Q`8 HN0kqh MNuTHIS DISK HAS BEEN IMMUNIZED AGAINST MOST VIRUSES BY THE 'ULTIMATE VIRUS KILLER' VERSION 6.3 BY RICHARD KARSMAKERS, *THE* ATARI VIRUS KILLER!!!puke'(*** @`  @`! #@%`')+-/1 3@5`79;=?A  EGIKMOQ S@U`WY[]_a c@e`gikmoq s@u`w{} @` @ ` @ ` @ o ` ǀ @ ` ׀ ٠  Co @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[_a!cAeagikmoq!sAuawy{}!Aa!Aa!a!Aa!Aoǁ!Aaׁ١!Aa!Aa' / B b "!B!b!!!!!"!""#%b"")"+"-"/#1"#3B#5b#7#9#;=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&cB&eb&g&i&k&m&o'q"'sB'ub'w'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/B/b/////0#0C00 0 0 01#1C1c111112!#2#C2%c2'2)2+@`  @`! #@%`')+-/1 3@5`79;=?A  EGIKMOQ S@U`WY[]_a c@e`gikmoq s@u`w{} @` @ ` @ ` @ o ` ǀ @ ` ׀ ٠  Co @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[_a!cAeagikmoq!sAuawy{}!Aa!Aa!a!Aa!Aoǁ!Aaׁ١!Aa!Aa' / B b "!B!b!!!!!"!""#%b"")"+"-"/#1"#3B#5b#7#9#;=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&cB&eb&g&i&k&m&o'q"'sB'ub'w'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/B/b/////0#0C00 0 0 01#1C1c111112!#2#C2%c2'2)2+1ST_MAILSWR`BLASTOIDSWRIt DCALAM3 SWRKt FCALAMUS2SWRt yFOOLS SWRt %FORWORLDSWRt  MILLENUMSWR}`C^PSYCHO SWRt SEXVIXENSWR1t SPACE_COSWR[t JROLLS SWR t WINTERGMSWRJt WP1 SWRYt - WP2 SWRt (WP3 SWRt ]W_KARATESWRt ZILFIN SWRt nINFOTATRSWR`VMENU_KITSWR`BNOID SWRd` CINKO SWR`@ JINXTER SWR)DMEDITORSWRX`BEACHVOLSWRy`?HATE SWR `b MARIARTISWR ` bMIAMI SWR3 `(RORKE SWR `#STEEL SWR4 `$" DESKPUB1SWR<©DESKPUB2SWR{AUTO Sewer Software sincerely thanks THE SENSEI FIRST MAIL - USER MANUAL FOR THE ATARI ST. - Typed in by THE SENSEI. ====================================================================== CHAPTER 1. ========== WHAT IS 1st Mail. 1st Mail is a merge program for use with 1st Word Plus; it is also compatible with 1st Word. A mail merge program allows you to produce a series of documents which differ from each other in only certain details. The classic use of this kind of program is to send the same letter to a number of different people , hence the name "mail merge". Let's say that you work in the marketing division of a large corporation , and you want to send a letter to all your customers announcing a new product. To do this with 1st Mail , you would first create a "master document" or form letter with 1st Word Plus. The form letter is the part that is COMMON to all the letters i.e. the message itself. The part that is DIFFERENT in each letter is the VARIABLE data , such as each customer's name and address. The different names and addresses and so on can , if you want , be stored in a special DATAFILE produced using a suitable database program ( See appendix B Database Programs ). Alternatively , you can produce your own datafiles using 1st Word Plus. By merging the variable data for each customer into the form letter , the result is a series of personalized letters , although you have in reality only typed in one. The actual process of merging the datafile into your form letter is carried out by 1st Mail using a set of easy to understand commands. Of course , you are not restricted to simply producing letters with 1st Mail. You can , if you wish , use 1st Mail to produce multiple copies of any document , such as party invitations or office memo's. In fact , the only limitation on using 1st Mail is your imagination. HOW TO USE THIS MANUAL. You don't need this bit as you haven't got a manual. MAKING A BACKUP COPY. Use FCOPY3.PRG like everyone else. Don't use your original disks. PRINTER CONFIGURATION FILES. 1st Mail can use the same printer configuration files as 1st Word ( either 1ST_PRNT.DOT or 1ST_PRNT.DSY ) or 1st Word Plus ( PRINTER.CFG ). Use the file you would normally use with your word processor. For convenience , either copy the appropriate file onto your 1st Mail disk , or copy the two files 1ST_MAIL.PRG and 1ST_MAIL.RSC onto a disk containing the printer configuration files. NOTE: If you are using 1st Word and have version 1.02 or lower , then your printer configuration files will not be compatible with 1st Mail. INSTALLING A PRINTER. Whenever you load 1st Mail into your Atari ST , it will look for either a 1st Word or a 1st Word Plus printer driver. The first search is for a file named PRINTER.CFG in the same directory as 1ST_MAIL.PRG. If it cannot be found , 1st Mail searches for either 1ST_PRNT.DOT or 1ST_PRNT.DSY , again in the same directory. Should this fail , then the search is repeated in the root directory of drive A. You can change the printer type from inside 1st Mail using the INSTALL PRINTER option in the PRINTER menu. Each time you try to merge to the printer , 1st Mail will look for a printer driver. If it cannot find one , 1st Mail will then display the INSTALL PRINTER Item Selector , allowing you to install a printer driver from another disk or directory , or to send your merged output to disk. CHAPTER 2. ========== GETTING STARTED. Your 1st Mail disk contains simple examples of a form letter and a datafile. If you have not used a mail merge program before , you can follow the step by step tutorial in this chapter using these example files. LOADING 1st Mail. To load 1st Mail , follow these directions: 1. From the GEM Desktop , insert your 1st Mail program disk into the disk drive. Now double click on the disk drive icon to open the disk. 2. When the window appears with a list of the files on your 1st Mail program disk , move the mouse pointer until it rests on the name 1ST_MAIL.PRG and double click on it. 3. 1st Mail will start up and you will see the opening screen with a MERGE FROM Item Selector in the centre. NOTE: The MERGE folder contains the example files required to follow the merging tutorial session. Other files and folders on your disk may differ from those shown. ( This bit applies to the picture in the manual which , of course , you can't see ). MERGING WITH 1st Mail. Follow the steps below to carry out an example mail merging session. You should remember , however , that not all the 1st Mail facilities are covered in this tutorial. ( For fuller details of these , consult Chapter 3 Using 1st Mail ). Conversely , the tutorial session includes features which you may not use in every merging session. 1. Unless you specify otherwise , 1st Mail will try to send your merged documents directly to a printer. If you want to store your merged documents on disk and print them out later , click on CANCEL. Now click on TO DISK in the OUTPUT menu , then click on MERGE FROM... in the FILE menu to return the MERGE FROM Item Selector. 2. Click on the MERGE folder to open it , then select the example form letter LETTER.DOC by double clicking on the name in the window. Alternatively , you can click on the name once , then click on OK or press [RETURN]. 3. If you are merging to disk , the MERGE FROM Item Selector will then disappear and will be replaced by an OUTPUT TO Item Selector. The selection line will automatically display the name of the form ( or other master document ) with a .MRG ( =MeRGed ) extension e.g. LETTER.MRG. ( You can , however , alter both name and extension as you wish e.g. PRODUCTS.DOC). 4. Begin the merging process by clicking on OK or by pressing [RETURN]. 5. The OUTPUT TO Item Selector will disappear. There will be a few seconds delay while 1st Mail begins to process the form letter , then the message "1st Mail LETTER.DOC started" will be displayed. 6. A DATAFILE Item Selector will be displayed to allow you to select a datafile for use in the merging process. Double click on ADDRESS.DAT , or click on the name once , then click on OK or press [RETURN]. 7. 1st Mail will use the datafile ADDRESS.DAT on the program disk to process four letters to different people. When the merging process is finished , you will get an on-screen prompt telling you so. NOTE: 1st Mail can be halted AT ANY TIME during the merging process by holding down the left-hand mouse button. Exit from 1st Mail by moving to the FILE menu and clicking on QUIT. Now load in 1st Word Plus to examine in detail the various files used and produced in this sample mail merge session: the form letter ( LETTER.DOC ) , the datafile ( ADDRESS.DAT ) and the document file containing the merged letters (LETTER.MRG ). THE FORM LETTER. The form letter which 1st Mail processes contains special instructions controlling not only the layout of each letter as it is printed , but also the places where pieces of data are to be inserted. When you are preparing a master document such as a form letter , it is a good idea to make a rough draft so that you can work out where the pieces of data have to go. Imagine again that you are in the marketing division of a large company , and you want to send a letter to all your customers announcing a new product. The file LETTER.MRG contains four merged copies of this kind of letter. When you have loaded 1st Word Plus in , you can view these copies which you have just merged. When you have the Item Selector on screen , take your 1st Word Plus program disk out of the disk drive and insert your 1st Mail program disk. Edit the directory line to A:\MERGE\*.* , and click in the window to obtain a directory listing: ADDRESS.DAT COMMAND.DOC LETTER .DOC LETTER .MRG Now double click on LETTER.MRG to load it into 1st Word Plus. The first merged letter in this file will look like this: Mr A.B. Winters Rouse & Waken, Inc. 125 King Drive Deerfield Il 60014 Dear Mr Winters, We are pleased to inform you that 1st Mail is now available for use with 1st Word Plus and 1st Word. We believe many of the customers of Rouse & Waken, Inc. will like the advanced features offered by 1st Mail, including the automatic reformatting of paragraphs with insertions in them. For further details, contact your local Atari dealer. Yours sincerely, Douglas C. McAddams Each customer would get a similar letter , but with a different name , company , address and so on. Scroll through LETTER.MRG to see what the four different letters look like. To view the example form letter , click on OPEN FILE... in the FILE menu. When the Item Selector appears , double click on LETTER.DOC to load it into 1st Word Plus. ( Only the first part of the form letter will be visible , and you will need to scroll the screen to see it all ). You will notice that this example form letter has a number of sections which are distinguished from the surrounding text by being in LIGHT type. These pieces of LIGHT text fall into two groups: Keywords and Commands. Keywords and commands can be in either upper case or lower case , as long as they are in light type. 1st Mail uses a fixed set of commands , but you can use as many of your own keywords as you like ( as long as they are not already 1st Mail commands: see "Using Commands" ). We will look at keywords and commands in turn to see how they are used. INTRODUCING KEYWORDS. Whenever 1st Mail comes across text in light type it first tries to identify it as a Command. If it cannot identify it as a Command , it will treat it as a Keyword. When you are typing in a form letter , you will need to use keywords in all the places where you want 1st Mail to insert pieces of data , usually from a datafile. The keywords used in the example form letter are as follows: title address initials city name zipcode company country The pieces of personal or variable data which correspond to these keywords , and which appear in the first sample merged letter above are as follows: Mr 125 King Drive A.B. Deerfield Winters Il 60014 Rouse & Waken, Inc. NOTE: These keywords are only examples invented for use in the tutorial session. You can use as many of your own keywords as you like , provided that each keyword corresponds to a piece of data or Field in a datafile. Also , do not forget that keywords MUST be in light face , either in upper or lower case. It is not easy to show this in this type of document. Before seeing how the data is inserted into your merged documents , let us have a brief look at the structure of a datafile. THE DATAFILE. A sample address list datafile created with 1st Word Plus is included on the 1st Mail program disk. To view this sample , click on OPEN FILE... in the FILE menu. When the Item Selector appears , double click on ADDRESS.DAT to load it into 1st Word Plus. You will see the following list: Mr,A.B.,Winters,"Rouse & Waken, Inc.",125 King Drive,Deerfield,Il 60014, Ms,J.C.,Crow,"'Curl Up and Dye'",12 North Avenue,Williamsburg,PA 87532, Dr,A.,Daley,McCann Enterprises,6a Railway Close,London,EC1 4FU,England Mrs,j.,Rivers,Freshwater Fisheries,25 Old Square,Ocean City,NJ 71348, You will notice that this datafile consists of four lines or Records , with each line containing variable data to be used in one merged document. Within each line , the data items or Fields are separated by commas. Fuller details on datafiles can be found below under "Datafiles" in Chapter 3. INTRODUCING COMMANDS. Light type is also used to identify Commands embedded in the form letter ( or other master document ). The commands used in the example form letter are READ RAGGED OMITBLANK and DISPLAY at the top , and REPEAT at the bottom. If you look at these commands , you will see that each one is at the beginning of a line , and that there is only one command on each line. This is because 1st Mail treats lines with commands on them separately from lines with text on them. We will now look at each of the commands used in the example form letter in turn , starting with the group of commands at the top. READ. The READ command tells 1st Mail to read in data fields from a datafile and associate each one with the corresponding keyword in the form letter: READ title, initials, name, company, ... 