If you really want all the commands, here I will paste them in this snippet. This is straight from the Dark Basic Help files.
CORE COMMANDS
REM : REM
REMSTART : REMSTART
REMEND : REMEND
SYNC ON : SYNC ON
SYNC OFF : SYNC OFF
SYNC : SYNC
SYNC RATE : SYNC RATE Rate
FASTSYNC : FASTSYNC
CLS : CLS
SET CURSOR : SET CURSOR X,Y
PRINT : PRINT Print Statements
INPUT : INPUT Print Statements, Input Variable
DIM : DIM
UNDIM : UNDIM
DO : DO
EXIT : EXIT
LOOP : LOOP
END : END
IF : IF
ELSE : ELSE
ENDIF : ENDIF
REPEAT : REPEAT
UNTIL : UNTIL
WHILE : WHILE
ENDWHILE : ENDWHILE
FOR : FOR
STEP : STEP
NEXT : NEXT
GOTO : GOTO
GOSUB : GOSUB
RETURN : RETURN
SELECT : SELECT
CASE : CASE
CASE DEFAULT : CASE DEFAULT
ENDCASE : ENDCASE
ENDSELECT : ENDSELECT
FUNCTION : FUNCTION
EXITFUNCTION : EXITFUNCTION
ENDFUNCTION : ENDFUNCTION
RESTORE : RESTORE String
READ : READ Varable
DATA : DATA
SAVE ARRAY : SAVE ARRAY Filename, Array Name(0)
LOAD ARRAY : LOAD ARRAY Filename, Array Name(0)
WAIT : WAIT Integer Value
SLEEP : SLEEP Number
WAIT KEY : WAIT KEY
WAIT MOUSE : WAIT MOUSE
SUSPEND FOR KEY : SUSPEND FOR KEY
SUSPEND FOR MOUSE : SUSPEND FOR MOUSE
BREAK : BREAK
DRAW TO BACK : DRAW TO BACK
DRAW TO FRONT : DRAW TO FRONT
DRAW SPRITES FIRST : DRAW SPRITES FIRST
DRAW SPRITES LAST : DRAW SPRITES LAST
RANDOMIZE : RANDOMIZE Seed Value
INC : INC Integer Value
DEC : DEC Integer Value
MAKE MEMORY : Return DWORD=MAKE MEMORY(Size In Bytes)
DELETE MEMORY : DELETE MEMORY Memory Address
FILL MEMORY : FILL MEMORY Memory Address, FillByte, Size In Bytes
COPY MEMORY : COPY MEMORY Memory Destination, Memory Source, Size In Bytes
EMPTY ARRAY : EMPTY ARRAY Array Name(0)
ARRAY INSERT AT TOP : ARRAY INSERT AT TOP Array Name(0)
ARRAY INSERT AT BOTTOM : ARRAY INSERT AT BOTTOM Array Name(0)
ARRAY INSERT AT ELEMENT : ARRAY INSERT AT ELEMENT Array Name(0), Index
ARRAY DELETE ELEMENT : ARRAY DELETE ELEMENT Array Name(0)
NEXT ARRAY INDEX : NEXT ARRAY INDEX Array Name(0)
PREVIOUS ARRAY INDEX : PREVIOUS ARRAY INDEX Array Name(0)
ARRAY INDEX TO TOP : ARRAY INDEX TO TOP Array Name(0)
ARRAY INDEX TO BOTTOM : ARRAY INDEX TO BOTTOM Array Name(0)
ARRAY INDEX TO QUEUE : ARRAY INDEX TO QUEUE Array Name(0)
ADD TO QUEUE : ADD TO QUEUE Array Name(0)
REMOVE FROM QUEUE : REMOVE FROM QUEUE Array Name(0)
ARRAY INDEX TO STACK : ARRAY INDEX TO STACK Array Name(0)
ADD TO STACK : ADD TO STACK Array Name(0)
REMOVE FROM STACK : REMOVE FROM STACK Array Name(0)
COS : Return Float=COS(Value)
SIN : Return Float=SIN(Value)
TAN : Return Float=TAN(Value)
ACOS : Return Float=ACOS(Value)
ASIN : Return Float=ASIN(Value)
ATAN : Return Float=ATAN(Value)
ATANFULL : Return Float=ATANFULL(Distance X, Distance Y)
HCOS : Return Float=HCOS(Value)
HSIN : Return Float=HSIN(Value)
HTAN : Return Float=HTAN(Value)
SQRT : Return Float=SQRT(Value)
ABS : Return Float=ABS(Value)
INT : Return Integer=INT(Value)
EXP : Return Float=EXP(Value)
RND : Return Float=RND(Range Value)
TIMER : Return Integer=TIMER()
INKEY$ : Return String=INKEY$()
CL$ : Return String=CL$()
GET DATE$ : Return String=GET DATE$()
GET TIME$ : Return String=GET TIME$()
CURVEVALUE : Return Float=CURVEVALUE(Destination Value, Current Value, Speed Value)
WRAPVALUE : Return Float=WRAPVALUE(Angle Value)
NEWXVALUE : Return Float=NEWXVALUE(Current X Value, Angle Value, Step Value)
NEWYVALUE : Return Float=NEWYVALUE(Current Y Value, Angle Value, Step Value)
NEWZVALUE : Return Float=NEWZVALUE(Current Z Value, Angle Value, Step Value)
CURVEANGLE : Return Float=CURVEANGLE(Destination Value, Current Value, Speed Value)
ARRAY COUNT : Return Integer=ARRAY COUNT(Array Name(0))
ARRAY INDEX VALID : Return Integer=ARRAY INDEX VALID(Array Name(0))
TEXT COMMANDS
TEXT : TEXT X,Y,String
CENTER TEXT : CENTER TEXT X,Y,String
SET TEXT FONT : SET TEXT FONT Fontname
SET TEXT SIZE : SET TEXT SIZE Point size
SET TEXT OPAQUE : SET TEXT OPAQUE
SET TEXT TRANSPARENT : SET TEXT TRANSPARENT
SET TEXT TO NORMAL : SET TEXT TO NORMAL
SET TEXT TO ITALIC : SET TEXT TO ITALIC
SET TEXT TO BOLD : SET TEXT TO BOLD
SET TEXT TO BOLDITALIC : SET TEXT TO BOLDITALIC
PERFORM CHECKLIST FOR FONTS : PERFORM CHECKLIST FOR FONTS
TEXT BACKGROUND TYPE : Return Integer=TEXT BACKGROUND TYPE()
TEXT FONT$ : Return String=TEXT FONT$()
TEXT SIZE : Return Integer=TEXT SIZE()
TEXT STYLE : Return Integer=TEXT STYLE()
TEXT WIDTH : Return Integer=TEXT WIDTH(String)
TEXT HEIGHT : Return Integer=TEXT HEIGHT(String)
ASC : Return Integer=ASC(String)
BIN$ : Return String=BIN$(Value)
CHR$ : Return String=CHR$(Value)
HEX$ : Return String=HEX$(Value)
LEFT$ : Return String=LEFT$(String,Value)
LEN : Return Integer=LEN(String)
LOWER$ : Return String=LOWER$(String)
MID$ : Return String=MID$(String,Value)
RIGHT$ : Return String=RIGHT$(String,Value)
STR$ : Return String=STR$(Value)
UPPER$ : Return String=UPPER$(String)
VAL : Return Float=VAL(String)
SPACE$ : Return String=SPACE$(Number of Spaces)
INPUT COMMANDS
SHOW MOUSE : SHOW MOUSE
HIDE MOUSE : HIDE MOUSE
POSITION MOUSE : POSITION MOUSE X,Y
CHANGE MOUSE : CHANGE MOUSE Cursor Number
CLEAR ENTRY BUFFER : CLEAR ENTRY BUFFER
WRITE TO CLIPBOARD : WRITE TO CLIPBOARD String
WRITE TO REGISTRY : WRITE TO REGISTRY Folder Name, Key Name, Value
WRITE STRING TO REGISTRY : WRITE STRING TO REGISTRY Folder Name, Key Name, String
PERFORM CHECKLIST FOR CONTROL DEVICES : PERFORM CHECKLIST FOR CONTROL DEVICES
SET CONTROL DEVICE : SET CONTROL DEVICE Device Name$
FORCE UP : FORCE UP Magnitude Value
FORCE DOWN : FORCE DOWN Magnitude Value
FORCE LEFT : FORCE LEFT Magnitude Value
FORCE RIGHT : FORCE RIGHT Magnitude Value
FORCE ANGLE : FORCE ANGLE Magnitude Value, Angle Value, Delay Value
FORCE NO EFFECT : FORCE NO EFFECT
FORCE WATER EFFECT : FORCE WATER EFFECT Magnitude Value, Delay Value
FORCE SHOOT : FORCE SHOOT Magnitude Value, Delay Value
FORCE CHAINSAW : FORCE CHAINSAW Magnitude Value, Delay Value
FORCE IMPACT : FORCE IMPACT Magnitude Value, Delay Value
FORCE AUTO CENTER ON : FORCE AUTO CENTER ON
FORCE AUTO CENTER OFF : FORCE AUTO CENTER OFF
MOUSECLICK : Return Integer=MOUSECLICK()
MOUSEMOVEX : Return Integer=MOUSEMOVEX()
MOUSEMOVEY : Return Integer=MOUSEMOVEY()
MOUSEMOVEZ : Return Integer=MOUSEMOVEZ()
MOUSEX : Return Integer=MOUSEX()
MOUSEY : Return Integer=MOUSEY()
MOUSEZ : Return Integer=MOUSEZ()
UPKEY : Return Integer=UPKEY()
DOWNKEY : Return Integer=DOWNKEY()
LEFTKEY : Return Integer=LEFTKEY()
RIGHTKEY : Return Integer=RIGHTKEY()
CONTROLKEY : Return Integer=CONTROLKEY()
SHIFTKEY : Return Integer=SHIFTKEY()
RETURNKEY : Return Integer=RETURNKEY()
ESCAPEKEY : Return Integer=ESCAPEKEY()
SPACEKEY : Return Integer=SPACEKEY()
SCANCODE : Return Integer=SCANCODE()
KEYSTATE : Return Integer=KEYSTATE(Scancode)
ENTRY$ : Return String=ENTRY$()
GET CLIPBOARD$ : Return String=GET CLIPBOARD$()
GET REGISTRY : Return Integer=GET REGISTRY(Folder Name, Key Name)
GET REGISTRY$ : Return String=GET REGISTRY$(Folder Name, Key Name)
JOYSTICK UP : Return Integer=JOYSTICK UP()
JOYSTICK DOWN : Return Integer=JOYSTICK DOWN()
JOYSTICK LEFT : Return Integer=JOYSTICK LEFT()
JOYSTICK RIGHT : Return Integer=JOYSTICK RIGHT()
JOYSTICK X : Return Integer=JOYSTICK X()
JOYSTICK Y : Return Integer=JOYSTICK Y()
JOYSTICK Z : Return Integer=JOYSTICK Z()
JOYSTICK FIRE A : Return Integer=JOYSTICK FIRE A()
JOYSTICK FIRE B : Return Integer=JOYSTICK FIRE B()
JOYSTICK FIRE C : Return Integer=JOYSTICK FIRE C()
JOYSTICK FIRE D : Return Integer=JOYSTICK FIRE D()
JOYSTICK FIRE X : Return Integer=JOYSTICK FIRE X(Button Number)
JOYSTICK SLIDER A : Return Integer=JOYSTICK SLIDER A()
JOYSTICK SLIDER B : Return Integer=JOYSTICK SLIDER B()
JOYSTICK SLIDER C : Return Integer=JOYSTICK SLIDER C()
JOYSTICK SLIDER D : Return Integer=JOYSTICK SLIDER D()
JOYSTICK TWIST X : Return Integer=JOYSTICK TWIST X()
JOYSTICK TWIST Y : Return Integer=JOYSTICK TWIST Y()
JOYSTICK TWIST Z : Return Integer=JOYSTICK TWIST Z()
JOYSTICK HAT ANGLE : Return Integer=JOYSTICK HAT ANGLE(Hat Number)
