Here's something that may be useful: the definitive event order. First
the results:
-- "PrepareMovie"
-- "New frame"
-- "Begin frame"
-- "New Sprite 1"
-- "Begin Sprite 1"
-- "New Sprite 2"
-- "Begin Sprite 2"
-- "PrepareFrame. Sprite 1"
-- "PrepareFrame. Sprite 2"
-- "Prepare frame"
-- "StartMovie"
-- "EnterFrame. Sprite 1"
-- "EnterFrame. Sprite 2"
-- "Enter Frame"
-- "ExitFrame. Sprite 1"
-- "ExitFrame. Sprite 2"
-- "Exit Frame"
-- "End frame"
-- "PrepareFrame. Sprite 1"
-- "PrepareFrame. Sprite 2"
-- "EnterFrame. Sprite 1"
-- "EnterFrame. Sprite 2"
-- "ExitFrame. Sprite 1"
-- "ExitFrame. Sprite 2"
-- "stopMovie"
-- "end frame script"
-- "End Sprite 1"
-- "End Sprite 2"

First, the movie script:
on prepareMovie
  put "PrepareMovie"
end

on startMovie
  put "StartMovie"
end

on stopMovie
  put "stopMovie"
End

Then a frame behavior in frame 1:
on beginSprite me
  put "Begin frame"
end

on endSprite me
  put "End frame"
end


on new me
  put "New frame"
end

on prepareFrame me
  put "Prepare frame"
end

on enterFrame me
  put "Enter Frame"
end

on exitFrame me
  put "Exit Frame"
End

Essentially the same behavior on sprites in channels 1 and 2, except
they report their sprite number instead of stuff like "new frame".

And finally, a script on frame 2:
n endSprite me
  put "end frame script"
end

on exitFrame me
  halt
End

Hope this comes in handy for somebody.

Cordially,

Kerry Thompson

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