1st Mail will then go to the first record in the named datafile ( here ADDRESS.DAT ) and link up the data in each field with the keywords in the line following the READ command in exactly the same order: Mr,A.B.,Winters,"Rouse & Waken, Inc.", ... After this , whenever 1st Mail comes across the word TITLE in light type , it will insert the piece of data "Mr". The same process will be repeated for every keyword which 1st Mail encounters , and for which it has read a piece of data. NOTE: Keywords must be in ordinary romanface type when they are being defined in the READ command , but in LIGHT type when they are being used. RAGGED. The next command in the example form letter is RAGGED , which specifies a ragged ( unjustified ) right margin: We are pleased to inform you that 1st Mail is now available for use with 1st Word Plus and 1st Word. For further details, contact your local Atari dealer. 1st Mail will default to the ruler setting in your document , so use the command RAGGED for a ragged right margin , and JUSTIFY for a justified right margin: We are pleased to inform you that 1st Mail is now available for use with 1st Word Plus and 1st Word. For further details, contact your local Atari dealer. OMITBLANK. Following ragged in the example form letter is the command OMITBLANK. This tells 1st Mail that if a data field is empty for some reason , a blank line is NOT to be printed in place of the corresponding keyword in the text. Let's say that one of the records in the sample datafile has no data field corresponding to the keyword Address , but simply reads: Ms,J.C.,Crow,"'Curl Up and Dye'",,Williamsburg,PA 87532 If you specify OMITBLANK in your form letter , 1st mail will read this data record as: TITLE INITIALS NAME Ms J.C. Crow COMPANY 'Curl Up and Dye' CITY Williamsburg ZIPCODE PA 87532 and other addresses in the usual way: TITLE INITIALS NAME Mrs J. Rivers COMPANY Freshwater Fisheries ADDRESS 25 Old Square CITY Ocean City ZIPCODE NJ 71348 If , on the other hand , you would like the addresses on all your letters to start and end in the same place on each page , use the command NOOMIT to produce the following result: TITLE INITIALS NAME Ms J.C. Crow COMPANY 'Curl Up and Dye' CITY Williamsburg ZIPCODE PA 87532 If you do not specify a choice , 1st Mail will print blank lines when a field is empty. Use NOOMIT when you want to switch off OMITBLANK and keep these lines blank in your document. DISPLAY. The final command at the top of the example form letter is of a different kind to the other commands. This command does not have any effect on the contents or layout of each letter , but displays a message on the screen: DISPLAY "Processing your letter to TITLE NAME" The message in the example form letter indicates which person's letter is currently being processed by 1st Mail. So far , the commands contained in the example form letter have instructed 1st Mail to: * Read a set of data fields into the letter in place of the specified keywords. * Omit any blank lines where a data field is empty. * leave the right margin ragged ( Unjustified ). * Display a message on screen indicating that 1st Mail is processing a letter to the name of the person contained in the first record of the specified datafile. REPEAT. At this point , 1st Mail has carried out all these commands using the first record it encountered in the datafile ADDRESS.DAT. Without any further instructions , the program would simply stop , having produced one letter. The REPEAT command tells 1st Mail to go back to the very beginning of the form letter or other document , and read through it again using the next set of data. The program will then carry on repeating this process until it runs out of data. In the example used here this results in 4 letters , because the datafile has only 4 records. CHAPTER 3. ========== USING 1st MAIL. COMMAND FILES. A file which you create with 1st Word Plus for use with 1st Mail may consist almost completely of commands and keywords , with the text and data to be merged being "called up" from disk or entered by the user as needed. By using this kind of command file you can work with as many different documents and datafiles as you wish in one mail merge session with 1st Mail. A sample command file created with 1st Word Plus is supplied on the 1st Mail program disk. To have a look at it , load in 1st Word Plus and click on OPEN FILE... IN THE FILE menu. When the Item Selector appears , open the MERGE folder , type in COMMAND.DOC and click on OK. A window will open with the following contents: datafile address.dat input "today's date? ", todaydate input "letter filename? ", letter includefile letter By following the workings of this small command file step by step , you will be able to write command files to carry out more complex mail merge tasks of your own. DATAFILE. The DATAFILE command tells 1st Mail to use the named datafile whenever the READ command is encountered: DATAFILE filename The program will then check the datafile you have specified actually exists on disk , and will display an error message if it cannot be found. If you do not specify a filename , a DATAFILE Item Selector will be displayed to allow you to choose a datafile. INPUT. The INPUT command used in the next two lines of the example command file tells 1st Mail to display the text between the quotation marks on the screen and wait for a reply: INPUT "today's date? ", todaydate INPUT "letter filename? ", letter this is what is known as an Interactive command , since it asks you to enter information while the program is working. One consequence of this is that there is no absolute necessity to use datafiles with 1st Mail at all. It is quite possible ( but time consuming! ) to have all the necessary data entered interactively by the user using a series of INPUT commands. 1st Mail will then take the reply and identify it with the keyword after the comma. Whenever 1st Mail subsequently encounters the keyword ( e.g. LETTER ) in this mail merge session , it will substitute the reply ( e.g. LETTER.DOC ). The second INPUT command is slightly different to the first in that it inserts a piece of data which would normally be entered every time that 1st Mail is used. The INPUT command will accept the date in any form ( 6/5/87 , 6 May 87 , 5/6/87 , 6th May 1987 , May 6th etc. ) and insert it whenever it encounters the keyword TODAYDATE in the documents to be merged. NOTE: You can "break into" 1st Mail while it is waiting for a reply to an input command by pressing [RETURN] , then holding down the left-hand mouse button. INCLUDEFILE. The last line in the command file: INCLUDEFILE LETTER tells 1st Mail to look for the file associated with the keyword following the command INCLUDEFILE ( e.g. LETTER.DOC ) and process it. Once 1st Mail has processed that file , it will return to reading the instructions in the original file. In our example command file , there are no further instructions , so the program will stop at this point. The following diagram shows the effect of the INCLUDEFILE command in the middle of the file. 1st Mail will stop processing file A and start processing file B. When it has finished processing file B , it will return to file A and carry on processing it. FILE A _______________ | | FILE B | ============= | _______________ | ============= | | | | includefile B ------------>============= | ---->============= | | ============= | | | ============= | | ============= | | | ============= | | ============= | | | | | ============= | | | ============= | | | ============= ---| | | | | | | |------------------------------------------------| NOTE: Not one of my better diagrams , but suffice it to say that it put's the message across. ( I hope ). If file A is a command file , then the document processed by the INCLUDEFILE command will be separate from the command file itself. By using one INCLUDEFILE command after another , you can process as many sets of documents as you wish. For example , the following command file will process the named LETTER ( e.g. LETTER.DOC ) using the datafile ADDRESS.DAT , the process the named MEMO ( e.g. MEMO.DOC ) using the datafile OFFICES.DAT: datafile address.dat input "letter filename? ", letter includefile letter datafile offices.dat input "memo filename? ", memo includefile memo NOTE: If you do not specify a new datafile , 1st Mail will use the last one mentioned until it runs out of data. NESTING FILES. In the previous example we looked at how the INCLUDEFILE command works in a command file. However , if the INCLUDEFILE command occurs in the middle of a document file , then the document which is processed will be included or "nested" inside the original file. 1st Mail will allow you to nest up to 20 documents by putting an INCLUDEFILE command in one document file , which itself contains an INCLUDEFILE command , and so on. If you exceed 20 nested INCLUDEFILE commands , 1st Mail will abort with an appropriate error message. Nested INCLUDEFILE commands are dealt with in the order shown in the following diagram: FILE A _______________ | | FILE B | ============= | _______________ | ============= | | | | includefile B -------->============= | ---->============= | | ============= | FILE C | | ============= | | ============= | _______________ | | ============= | | ============= | | | | | ============= | | includefile C -------->============= | | | | |---->============= | | ============= | | | | =============----| | ============= | | | | | | | ============= | | | | | ============= | |--------------------------------------------| | ============= | | | =============----| | | | | | | | | |---------------------------------------------| NOTE: They are definitely getting better , or are you as confused as ever ? In each case , the program will return to the document file or command file that the INCLUDEFILE command was in , and carry on where it left off. CHAINFILE. If , however , you want to switch to processing file B , but NOT to carry on reading through file A afterwards , then use the command CHAINFILE: FILE A _______________ | | FILE B | ============= | _______________ | ============= | | | | chainfile B ------------>============= | | ============= | | ============= | | ============= | | ============= | | ============= | | ============= | | | | ============= | | ============= | | ============= ---| | | | | | \|/ ____________ | FINISH | You can mix INCLUDEFILE and CHAINFILE commands as you wish , as long as you remember that 1st Mail will return to the original file after an INCLUDEFILE command , but not after CHAINFILE: FILE A _______________ | | FILE B | ============= | _______________ | ============= | | | | includefile B -------->============= | ---->============= | | ============= | FILE C | | ============= | | ============= | _______________ | | ============= | | ============= | | | | | ============= | | chainfile C -------->============= | | | | | ============= | | ============= | | | ============= | | ============= | | | | | ============= | | | ============= | | | ============= | | | =============----| | | | | | | | | |-------------------------------------------------------------------| The commands INCLUDEFILE , CHAINFILE ( and DATAFILE ) all require that the file to be processed is defined in one of three ways: * By specifying the file directly: CHAINFILE LETTER.DOC * By using a keyword which has previously been associated with the file: INPUT "letter filename? ", letter CHAINFILE letter * By not specifying a file , and allowing the user to choose a file with the Item Selector: CHAINFILE USING COMMANDS. There are certain rules which you must follow if you are using 1st Mail commands. For example , commands must ALWAYS be in light type , at the beginning of a line. Any words other than the command which are in light type will be treated as keywords. If you were to put CHAINFILE LETTER , 1st Mail would look for the filename to be substituted for LETTER before the CHAINFILE command was carried out. Don't put more than one command on each line , and don't put any text before a command. Lines with commands on them are treated separately from lines with text on them , or lines which contain keywords which are not part of the command. Also , commands in 1st Mail are "reserved" and cannot be used as keywords. All of the following examples are incorrect , and will cause 1st Mail to abort with an error message: read name datafile keyword ( two commands ) Dear sir read name ( text before command ) read justify ( command used as keyword ) display "message" keyword ( command the keyword ) COMMENT LINES. 