CONTROL DEVICE NAME$ : Return String=CONTROL DEVICE NAME$()
CONTROL DEVICE X : Return Integer=CONTROL DEVICE X()
CONTROL DEVICE Y : Return Integer=CONTROL DEVICE Y()
CONTROL DEVICE Z : Return Integer=CONTROL DEVICE Z()
FILE COMMANDS
DIR : DIR
DRIVELIST : DRIVELIST
SET DIR : SET DIR Path$
MAKE FILE : MAKE FILE Filename
MAKE DIRECTORY : MAKE DIRECTORY Directory Name
DELETE FILE : DELETE FILE Filename
DELETE DIRECTORY : DELETE DIRECTORY Directory Name
COPY FILE : COPY FILE Source Filename, Destination Filename
MOVE FILE : MOVE FILE Source Filename, Destination Filename
RENAME FILE : RENAME FILE Source Filename, New Filename
EXECUTE FILE : EXECUTE FILE Filename, Commandline, Directory
FIND FIRST : FIND FIRST
FIND NEXT : FIND NEXT
CD : CD Path$
OPEN TO READ : OPEN TO READ File Number, Filename
OPEN TO WRITE : OPEN TO WRITE File Number, Filename
CLOSE FILE : CLOSE FILE File Number
READ BYTE : READ BYTE File Number, Variable
READ FILE : READ FILE File Number, Variable
READ DIRBLOCK : READ DIRBLOCK File Number, Folder to Read
READ FILEBLOCK : READ FILEBLOCK File Number, Filename to Read
READ FLOAT : READ FLOAT File Number, Variable
READ LONG : READ LONG File Number, Variable
READ MEMBLOCK : READ MEMBLOCK File Number, Memblock Number
READ STRING : READ STRING File Number, Variable String
READ WORD : READ WORD File Number, Variable
WRITE WORD : WRITE WORD File Number, Variable
WRITE BYTE : WRITE BYTE File Number, Variable
WRITE LONG : WRITE LONG File Number, Variable
WRITE DIRBLOCK : WRITE DIRBLOCK File Number, Folder to Create
WRITE FILEBLOCK : WRITE FILEBLOCK File Number, Filename to Create
WRITE FLOAT : WRITE FLOAT File Number, Variable
WRITE FILE : WRITE FILE File Number, Variable
WRITE MEMBLOCK : WRITE MEMBLOCK File Number, Memblock Number
WRITE STRING : WRITE STRING File Number, String
SKIP BYTES : SKIP BYTES File Number, Bytes To Skip
WRITE BYTE TO FILE : WRITE BYTE TO FILE Filename, Position, ByteValue
READ BYTE FROM FILE : Return Integer=READ BYTE FROM FILE(Filename, Position)
PERFORM CHECKLIST FOR DRIVES : PERFORM CHECKLIST FOR DRIVES
PERFORM CHECKLIST FOR FILES : PERFORM CHECKLIST FOR FILES
MAKE MEMBLOCK FROM FILE : MAKE MEMBLOCK FROM FILE Memblock Number, File Number
MAKE FILE FROM MEMBLOCK : MAKE FILE FROM MEMBLOCK File Number, Memblock Number
FILE EXIST : Return Integer=FILE EXIST(Filename)
PATH EXIST : Return Integer=PATH EXIST(Path String)
GET DIR$ : Return String=GET DIR$()
APPNAME$ : Return String=APPNAME$()
WINDIR$ : Return String=WINDIR$()
FILE END : Return Integer=FILE END(File Number)
FILE OPEN : Return Integer=FILE OPEN(File Number)
FILE SIZE : Return Integer=FILE SIZE(Filename)
GET FILE DATE$ : Return String=GET FILE DATE$()
GET FILE NAME$ : Return String=GET FILE NAME$()
GET FILE TYPE : Return Integer=GET FILE TYPE()
GET FILE CREATION$ : Return String=GET FILE CREATION$()
DISPLAY COMMANDS
PERFORM CHECKLIST FOR GRAPHICS CARDS : PERFORM CHECKLIST FOR GRAPHICS CARDS
PERFORM CHECKLIST FOR DISPLAY MODES : PERFORM CHECKLIST FOR DISPLAY MODES
SET DISPLAY MODE : SET DISPLAY MODE Width, Height, Depth
SET GRAPHICS CARD : SET GRAPHICS CARD Cardname
SET GAMMA : SET GAMMA Red, Green, Blue
SHOW WINDOW : SHOW WINDOW
HIDE WINDOW : HIDE WINDOW
MAXIMIZE WINDOW : MAXIMIZE WINDOW
MINIMIZE WINDOW : MINIMIZE WINDOW
RESTORE WINDOW : RESTORE WINDOW
SET WINDOW ON : SET WINDOW ON
SET WINDOW OFF : SET WINDOW OFF
SET WINDOW SIZE : SET WINDOW SIZE Width, Height
SET WINDOW TITLE : SET WINDOW TITLE Caption String
SET WINDOW LAYOUT : SET WINDOW LAYOUT Style, Caption, Icon Number
SET WINDOW POSITION : SET WINDOW POSITION X, Y
LOCK BACKBUFFER : LOCK BACKBUFFER
UNLOCK BACKBUFFER : UNLOCK BACKBUFFER
SCREEN TYPE : Return Integer=SCREEN TYPE()
SCREEN WIDTH : Return Integer=SCREEN WIDTH()
SCREEN HEIGHT : Return Integer=SCREEN HEIGHT()
SCREEN DEPTH : Return Integer=SCREEN DEPTH()
SCREEN INVALID : Return Integer=SCREEN INVALID()
SCREEN FPS : Return Integer=SCREEN FPS()
CURRENT GRAPHICS CARD$ : Return String=CURRENT GRAPHICS CARD$()
CHECK DISPLAY MODE : Return Integer=CHECK DISPLAY MODE(Width, Height, Depth)
GET BACKBUFFER PTR : Return Integer=GET BACKBUFFER PTR()
GET BACKBUFFER WIDTH : Return Integer=GET BACKBUFFER WIDTH()
GET BACKBUFFER HEIGHT : Return Integer=GET BACKBUFFER HEIGHT()
GET BACKBUFFER DEPTH : Return Integer=GET BACKBUFFER DEPTH()
GET BACKBUFFER PITCH : Return Integer=GET BACKBUFFER PITCH()
BASIC 2D
INK : INK Foreground Color,Background Color
CLS : CLS Color Value
DOT : DOT X,Y
LINE : LINE X1,Y1,X2,Y2
BOX : BOX Left,Top,Right,Bottom
CIRCLE : CIRCLE X,Y,Radius
ELLIPSE : ELLIPSE X,Y,X Radius,Y Radius
LOCK PIXELS : LOCK PIXELS
UNLOCK PIXELS : UNLOCK PIXELS
RGB : Return DWORD=RGB(Red Value,Green Value,Blue Value)
RGBR : Return Integer=RGBR(Red Value)
RGBG : Return Integer=RGBG(Green Value)
RGBB : Return Integer=RGBB(Blue Value)
POINT : Return DWORD=POINT(X,Y)
GET PIXELS POINTER : Return DWORD=GET PIXELS POINTER()
GET PIXELS PITCH : Return Integer=GET PIXELS PITCH()
BITMAP COMMANDS
LOAD BITMAP : LOAD BITMAP Filename,Bitmap Number
CREATE BITMAP : CREATE BITMAP Bitmap Number,Width,Height
DELETE BITMAP : DELETE BITMAP Bitmap Number
COPY BITMAP : COPY BITMAP From Bitmap,To Bitmap
FLIP BITMAP : FLIP BITMAP Bitmap Number
MIRROR BITMAP : MIRROR BITMAP Bitmap Number
FADE BITMAP : FADE BITMAP Bitmap Number,Fade Value
BLUR BITMAP : BLUR BITMAP Bitmap Number,Blur Value
SET CURRENT BITMAP : SET CURRENT BITMAP Bitmap Number
CURRENT BITMAP : Return Integer=CURRENT BITMAP()
BITMAP EXIST : Return Integer=BITMAP EXIST(Bitmap Number)
BITMAP WIDTH : Return Integer=BITMAP WIDTH(Bitmap Number)
BITMAP HEIGHT : Return Integer=BITMAP HEIGHT(Bitmap Number)
BITMAP DEPTH : Return Integer=BITMAP DEPTH(Bitmap Number)
BITMAP MIRRORED : Return Integer=BITMAP MIRRORED(Bitmap Number)
BITMAP FLIPPED : Return Integer=BITMAP FLIPPED(Bitmap Number)
SOUND COMMANDS
LOAD SOUND : LOAD SOUND Filename,Sound Number
LOAD 3DSOUND : LOAD 3DSOUND Filename,Sound Number
SAVE SOUND : SAVE SOUND Filename,Sound Number
DELETE SOUND : DELETE SOUND Sound Number
CLONE SOUND : CLONE SOUND Destination Sound,Source Sound
PLAY SOUND : PLAY SOUND Sound Number
LOOP SOUND : LOOP SOUND Sound Number
STOP SOUND : STOP SOUND Sound Number
PAUSE SOUND : PAUSE SOUND Sound Number
RESUME SOUND : RESUME SOUND Sound Number
POSITION SOUND : POSITION SOUND Sound Number,X,Y,Z
RECORD SOUND : RECORD SOUND Sound Number
STOP RECORDING SOUND : STOP RECORDING SOUND
SET SOUND PAN : SET SOUND PAN Sound Number,Pan Value
SET SOUND SPEED : SET SOUND SPEED Sound Number,Frequency Value
SET SOUND VOLUME : SET SOUND VOLUME Sound Number,Volume Number
POSITION LISTENER : POSITION LISTENER X,Y,Z
ROTATE LISTENER : ROTATE LISTENER X,Y,Z
SCALE LISTENER : SCALE LISTENER Scaling Factor
SOUND EXIST : Return Integer=SOUND EXIST(Sound Number)
SOUND TYPE : Return Integer=SOUND TYPE(Sound Number)
SOUND PLAYING : Return Integer=SOUND PLAYING(Sound Number)
SOUND LOOPING : Return Integer=SOUND LOOPING(Sound Number)
SOUND PAUSED : Return Integer=SOUND PAUSED(Sound Number)
SOUND POSITION X : Return Float=SOUND POSITION X(Sound Number)
SOUND POSITION Y : Return Float=SOUND POSITION Y(Sound Number)
SOUND POSITION Z : Return Float=SOUND POSITION Z(Sound Number)
SOUND PAN : Return Integer=SOUND PAN(Sound Number)
SOUND SPEED : Return Integer=SOUND SPEED(Sound Number)
SOUND VOLUME : Return Integer=SOUND VOLUME(Sound Number)
LISTENER POSITION X : Return Float=LISTENER POSITION X()
LISTENER POSITION Y : Return Float=LISTENER POSITION Y()
LISTENER POSITION Z : Return Float=LISTENER POSITION Z()
LISTENER ANGLE X : Return Float=LISTENER ANGLE X()
LISTENER ANGLE Y : Return Float=LISTENER ANGLE Y()
LISTENER ANGLE Z : Return Float=LISTENER ANGLE Z()
MUSIC COMMANDS
LOAD MUSIC : LOAD MUSIC Filename,Music Number
LOAD CDMUSIC : LOAD CDMUSIC Track Number,Music Number
DELETE MUSIC : DELETE MUSIC Music Number
PLAY MUSIC : PLAY MUSIC Music Number
