00\12FontBackColor=Red\14 ;\15\00\12FontBackColor=Green\14 ;\15\00\12FontBackColor=Blue\14 ;\15\00\12FontBackColor=Yellow\14 ;\15\00\12FontBackColor=0,0,0\14 \15\00\12TextDraw=Message\14 ;;Message ; This is sent once for each message line displayed on the scoreboard. ; Register[0] is initialized with the index of the current message line and ; will range from 0 through - 1. \16\01\12TextSetup=16\14\12TextDraw=%0.32s\14 ;;MessageTrailer ; This is sent once each time the scoreboard is updated with the message. It ; is sent after all message lines are sent. \15\00\12LayoutFlush\14 \15\00\05\03\04