1st Mail will treat a line starting with a light star * ( or any other punctuation character such as "!?: in light type ) as a comment. You can comment line to explain how a large or complex command file works. You may , for example , want to remind yourself what different datafiles contain: datafile address1.dat * This file contains clients addresses datafile address2.dat * This file contains suppliers addresses Any line beginning with a punctuation character which is not in light type will be inserted into your merged documents. DATAFILES. The data to be inserted into your document will normally be stored in a datafile which you have produced using a database program. The following database programs can produce suitable datafiles for use with 1st Mail: H & D Base ( Mirage ) Laserbase ( Laser Software International ) DB Master One ( DB Master ) dBMAN ( Atari Corp ) Details of how to produce datafiles with these programs which you can use with 1st Mail can be found in Appendix B Database Programs. If you do not want to use a special database program , you can create your own datafiles using 1st Word Plus. CONSTRUCTING DATAFILES. Here are two general rules of thumb to remember when you are constructing datafiles: * Always keep the fields in the same order in each record. * Likewise , the order of entries in the datafile MUST correspond to the order of the keywords in the read command in the form letter. If you are using 1st Word Plus to create your datafiles , you will also need to remember the following points: * Do not use a document file extension .DOC if you are creating datafiles using 1st Word Plus. Use an extension such as .DAT instead. * Datafiles must be saved in non-WP mode ( switch off WP MODE in the EDIT menu ) , otherwise formatting characters will create errors in your merged documents. * Do not enter [RETURN] at the end of the last line in the datafile. If you do , this results in a blank line in the datafile. 1st Mail will interpret the blank line as a data record containing zero fields. this will give rise to error messages when you attempt to merge using the datafile. If you forget these rules and type in your datafile incorrectly , you could end up with letters that are garbled up. SEPARATING FIELDS AND RECORDS. When you create your own datafiles with 1st Word Plus you will need to separate data fields with commas , and data records with the [RETURN] key. Datafiles which have been produced using some database programs may , however , use different characters to separate fields and records. If this is the case , you may need to redefine the characters separating fields and records before reading in the datafile concerned. You can redefine field and record separators with the commands: fieldsep decimal number recordsep decimal number The "decimal number" part of the command refers to the standard ASCII decimal number for each character. Tables showing the complete ASCII character sets available on the Atari ST can be found in the Appendices of the ST Basic and ST Logo Source books ( amongst others ). Lets say that you want to use the character '#' as a record separator. Look up its ASCII number , which is 35 , and enter the command as: recordsep 35 If you need to , you can redefine up to 20 different field or record separators at a time. The default values for the decimal numbers used with these commands are: fieldsep 9,44 ( tab , comma ) recordsep 10,12 ( return , form feed ) The sample file ADDRESS.DAT used in Chapter 2 Getting Started contains 4 records , and results in the merging of 4 letters. Datafiles may , of course , be much larger than this. In general , the size of a datafile is only limited by either the database program or the size of the disk it is stored on. ENCLOSING FIELDS. Use double ( " ) or single ( ' ) quotation marks around fields containing commas to indicate that everything inside then is to be treated as a single item , including the comma but excluding the quotation marks. Don't forget to type the closing quotation mark BEFORE the next field separator: ,"Rouse & Waken, Inc", or ,'Rouse & Waken, Inc', 1st Mail will read from one quotation mark to the next one it finds of the same type , treating everything in between as a single block of data. This means that you can enclose one type of quotation mark within the other: ,"Harry's Bar", If you need to use BOTH single and double quotation marks within your data fields , you can define up to 20 new "quotation mark" characters with the command: quotes decimal number This command works in the same way as fieldsep and recordsep. Let's say that you have an entry "Harry's Bar" as one of your fields , and you want to use the character " + " to enclose this field. Since its ASCII decimal number is 43 , enter the command: quotes 43 and 1st Mail will read the data field +"Harry's Bar"+ correctly. SKIPPING FIELDS. If you do not want to read in all the information contained in each record within a datafile , you can use two commas in a row to indicate that a particular field in each record must be skipped. You may , for example , have a field indicating a person's position in a company: Mr,A.B.,Winters,Director,... Ms,J.C.,Crow,President,... In order to skip over this particular data field when processing a document , enter the read command in the following way: read ,title,initials,name,,... If you want to skip over the FIRST data field , simply place a comma before the first keyword: read ,initials,name,... Similarly , if you want to skip over more than one data field , simply put in a comma for each skipped field. If you want to skip to the start of the next record , use the command SKIPRECORD: read title, initials, name, company skiprecord EMPTY FIELDS. Do not insert space(s) if a field is empty , but type the next comma separating the fields. For example , if you wanted to add a record to the example address list for someone with no title , you would enter: ,A.,Daley, ... REFORMATTING TEXT. 1st Mail has a number of commands which allow you to reformat all or part of any merged documents. Their effect may be modified by any rulers embedded in the original document. The following pages show the effect of these commands on your documents. In each case , the upper illustration on each page shows the commands being used in a 1st Word Plus document. The lower illustration shows the output produced by processing the document with 1st Mail. For more detailed information on these and other commands , refer to Chapter 5 Textfile Command Summary. NOTE: I cannot give you the illustrations given in the book , but i can type out the text to give you some idea of what it looks like. LINE SPACING. We are pleased to inform you that 1st Mail is now available to handle all your mail merging requirements in perfect harmony with 1st Word Plus. You can of course also use 1st Mail with 1st Word. doubleline <-------- N.B. THIS IS IN LIGHT TYPE. 1st Mail has a powerful set of commands which can be embedded in your text to perform useful functions , such as printing this paragraph in double line spacing. singleline <-------- N.B. THIS IS IN LIGHT TYPE. You can easily drop back into single line spacing again afterwards , just like this. Use DOUBLELINE to switch on double line spacing when you are printing a document or saving it to disk , and SINGLELINE to revert to single line spacing. We are pleased to inform you that 1st Mail is now available to handle all your mail merging requirements in perfect harmony with 1st Word Plus. You can of course also use 1st Mail with 1st Word. 1st Mail has a powerful set of commands which can be embedded in your text to perform useful functions , such as printing this paragraph in double line spacing. You can easily drop back into single line spacing again afterwards , just like this. INDENTS. 1st Mail can do much more than just help you to send the same  letter to several different people ( Although we think it's rather good at doing just that ). indent 20 <-------- N.B. THIS IS IN LIGHT TYPE. 1st Mail also allows you to control the layout of your document , using embedded commands like this. Notice how this paragraph is indented , whereas the first one was not. Use the indent command to alter the left hand margin of part or all of a document during the mail merge process. 1st Mail can do much more than just help you to send the same letter to several different people ( Although we think it's rather good at doing just that ). 1st Mail also allows you to control the layout of your document , using embedded commands like this. Notice how this paragraph is indented , whereas the first one was not. MARGINS. Of course , setting the indent is not the only way to change the layout of a document with 1st Mail. Suppose you want to change the RIGHT hand margin: What then? margin 50 Simple isn't it? And of course , if you combine this with other commands, you can do all kinds of interesting things.... doubleline indent 30 margin 60 ....like this , for example. Now , aren't you feeling ready to try something more sophisticated? Use the MARGIN command to alter the right-hand margin of all or part of a document during the mail merge process. 1st Mail will ignore any value of margin which is lower than the current indent value e.g. indent 30 , margin 20. Of course , setting the indent is not the only way to change the layout of a document with 1st Mail. Suppose you want to change the RIGHT hand margin: What then? Simple isn't it? And of course , if you combine this with other commands, you can do all kinds of interesting things.... ...like this , for example. Now , aren't you feeling ready to try something more sophisticated? RAGGED TEXT. Everything so far has had a ragged right-hand margin - like this paragraph. Whether 1st Mail justifies output documents or not depends on any rulers in your original document. The default is to leave the document as it was; in other words, that's what it does unless you tell it to do something else. justify Occasionally, though, you'll need to produce documents which include right-justified sections, without worrying about the effects any insertions might have when you are mail merging.So we decided to put a command in 1st Mail to take care of it for you. ragged And naturally, having turned justification on, we thought that you would probably like to turn it off again so we gave you a command to do that too. Use RAGGED to switch off right-justification when you are printing or saving to disk , and JUSTIFY to revert to right-justified text. The default setting depends on the ruler in your document. Everything so far has had a ragged right-hand margin - like this paragraph. Whether 1st Mail justifies output documents or not depends on any rulers in your original document. The default is to leave the document as it was; in other words, that's what it does unless you tell it to do something else. justify Occasionally, though, you'll need to produce documents which include right-justified sections, without worrying about the effects any insertions might have when you are mail merging.So we decided to put a command in 1st Mail to take care of it for you. ragged And naturally, having turned justification on, we thought that you would probably like to turn it off again so we gave you a command to do that too. MISCELLANEOUS TOPICS. CLEARING THE SCREEN. Use the CLEARSCREEN command to clear the screen of messages at any point during the operation of 1st Mail. for example , if CLEARSCREEN were to come directly before the REPEAT command in the example form letter , the screen would be cleared after each successive display of the message "Processing your letter to TITLE NAME". REPEATING THE MERGING PROCESS. The REPEAT command tells 1st Mail to repeat the merging process from the beginning of the file it is reading. If you do not put a number after REPEAT , your form letter will be reprocessed until the end of the datafile is reached. However , if you DO specify a number e.g. REPEAT 2 , the merging process will be repeated that number of times , or until the end of the datafile is reached ( whichever comes first ). The program will then either stop ( if that is the only document being processed ) , or carry on reading through the command file. Remember that this number tells 1st Mail the number of times that the merging process is to be REPEATED , not the total number of COPIES that you will end up with. If you specify REPEAT 2 , you will end up with 3 copies. NOTE: 1st Mail expects a positive number ( 1,2,... ) after the REPEAT command. To merge one copy of a document , do not put REPEAT 0 , but simply omit the REPEAT command. Although you are restricted to only one REPEAT command in each file , you can switch to another file with a REPEAT in it. However , REPEAT can only work with one datafile at a time. This means that you cannot nest datafiles to produce , for example , copies of a publicity letter which itself contains a current price list of products. If you switch to a new datafile , 1st Mail will forget the contents of the old one , and if you respecify the old datafile , it will be read in from its beginning. NUMBER OF COPIES. Be careful not to confuse the REPEAT command with the "Number of copies" option in the PRINT FILE form. Specifying more than one copy to be printed will simply tell 1st Mail to go through the merging process that many times. If you ask for 5 copies to be printed , 1st Mail will take you through the merging process 5 times , and any information which was asked for during the first copy will also be asked for with each subsequent copy. MULTIPLE COLUMNS. Also found on the PRINT FILE form is the "Number of columns" option. This allows you to print your documents in several columns , like a newspaper. The default setting is single column output. Using the mouse , click on the arrow boxes to the right and left of the number to increase or decrease its value. You must make sure that the number of columns you have requested is actually possible. 