LOOP MUSIC : LOOP MUSIC Music Number
STOP MUSIC : STOP MUSIC Music Number
PAUSE MUSIC : PAUSE MUSIC Music Number
RESUME MUSIC : RESUME MUSIC Music Number
SET MUSIC SPEED : SET MUSIC SPEED Music Number,Speed
SET MUSIC VOLUME : SET MUSIC VOLUME Music Number,Volume
MUSIC EXIST : Return Integer=MUSIC EXIST(Music Number)
MUSIC PLAYING : Return Integer=MUSIC PLAYING(Music Number)
MUSIC LOOPING : Return Integer=MUSIC LOOPING(Music Number)
MUSIC PAUSED : Return Integer=MUSIC PAUSED(Music Number)
MUSIC SPEED : Return Integer=MUSIC SPEED(Music Number)
MUSIC VOLUME : Return Integer=MUSIC VOLUME(Music Number)
GET NUMBER OF CD TRACKS : Return Integer=GET NUMBER OF CD TRACKS()
SPRITE COMMANDS
SPRITE : SPRITE Sprite Number, XPos, YPos, Image Number
SET SPRITE : SET SPRITE Sprite Number, Backsave, Transparency
DELETE SPRITE : DELETE SPRITE Sprite Number
CLONE SPRITE : CLONE SPRITE Sprite Number, Destination Sprite Number
SHOW SPRITE : SHOW SPRITE Sprite Number
HIDE SPRITE : HIDE SPRITE Sprite Number
HIDE ALL SPRITES : HIDE ALL SPRITES
SHOW ALL SPRITES : SHOW ALL SPRITES
MOVE SPRITE : MOVE SPRITE Sprite Number, Velocity
OFFSET SPRITE : OFFSET SPRITE Sprite Number, XOffset, YOffset
SCALE SPRITE : SCALE SPRITE Sprite Number, Scale
SIZE SPRITE : SIZE SPRITE Sprite Number, XSize, YSize
STRETCH SPRITE : STRETCH SPRITE Sprite Number, XScale, YScale
ROTATE SPRITE : ROTATE SPRITE Sprite Number, Angle
FLIP SPRITE : FLIP SPRITE Sprite Number
MIRROR SPRITE : MIRROR SPRITE Sprite Number
PASTE SPRITE : PASTE SPRITE Sprite Number, XPos, YPos
CREATE ANIMATED SPRITE : CREATE ANIMATED SPRITE Sprite Number, Filename, Across, Down, Image Number
PLAY SPRITE : PLAY SPRITE Sprite Number, Start Frame, End Frame, Delay Value
SET SPRITE FRAME : SET SPRITE FRAME Sprite Number, Frame Value
SET SPRITE PRIORITY : SET SPRITE PRIORITY Sprite Number, Priority
SET SPRITE IMAGE : SET SPRITE IMAGE Sprite Number, Image Number
SET SPRITE ALPHA : SET SPRITE ALPHA Sprite Number, Alpha Value
SET SPRITE DIFFUSE : SET SPRITE DIFFUSE Sprite Number, Red Value, Green Value, Blue Value
SET SPRITE TEXTURE COORD : SET SPRITE TEXTURE COORD Sprite Number, Vertex Index, UValue, VValue
SPRITE EXIST : Return Integer=SPRITE EXIST(Sprite Number)
SPRITE X : Return Integer=SPRITE X(Sprite Number)
SPRITE Y : Return Integer=SPRITE Y(Sprite Number)
SPRITE OFFSET X : Return Integer=SPRITE OFFSET X(Sprite Number)
SPRITE OFFSET Y : Return Integer=SPRITE OFFSET Y(Sprite Number)
SPRITE SCALE X : Return Integer=SPRITE SCALE X(Sprite Number)
SPRITE SCALE Y : Return Integer=SPRITE SCALE Y(Sprite Number)
SPRITE WIDTH : Return Integer=SPRITE WIDTH(Sprite Number)
SPRITE HEIGHT : Return Integer=SPRITE HEIGHT(Sprite Number)
SPRITE IMAGE : Return Integer=SPRITE IMAGE(Sprite Number)
SPRITE MIRRORED : Return Integer=SPRITE MIRRORED(Sprite Number)
SPRITE FLIPPED : Return Integer=SPRITE FLIPPED(Sprite Number)
SPRITE HIT : Return Integer=SPRITE HIT(Sprite Number, Target Sprite Number)
SPRITE COLLISION : Return Integer=SPRITE COLLISION(Sprite Number, Target Sprite Number)
SPRITE ANGLE : Return Float=SPRITE ANGLE(Sprite Number)
SPRITE FRAME : Return Integer=SPRITE FRAME(Sprite Number)
SPRITE ALPHA : Return Integer=SPRITE ALPHA(Sprite Number)
SPRITE RED : Return Integer=SPRITE RED(Sprite Number)
SPRITE GREEN : Return Integer=SPRITE GREEN(Sprite Number)
SPRITE BLUE : Return Integer=SPRITE BLUE(Sprite Number)
SPRITE VISIBLE : Return Integer=SPRITE VISIBLE(Sprite Number)
ANIMATION COMMANDS
LOAD ANIMATION : LOAD ANIMATION Filename,Animation Number
LOAD DVD ANIMATION : LOAD DVD ANIMATION Animation Number
DELETE ANIMATION : DELETE ANIMATION Animation Number
PLAY ANIMATION : PLAY ANIMATION Animation Number
PLAY ANIMATION TO IMAGE : PLAY ANIMATION TO IMAGE Animation Number,Image,Left,Top,Right,Bottom
LOOP ANIMATION : LOOP ANIMATION Animation Number
STOP ANIMATION : STOP ANIMATION Animation Number
PAUSE ANIMATION : PAUSE ANIMATION Animation Number
RESUME ANIMATION : RESUME ANIMATION Animation Number
PLACE ANIMATION : PLACE ANIMATION Animation Number,X,Y,X,Y
SET ANIMATION VOLUME : SET ANIMATION VOLUME Animation Number, Volume
SET ANIMATION SPEED : SET ANIMATION SPEED Animation Number, Speed
SET DVD CHAPTER : SET DVD CHAPTER Animation Number, Title Number, Chapter Number
ANIMATION EXIST : Return Integer=ANIMATION EXIST(Animation Number)
ANIMATION WIDTH : Return Integer=ANIMATION WIDTH(Animation Number)
ANIMATION HEIGHT : Return Integer=ANIMATION HEIGHT(Animation Number)
ANIMATION PLAYING : Return Integer=ANIMATION PLAYING(Animation Number)
ANIMATION LOOPING : Return Integer=ANIMATION LOOPING(Animation Number)
ANIMATION PAUSED : Return Integer=ANIMATION PAUSED(Animation Number)
ANIMATION POSITION X : Return Integer=ANIMATION POSITION X(Animation Number)
ANIMATION POSITION Y : Return Integer=ANIMATION POSITION Y(Animation Number)
ANIMATION VOLUME : Return Integer=ANIMATION VOLUME(Animation Number)
ANIMATION SPEED : Return Integer=ANIMATION SPEED(Animation Number)
TOTAL DVD CHAPTERS : Return Integer=TOTAL DVD CHAPTERS(Animation Number, Title Number)
IMAGE COMMANDS
LOAD IMAGE : LOAD IMAGE Filename, Image Number
SAVE IMAGE : SAVE IMAGE Filename, Image Number
DELETE IMAGE : DELETE IMAGE Image Number
GET IMAGE : GET IMAGE Image Number, Left, Top, Right, Bottom
PASTE IMAGE : PASTE IMAGE Image Number, X, Y
SET IMAGE COLORKEY : SET IMAGE COLORKEY Red Value, Green Value, Blue Value
LIGHT COMMANDS
MAKE LIGHT : MAKE LIGHT Light Number
DELETE LIGHT : DELETE LIGHT Light Number
SHOW LIGHT : SHOW LIGHT Light Number
HIDE LIGHT : HIDE LIGHT Light Number
COLOR LIGHT : COLOR LIGHT Light Number, Color Value
POSITION LIGHT : POSITION LIGHT Light Number, X, Y, Z
ROTATE LIGHT : ROTATE LIGHT Light Number, XAngle, YAngle, ZAngle
POINT LIGHT : POINT LIGHT Light Number, X, Y, Z
SET DIRECTIONAL LIGHT : SET DIRECTIONAL LIGHT Light Number, NX, NY, NZ
SET POINT LIGHT : SET POINT LIGHT Light Number, X, Y, Z
SET SPOT LIGHT : SET SPOT LIGHT Light Number, Inner Angle, Outer Angle
SET LIGHT RANGE : SET LIGHT RANGE Light Number, Distance
SET LIGHT TO OBJECT POSITION : SET LIGHT TO OBJECT POSITION Light Number, Object Number
SET LIGHT TO OBJECT ORIENTATION : SET LIGHT TO OBJECT ORIENTATION Light Number, Object Number
SET VECTOR3 TO LIGHT POSITION : SET VECTOR3 TO LIGHT POSITION Vector, Light Number
SET VECTOR3 TO LIGHT ROTATION : SET VECTOR3 TO LIGHT ROTATION Vector, Light Number
SET NORMALIZATION ON : SET NORMALIZATION ON
SET NORMALIZATION OFF : SET NORMALIZATION OFF
FOG ON : FOG ON
FOG OFF : FOG OFF
FOG COLOR : FOG COLOR Color Value
FOG DISTANCE : FOG DISTANCE Distance
SET AMBIENT LIGHT : SET AMBIENT LIGHT Percentage
COLOR AMBIENT LIGHT : COLOR AMBIENT LIGHT Color Value
LIGHT EXIST : Return Integer=LIGHT EXIST(Light Number)
LIGHT TYPE : Return Integer=LIGHT TYPE(Light Number)
LIGHT VISIBLE : Return Integer=LIGHT VISIBLE(Light Number)
LIGHT RANGE : Return Float=LIGHT RANGE(Light Number)
LIGHT POSITION X : Return Float=LIGHT POSITION X(Light Number)
LIGHT POSITION Y : Return Float=LIGHT POSITION Y(Light Number)
LIGHT POSITION Z : Return Float=LIGHT POSITION Z(Light Number)
LIGHT DIRECTION X : Return Float=LIGHT DIRECTION X(Light Number)
LIGHT DIRECTION Y : Return Float=LIGHT DIRECTION Y(Light Number)
LIGHT DIRECTION Z : Return Float=LIGHT DIRECTION Z(Light Number)
CAMERA COMMANDS
MAKE CAMERA : MAKE CAMERA Camera Number
DELETE CAMERA : DELETE CAMERA Camera Number
MOVE CAMERA : MOVE CAMERA Distance Value
POSITION CAMERA : POSITION CAMERA X, Y, Z
POINT CAMERA : POINT CAMERA X, Y, Z
ROTATE CAMERA : ROTATE CAMERA XAngle, YAngle, ZAngle
XROTATE CAMERA : XROTATE CAMERA XAngle
YROTATE CAMERA : YROTATE CAMERA YAngle
ZROTATE CAMERA : ZROTATE CAMERA ZAngle
TURN CAMERA LEFT : TURN CAMERA LEFT Angle Value
TURN CAMERA RIGHT : TURN CAMERA RIGHT Angle Value
PITCH CAMERA UP : PITCH CAMERA UP Angle Value
PITCH CAMERA DOWN : PITCH CAMERA DOWN Angle Value
