
To use this Splash Screen Program you will need to create or use an
exsisting Bitmap image (.bmp).

Copy the Bitmap image to the executing programs Directory and rename it
to Splash.bmp.

Copy the Splash.dll to the executing programs Directory.

Place this code in the executing program.

***********************************************
.data
Libname      db      'splash.dll',0
ProcName     db      'Delay',0

***** N O T E !  First line of code after .code *****
.code
      INVOKE     LoadLibrary, addr Libname
      .if !eax
            jmp     NoLib
      .endif
        push     eax   ; Module handle 
        push     6     ; Delay value
      INVOKE     GetProcAddress, eax, ADDR ProcName
      .if !eax
            jmp     NoProc
      .endif
        call     eax
NoProc:
         pop     eax
      INVOKE     FreeLibrary, eax
NoLib:
.
.
.
.
***********************************************

The Splash.dll will display the Bitmap to it's actual size and you can
use the SAME Splash.dll for all of your calling programs. The Timer is
set for 6 seconds. To change the splash time just change the Delay value
in the above code.

N O T E **  To assemble you will have to change the paths in Splash.asm,
Splash.bat, and Splash.mak

You can close the Splash Screen at any time by left mouse clicking on
the image.

To assemble the Splash.dll you will have to change the path pointers
in the .asm, .mak, and bat files. 
 
If you have any problems you can email me at: yooper@kalamazoo.net

Files included:

1.  Readme.txt
2.  Splash.dll
3.  Splash.asm
4.  Splash.def
5.  Splash.bat
6.  Splash.mak