1st Mail uses the first ruler it finds in a document to set the column width. The column width is then multiplied by the number of columns and subtracted from the "Headers/Footers ruler length" ( in the equivalent character pitch ) to calculate the width of the gaps between columns. If the ruler in your document is too long to allow gaps , the columns will overlap when it is printed. If this happens , either increase the ruler length on the PRINT FILE form or edit the document to change the ruler length and reformat it. You can also select one of four pitches in which your headers and footers will be printed. The ruler length on the PRINT FILE form changes as you select a new pitch , showing how many characters can be printed in that pitch. PAGE BREAKS. The REPEAT command will not automatically put in a page break. If you want each letter to begin on a new page , you must remember to place a hard page break in the page border at the end of your form letter ( and before the REPEAT command ): | | | | |---| | 2 | repeat 4 | | PAGE NUMBERS. The REPEAT command also does not reset the page number on each copy: if you print 3 copies of a 2 page letter each separate page will be numbered consecutively 1 2 3 4 5 6. You can reset the page number on each copy by using the PAGENUM command: PAGENUM 5 , for example , will cause each copy of your document to start at page 5. The PAGENUM command must come before REPEAT , for example: | | | | pagenum 5 |---| | 2 | repeat 2 | | LIGHT TYPE. 1st Mail interprets anything in LIGHT type as either a command or a keyword. If you use light type for any other reason ( e.g. highlighting words ) , the program will abort with an error message. The only exception to this is a light vertical bar | , which will be ignored in the text. The light vertical bar can be used to print two separate words with no space in between , so that TITLE|INITIALS NAME will appear as: Mr AB Winters Ms JC Crow etc... Any words in light type other than the initial command will be interpreted as keywords before the command is carried out. For example , REPEAT 2 will be interpreted as the command REPEAT followed by the keyword 2. NOTE: Spaces in substitution strings ( pieces of data read in from a datafile which are more than a single word or number long ) are treated as soft spaces , and may be "stretched" during reformatting by 1st Mail. Use a fixed space ( press [CONTROL]+[SPACE] ) to ensure that two separate words ( e.g."Coronation Street" ) will not be split up during reformatting by 1st Mail INSERTING THE DATE. If you have the control panel amongst your set of Desk Accessories , you can insert the date automatically into your merged documents using a special 1st Mail keyword , rather than using an INPUT command and your own keyword. ( Refer to the Atari ST Owner's Manual for instructions on how to set the date when you first switch on your computer ). 1st mail uses three special keywords for three different ways of writing dates: LONGDATE month in words e.g. 9 September 1987 UKDATE day/month/year e.g. 30/9/87 USDATE month/day/year e.g. 9/30/87 1st Mail will read the current date from the control panel and insert it if it comes across one of these special keywords. The current date will be inserted beginning at the same position as the keyword used , so allow enough space on the right to avoid longdates being "wrapped" onto the next line. For example , if you enter the special keyword LONGDATE at the following position: LONGDATE Dear TITLE NAME, We are pleased to inform you that 1st Mail is now available for use with 1st Word Plus and 1st Word. We believe many of the customers of COMPANY will like the advanced features offered by 1st Mail, including the automatic reformatting of paragraphs with insertions in them. For further details, contact your local Atari dealer. Yours sincerely, Douglas C. McAddams REPEAT and the current date is 14th May 1987 , it will be processed by 1st Mail into: 14 May 1987 Dear Mr Winters, We are pleased to inform you that 1st Mail is now available for use with 1st Word Plus and 1st Word. We believe many of the customers of Rouse & Waken, Inc. will like the advanced features offered by 1st Mail, including the automatic reformatting of paragraphs with insertions in them. For further details, contact your local Atari dealer. Yours sincerely, Douglas C. McAddams CHAPTER 4. ========== MENU COMMAND SUMMARY. This Chapter summarizes the commands in the 1st Mail drop-down menus , and the 1st Mail textfile commands. THE ATARI MENU. 1st MAIL Click on this option to display the authors of 1st Mail and which version of the program you have. Any GEM Desktop accessories which you have installed will also be displayed on the Atari menu. THE FILE MENU. The FILE menu is used to start and stop the merging process. MERGE FROM... Click on this option to start the mail merge process. 1st Mail will display an Item Selector to allow you to select which file you want to use. QUIT Click on this option to exit from 1st Mail and return to the GEM Desktop. THE OUTPUT MENU. The OUTPUT menu controls the output produced by 1st Mail. TO PRINTER... TO DISK These options allow you to choose whether you want to print your merged output immediately , or save it to disk and print it out later using 1st Word Plus. The current selection will be ticked. If you have not made an OUTPUT selection , 1st Mail will try to print your merged documents by default , and will display the PRINT FILE form. You can vary any of the settings on the PRINT FILE form to change the appearance of your printed output. If you send your merged output TO PRINTER... when no printer has been installed , 1st Mail will display the PRINTER INSTALL form. To install a printer , click on OK and select a printer driver from the INSTALL PRINTER Item Selector. If you want to send your output to a disk file , click on CANCEL and select TO DISK from the OUTPUT menu. CLEAR SCREEN Click on this option to clear the 1st Mail window. THE PRINTER MENU. The PRINTER menu is used to give 1st Mail information about your printer , such as which port it is connected to and what type of printer it is. PARALLEL PORT ( PRINTER ) SERIAL PORT ( MODEM ) Use these options to tell 1st Mail which output port to use. If you have a parallel printer , it will be connected to the PRINTER port on your ST. This is the default selection. If you are using a serial printer , it will be connected to the ST's MODEM port. Use the mouse to click on SERIAL PORT ( MODEM ). The current selection is indicated by a tick. INSTALL PRINTER... This option is used to install a new printer driver. Click on INSTALL PRINTER... to view the current selection. If you want to install a printer , click on OK. Click on CANCEL if the currently installed printer is correct , or if you want to send your output to disk. NOTE: The printer which is actually installed will be dependent on the presence of any configuration files on your disk. If you decide to install a new printer , the INSTALL PRINTER Item Selector will be displayed. Select the correct driver for your printer by double clicking on it in the directory window. You can edit the directory line to gain access other folders or other disks. CHAPTER 5. ========== TEXTFILE COMMAND SUMMARY. In the following command descriptions , the command syntax is shown following the command name. Parameters which are optional are shown in brackets (). When using the command , do not include the brackets , only the parameter. CHAINFILE. chainfile ( filename ) This command tells 1st Mail to switch to the quoted filename and process it. Once 1st Mail has processed that file , it will NOT return to reading the instructions in the original file afterwards. The filename is optional , but if no filename is specified in the command , an Item Selector will be displayed to allow the file to be selected. CLEARSCREEN. clearscreen This command is used to clear the 1st Mail dialogue window. DATAFILE. datafile ( filename ) This command selects the datafile from which data will subsequently be drawn. The filename is optional , but if no filename is specified in the command , an Item Selector will be displayed to allow the datafile to be selected. DISPLAY. display "text" This command is used to write text to the 1st Mail dialogue window. DOUBLELINE. doubleline Use the command doubleline to switch on double line spacing. 1st Mail will default to single line spacing. This command should not be used within a paragraph. FIELDSEP. fieldsep decimal number , decimal number , ..... This command allows the data input to recognize different field separators , in case a non-standard datafile is used. The default values for the numbers following this command are 9 and 44 decimal ( tab and comma ). All numbers must be given as ASCII decimal values. INCLUDEFILE. includefile ( filename ) This command tells 1st Mail to switch to the quoted filename and process it. Once 1st Mail has processed it , it will return to reading the instructions in the original file. It is possible to nest up to 20 includefile commands. The filename is optional , but if no filename is specified in the command , an Item Selector will be displayed to allow the file to be selected. INDENT. indent position Use the indent command to alter the indent value of part or all of a document during the mail merge process. The new left margin position is specified as a decimal number. This command should not be used within a paragraph. INPUT. input "prompt" , keyword This command displays "prompt" on the screen and associates the reply with the named keyword. For neatness in the display window , leave a space after "prompt" , since the cursor will be positioned at the closing quotation mark. NOTE: Keywords must be in ordinary romanface type when they are being defined in the input command , but in light type when they are being used. JUSTIFY. justify Use the command justify to specify a justified right margin in your merged documents. 1st Mail's default setting will depend on any rulers in the original document. This command should not be used within a paragraph. MARGIN. margin position Use the margin command to alter the right-hand margin of all or part of a document during the mail merge process. The new margin position is specified as a decimal number. This command should not be used within a paragraph. NOOMIT. noomit This command tells 1st Mail to print blank lines if an empty data field is substituted for a keyword. 1st Mail will print blank lines in place of empty data fields by default. OMITBLANK. omitblank This command tells 1st Mail NOT to print blank lines if an empty data field is substituted for a keyword. 1st Mail will print blank lines in place of empty data fields by default. PAGENUM. pagenum decimal number This command resets the page number to a specified value. QUOTES. quotes ( decimal number , decimal number , .... ) This command allows the data input to recognize different quotation marks , in case a non-standard datafile is used. The default values for this command are 34 and 39 decimal ( single and double quotation marks ). Numbers must be given as ASCII decimal values. RAGGED. ragged Use the command ragged to specify a ragged right margin in your merged documents. 1st Mail will default to a justified right margin. This command should not be used within a paragraph. READ. read keyword , keyword , .... This command reads one or more fields from a datafile and associates them with the corresponding keywords. Two commas in a row can be used to indicate that a field must be skipped. If no datafile has been selected then an Item Selector will be displayed to allow the user to choose one. Once defined , keywords can be used in ANY file processed during a 1st Mail session. NOTE: Keywords must be in ordinary romanface type when they are being defined in the input command , but in light type when they are being used. RECORDSEP recordsep decimal number , decimal number , .... This command allows the data input to recognize different record separators , in case a non-standard datafile is used. The default values for this command are 10 and 12 decimal ( return and formfeed ). All numbers must be given as ASCII decimal values. REPEAT. repeat ( number ) This command restarts the merging process at the top of the current file. If no number is specified , then the text file will be repeated until the end of the datafile is reached. If a number is specified in the command , the text file will be repeated that number of times or until the end of the datafile , whichever comes first. SETVAL. setval keyword , "text" There may occasionally be a piece of text which you would like to be merged into documents by 1st Mail , but which (A) cannot be stored in a datafile , and (B) you do not want entered while the program is running. The setval command will insert a piece of text of any length into your documents in place of the keyword. You can use this command to insert something like a standard warning or copyright notice in all documents merged in a single session with 1st Mail e.g. setval warning, "Be careful" setval is identical in use to input , except that the piece of text used with setval is typed in before merging , while with input it is typed in during the mail merge. SINGLELINE. singleline Use the command singleline to revert to single line spacing after using the doubleline command. 