ROLL CAMERA LEFT : ROLL CAMERA LEFT Angle Value
ROLL CAMERA RIGHT : ROLL CAMERA RIGHT Angle Value
SET CURRENT CAMERA : SET CURRENT CAMERA Camera Number
CLEAR CAMERA VIEW : CLEAR CAMERA VIEW Color Value
SET CAMERA FOV : SET CAMERA FOV Field-Of-View Angle
SET CAMERA RANGE : SET CAMERA RANGE Near Value, Far Value
SET CAMERA VIEW : SET CAMERA VIEW Left, Top, Right, Bottom
SET CAMERA ASPECT : SET CAMERA ASPECT Aspect Ratio
SET CAMERA ROTATION XYZ : SET CAMERA ROTATION XYZ
SET CAMERA ROTATION ZYX : SET CAMERA ROTATION ZYX
SET CAMERA TO FOLLOW : SET CAMERA TO FOLLOW X, Y, Z, Angle, Distance, Height, Smooth, Collision
SET CAMERA TO IMAGE : SET CAMERA TO IMAGE Camera Number, Image Number, Width, Height
SET CAMERA TO OBJECT ORIENTATION : SET CAMERA TO OBJECT ORIENTATION Object Number
SET VECTOR3 TO CAMERA POSITION : SET VECTOR3 TO CAMERA POSITION Vector, Camera Number
SET VECTOR3 TO CAMERA ROTATION : SET VECTOR3 TO CAMERA ROTATION Vector, Camera Number
CONTROL CAMERA USING ARROWKEYS : CONTROL CAMERA USING ARROWKEYS Camera Number, MoveSpeed, TurnSpeed
AUTOCAM ON : AUTOCAM ON
AUTOCAM OFF : AUTOCAM OFF
BACKDROP ON : BACKDROP ON
BACKDROP OFF : BACKDROP OFF
COLOR BACKDROP : COLOR BACKDROP Color Value
TEXTURE BACKDROP : TEXTURE BACKDROP Image Number
SCROLL BACKDROP : SCROLL BACKDROP U, V
CAMERA POSITION X : Return Float=CAMERA POSITION X()
CAMERA POSITION Y : Return Float=CAMERA POSITION Y()
CAMERA POSITION Z : Return Float=CAMERA POSITION Z()
CAMERA ANGLE X : Return Float=CAMERA ANGLE X()
CAMERA ANGLE Y : Return Float=CAMERA ANGLE Y()
CAMERA ANGLE Z : Return Float=CAMERA ANGLE Z()
3D COMMANDS
LOAD OBJECT : LOAD OBJECT Filename, Object Number
APPEND OBJECT : APPEND OBJECT Filename, Object Number, Start Frame
CLONE OBJECT : CLONE OBJECT Object Number, Source Object
INSTANCE OBJECT : INSTANCE OBJECT Object Number, Source Object
DELETE OBJECT : DELETE OBJECT Object Number
SHOW OBJECT : SHOW OBJECT Object Number
HIDE OBJECT : HIDE OBJECT Object Number
POSITION OBJECT : POSITION OBJECT Object Number, X, Y, Z
SCALE OBJECT : SCALE OBJECT Object Number, XSize, YSize, ZSize
ROTATE OBJECT : ROTATE OBJECT Object Number, XAngle, YAngle, ZAngle
MOVE OBJECT : MOVE OBJECT Object Number, Speed
POINT OBJECT : POINT OBJECT Object Number, X, Y, Z
MOVE OBJECT DOWN : MOVE OBJECT DOWN Object Number, Value
MOVE OBJECT LEFT : MOVE OBJECT LEFT Object Number, Value
MOVE OBJECT RIGHT : MOVE OBJECT RIGHT Object Number, Value
MOVE OBJECT UP : MOVE OBJECT UP Object Number, Value
XROTATE OBJECT : XROTATE OBJECT Object Number, XAngle
YROTATE OBJECT : YROTATE OBJECT Object Number, YAngle
ZROTATE OBJECT : ZROTATE OBJECT Object Number, ZAngle
TURN OBJECT LEFT : TURN OBJECT LEFT Object Number, Value
TURN OBJECT RIGHT : TURN OBJECT RIGHT Object Number, Value
PITCH OBJECT UP : PITCH OBJECT UP Object Number, Value
PITCH OBJECT DOWN : PITCH OBJECT DOWN Object Number, Value
ROLL OBJECT LEFT : ROLL OBJECT LEFT Object Number, Value
ROLL OBJECT RIGHT : ROLL OBJECT RIGHT Object Number, Value
PLAY OBJECT : PLAY OBJECT Object Number
LOOP OBJECT : LOOP OBJECT Object Number
STOP OBJECT : STOP OBJECT Object Number
SET OBJECT FRAME : SET OBJECT FRAME Object Number, Frame
SET OBJECT SPEED : SET OBJECT SPEED Object Number, Speed
SET OBJECT INTERPOLATION : SET OBJECT INTERPOLATION Object Number, Interpolation
CONSTRUCTION COMMANDS
MAKE OBJECT : MAKE OBJECT Object Number, Mesh Index, Image Number
MAKE OBJECT BOX : MAKE OBJECT BOX Object Number, Width, Height, Depth
MAKE OBJECT CONE : MAKE OBJECT CONE Object Number, Size
MAKE OBJECT CUBE : MAKE OBJECT CUBE Object Number, Size
MAKE OBJECT CYLINDER : MAKE OBJECT CYLINDER Object Number, Size
MAKE OBJECT FROM LIMB : MAKE OBJECT FROM LIMB Object Number, Second Object, Limb Number
MAKE OBJECT PLAIN : MAKE OBJECT PLAIN Object Number, Width, Height
MAKE OBJECT SPHERE : MAKE OBJECT SPHERE Object Number, Size
MAKE OBJECT TRIANGLE : MAKE OBJECT TRIANGLE Object Number, X1, Y1, Z1, X2, Y2, Z2, X3, Y3, Z3
APPEARANCE COMMANDS
TEXTURE OBJECT : TEXTURE OBJECT Object Number, Image Number
COLOR OBJECT : COLOR OBJECT Object Number, Color Value
GHOST OBJECT ON : GHOST OBJECT ON Object Number
GHOST OBJECT OFF : GHOST OBJECT OFF Object Number
FADE OBJECT : FADE OBJECT Object Number, Fade Value
LOCK OBJECT ON : LOCK OBJECT ON Object Number
LOCK OBJECT OFF : LOCK OBJECT OFF Object Number
SET OBJECT TEXTURE : SET OBJECT TEXTURE Object Number, Texturing Mode, Mipmap Flag
SCALE OBJECT TEXTURE : SCALE OBJECT TEXTURE Object Number, UScale, VScale
SCROLL OBJECT TEXTURE : SCROLL OBJECT TEXTURE Object Number, X, Y
SET TEXTURE MD3 : SET TEXTURE MD3 Object Number, H0, H1, L0, L1, L2, U0
SET OBJECT SMOOTHING : SET OBJECT SMOOTHING Object Number, Percentage
SHOW OBJECT BOUNDS : SHOW OBJECT BOUNDS Object Number
HIDE OBJECT BOUNDS : HIDE OBJECT BOUNDS Object Number
SET OBJECT : SET OBJECT Object Number, Wire, Transparent, Cull
SET OBJECT WIREFRAME : SET OBJECT WIREFRAME Object Number, Flag
SET OBJECT TRANSPARENCY : SET OBJECT TRANSPARENCY Object Number, Flag
SET OBJECT CULL : SET OBJECT CULL Object Number, Flag
SET OBJECT FILTER : SET OBJECT FILTER Object Number, Flag
SET OBJECT LIGHT : SET OBJECT LIGHT Object Number, Flag
SET OBJECT FOG : SET OBJECT FOG Object Number, Flag
SET OBJECT AMBIENT : SET OBJECT AMBIENT Object Number, Flag
SET OBJECT ROTATION XYZ : SET OBJECT ROTATION XYZ Object Number
SET OBJECT ROTATION ZYX : SET OBJECT ROTATION ZYX Object Number
SET OBJECT TO CAMERA ORIENTATION : SET OBJECT TO CAMERA ORIENTATION Object Number
SET OBJECT TO OBJECT ORIENTATION : SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object
DISABLE OBJECT ZDEPTH : DISABLE OBJECT ZDEPTH Object Number
ENABLE OBJECT ZDEPTH : ENABLE OBJECT ZDEPTH Object Number
GLUE OBJECT TO LIMB : GLUE OBJECT TO LIMB Object Number, Second Object, Limb Number
UNGLUE OBJECT : UNGLUE OBJECT Object Number
FIX OBJECT PIVOT : FIX OBJECT PIVOT Object Number
SET OBJECT DIFFUSE : SET OBJECT DIFFUSE Object Number, Color Value
SET OBJECT AMBIENCE : SET OBJECT AMBIENCE Object Number, Color Value
SET OBJECT SPECULAR : SET OBJECT SPECULAR Object Number, Color Value
SET OBJECT EMISSIVE : SET OBJECT EMISSIVE Object Number, Color Value
SET OBJECT SPECULAR POWER : SET OBJECT SPECULAR POWER Object Number, Power
SET LIGHT MAPPING ON : SET LIGHT MAPPING ON Object Number, Image Number
SET DETAIL MAPPING ON : SET DETAIL MAPPING ON Object Number, Image Number
SET BLEND MAPPING ON : SET BLEND MAPPING ON Object Number, Image Number, Blend Mode
SET SPHERE MAPPING ON : SET SPHERE MAPPING ON Object Number, Image Number
SET CUBE MAPPING ON : SET CUBE MAPPING ON Object Number, Face1, Face2, Face3, Face4, Face5, Face6
SET BUMP MAPPING ON : SET BUMP MAPPING ON Object Number, Image Number
SET CARTOON SHADING ON : SET CARTOON SHADING ON Object Number, Shade Image, Edge Image
SET RAINBOW SHADING ON : SET RAINBOW SHADING ON Object Number, Rainbow Image
SET SHADOW SHADING ON : SET SHADOW SHADING ON Object Number
SET REFLECTION SHADING ON : SET REFLECTION SHADING ON Object Number
SET ALPHA MAPPING ON : SET ALPHA MAPPING ON Object Number, Percentage
SET EFFECT ON : SET EFFECT ON Object Number, FX Filename, Texture Flag
SET SHADING OFF : SET SHADING OFF Object Number
LOAD EFFECT : LOAD EFFECT Filename, Effect Number, Texture Flag
DELETE EFFECT : DELETE EFFECT Effect Number
SET OBJECT EFFECT : SET OBJECT EFFECT Object Number, Effect Number
SET LIMB EFFECT : SET LIMB EFFECT Object Number, Limb Number, Effect Number
PERFORM CHECKLIST FOR EFFECT VALUES : PERFORM CHECKLIST FOR EFFECT VALUES Effect Number
PERFORM CHECKLIST FOR EFFECT ERRORS : PERFORM CHECKLIST FOR EFFECT ERRORS Effect Number
SET EFFECT CONSTANT BOOLEAN : SET EFFECT CONSTANT BOOLEAN Effect Number, Constant String, Constant Value
SET EFFECT CONSTANT INTEGER : SET EFFECT CONSTANT INTEGER Effect Number, Constant String, Constant Value
SET EFFECT CONSTANT FLOAT : SET EFFECT CONSTANT FLOAT Effect Number, Constant String, Constant Value
