all these were found in the v110 DB.exe.
STOP
no params. who knows..?
==
an operator that doesn't compile but is in the command list. maybe it's what the language uses when variables are compared like in IFs (in C++ = and == are 2 different things).
BOB
take any SPRITE command, replace the word SPRITE with the word BOB and it does the same thing. BOB comes from Blitter OBject from AMOS i guess.
ROTATE IMAGE img,deg(only 0, 90, 180, 270, 360)
umm rotates an image.
PRINTC [stuff]
same as print but doesn't go to the next line. same as PRINT [stuff]; (semicolon at end of line)
@
another odd operator. i think it has something to do with arrays because this is grouped with the array commands in the EXE. and there are 2 things -- @= and @[, @= probably assigns a value to an array elemant and @[ probably gets an array value. i know this because DB uses [ whenever a command is a function (returns a value).
SCALE LISTENER scale#
this is a normal command in DBP, quite useful, and for some reason not documented. this artificially scales the distances between the listener and the 3dsounds. this is so if your sound is getting quiet way too close (or way too far away) you can scale it until the falloff is right.
SAY speech$
obviously something to do with speech synthesis because using it on a system without the MS speech synthesis engine (like mine) gives an error saying something like "speech engine not installed". i don't know if it actually does work.
SAY TO SOUND speech$, sound number
duh
SAY TO FILE speech$, filename$
again, duh
SPEECH EXIST()
maybe it returns a 1 if the system is capable of speech synthesis. i don't know.
SET MUSIC VOLUME music number, volume
another command that's in DBP but not documented in DB1. it only works with MOD and MP3 music tho.
SET MUSIC SPEED music nubmer, speed
again in DBP and undoumented in DB1. doesn't do anything, but it does set the volume of MODs for some reason.
GET MUSIC VOLUME(music number)
GET MUSIC SPEED(music number)
guess
OBJECT COLLISION RADIUS(object number)
kinda useful i guess. tells you how big the radius of the object's collision sphere is.
OBJECT COLLISION CENTER X(object number)
OBJECT COLLISION CENTER Y(object number)
OBJECT COLLISION CENTER Z(object number)
don't know what you'd use them for but they're self-explanatory.
STATISTIC(stat)
just about everyone knows that statistic(1) returns the number of polys on screen. other than that, it does nothing (in DBP statistic(2) returns a 1 if stencil buffer is available i think).
3DS2X infile$, outfile$
converts a 3ds to an X. so that's how they made the DBConv.exe...
WRITE BYTE TO FILE filename$,offset,value
kinda like random file access. writes a byte to a file at the given byte offset.
SKIP BYTES file number, number of bytes to skip
another in DBP, undocumented in DB1. you can skip a bunch of bytes when reading (or writing maybe?) so that you don't have to read a bunch of junk bytes to skip over some stuff. mildly useful.
READ BYTE FROM FILE(filename$, offset)
returns a byte from the file. more random file access.
LOCK CLI
UNLOCK CLI
LOCK EDITOR
UNLOCK EDITOR
god only knows! or maybe lee only knows..
LEEBAMBER
MALCOLMBAMBER
CHRISTOPHERBAMBER
random monty python sayings!
i'm looking at yooooou!