1st Mail will default to single line spacing if neither command is used. This command should not be used within a paragraph. SKIPRECORD. skiprecord This command tells 1st Mail to skip to the start of the next record when reading in data. APPENDIX A. =========== CREATING ADDRESS LABELS. One of the many tasks that 1st Mail can be used for is to print addresses on sticky labels for envelopes. The following example document created with 1st Word Plus will print labels nine lines apart: ________________________________________________________________________ | 1 | read title, initials, name, company, address, city, zipcode | | omitblank | | | | title initials name | | company | | address | | city zipcode | | | | |---| | 2 | | | repeat Notice the hard page break before the repeat command in the page border. This ensures that if any lines are left blank ( as a result of omitblank for instance ) , the next label will start in the correct position. If you create an address label document like the example , it will need to contain information about page length in the PAGE LAYOUT form. The total number of lines on each page in the example is identical to the paper length i.e. 9. You will also need to alter the vertical initialization in your .HEX printer configuration file. This tells the printer to form feed to the top of the next NINE line page , rather than the usual paper length. Your printer manual will give you information on how to modify your usual printer configuration file to create 9 line pages. As an example , the relevant alteration to the configuration file for an Epson FX-80 is shown: 20, 1B, 43, 09 * Vertical initialization After altering your configuration file , run INSTALL.PRG and copy the file that is produced ( see your 1st Word Plus or 1st Word user guide for more information ) onto your 1st Mail disk. Running 1st Mail with this document and a suitable datafile will produce address labels beginning every 9 lines. APPENDIX B. =========== DATABASE PROGRAMS. H & D Base. To create a 1st Mail datafile using H & D Base , enter the following command: COPY ALL TO filename DELIMITED You will then be able to use "filename" as your datafile. H & D Base uses the same default values for field and record separators as 1st Mail ( see Chapter 3 Using 1st Mail , "Separating Fields and Records" ). LASERBASE. In order to produce a datafile from your LaserBase database which 1st Mail can read , you must first design a suitable label report using LBREPORT.PRG. Lay out your report so that the fields in it appear in the same order in which they will be read into 1st Mail i.e. left before right , above before below. Now follow these steps: 1. Click on PAGE SETUP in the SPECIAL menu. 2. Select MERGE in the "Printer page set-up" box. 3. Click on CODES. Clear all the fields in the box which appears by clicking in each field and pressing [ESCAPE]. Now click on OK. 4. Click on OK in the "Printer page set-up" box. 5. Save your report layout so that you can use it with your database in the future. 6. Click on the PRINT button. This will prompt you with an Item Selector for the filename to write your 1st Mail compatible datafile to. NOTE: In order for 1st Mail to work properly with a datafile created by LaserBase , your 1st Mail form letter or other command document will need to redefine the record separators as form feeds with the command recordsep 12. Reports generated by LaserBase do not automatically enclose fields in quotes. If your database contains any fields which include valid record or field separators ( e.g. commas ) , then you must enclose each relevant field in quotes. DB Master One. To use a DB Master One datafile with 1st Mail , follow these steps: 1. Load in MOVEONE.PRG 2. Select the TAB BETWEEN FIELDS option in the TRANSFER menu. 3. Click on OPEN DB MASTER ONE FILE in the FILE menu. 4. When the Item Selector appears , click on the file which you want to move data out of. When you use 1st Mail , you will have to place the command fieldsep 9 ( tab ) before the read command. This will tell 1st Mail to treat only tab characters as field separators , rather than both tabs and commas. NOTE: If your copy of DB Master One does not include the MOVEONE.PRG utility , then ask your supplier for and update. dBMAN. To save your dBMAN database in a suitable form for use with 1st Mail , you must make sure that you save it using the DELIMITED option of the COPY command. Firstly , load dBMAN. When the CMD: prompt appears , type in USE < input name.DBF > ( Replace < input name.DBF > in this command with the name of your input database ). When dBMAN displays "DONE" in the message field , type after the CMD: prompt COPY DELIMITED TO < output name.TXT > ( Replace < output name.TXT > in this command with the name of your output database ). dBMAN will now save a copy of your database which can be used by 1st Mail. Well , as Bugs Bunny used to say "That's All Folks". Once again we come to the end of another fine piece of text typed in by yours truly , adlibbing where necessary. Apologies for any errors etc.... This took me years to type in so if you want to complain , please be gentle as my poor fingers are hurting. Anyway , this is THE SENSEI signing off , so take care and most of all .........ENJOY! move data out of. When you use 1st Mail , you will have to place the command fieldsep 9 ( tab ) before the read command. This will tell 1st Mail to treat only tab characters as field separators , rather than both tabs and commas. NOTE: If your copy of DB Master One does not include the MOVEONE.PRG utility , then ask your supplier for and update. dBMAN. To save your dBMAN database in a suitable form for use with 1st Mail , you must make sure that you save it using the DELIMITED option of the COPY command. Firstly , load dBMAN. When the CMD: prompYou guessed it......a DR.J doc! MILLENNIUM 2.2 ^^^^^^^^^^^^^^ INTRODUCTION There is evidence of high concentrations of iridium scattered all over earth's sedimentary rock. Dated at some 65 million years old, one interpretation is that the planet was hit by a mass of 13 trillion tonnes. Such an event would have thrown enough dust into the atmosphere to block out sunlight for up to five years, killing almost all plant cover and most of the cold blooded reptiles in existence at this time. This annihilation is far from unique. Many smaller scale extinctions have occurred during the history of life on Earth also coinciding with impact events. The Earth's crust is pitted with the remains of impact craters but slowly worn down by erosion into almost insignificant blemishes. In 1908, the Tunguz Object exploded before impact, torn apart by Earth's gravity. In 1947, the Sikhote-Alin Object made 106 craSEWER SOFTWARE presents a DR.J doc Blasteroids imageWORKS docs from the edge of america Insert disk one and reset the machine. The ST will require the second disk to be inserted when prompted. The Amiga has only one disk. Joystick or keyboard can be used. In 2-player mode, both players can use joysticks, or one player can use the keyboard whilst the other uses a joystick. The keyboard always controls the red ship. The second joystick port controls the green ship. If 2 joysticks are being used, then the first port will control the red ship instead of the keyboard. If the keyboard is being used for the red ship, then try to avoid moving any device plugged into the first port (the mouse for example). JOYSTICK CONTROLS Forward = Thrust Back = Transform Right = Rotate clockwise Left = Rotate anticlockwise Fire button = Rire KEYBOARD CONTROLS P = Thrust L = Transform X = Rotate clockwise Z = Rotate anticlockwise SPACE = Fire OTHER CONTROLS SHIFT + Q = Abort current game F10 = Toggle 50/60Hz mode F9 = Pause F6 = Music off F8 = Restart F5 = Music on TWO PLAYER By pressing Fire on the second set of controls, a second player can join the game. This will use one extra credit. Two players can play independently, or the ships can be DOCKED for extra power and protection. To dock, one player must be in SPEEDER mode, the other in WARRIOR. Fly the ships together and they will dock. The WARRIOR pilot flies the SPARLET and controls the thrust and has some firepower, the SPEEDER pilot has control of the TURRET and the most firepower. To disconnect, just transform one of them into a different mode. When disconnected, the first player to fly down the exit portal will obtain a large bonus and have control of the Galactic Map for the next sector. Part 3 of the CALAMUS docs....... --------------------------- CHAPTER 3: THE TEXT TOOLBOX --------------------------- This toolbox contains all the functions needed to carry out text editing tasks and the formatting of text within a layout. There are eight menu pages in this toolbox, grouped by function. The cursor will have different shapes in the DOCUMENT WINDOW when you are using any of the TEXT TOOL functions. If no frames are selected, the cursor appears as a pointing finger. In this mode you can select one text frame to work on. When the cursor enters a selected TEXT FRAME, it appears in one of two forms, which denote different modes of operation, the TEXT CURSOR for direct text editing, which appears as a vertical "I-beam", and the RULER CURSOR, a small cross for selecting or modifying TEXT RULERS. You can toggle between the two modes at any time by clicking on the right mouse button. In what follows we will simply refer to the cursor as either the TEXT CURSOR or the RULER CURSOR. Calamus also contains a TEXT EDITOR with its own window, whose operation is described in a separate section of this manual. Most of the functions that you can access through the menu pages can be used in the same way in both the DOCUMENT WINDOW and the TEXT EDITOR WINDOW. When the individual functions are described, an indication will be given if they are exclusive to the document window, the text editor window, or can be used in both. ---------------------- GENERAL TEXT FUNCTIONS ---------------------- The icons on this menu page include the insertion of special functions into the text, such as PAGE and CHAPTER NUMBERS, TIME and DATE stamps, and for marking INDEX and FOOTNOTE ENTRIES. You can also call up the CALAMUS TEXT EDITOR from this menu page. INSERT ACTUAL PAGE NUMBER ~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can insert the number of the current page into the text. As with all insertions, you must first put the text cursor at the point of insertion, or else select a block of text. When you carry out the insertion, any selected block will be removed and replaced by the inserted material. The inserted page number is visible only if you have already specified a page number for the current page, using the PAGE NUMBERING dialogue box, found under the PAGE pull-down menu. Later alterations to the start number or the numbering style will not be incorporated into the text automatically. They should be entered as corrections under the REFORMAT DOCUMENT function under the TEXT pull-down menu. The same rule applies if the re-numbering is rendered incorrect by, say, the insertion of additional pages. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. INSERT NUMBER OF FOLLOWING PAGE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can insert the number of the following page into the text. As with all insertion you must first put the text cursor at the point of insertion, or else, select a block of text. When you carry out the insertion, any selected block will be removed and replaced by the inserted material. The inserted page number is visible only if you have specified a page number for the next page, using the PAGE NUMBERING dialogue box, which you can access through the PAGE pull-down menu. Later alterations to the start number or the numbering style will not be incorporated into the text automatically. They should be entered as corrections using the REFORMAT DOCUMENT function in the TEXT pull-down menu. The same thing applies if the numbering is rendered incorrect by, say, the insertion of additional pages. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. INSERT SYSTEM TIME ~~~~~~~~~~~~~~~~~~ With this function you can have the current time inserted into the text. As with all insertions you must first put the text cursor at the point of insertion, or else select a block of text. When you carry out the insertion, any selected block will be removed and replaced by the inserted material. Again, this function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. INSERT DATE ~~~~~~~~~~~ With this function you can insert the current date into the text. First put the text cursor at the point of insertion, or else select a block of text. When you carry out the insertion, any selected block will be removed and replaced by the inserted material. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. HYPHENATE TEXT BLOCK ~~~~~~~~~~~~~~~~~~~~ Discretionary hyphens are placed in a long word at a point you consider acceptable. Such hyphens will not appear in the text on the page unless Calamus needs to break the word to improve the positioning of the text in the frame. This function is especially useful when text is set JUSTIFIED Calamus will also insert discretionary hyphens into text as it is being imported, as long as the HYPHENATE AFTER IMPORT function has been activated on the dictionary page of the text toolbox. If the function was inactive during text importation, or if the text was created in the CALAMUS TEXT EDITOR, using this icon allows you to insert discretionary hyphens at a later time. In the TEXT EDITOR, all discretionary hyphens can be made visible for editing purposes by activating the control codes display. Additionally, in the TEXT EDITOR, you can use the key combination "CONTROL + ~" to enter your hyphenations from the keyboard. This function can only be used in the DOCUMENT WINDOW. INSERT CHAPTER NUMBERS ~~~~~~~~~~~~~~~~~~~~~~ Using this function you can insert the number of the current chapter into the text. As with all insertions, you must first put the cursor on the point of insertion, or else select a block of text. When you carry out the insertion, any selected block of material will be removed and replaced by the inserted material. When you click on this icon, the INSERT CHAPTER NUMBER dialogue box appears on the screen. use the keyboard to enter the required numbering system into the dialogue box. Calamus maintains up to seven levels of chapter numbering. The numbering styles (letters, Arabic or Roman numerals) and the starting value can be separately defined for all seven levels, using the CHAPTER NUMBERING dialogue box from the PAGE pull-down menu. The chapter number together with the selected level will be displayed, with the last ~place~ of the chapter number (following a period) automatically incremented by one. When you confirm your input with the RETURN key or by clicking on OK, a Calamus control code for the chapter number will be inserted. Initially, only the starting value of the chapter number and the selected level will be visible. The actual chapter numbers will be calculated and displayed when you call the REFORMAT DOCUMENT function from the TEXT pull-down menu. FORCE BREAK (TEXTFLOW) TO NEXT FRAME ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ With this function you can insert a control code into the text that forces it to stop at that point, and continue in the next TEXT FRAME. As with all insertions you must first put the text cursor over the point of insertion, or else select a block of text. When you carry out the insertion, any selected block will be removed and replaced by the inserted material. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. MANUAL KERNING ~~~~~~~~~~~~~~ If you click on this icon, a MANUAL KERNING information box appears on the screen. This display has the sole purpose of reminding you of the keyboard controls that will modify kerning of text. When you have positioned the text cursor anywhere in the text, hold down the SHIFT key while using the arrow keys to move the text behind the cursor (and in the same line) in steps of 0.1 of a point in any of the four directions. You can adjust text in larger steps by holding down CONTROL instead. This function enables you to specify exact kerning in a title, or position a formula exactly where you want it. Manual kerning is possible only in the DOCUMENT WINDOW. OPEN TEXT EDITOR ~~~~~~~~~~~~~~~~ Click on this icon with the mouse to open the CALAMUS TEXT EDITOR window. If you have already selected a TEXT FRAME, the contents of the selected area will appear in the TEXT EDITOR and you can work on it there. If you have not done this then the text editor will be empty waiting for you to input new text. You can work alternately in the TEXT EDITOR and the DOCUMENT WINDOW. To switch from on e to the other, click on the window that you want to use. Please note that any alterations you make in the text editor will not affect the layout until you pour the altered text back into the layout. Similarly, alterations made within the layout do not affect any text in the text editor. Once again, text that has been altered within the layout has to be taken over into the text editor. You can find more detail on working with the text editor in section 9 of this chapter. REFERENCE TO PREVIOUS PAGE ~~~~~~~~~~~~~~~~~~~~~~~~~~ With this function you can insert into the text the number of the preceding page to which the current textflow chain is joined, which may be on any page of the document. You must first put the text cursor at the point of insertion, or else select a block of text. When you carry out the insertion, any selected text will be removed and replaced by the inserted material. The inserted page number is visible only if you have already specified a number for that page, using the PAGE NUMBERING dialogue box which you can access through the PAGE pull-down menu. Later alterations to the start number or the numbering style will not be incorporated into the text automatically. They should be entered as corrections using the REFORMAT DOCUMENT function in the TEXT pull-down menu. The same thing applies if the numbering is rendered invalid by, say, the insertion of additional pages. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. REFERENCE TO NEXT PAGE ~~~~~~~~~~~~~~~~~~~~~~ With this function you can insert into the text the number of the succeeding page to which the current textflow chain is joined, which may be on any page of the document. You must first put the text cursor at the point of insertion, or else select a block of text. When you carry out the insertion, any selected text will be removed and replaced by the inserted material. The inserted page number is visible only if you have already specified a number for that page, using the PAGE NUMBERING dialogue box which you can access through the PAGE pull-down menu. Later alterations to the start number or the numbering style will not be incorporated into the text automatically. They should be entered as corrections using the REFORMAT DOCUMENT function in the TEXT pull-down menu. The same thing applies if the numbering is rendered invalid by, say, the insertion of additional pages. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. ENTER INTO FOOTNOTE FRAME ~~~~~~~~~~~~~~~~~~~~~~~~~ With this function you can define as a footnote any block of text that you have previously selected with the text cursor (the text will appear highlighted). The selected text block disappears from the text, to be replaced by a footnote number. Using the REFORMAT DOCUMENT function found under the TEXT pull-down menu, you can then arrange these footnote blocks in the special footnote frames. FOOTNOTE FRAMES should be linked with the main text frame TO the footnote frame. It is not necessary to make a chain link to the next frame in the body text, which remains connected to the original chain. Body text will not flow into footnote frames directly. This function can be used only in the DOCUMENT WINDOW. ENTER INTO INDEX ~~~~~~~~~~~~~~~~ With this function you can define as an INDEX entry a block of text that you have previously selected (highlighted). You will first be asked whether the selected block is to appear only in the index (MOVE) or in both the index and the main text (COPY). Using the REFORMAT DOCUMENT function (under the TEXT pull-down menu) you can then format these index blocks in special index frames. These should be linked with the main text by means of a single textflow chain (see ENTER INTO FOOTNOTE FRAME, above). This function can be used only in the DOCUMENT WINDOW. ---------------------- CHARACTER SET OVERVIEW ---------------------- On this menu page the CHARACTER SET of the currently selected font is displayed. This overview is intended not only to show you the available characters but by selecting the character you want, you can insert it into the text at the current cursor position. This is especially useful for characters that cannot be called directly from the keyboard. This insertion works in both the DOCUMENT WINDOW and the TEXT EDITOR. You can assign frequently wanted characters to keys or key combinations (ALTERNATE key plus a character or function key, see Appendix 2). You should note, though, that the character will only appear if you have first displayed the appropriate page of the font overview. You can also define frequently required special signs as MACROS and so make them accessible from the keyboard. SKIP BACK/FORWARD ~~~~~~~~~~~~~~~~~ Click on the up and down arrow icons at the top of the page to scroll through the entire CHARACTER SET. INSERT CHARACTER ~~~~~~~~~~~~~~~~ If you click on one of the characters displayed on the menu page with the mouse, it will be inserted into the text. As with all insertions, you must first put the text cursor at the point of insertion, or else select a block of text. When you carry out the insertion, any selected block will be removed and replaced by the inserted material. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. ---------------------------------- DICTIONARY AND MISCELLANEOUS ITEMS ---------------------------------- You will find tow groups of functions in this menu. The first is for setting AUTOMATIC HYPHENATION for imported text, and for creating or modifying an EXCEPTIONS DICTIONARY for use with automatic hyphenation. A basic dictionary is supplied with Calamus, and you can extend it as you wish. You can, in fact, have several different dictionaries. The other two functions in this menu properly relate to TEXT RULER editing, but for reasons of space they were placed on this menu page. These two numerical displays let you specify word and character spacing in sections of text. HYPHENATION AFTER IMPORT ON/OFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If this icon is displayed highlighted when importing text, discretionary hyphens will be inserted during the process. These hyphens are used in justified setting and (under certain circumstances) also in the flush left, flush right and centred text. You can insert discretionary hyphens at a later time with the HYPHENATE TEXT BLOCK function. If you wish to switch the hyphenation off while importing, just click on this icon again. It will then be shown without highlighting. Calamus hyphenation works algorithmically, ie in accordance with rules. since no algorithmic hyphenation can be error free, you can load an EXCEPTIONS dictionary (see following text). You can modify and add to this exceptions dictionary. SKIP THROUGH DICTIONARY ~~~~~~~~~~~~~~~~~~~~~~~ If you click on this icon, a dialogue box will open to allow you to look through, or modify the hyphenation exceptions dictionary. If you wish to check a particular word, type it into the input line of the dialogue box when it opens, and the discretionary hyphens will be shown. These appear either as a normal hyphen "-" or as a "+" to show hyphenation between the syllables of a compound word. You can modify this word using the keyboard, or you can insert discretionary hyphens using the mouse by clicking on the letter before which the discretionary hyphen is to be inserted. If you click on a hyphen it will change to a "+" and will be regarded as a junction between elements of a compound word. Clicking a "+" sign causes it to disappear. You can also enter a hyphen or a "+" sign directly from the keyboard. Other signs will not be accepted but will result in an error message If the selected word was already in the dictionary, the appropriate page will be shown in the window. If the word was identified as a compound, the syllables that make it up will also be shown. You can click on words displayed in the window to select them, whereupon they will be highlighted and also displayed in the input line for you to modify. Or you can enter a new word in the input line and have the dictionary search for it. The functions SEARCH, INSERT, DELETE and QUIT DICTIONARY are selected by the four icons in the dialogue box, which are described here in the order they appear top to bottom in the dialogue box. INSERT WORD IN DICTIONARY ~~~~~~~~~~~~~~~~~~~~~~~~~ If you click on this icon, the word in the input line will be added to the dictionary with the hyphenation shown. DELETE WORD FROM DICTIONARY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you click on this icon, the highlighted word will be deleted from the dictionary. SEARCH FOR WORD IN THE DICTIONARY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you click on this icon, Calamus will search the dictionary for the word in the input line. If it is found, the appropriate page of the dictionary will be shown in the window with the selected word highlighted. It will also be displayed in the input line for you to make any modifications to it that you wish. If the word