SET EFFECT CONSTANT VECTOR : SET EFFECT CONSTANT VECTOR Effect Number, Constant String, Vector Number
SET EFFECT CONSTANT MATRIX : SET EFFECT CONSTANT MATRIX Effect Number, Constant String, Matrix Number
SET EFFECT TECHNIQUE : SET EFFECT TECHNIQUE Effect Number, Technique Name
SET EFFECT TRANSPOSE : SET EFFECT TRANSPOSE Effect Number, Transpose Flag
COLLISION COMMANDS
MAKE OBJECT COLLISION BOX : MAKE OBJECT COLLISION BOX Object Number, X1, Y1, Z1, X2, Y2, Z2, Collision Flag
DELETE OBJECT COLLISION BOX : DELETE OBJECT COLLISION BOX Object Number
SET OBJECT COLLISION ON : SET OBJECT COLLISION ON Object Number
SET OBJECT COLLISION OFF : SET OBJECT COLLISION OFF Object Number
SET OBJECT COLLISION TO BOXES : SET OBJECT COLLISION TO BOXES Object Number
SET OBJECT COLLISION TO POLYGONS : SET OBJECT COLLISION TO POLYGONS Object Number
SET OBJECT COLLISION TO SPHERES : SET OBJECT COLLISION TO SPHERES Object Number
SET GLOBAL COLLISION ON : SET GLOBAL COLLISION ON
SET GLOBAL COLLISION OFF : SET GLOBAL COLLISION OFF
SET OBJECT RADIUS : SET OBJECT RADIUS Object Number, Radius
AUTOMATIC OBJECT COLLISION : AUTOMATIC OBJECT COLLISION Object Number, Radius, Response
AUTOMATIC CAMERA COLLISION : AUTOMATIC CAMERA COLLISION Camera Number, Radius, Response
MAKE STATIC COLLISION BOX : MAKE STATIC COLLISION BOX X1, Y1, Z1, X2, Y2, Z2
LIMB COMMANDS
PERFORM CHECKLIST FOR OBJECT LIMBS : PERFORM CHECKLIST FOR OBJECT LIMBS Object Number
OFFSET LIMB : OFFSET LIMB Object Number, Limb Number, X, Y, Z
SCALE LIMB : SCALE LIMB Object Number, Limb Number, XSize, YSize, ZSize
ROTATE LIMB : ROTATE LIMB Object Number, Limb Number, XAngle, YAngle, ZAngle
SHOW LIMB : SHOW LIMB Object Number, Limb Number
HIDE LIMB : HIDE LIMB Object Number, Limb Number
TEXTURE LIMB : TEXTURE LIMB Object Number, Limb Number, Image Number
COLOR LIMB : COLOR LIMB Object Number, Limb Number, Color Value
SCALE LIMB TEXTURE : SCALE LIMB TEXTURE Object Number, Limb Number, UScale, VScale
SCROLL LIMB TEXTURE : SCROLL LIMB TEXTURE Object Number, Limb Number, X, Y
ADD LIMB : ADD LIMB Object Number, Limb Number, Mesh Number
LINK LIMB : LINK LIMB Object Number, Limb Parent, Limb Child
REMOVE LIMB : REMOVE LIMB Object Number, Limb Number
SET LIMB SMOOTHING : SET LIMB SMOOTHING Object Number, Limb Number, Percentage
MESH COMMANDS
LOAD MESH : LOAD MESH Filename, Mesh Number
SAVE MESH : SAVE MESH Filename, Mesh Number
DELETE MESH : DELETE MESH Mesh Number
CHANGE MESH : CHANGE MESH Object Number, Limb Number, Mesh Number
MAKE MESH FROM OBJECT : MAKE MESH FROM OBJECT Mesh Number, Object Number
SHADER COMMANDS
CREATE VERTEX SHADER FROM FILE : CREATE VERTEX SHADER FROM FILE VertexShader Number, Shader Filename
DELETE VERTEX SHADER : DELETE VERTEX SHADER VertexShader Number
SET VERTEX SHADER ON : SET VERTEX SHADER ON Object Number, VertexShader Number
SET VERTEX SHADER OFF : SET VERTEX SHADER OFF Object Number
SET VERTEX SHADER VECTOR : SET VERTEX SHADER VECTOR VertexShader Number, Constant, Vector4, ConstantCount
SET VERTEX SHADER MATRIX : SET VERTEX SHADER MATRIX VertexShader Number, Constant, Matrix4, ConstantCount
SET VERTEX SHADER STREAM : SET VERTEX SHADER STREAM VertexShader Number, Position, Data, Datatype
SET VERTEX SHADER STREAMCOUNT : SET VERTEX SHADER STREAMCOUNT VertexShader Number, Count
CONVERT OBJECT FVF : CONVERT OBJECT FVF Object Number, FVF Format
CREATE PIXEL SHADER FROM FILE : CREATE PIXEL SHADER FROM FILE PixelShader Number, Shader Filename
DELETE PIXEL SHADER : DELETE PIXEL SHADER PixelShader Number
SET PIXEL SHADER ON : SET PIXEL SHADER ON Object Number, PixelShader Number
SET PIXEL SHADER OFF : SET PIXEL SHADER OFF Object Number
SET PIXEL SHADER TEXTURE : SET PIXEL SHADER TEXTURE PixelShader Number, Slot Number, Image Number
FLUSH VIDEO MEMORY : FLUSH VIDEO MEMORY
COMPILE CSG : COMPILE CSG Input X File, Output X File
OBJECT EXPRESSIONS
OBJECT EXIST : Return Integer=OBJECT EXIST(Object Number)
OBJECT VISIBLE : Return Integer=OBJECT VISIBLE(Object Number)
OBJECT PLAYING : Return Integer=OBJECT PLAYING(Object Number)
OBJECT LOOPING : Return Integer=OBJECT LOOPING(Object Number)
OBJECT POSITION X : Return Float=OBJECT POSITION X(Object Number)
OBJECT POSITION Y : Return Float=OBJECT POSITION Y(Object Number)
OBJECT POSITION Z : Return Float=OBJECT POSITION Z(Object Number)
OBJECT SIZE : Return Float=OBJECT SIZE(Object Number)
OBJECT SIZE X : Return Float=OBJECT SIZE X(Object Number)
OBJECT SIZE Y : Return Float=OBJECT SIZE Y(Object Number)
OBJECT SIZE Z : Return Float=OBJECT SIZE Z(Object Number)
OBJECT ANGLE X : Return Float=OBJECT ANGLE X(Object Number)
OBJECT ANGLE Y : Return Float=OBJECT ANGLE Y(Object Number)
OBJECT ANGLE Z : Return Float=OBJECT ANGLE Z(Object Number)
OBJECT FRAME : Return Integer=OBJECT FRAME(Object Number)
OBJECT SPEED : Return Integer=OBJECT SPEED(Object Number)
OBJECT INTERPOLATION : Return Integer=OBJECT INTERPOLATION(Object Number)
TOTAL OBJECT FRAMES : Return Integer=TOTAL OBJECT FRAMES(Object Number)
COLLISION EXPRESSIONS
OBJECT HIT : Return Integer=OBJECT HIT(ObjectA Number, ObjectB Number)
OBJECT COLLISION : Return Integer=OBJECT COLLISION(ObjectA Number, ObjectB Number)
GET OBJECT COLLISION X : Return Float=GET OBJECT COLLISION X()
GET OBJECT COLLISION Y : Return Float=GET OBJECT COLLISION Y()
GET OBJECT COLLISION Z : Return Float=GET OBJECT COLLISION Z()
OBJECT COLLISION RADIUS : Return Float=OBJECT COLLISION RADIUS(Object Number)
OBJECT COLLISION CENTER X : Return Float=OBJECT COLLISION CENTER X(Object Number)
OBJECT COLLISION CENTER Y : Return Float=OBJECT COLLISION CENTER Y(Object Number)
OBJECT COLLISION CENTER Z : Return Float=OBJECT COLLISION CENTER Z(Object Number)
INTERSECT OBJECT : Return Float=INTERSECT OBJECT(Object Number, X, Y, Z, ToX, ToY, ToZ)
LIMB EXPRESSIONS
LIMB EXIST : Return Integer=LIMB EXIST(Object Number, Limb Number)
LIMB NAME$ : Return String=LIMB NAME$(Object Number, Limb Number)
LIMB VISIBLE : Return Integer=LIMB VISIBLE(Object Number, Limb Number)
LIMB OFFSET X : Return Float=LIMB OFFSET X(Object Number, Limb Number)
LIMB OFFSET Y : Return Float=LIMB OFFSET Y(Object Number, Limb Number)
LIMB OFFSET Z : Return Float=LIMB OFFSET Z(Object Number, Limb Number)
LIMB SCALE X : Return Float=LIMB SCALE X(Object Number, Limb Number)
LIMB SCALE Y : Return Float=LIMB SCALE Y(Object Number, Limb Number)
LIMB SCALE Z : Return Float=LIMB SCALE Z(Object Number, Limb Number)
LIMB ANGLE X : Return Float=LIMB ANGLE X(Object Number, Limb Number)
LIMB ANGLE Y : Return Float=LIMB ANGLE Y(Object Number, Limb Number)
LIMB ANGLE Z : Return Float=LIMB ANGLE Z(Object Number, Limb Number)
LIMB TEXTURE : Return Integer=LIMB TEXTURE(Object Number, Limb Number)
LIMB TEXTURE NAME : Return String=LIMB TEXTURE NAME(Object Number, Limb Number)
LIMB DIRECTION X : Return Float=LIMB DIRECTION X(Object Number, Limb Number)
LIMB DIRECTION Y : Return Float=LIMB DIRECTION Y(Object Number, Limb Number)
LIMB DIRECTION Z : Return Float=LIMB DIRECTION Z(Object Number, Limb Number)
LIMB POSITION X : Return Float=LIMB POSITION X(Object Number, Limb Number)
LIMB POSITION Y : Return Float=LIMB POSITION Y(Object Number, Limb Number)
LIMB POSITION Z : Return Float=LIMB POSITION Z(Object Number, Limb Number)
CHECK LIMB LINK : Return Integer=CHECK LIMB LINK(Object Number, Limb Number)
STATIC COLLISION EXPRESSIONS
STATIC LINE OF SIGHT : Return Integer=STATIC LINE OF SIGHT(X1, Y1, Z1, X2, Y2, Z2, Width, Accuracy)
STATIC LINE OF SIGHT X : Return Float=STATIC LINE OF SIGHT X()
STATIC LINE OF SIGHT Y : Return Float=STATIC LINE OF SIGHT Y()
STATIC LINE OF SIGHT Z : Return Float=STATIC LINE OF SIGHT Z()
GET STATIC COLLISION HIT : Return Integer=GET STATIC COLLISION HIT(OX1, OY1, OZ1, OX2, OY2, OZ2, NX1, NY1, NZ1, NX2, NY2, NZ2)
GET STATIC COLLISION X : Return Float=GET STATIC COLLISION X()
GET STATIC COLLISION Y : Return Float=GET STATIC COLLISION Y()
GET STATIC COLLISION Z : Return Float=GET STATIC COLLISION Z()
SCREEN OBJECT EXPRESSIONS
OBJECT IN SCREEN : Return Integer=OBJECT IN SCREEN(Object Number)
OBJECT SCREEN X : Return Integer=OBJECT SCREEN X(Object Number)
OBJECT SCREEN Y : Return Integer=OBJECT SCREEN Y(Object Number)
PICK OBJECT : Return Integer=PICK OBJECT(Screen X, Screen Y, Object Start, Object End)
PICK SCREEN : PICK SCREEN Screen X, Screen Y, Distance
GET PICK DISTANCE : Return Float=GET PICK DISTANCE()
GET PICK VECTOR X : Return Float=GET PICK VECTOR X()
GET PICK VECTOR Y : Return Float=GET PICK VECTOR Y()
GET PICK VECTOR Z : Return Float=GET PICK VECTOR Z()
AVAILABILITY EXPRESSIONS
ALPHABLENDING AVAILABLE : Return Integer=ALPHABLENDING AVAILABLE()
ALPHA AVAILABLE : Return Integer=ALPHA AVAILABLE()
ALPHACOMPARISON AVAILABLE : Return Integer=ALPHACOMPARISON AVAILABLE()
ANISTROPICFILTERING AVAILABLE : Return Integer=ANISTROPICFILTERING AVAILABLE()
ANTIALIAS AVAILABLE : Return Integer=ANTIALIAS AVAILABLE()
BLITSYSTOLOCAL AVAILABLE : Return Integer=BLITSYSTOLOCAL AVAILABLE()
CALIBRATEGAMMA AVAILABLE : Return Integer=CALIBRATEGAMMA AVAILABLE()
CLIPANDSCALEPOINTS AVAILABLE : Return Integer=CLIPANDSCALEPOINTS AVAILABLE()
CLIPTLVERTS AVAILABLE : Return Integer=CLIPTLVERTS AVAILABLE()
COLORPERSPECTIVE AVAILABLE : Return Integer=COLORPERSPECTIVE AVAILABLE()
COLORWRITEENABLE AVAILABLE : Return Integer=COLORWRITEENABLE AVAILABLE()
CUBEMAP AVAILABLE : Return Integer=CUBEMAP AVAILABLE()
CULLCCW AVAILABLE : Return Integer=CULLCCW AVAILABLE()
CULLCW AVAILABLE : Return Integer=CULLCW AVAILABLE()
GET DEVICE TYPE : Return Integer=GET DEVICE TYPE()
DITHER AVAILABLE : Return Integer=DITHER AVAILABLE()
FILTERING AVAILABLE : Return Integer=FILTERING AVAILABLE()
FOGRANGE AVAILABLE : Return Integer=FOGRANGE AVAILABLE()
FOGTABLE AVAILABLE : Return Integer=FOGTABLE AVAILABLE()
FOGVERTEX AVAILABLE : Return Integer=FOGVERTEX AVAILABLE()
FOG AVAILABLE : Return Integer=FOG AVAILABLE()
FULLSCREENGAMMA AVAILABLE : Return Integer=FULLSCREENGAMMA AVAILABLE()
GET MAXIMUM LIGHTS : Return Integer=GET MAXIMUM LIGHTS()
GET MAXIMUM PIXEL SHADER VALUE : Return Integer=GET MAXIMUM PIXEL SHADER VALUE()
GET MAXIMUM TEXTURE HEIGHT : Return Integer=GET MAXIMUM TEXTURE HEIGHT()
GET MAXIMUM TEXTURE WIDTH : Return Integer=GET MAXIMUM TEXTURE WIDTH()
GET MAXIMUM VERTEX SHADER CONSTANTS : Return Integer=GET MAXIMUM VERTEX SHADER CONSTANTS()
GET MAXIMUM VOLUME EXTENT : Return Integer=GET MAXIMUM VOLUME EXTENT()
MIPCUBEMAP AVAILABLE : Return Integer=MIPCUBEMAP AVAILABLE()
MIPMAP AVAILABLE : Return Integer=MIPMAP AVAILABLE()
MIPMAPLODBIAS AVAILABLE : Return Integer=MIPMAPLODBIAS AVAILABLE()
MIPMAPVOLUME AVAILABLE : Return Integer=MIPMAPVOLUME AVAILABLE()
NONPOWTEXTURES AVAILABLE : Return Integer=NONPOWTEXTURES AVAILABLE()
PERSPECTIVETEXTURES AVAILABLE : Return Integer=PERSPECTIVETEXTURES AVAILABLE()
GET MAXIMUM PIXEL SHADER VERSION : Return Float=GET MAXIMUM PIXEL SHADER VERSION()
PROJECTEDTEXTURES AVAILABLE : Return Integer=PROJECTEDTEXTURES AVAILABLE()
RENDERAFTERFLIP AVAILABLE : Return Integer=RENDERAFTERFLIP AVAILABLE()
RENDERWINDOWED AVAILABLE : Return Integer=RENDERWINDOWED AVAILABLE()
SEPERATETEXTUREMEMORIES AVAILABLE : Return Integer=SEPERATETEXTUREMEMORIES AVAILABLE()
ONLYSQUARETEXTURES AVAILABLE : Return Integer=ONLYSQUARETEXTURES AVAILABLE()
TNL AVAILABLE : Return Integer=TNL AVAILABLE()
TLVERTEXSYSTEMMEMORY AVAILABLE : Return Integer=TLVERTEXSYSTEMMEMORY AVAILABLE()
TLVERTEXVIDEOMEMORY AVAILABLE : Return Integer=TLVERTEXVIDEOMEMORY AVAILABLE()
NONLOCALVIDEOMEMORY AVAILABLE : Return Integer=NONLOCALVIDEOMEMORY AVAILABLE()
TEXTURESYSTEMMEMORY AVAILABLE : Return Integer=TEXTURESYSTEMMEMORY AVAILABLE()
TEXTUREVIDEOMEMORY AVAILABLE : Return Integer=TEXTUREVIDEOMEMORY AVAILABLE()
GET MAXIMUM VERTEX SHADER VERSION : Return Float=GET MAXIMUM VERTEX SHADER VERSION()
VOLUMEMAP AVAILABLE : Return Integer=VOLUMEMAP AVAILABLE()
WBUFFER AVAILABLE : Return Integer=WBUFFER AVAILABLE()
WFOG AVAILABLE : Return Integer=WFOG AVAILABLE()
ZBUFFER AVAILABLE : Return Integer=ZBUFFER AVAILABLE()
ZFOG AVAILABLE : Return Integer=ZFOG AVAILABLE()
MESH EXIST : Return Integer=MESH EXIST(Mesh Number)
EFFECT EXIST : Return Integer=EFFECT EXIST(Effect Number)
VERTEX SHADER EXIST : Return Integer=VERTEX SHADER EXIST(VertexShader Number)
PIXEL SHADER EXIST : Return Integer=PIXEL SHADER EXIST(PixelShader Number)
STATISTIC : Return Integer=STATISTIC(Statistic Code)
MATRIX COMMANDS
MAKE MATRIX : MAKE MATRIX Matrix Number, Width, Height, XSegments, ZSegments
DELETE MATRIX : DELETE MATRIX Matrix Number
PREPARE MATRIX TEXTURE : PREPARE MATRIX TEXTURE Matrix Number, Image Number, Across, Down
POSITION MATRIX : POSITION MATRIX Matrix Number, X, Y, Z
FILL MATRIX : FILL MATRIX Matrix Number, Height, Tile Number
RANDOMIZE MATRIX : RANDOMIZE MATRIX Matrix Number, Maximum Height
GHOST MATRIX ON : GHOST MATRIX ON Matrix Number
GHOST MATRIX OFF : GHOST MATRIX OFF Matrix Number
SET MATRIX WIREFRAME ON : SET MATRIX WIREFRAME ON Matrix Number
SET MATRIX WIREFRAME OFF : SET MATRIX WIREFRAME OFF Matrix Number
SET VECTOR3 TO MATRIX POSITION : SET VECTOR3 TO MATRIX POSITION Vector, Matrix Number
SET MATRIX TEXTURE : SET MATRIX TEXTURE Matrix Number, Texture Mode, Mip Mode
SET MATRIX : SET MATRIX Matrix Number, Wire, Transparency, Cull, Filter, Light, Fog, Ambient
SET MATRIX TRIM : SET MATRIX TRIM Matrix Number, TrimX, TrimY
SET MATRIX PRIORITY : SET MATRIX PRIORITY Matrix Number, Priority Flag
SHIFT MATRIX DOWN : SHIFT MATRIX DOWN Matrix Number
SHIFT MATRIX LEFT : SHIFT MATRIX LEFT Matrix Number
SHIFT MATRIX RIGHT : SHIFT MATRIX RIGHT Matrix Number
SHIFT MATRIX UP : SHIFT MATRIX UP Matrix Number
SET MATRIX HEIGHT : SET MATRIX HEIGHT Matrix Number, TileX, TileZ, Height
SET MATRIX NORMAL : SET MATRIX NORMAL Matrix Number, TileX, TileZ, NX, NY, NZ
SET MATRIX TILE : SET MATRIX TILE Matrix Number, TileX, TileZ, Tile Number
UPDATE MATRIX : UPDATE MATRIX Matrix Number
MATRIX EXIST : Return Integer=MATRIX EXIST(Matrix Number)
MATRIX POSITION X : Return Float=MATRIX POSITION X(Matrix Number)
MATRIX POSITION Y : Return Float=MATRIX POSITION Y(Matrix Number)
MATRIX POSITION Z : Return Float=MATRIX POSITION Z(Matrix Number)
MATRIX TILE COUNT : Return Integer=MATRIX TILE COUNT(Matrix Number)
MATRIX TILES EXIST : Return Integer=MATRIX TILES EXIST(Matrix Number)
MATRIX WIREFRAME STATE : Return Integer=MATRIX WIREFRAME STATE(Matrix Number)
GET GROUND HEIGHT : Return Float=GET GROUND HEIGHT(Matrix Number, X, Z)
GET MATRIX HEIGHT : Return Float=GET MATRIX HEIGHT(Matrix Number, TileX, TileZ)
WORLD COMMANDS
LOAD BSP : LOAD BSP PK3 Filename, BSP Filename
DELETE BSP : DELETE BSP
SET BSP CAMERA : SET BSP CAMERA Camera Number
SET BSP CAMERA COLLISION : SET BSP CAMERA COLLISION Collision Index, Camera Number, Radius, Response
SET BSP OBJECT COLLISION : SET BSP OBJECT COLLISION Collision Index, Object Number, Radius, Response
SET BSP COLLISION THRESHHOLD : SET BSP COLLISION THRESHHOLD Collision Index, Sensitivity
SET BSP COLLISION OFF : SET BSP COLLISION OFF Collision Index
SET BSP CAMERA COLLISION RADIUS : SET BSP CAMERA COLLISION RADIUS Collision Index, Camera Number, X, Y, Z
SET BSP OBJECT COLLISION RADIUS : SET BSP OBJECT COLLISION RADIUS Collision Index, Object Number, X, Y, Z
SET BSP COLLISION HEIGHT ADJUSTMENT : SET BSP COLLISION HEIGHT ADJUSTMENT Collision Index, Height
SET BSP MULTITEXTURING ON : SET BSP MULTITEXTURING ON
SET BSP MULTITEXTURING OFF : SET BSP MULTITEXTURING OFF
PROCESS BSP COLLISION : PROCESS BSP COLLISION Collision Index
MAKE TERRAIN : MAKE TERRAIN Terrain Number, Heightmap Filename
DELETE TERRAIN : DELETE TERRAIN Terrain Number
POSITION TERRAIN : POSITION TERRAIN Terrain Number, X, Y, Z
TEXTURE TERRAIN : TEXTURE TERRAIN Terrain Number, Image Number
BSP COLLISION HIT : Return Integer=BSP COLLISION HIT(Collision Index)