is identified as a compound word, its component syllables will be shown. DELETE DICTIONARY ~~~~~~~~~~~~~~~~~ Click on this icon to clear any dictionary from memory. A prompt will then appear, asking you to confirm your intention. Any alterations you made will be lost unless you first save the dictionary. You can close the dictionary window by clicking on OK. LOAD DICTIONARY ~~~~~~~~~~~~~~~ If you click on this icon, the Calamus File Selector Box will open up and you can load the required hyphenation exceptions dictionary from floppy or hard disk into Calamus. Calamus comes with a standard hyphenation dictionary. You can customise the dictionary yourself. Calamus dictionaries have the filename extension ".CWB". SAVE DICTIONARY ~~~~~~~~~~~~~~~ If you want to make any further use of a hyphenation exceptions dictionary which you have modified, you can save it to floppy or hard disk. Click this icon and the FILE SELECTOR BOX will open. You can then save the dictionary under the filename of your choice. Calamus dictionaries have the filename extension ".CWB". CHARACTER KERNING ~~~~~~~~~~~~~~~~~ You can use this function to modify the spacing between letters. CHARACTER KERNING is a TEXT RULER function. The letter spacing you choose will be applied from one text ruler to the next. If you only want to change the spacing of particular letters you should use the MANUAL KERNING function instead. CHARACTER KERNING is calculated automatically in Calamus. You can increase or reduce the kerning by a constant value by inputting a value into the numerical display. First, select a TEXT RULER. Any kerning currently in use with that TEXT RULER will then be shown in the display. If you wish to change the kerning, first click on the display (an input cursor appears), then input the required value. If you precede the number with a minus sign, the kerning will be reduced by the amount you have entered. Unsigned numbers give positive kerning. You must end your input with the RETURN key. the text governed by the text ruler will then be reformated. This function is only available in the DOCUMENT WINDOW. WORD KERNING ~~~~~~~~~~~~ You can use this function to modify the spacing between words. It is a TEXT RULER function. The WORD KERNING you choose will be applied from one text ruler to the next. If you only want to change the kerning of particular words you should choose the MANUAL KERNING function instead. Word kerning is governed in Calamus by the formatting style (left aligned, right aligned, justified etc.) and the chosen font. you can increase or reduce the word kerning by a constant value into the numerical display. Firs select a TEXT RULER, Any additional word kerning currently in use with that text ruler will then be shown in the display. if you wish to change the kerning, click on the numerical display and input the required value. If you precede the number with a minus sign, the kerning will be reduced by the amount you have entered, otherwise it will be increased. You must end your input with a RETURN. the text governed by the text ruler will then be reformated. This function is only available in the DOCUMENT WINDOW. --------------------- TEXT RULER OPERATIONS --------------------- On this menu page you will find most of the functions that modify TEXT RULERS. Text rulers are aids to help you define the formatting style. As with a typewriter, for example, you can use it to set tabs and margins. But text rulers in Calamus also govern format instructions such as ALIGNED LEFT, ALIGNED RIGHT, CENTRED and JUSTIFIED settings, CHARACTER and WORD KERNING. Although TABS and MARGINS are shown graphically in the TEXT RULER, the format instructions are displayed and modified on this Calamus menu page. These settings govern the text up to the next text ruler. You may use as many text rulers as you wish in Calamus. Text rulers are displayed if you have activated them with the TEXT RULERS option of the TEXT pull-down menu, or if you click on the right mouse button, whilst a TEXT FRAME is selected. If you want to modify a TEXT RULER, select the TEXT FRAME to which it belongs with the mouse. Then click on the right mouse button to switch over to the text ruler cursor (a small cross). If you now click inside a text ruler it will be shown with a heavy border around it. At the same time some current parameters (formatting style, line and word kerning) will be displayed on the menu page. You can alter settings by clicking with the mouse, or change numerical values from the keyboard. The alterations will be incorporated immediately. if, on the other hand, you select one of the six icons in the top row of the menu page, you can set tabs, indents and left and right margins in the text ruler by clicking where you wish to place the format command. These settings are then graphically displayed in the text ruler. All insertions and alterations to the settings have immediate effect, ie the text will be reformated immediately to comply with the new settings. This menu page also contains functions to delete, insert and copy TEXT RULERS. There is, however, another elegant and simple way to reformat blocks of text. When you use it, text rulers will be inserted automatically by the program. If you select a block of text by dragging the text cursor (the I-BEAM) over it whilst holding down the left mouse button, and then define a new setting (a new formatting style, new line spacing or a paragraph indent), the highlighted block will then be reformated. The program will insert two new text rulers, one before and one after the highlighted block. The first one will hold the new format instructions, applicable to the block, while the second restores the preceding formatting style to the text that follows on. INSERT DECIMAL TABS ~~~~~~~~~~~~~~~~~~~ Select this icon to INSERT DECIMAL TABS into a selected TEXT RULER using the cursor. Click at the required position on the text ruler. The decimal tab symbol will appear. You can put up to 160 decimal tabs into a text ruler. When you insert tabulation commands into the text by pressing the TAB key, the text that follows will appear at the corresponding tab position within the current line. If no tabs have been set, a tabulation command will be interpreted as a space. If the next tab position is a decimal tab, Calamus will check whether the next character is a figure. If it is, it will be tabbed with either the last digit or the decimal sign (if the number includes one) at the tab position. If it is not a figure it will be tabbed at the last character. The decimal sign can be defined in the STYLE MENU dialogue box. This function can be used only from the DOCUMENT WINDOW. INSERT TABS ~~~~~~~~~~~ Select this icon to insert a marker into a selected TEXT RULER that defines the left margin of text. Click at the required point on the text ruler. The LEFT MARGIN SYMBOL will appear. A text block will then be aligned with the margin symbol, instead of at the edge of the frame., The margin setting has no influence on the paragraph indent so, if you specify a left margin placed to the right of the paragraph indent, the first line of the paragraph will hang out to the left of the text that follows. When you set a new left margin, the text will be reformated immediately. This function can be used only from the DOCUMENT WINDOW. INSERT RIGHT MARGIN ~~~~~~~~~~~~~~~~~~~ Select this icon to insert a marker into a selected TEXT RULER that defines the right margin of text. Click at the required point on the text ruler. The RIGHT MARGIN SYMBOL will appear. Normally, text is formatted to lie flush to the right edge of the TEXT FRAME. By setting a right text margin, the right edge of the text will be level with the marker. When you set a new right margin the text is reformated immediately. This function can be used only from the DOCUMENT WINDOW. DELETE TABS ~~~~~~~~~~~ Select this icon to delete both normal and decimal tabs from a selected TEXT RULER. To delete a tab, click on a TAB SYMBOL in the text ruler. It will disappear and the text will be reformated. This function can be used only from the DOCUMENT WINDOW. ABSOLUTE AND RELATIVE LINE LEADING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using these two icons you can choose between two different ways to measure LINE LEADING. If you select ABSOLUTE LINE LEADING (the upper icon), the LINE LEADING value in the NUMERICAL DISPLAY specifies the summed size of the leading plus the font. A leading value lower than the current font size will cause lines to overlap. If you select RELATIVE LINE LEADING by clicking on the lower icon (the default setting), the LINE LEADING will be calculated by adding the additional leading that is displayed in the numerical display. This setting will be in force over the text area governed by the selected TEXT RULER. If you select a new text ruler, these icons will show which line leading calculation method is currently in use. The method chosen for calculating line leading also influences the PARAGRAPH LEADING, although it can be defined separately. FORMATTING STYLE ~~~~~~~~~~~~~~~~ Using these four icons you can choose between four formatting styles. Basically, you can make the choice in two different ways. if you select a TEXT RULER with the cursor, the formatting style current in the frame area governed by the text ruler will be indicated by the relevant icon being highlighted. You can, at any time, change to a different style by clicking on the appropriate icon. The text in the area governed by the text ruler will be reformated so you can observe the effects on screen. Alternatively, you can select a block of text (click and drag, with the I-BEAM) and then click on one of these four icons. The selected block will be reformated in the chosen style. the program automatically inserts two new text rulers, one before the style that preceded the selected block, and one after it to restore the style that preceded the selected block, to the text that follows it. The formatting style is indicated in the text ruler with small graphic symbols. This function is only available in the DOCUMENT WINDOW. LINE LEADING ~~~~~~~~~~~~ If you select a TEXT RULER with the cursor, the value currently applied to the LINE LEADING of the following text will be displayed. If you wish to alter this value, click in the numerical display. An inverted cursor will appear and you can input a new value from the keyboard. You must end the input with RETURN. The effect on the text is immediate. The input value will have absolute or relative validity, depending on the setting of the ABSOLUTE and RELATIVE LINE LEADING icons. This function is only available in the DOCUMENT WINDOW. PARAGRAPH LEADING ~~~~~~~~~~~~~~~~~ If you select a TEXT RULER with the cursor, the PARAGRAPH LEADING of the text that follows will be displayed. If you wish to alter this value, click in the numerical display. An inverted cursor will appear and you can input a new value from the keyboard. You must end the input with RETURN. The effect on the text is immediate. The input value will have absolute or relative validity, depending on the previous setting (see above). This function is only available in the DOCUMENT WINDOW. TEXT RULERS CLIPBOARD ~~~~~~~~~~~~~~~~~~~~~ use this function to copy TEXT RULERS. First, select the text rulers you want to copy. If you then click on this icon, a copy of the text rulers will be placed in the CLIPBOARD. This will be indicated by the icon becoming highlighted. Now you can insert an identical copy of the text ruler at a different position in the text. place the cursor where the text ruler is to be inserted and click on this icon again. The inserted text ruler will be pasted into the text at that position and the text reformated. This function is only available in the DOCUMENT WINDOW. DELETE TEXT RULER ~~~~~~~~~~~~~~~~~ Using this function you can delete TEXT RULERS from the layout. Select the required text ruler, then delete it from the text by clicking on this icon. The first text ruler in a text flow cannot be deleted. if you attempt this, a warning message appears on screen. When a text ruler is deleted, the text is reformated immediately. if the text ruler to be deleted is one of a pair created when a highlighted block is reformated, the second text ruler will not be deleted. This function is only available in the DOCUMENT WINDOW. INSERT TEXT RULER ~~~~~~~~~~~~~~~~~ Using this function you can insert a TEXT RULER anywhere in the text. Place the text cursor (the I-BEAM) at the required point and click on this icon. If, however, you place the cursor at the start of the current line, the line will appear after the text ruler. The text will be reformatted immediately. The newly created text ruler will copy the settings of the last selected text ruler unless the clipboard contains a ruler, in which case it will be copied instead. This function is only available in the DOCUMENT WINDOW. -------------------- FONT AND TEXT COLOUR -------------------- In this menu page you can specify the required typeface and typeface colour. This menu page forms a functional unit with the next page, TYPE SIZE and STYLE described in the next section. In particular, the functions RESTYLE TEXT and GET TEXT