BSP COLLISION X : Return Float=BSP COLLISION X(Collision Index)
BSP COLLISION Y : Return Float=BSP COLLISION Y(Collision Index)
BSP COLLISION Z : Return Float=BSP COLLISION Z(Collision Index)
TERRAIN EXIST : Return Integer=TERRAIN EXIST(Terrain Number)
TERRAIN POSITION X : Return Float=TERRAIN POSITION X(Terrain Number)
TERRAIN POSITION Y : Return Float=TERRAIN POSITION Y(Terrain Number)
TERRAIN POSITION Z : Return Float=TERRAIN POSITION Z(Terrain Number)
GET TERRAIN HEIGHT : Return Float=GET TERRAIN HEIGHT(Terrain Number, X, Z)
GET TOTAL TERRAIN HEIGHT : Return Float=GET TOTAL TERRAIN HEIGHT(Terrain Number)
PARTICLE COMMANDS
MAKE PARTICLES : MAKE PARTICLES Particle Number, Image Number, Frequency, Radius
MAKE SNOW PARTICLES : MAKE SNOW PARTICLES Particle Number, Image Number, Frequency, X, Y, Z, Width, Height, Depth
MAKE FIRE PARTICLES : MAKE FIRE PARTICLES Particle Number, Image Number, Frequency, X, Y, Z, Width, Height, Depth
DELETE PARTICLES : DELETE PARTICLES Particle Number
SHOW PARTICLES : SHOW PARTICLES Integer Value
HIDE PARTICLES : HIDE PARTICLES Particle Number
POSITION PARTICLES : POSITION PARTICLES Particle Number, X, Y, Z
POSITION PARTICLE EMISSIONS : POSITION PARTICLE EMISSIONS Particle Number, X, Y, Z
ROTATE PARTICLES : ROTATE PARTICLES Particle Number, X, Y, Z
SET VECTOR3 TO PARTICLES POSITION : SET VECTOR3 TO PARTICLES POSITION Vector, Particle Number
SET VECTOR3 TO PARTICLES ROTATION : SET VECTOR3 TO PARTICLES ROTATION Vector, Particle Number
COLOR PARTICLES : COLOR PARTICLES Particle Number, Red, Green, Blue
SET PARTICLE EMISSIONS : SET PARTICLE EMISSIONS Particle Number, Frequency
SET PARTICLE VELOCITY : SET PARTICLE VELOCITY Particle Number, Velocity Value
SET PARTICLE GRAVITY : SET PARTICLE GRAVITY Particle Number, Gravity Value
SET PARTICLE SPEED : SET PARTICLE SPEED Particle Number, Seconds Per Frame
SET PARTICLE CHAOS : SET PARTICLE CHAOS Particle Number, Chaos Value
SET PARTICLE FLOOR : SET PARTICLE FLOOR Particle Number, Floor Flag
SET PARTICLE LIFE : SET PARTICLE LIFE Particle Number, Life Percentage
GHOST PARTICLES ON : GHOST PARTICLES ON Particle Number, Ghost Mode
GHOST PARTICLES OFF : GHOST PARTICLES OFF Particle Number
PARTICLES EXIST : Return Integer=PARTICLES EXIST(Particle Number)
PARTICLES POSITION X : Return Float=PARTICLES POSITION X(Particle Number)
PARTICLES POSITION Y : Return Float=PARTICLES POSITION Y(Particle Number)
PARTICLES POSITION Z : Return Float=PARTICLES POSITION Z(Particle Number)
3D MATHS COMMANDS
ADD MATRIX4 : ADD MATRIX4 Matrix4Result, Matrix4A, Matrix4B
ADD VECTOR2 : ADD VECTOR2 VectorResult, VectorA, VectorB
ADD VECTOR3 : ADD VECTOR3 VectorResult, VectorA, VectorB
ADD VECTOR4 : ADD VECTOR4 VectorResult, VectorA, VectorB
BUILD LOOKAT LHMATRIX4 : BUILD LOOKAT LHMATRIX4 Matrix4Result, Vector3Eye, Vector3At, Vector3Up
BUILD LOOKAT RHMATRIX4 : BUILD LOOKAT RHMATRIX4 Matrix4Result, Vector3Eye, Vector3At, Vector3Up
BUILD ORTHO LHMATRIX4 : BUILD ORTHO LHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD ORTHO RHMATRIX4 : BUILD ORTHO RHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD FOV LHMATRIX4 : BUILD FOV LHMATRIX4 Matrix4Result, FOV, Aspect, Near, Far
BUILD FOV RHMATRIX4 : BUILD FOV RHMATRIX4 Matrix4Result, FOV, Aspect, Near, Far
BUILD PERSPECTIVE LHMATRIX4 : BUILD PERSPECTIVE LHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD PERSPECTIVE RHMATRIX4 : BUILD PERSPECTIVE RHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD REFLECTION MATRIX4 : BUILD REFLECTION MATRIX4 Matrix4Result, PlaneA, PlaneB, PlaneC, PlaneD
BUILD ROTATION AXIS MATRIX4 : BUILD ROTATION AXIS MATRIX4 Matrix4Result, Vector3Axis, Angle
CATMULLROM VECTOR2 : CATMULLROM VECTOR2 VectorResult, VectorA, VectorB, VectorC, VectorD, Value
CATMULLROM VECTOR3 : CATMULLROM VECTOR3 VectorResult, VectorA, VectorB, VectorC, VectorD, Value
CATMULLROM VECTOR4 : CATMULLROM VECTOR4 VectorResult, VectorA, VectorB, VectorC, VectorD, Value
COPY MATRIX4 : COPY MATRIX4 Matrix4Result, Matrix4Source
COPY VECTOR2 : COPY VECTOR2 VectorResult, VectorSource
COPY VECTOR3 : COPY VECTOR3 VectorResult, VectorSource
COPY VECTOR4 : COPY VECTOR4 VectorResult, VectorSource
CROSS PRODUCT VECTOR3 : CROSS PRODUCT VECTOR3 VectorResult, VectorA, VectorB
DELETE MATRIX4 : Return Integer=DELETE MATRIX4(Matrix4Result)
DELETE VECTOR2 : Return Integer=DELETE VECTOR2(Vector)
DELETE VECTOR3 : Return Integer=DELETE VECTOR3(Vector)
DELETE VECTOR4 : Return Integer=DELETE VECTOR4(Vector)
DIVIDE MATRIX4 : DIVIDE MATRIX4 Matrix4Result, Value
DIVIDE VECTOR2 : DIVIDE VECTOR2 VectorResult, Value
DIVIDE VECTOR3 : DIVIDE VECTOR3 VectorResult, Value
DIVIDE VECTOR4 : DIVIDE VECTOR4 VectorResult, Value
DOT PRODUCT VECTOR2 : Return Float=DOT PRODUCT VECTOR2(VectorA, VectorB)
DOT PRODUCT VECTOR3 : Return Float=DOT PRODUCT VECTOR3(VectorA, VectorB)
BCC VECTOR2 : BCC VECTOR2 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue
BCC VECTOR3 : BCC VECTOR3 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue
BCC VECTOR4 : BCC VECTOR4 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue
CCW VECTOR2 : Return Float=CCW VECTOR2(VectorA, VectorB)
SQUARED LENGTH VECTOR2 : Return Float=SQUARED LENGTH VECTOR2(Vector)
SQUARED LENGTH VECTOR3 : Return Float=SQUARED LENGTH VECTOR3(Vector)
SQUARED LENGTH VECTOR4 : Return Float=SQUARED LENGTH VECTOR4(Vector)
LENGTH VECTOR2 : Return Float=LENGTH VECTOR2(Vector)
LENGTH VECTOR3 : Return Float=LENGTH VECTOR3(Vector)
LENGTH VECTOR4 : Return Float=LENGTH VECTOR4(Vector)
PROJECTION MATRIX4 : PROJECTION MATRIX4 Matrix4Result
VIEW MATRIX4 : VIEW MATRIX4 Matrix4Result
W VECTOR4 : Return Float=W VECTOR4(Vector)
WORLD MATRIX4 : WORLD MATRIX4 Matrix4Result
X VECTOR2 : Return Float=X VECTOR2(Vector)
X VECTOR3 : Return Float=X VECTOR3(Vector)
X VECTOR4 : Return Float=X VECTOR4(Vector)
Y VECTOR2 : Return Float=Y VECTOR2(Vector)
Y VECTOR3 : Return Float=Y VECTOR3(Vector)
Y VECTOR4 : Return Float=Y VECTOR4(Vector)
Z VECTOR3 : Return Float=Z VECTOR3(Vector)
Z VECTOR4 : Return Float=Z VECTOR4(Vector)
HERMITE VECTOR2 : HERMITE VECTOR2 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue
HERMITE VECTOR3 : HERMITE VECTOR3 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue
HERMITE VECTOR4 : HERMITE VECTOR4 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue
INVERSE MATRIX4 : Return Float=INVERSE MATRIX4(Matrix4Result, Matrix4Source)
IS EQUAL MATRIX4 : Return Integer=IS EQUAL MATRIX4(Matrix4A, Matrix4B)
IS EQUAL VECTOR2 : Return Integer=IS EQUAL VECTOR2(VectorA, VectorB)
IS EQUAL VECTOR3 : Return Integer=IS EQUAL VECTOR3(VectorA, VectorB)
IS EQUAL VECTOR4 : Return Integer=IS EQUAL VECTOR4(VectorA, VectorB)
IS IDENTITY MATRIX4 : Return Integer=IS IDENTITY MATRIX4(Matrix4Result)
LINEAR INTERPOLATE VECTOR2 : LINEAR INTERPOLATE VECTOR2 VectorResult, VectorA, VectorB, SValue
LINEAR INTERPOLATE VECTOR3 : LINEAR INTERPOLATE VECTOR3 VectorResult, VectorA, VectorB, SValue
LINEAR INTERPOLATE VECTOR4 : LINEAR INTERPOLATE VECTOR4 VectorResult, VectorA, VectorB, SValue
MAKE MATRIX4 : Return Integer=MAKE MATRIX4(Matrix4)
MAKE VECTOR2 : Return Integer=MAKE VECTOR2(Vector)
MAKE VECTOR3 : Return Integer=MAKE VECTOR3(Vector)
MAKE VECTOR4 : Return Integer=MAKE VECTOR4(Vector)
MAXIMIZE VECTOR2 : MAXIMIZE VECTOR2 VectorResult, VectorA, VectorB
MAXIMIZE VECTOR3 : MAXIMIZE VECTOR3 VectorResult, VectorA, VectorB
MAXIMIZE VECTOR4 : MAXIMIZE VECTOR4 VectorResult, VectorA, VectorB
MINIMIZE VECTOR2 : MINIMIZE VECTOR2 VectorResult, VectorA, VectorB
MINIMIZE VECTOR3 : MINIMIZE VECTOR3 VectorResult, VectorA, VectorB
MINIMIZE VECTOR4 : MINIMIZE VECTOR4 VectorResult, VectorA, VectorB
MULTIPLY MATRIX4 : MULTIPLY MATRIX4 Matrix4Result, Matrix4A, Matrix4B
MULTIPLY VECTOR2 : MULTIPLY VECTOR2 VectorResult, Value
MULTIPLY VECTOR3 : MULTIPLY VECTOR3 VectorResult, Value
MULTIPLY VECTOR4 : MULTIPLY VECTOR4 VectorResult, Value
NORMALIZE VECTOR2 : NORMALIZE VECTOR2 VectorResult, VectorSource
NORMALIZE VECTOR3 : NORMALIZE VECTOR3 VectorResult, VectorSource
NORMALIZE VECTOR4 : NORMALIZE VECTOR4 VectorResult, VectorSource
PROJECT VECTOR3 : PROJECT VECTOR3 VectorResult, VectorSource, Matrix4Projection, Matrix4View, Matrix4World
ROTATE X MATRIX4 : ROTATE X MATRIX4 Matrix4Result, Angle
ROTATE Y MATRIX4 : ROTATE Y MATRIX4 Matrix4Result, Angle
ROTATE YPR MATRIX4 : ROTATE YPR MATRIX4 Matrix4Result, Yaw, Pitch, Roll
ROTATE Z MATRIX4 : ROTATE Z MATRIX4 Matrix4Result, Angle
SCALE MATRIX4 : SCALE MATRIX4 Matrix4Result, X, Y, Z
SCALE VECTOR2 : SCALE VECTOR2 VectorResult, VectorSource, Value
SCALE VECTOR3 : SCALE VECTOR3 VectorResult, VectorSource, Value
SCALE VECTOR4 : SCALE VECTOR4 VectorResult, VectorSource, Value
SET IDENTITY MATRIX4 : SET IDENTITY MATRIX4 Matrix4Result
SET VECTOR2 : SET VECTOR2 VectorResult, X, Y
SET VECTOR3 : SET VECTOR3 VectorResult, X, Y, Z
SET VECTOR4 : SET VECTOR4 VectorResult, X, Y, Z, W
SUBTRACT MATRIX4 : SUBTRACT MATRIX4 Matrix4Result, Matrix4A, Matrix4B
SUBTRACT VECTOR2 : SUBTRACT VECTOR2 VectorResult, VectorA, VectorB
SUBTRACT VECTOR3 : SUBTRACT VECTOR3 VectorResult, VectorA, VectorB
SUBTRACT VECTOR4 : SUBTRACT VECTOR4 VectorResult, VectorA, VectorB
TRANSFORM VECTOR4 : TRANSFORM VECTOR4 VectorResult, VectorSource, Matrix4Source
TRANSFORM COORDS VECTOR2 : TRANSFORM COORDS VECTOR2 VectorResult, VectorSource, Matrix4Source
TRANSFORM COORDS VECTOR3 : TRANSFORM COORDS VECTOR3 VectorResult, VectorSource, Matrix4Source
TRANSFORM NORMALS VECTOR3 : TRANSFORM NORMALS VECTOR3 VectorResult, VectorSource, Matrix4Source
TRANSLATE MATRIX4 : TRANSLATE MATRIX4 Matrix4Result, X, Y, Z
TRANSPOSE MATRIX4 : TRANSPOSE MATRIX4 Matrix4Result, Matrix4Source
FTP COMMANDS
FTP CONNECT : FTP CONNECT Url String, User String, Password String
FTP DISCONNECT : FTP DISCONNECT
FTP TERMINATE : FTP TERMINATE
FTP SET DIR : FTP SET DIR Directory String
FTP GET FILE : FTP GET FILE Ftp Filename String
FTP PUT FILE : FTP PUT FILE Local Filename String
FTP DELETE FILE : FTP DELETE FILE Ftp Filename String
FTP PROCEED : FTP PROCEED
FTP FIND FIRST : FTP FIND FIRST
FTP FIND NEXT : FTP FIND NEXT
GET FTP STATUS : Return Integer=GET FTP STATUS()
GET FTP DIR$ : Return String=GET FTP DIR$()
GET FTP PROGRESS : Return Integer=GET FTP PROGRESS()
GET FTP FAILURE : Return Integer=GET FTP FAILURE()
GET FTP ERROR$ : Return String=GET FTP ERROR$()
GET FTP FILE TYPE : Return Integer=GET FTP FILE TYPE()
GET FTP FILE NAME$ : Return String=GET FTP FILE NAME$()
GET FTP FILE SIZE : Return Integer=GET FTP FILE SIZE()
MEMBLOCK COMMANDS
MAKE MEMBLOCK : MAKE MEMBLOCK Memblock Number, Size in Bytes
MAKE MEMBLOCK FROM BITMAP : MAKE MEMBLOCK FROM BITMAP Memblock Number, Bitmap Number
MAKE MEMBLOCK FROM IMAGE : MAKE MEMBLOCK FROM IMAGE Memblock Number,Image Number
MAKE MEMBLOCK FROM SOUND : MAKE MEMBLOCK FROM SOUND Memblock Number, Sound Number
MAKE MEMBLOCK FROM MESH : MAKE MEMBLOCK FROM MESH Memblock Number,Mesh Number
DELETE MEMBLOCK : DELETE MEMBLOCK Memblock Number
COPY MEMBLOCK : COPY MEMBLOCK From,To,PosFrom,PosTo,Bytes
MAKE BITMAP FROM MEMBLOCK : MAKE BITMAP FROM MEMBLOCK Bitmap Number,Memblock Number
MAKE IMAGE FROM MEMBLOCK : MAKE IMAGE FROM MEMBLOCK Image Number, Memblock Number
MAKE SOUND FROM MEMBLOCK : MAKE SOUND FROM MEMBLOCK Sound Number, Memblock Number
MAKE MESH FROM MEMBLOCK : MAKE MESH FROM MEMBLOCK Mesh Number, Memblock Number
CHANGE MESH FROM MEMBLOCK : CHANGE MESH FROM MEMBLOCK Mesh Number,Memblock Number
WRITE MEMBLOCK BYTE : WRITE MEMBLOCK BYTE Memblock Number, Position, Byte
WRITE MEMBLOCK WORD : WRITE MEMBLOCK WORD Memblock Number, Position, Word
WRITE MEMBLOCK DWORD : WRITE MEMBLOCK DWORD Memblock Number, Position, DWord
WRITE MEMBLOCK FLOAT : WRITE MEMBLOCK FLOAT Memblock Number, Position, Float
MEMBLOCK EXIST : Return Integer=MEMBLOCK EXIST(Memblock Number)
GET MEMBLOCK PTR : Return DWORD=GET MEMBLOCK PTR(Memblock Number)
GET MEMBLOCK SIZE : Return Integer=GET MEMBLOCK SIZE(Memblock Number)
MEMBLOCK BYTE : Return Integer=MEMBLOCK BYTE(Memblock Number, Position)
MEMBLOCK WORD : Return Integer=MEMBLOCK WORD(Memblock Number, Position)
MEMBLOCK DWORD : Return DWORD=MEMBLOCK DWORD(Memblock Number, Position)
MEMBLOCK FLOAT : Return Float=MEMBLOCK FLOAT(Memblock Number, Position)
MULTIPLAYER COMMANDS
DEFAULT NET GAME : Return Integer=DEFAULT NET GAME(Gamename, Playername, Number Of Players, Game Type)
CREATE NET GAME : CREATE NET GAME Gamename, Playername, Number Of Players
JOIN NET GAME : JOIN NET GAME Session Number, Playername
FREE NET GAME : FREE NET GAME
CREATE NET PLAYER : CREATE NET PLAYER Playername
FREE NET PLAYER : FREE NET PLAYER Player Number
SET NET CONNECTION : SET NET CONNECTION Connection Number
PERFORM CHECKLIST FOR NET CONNECTIONS : PERFORM CHECKLIST FOR NET CONNECTIONS
PERFORM CHECKLIST FOR NET SESSIONS : PERFORM CHECKLIST FOR NET SESSIONS
PERFORM CHECKLIST FOR NET PLAYERS : PERFORM CHECKLIST FOR NET PLAYERS
SEND NET MESSAGE INTEGER : SEND NET MESSAGE INTEGER Player Number, Integer Value
SEND NET MESSAGE FLOAT : SEND NET MESSAGE FLOAT Player Number, Float Value
SEND NET MESSAGE STRING : SEND NET MESSAGE STRING Player Number, String
SEND NET MESSAGE MEMBLOCK : SEND NET MESSAGE MEMBLOCK Player Number, Memblock Number
SEND NET MESSAGE BITMAP : SEND NET MESSAGE BITMAP Player Number, Bitmap Number, Guarentee Packet
SEND NET MESSAGE IMAGE : SEND NET MESSAGE IMAGE Player Number, Image Number, Guarentee Packet
SEND NET MESSAGE SOUND : SEND NET MESSAGE SOUND Player Number, Sound Number, Guarentee Packet
SEND NET MESSAGE MESH : SEND NET MESSAGE MESH Player Number, Mesh Number, Guarentee Packet
GET NET MESSAGE : GET NET MESSAGE
NET MESSAGE INTEGER : Return Integer=NET MESSAGE INTEGER()
NET MESSAGE FLOAT : Return Float=NET MESSAGE FLOAT()
NET MESSAGE STRING$ : Return String=NET MESSAGE STRING$()
NET MESSAGE MEMBLOCK : NET MESSAGE MEMBLOCK Memblock Number
NET MESSAGE IMAGE : NET MESSAGE IMAGE Image Number
NET MESSAGE BITMAP : NET MESSAGE BITMAP Bitmap Number
NET MESSAGE SOUND : NET MESSAGE SOUND Sound Number
NET MESSAGE MESH : NET MESSAGE MESH Mesh Number
NET GAME EXISTS : Return Integer=NET GAME EXISTS()
NET MESSAGE EXISTS : Return Integer=NET MESSAGE EXISTS()
NET MESSAGE PLAYER FROM : Return Integer=NET MESSAGE PLAYER FROM()
NET MESSAGE PLAYER TO : Return Integer=NET MESSAGE PLAYER TO()
NET MESSAGE TYPE : Return Integer=NET MESSAGE TYPE()
NET GAME LOST : Return Integer=NET GAME LOST()
NET GAME NOW HOSTING : Return Integer=NET GAME NOW HOSTING()
NET BUFFER SIZE : Return Integer=NET BUFFER SIZE()
NET PLAYER DESTROYED : Return Integer=NET PLAYER DESTROYED()
NET PLAYER CREATED : Return Integer=NET PLAYER CREATED()
SYSTEM COMMANDS
LOAD DLL : LOAD DLL DLLName, DLL Number
DELETE DLL : DELETE DLL DLL Number
CALL DLL : CALL DLL DLL Number, Function Name
DLL EXIST : Return Integer=DLL EXIST(DLL Number)
DLL CALL EXIST : Return Integer=DLL CALL EXIST(DLL Number, Function Name)
EMPTY CHECKLIST : EMPTY CHECKLIST
CHECKLIST QUANTITY : Return Integer=CHECKLIST QUANTITY()
CHECKLIST STRING$ : Return String=CHECKLIST STRING$(Integer Value)
CHECKLIST VALUE A : Return Integer=CHECKLIST VALUE A(Integer Value)
CHECKLIST VALUE B : Return Integer=CHECKLIST VALUE B(Integer Value)
CHECKLIST VALUE C : Return Integer=CHECKLIST VALUE C(Integer Value)
CHECKLIST VALUE D : Return Integer=CHECKLIST VALUE D(Integer Value)
DISABLE ESCAPEKEY : DISABLE ESCAPEKEY
ENABLE ESCAPEKEY : ENABLE ESCAPEKEY
DISABLE SYSTEMKEYS : DISABLE SYSTEMKEYS
ENABLE SYSTEMKEYS : ENABLE SYSTEMKEYS
EXIT PROMPT : EXIT PROMPT Message String, Caption String
SYSTEM TMEM AVAILABLE : Return Integer=SYSTEM TMEM AVAILABLE()
SYSTEM DMEM AVAILABLE : Return Integer=SYSTEM DMEM AVAILABLE()
SYSTEM SMEM AVAILABLE : Return Integer=SYSTEM SMEM AVAILABLE()
Man, my hands are numb. I hope that helps
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