STYLE that appear in the FONT SIZE and STYLE menu page, are used to apply the setting of functions on this menu page. The fonts currently loaded into Calamus are graphically displayed in this menu page in order to give you an impression of the typeface. for this reason, the fields display does not contain the full font name as it appears in the LOAD FONT dialogue box. In extreme cases, the font name shown here may be different from that shown in the LOAD FONT box. The number of fonts used in Calamus depends only on the amount of available RAM. You may have many more fonts loaded than can appear on this menu page, in which case you can scroll through the list using the SKIP BACKWARD and SKIP FORWARD icons at the top of the page. SKIP BACKWARDS ~~~~~~~~~~~~~ If you click on this icon, the FONT LIST will scroll back one page, (equivalent to nine fonts), until you get to the start of the font list. DISPLAY CURRENT FONT ~~~~~~~~~~~~~~~~~~~~ If you click on this icon, the FONT LIST will scroll forward or back until the current (selected) font is displayed in the window. SKIP FORWARDS ~~~~~~~~~~~~~ If you click on this icon, the FONT LIST will scroll forward one page, (equivalent to nine fonts), until you get to the end of the font list. SELECT FONT ~~~~~~~~~~~ In this area of the menu page up to nine fonts are graphically displayed. You can select one of these fonts with the mouse. It will become highlighted and will become the current selected font. This will have an effect only when you import text into an empty TEXT FRAME. The imported text is then displayed in the selected typeface. The current selected font may change when using the RESTYLE TEXT and GET TEXT STYLE functions in the TYPE SIZE AND STYLE menu page. if you select any area of text (dragging/highlighting with the I-BEAM) and then click on the GET TEXT STYLE icon, the first font name used in that section will be displayed. if you wish to change the font, first click on the replacement font which will become highlighted, then click on the RESTYLE TEXT icon. in the selected area of text, all existing fonts will then be replaced by the new one. TEXT COLOUR ~~~~~~~~~~~ In Calamus, you can select the required text colour. The current colour is indicated by an outline round the corresponding icon. In this version of Calamus, only black or white are available. The setting affects text only whilst it is being imported, or in conjunction with the RESTYLE TEXT and GET TEXT STYLE functions. If you select a text block (by clicking and dragging) and then call the GET TEXT STYLE function, the current colour for the selected block will be displayed here. If you want to alter the text colour, you can do it by clicking on the required icon. You must then call the RESTYLE TEXT function from the next menu page. the previous text colour will be replaced by the new one. ------------------- TYPE SIZE AND STYLE ------------------- Located on this menu page are the various icons related to selecting TYPE SIZE and STYLE. CALAMUS type styles include UNDERLINED, OUTLINED, SHADOWED, SUPERSCRIPT and SUBSCRIPT. Italic and bold faces are treated as styles, but are available as dedicated fonts. On this menu page you will find functions for checking STYLE, POINT SIZE, TYPEFACE, etc. and for redefining all of these parameters. Additionally, certain global values can be set using the style menu contained on this page. FONT SIZE ~~~~~~~~~ You can select from a large number of frequently required type sizes directly by clicking on the respective icon. Alternatively, a value for the type size (in steps of 1/10 point minimum) can be entered from the keyboard. Please note that the unit or measurement used is that set in the PAGE LAYOUT dialogue box found under the PAGE pull-down menu. The units available are picas, ciceros, and millimeters. the units currently in use are indicated in the numerical display with the abbreviation "pt" for pica points, "p" for cicero points and "mm" for millimeters. To select a type size, click on one of the fifteen preset icons (the selected type size will appear immediately in the display), or click on the numerical display itself. The highlighted cursor then appears and you can enter any font size you like in steps of 1/10 point or 1/10 millimeter. The selected type size will take effect only when you import text into an empty TEXT FRAME. The text then appears in the selected size. if you first drag/highlight a text block with the I-BEAM cursor and then call the GET TEXT STYLE function, the type size currently in use in the selected block appears in the numerical display. Alternatively you can alter the type size in the highlighted block by selecting a type size with the mouse or entering a type size from the keyboard and then calling the RESTYLE TEXT function. TEXT STYLE ~~~~~~~~~~ By clicking on one or more of the small icons you can select a TEXT STYLE or combination of text styles. The selected style will be indicated by a cross in the respective icon. You can choose any combination of underlined, outlined, shadowed, superscript or subscript. This setting has effect only when you import text into an empty TEXT FRAME. Then, the specified style will be adopted. if you select a block of text with the text cursor and then use the RESTYLE TEXT function, the existing style specified for the selected block will be displayed in these fields. Alternatively, if you call the RESTYLE TEXT function, the style that you have chosen in the selected block will be adopted. RESTYLE TEXT ~~~~~~~~~~~~ This is the function you will use for effecting changes in TYPEFACE, TYPE COLOUR, TYPE SIZE and TYPE STYLE. By clicking on this icon you will apply all the settings from this and the previous menu page to the selected block of text, or a complete TEXT FRAME. The specified colour, type size and type style will be adopted simultaneously. the area governed by this function is either a block previously selected with the TEXT CURSOR or, if no block has been selected and after a request for confirmation, the entire currently selected TEXT FRAME. It is possible that, whilst wishing to alter only the type size, you might inadvertently change the font and style too. To avoid this use the GET TEXT STYLE function before changing text style. The two menu pages will then show all the settings currently operating on the selected block. If you then click on this icon, you will ensure that only the style information you have deliberately changed will be applied to the target text. GET TEXT STYLE ~~~~~~~~~~~~~~ If you click on this icon, all parameters contained on this menu page and the preceding one (TYPEFACE, TYPE COLOUR, TYPE SIZE and TYPE STYLE), will display values currently set for a selected block of text. You should select a text block before calling this function, otherwise the display will represent the complete selected TEXT FRAME. if the selected block or frame contains different typefaces, type sizes, etc., only the first of each will be indicated. STYLE MENU ~~~~~~~~~~ If you click on this icon, the MISCELLANEOUS SETTINGS dialogue box will appear. in this dialogue box you can enter four groups of settings that affect the type image. All settings affect the currently selected TEXT FRAME. The first group of settings governs the appearance of SHADOWED TEXT. From the keyboard you can enter the shadow density as a percentage on the grey scale, and the horizontal and vertical OFFSET of the shadow from the type. With the next group of settings you can specify the DENSITY and DISTANCE of UNDERLINING for type from the keyboard. Thirdly, you can specify the symbol to be used for decimal tabulation points in your document. SHADOW INTENSITY ~~~~~~~~~~~~~~~~ The intensity of text shadows, and their offset from the original, can be set by clicking in the relevant numerical display and entering the required value from the keyboard. It is not necessary to end input with RETURN, as this key will close the dialogue box. You can move through the numerical displays with the up and down arrow keys. UNDERLINE ATTRIBUTES ~~~~~~~~~~~~~~~~~~~~ Underlining attributes are entered from the keyboard. Click on the relevant numerical display to modify the OFFSET from the text or the DENSITY of the line itself. DECIMAL TAB CHARACTER ~~~~~~~~~~~~~~~~~~~~~ You can specify which kind of symbol Calamus will use to indicate the decimal point in a number. Click on the character display (at the end of the descriptive line in the dialogue box), and type in the chose decimal tab character. OUTLINE ATTRIBUTES ~~~~~~~~~~~~~~~~~~ The final setting affects the appearance of outlined type. By clicking on one of the icons you can choose between STATIC and DYNAMIC outline thicknesses. Static thickness is always one pixel wide and therefore depends upon the printer resolution for the quality of the appearance on the printed page. The dynamic outline thickness maintains a proportional relationship to the type size and therefore increases for larger type. ------------- MACRO MANAGER ------------- On this menu page are located all of the functions that you need to define, input, alter and manage macros. In Calamus, macros are defined as any combination of style and format instructions (TEXT RULER) and the text itself. Macros have names, which are displayed in this menu page. In addition, a specific key code is assigned to activate each macro, in combination with the CONTROL key. This key code is also displayed in the menu page. A macro, once defined, can be inserted at the cursor position in the layout or in the TEXT EDITOR by clicking on the macro name with the mouse, or by pressing the assigned key together with the CONTROL key. This can save numerous keystrokes when carrying out complex operations or making lengthy entries from the keyboard. When using TEXT RULER and STYLE macros, you should note that insertion of such macros will alter all of the text that follows. If you want to alter only part of the text, you will generally need to input more than one macro. MACRO LIST ~~~~~~~~~~ Defined macros (see DEFINED MACRO below) are shown in the macro list. Calamus will store a maximum of 22 macros. If you click on a macro name or press the assigned key combination, the chosen macro will then be inserted at the current TEXT CURSOR position. As with all insertions, you should position the cursor first or select a block of text. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. MARK START OF BLOCK ~~~~~~~~~~~~~~~~~~~ Click on this icon to specify the current cursor position as the start of a block. As long as a block end is selected after the block start, the text area contained between the start and end points (highlighted) will be selected for block operations. the same function can also be called under the TEXT pull-down menu. This function can only be used in the TEXT EDITOR. MARK END OF BLOCK ~~~~~~~~~~~~~~~~~ Click on this icon to specify the current cursor position as the end of a block. As long as a block start is selected before the block end, the text area contained between the start and end points (highlighted) will be selected for block operations. the same function can also be called under the TEXT pull-down menu. This function can only be used in the TEXT EDITOR. DEFINE MACRO ~~~~~~~~~~~~ Using this icon you can define a macro for later use. First select an area of text (either by dragging/highlighting or specifying the start and end points of the text block). Then click on this icon to define the macro. The DEFINE MACRO dialogue box will then appear on the screen. You can enter the name of the macro and the key you wish to assign into this dialogue box, i.e. the key which, in combination with the CONTROL key, will activate the macro. macro keys are CASE SENSITIVE; if you use upper case characters for the name you must call the macro in upper case. By clicking on the appropriate icons in the dialogue box, you can specify whether TEXT and/or STYLE and/or TEXT RULER (format instructions) are to be included in the macro. the selected icons will then be highlighted. By clicking on OK you will end the macro definition and it will now be displayed in the macro list with its name and call key. This function is only available in the DOCUMENT WINDOW. CHANGE MACRO ~~~~~~~~~~~~ using this function you can alter the name and assigned key of a previously defined macro. if you have selected a block of text with the text cursor (the I-BEAM) you can also redefine the macro's contents. Click on this icon, which will become highlighted, then click on a name displayed in the macro list. The CHANGE MACRO dialogue box will open up. If you have selected a block of text, the TEXT RULER, STYLE and TEXT options will be active. If no text is selected, the DEFINE NEW CONTENTS icon will be empty, and the icons for choosing between text ruler, style and text will be inactive (displayed in grey). Input is made in the same way as in the DEFINE MACRO dialogue box, except that here you also have the option of deleting the macro. If you click on DEFINE NEW CONTENTS, the selected text block will be defined as the macro contents. At this point you can also select the required combination of format instructions (text ruler), style and text to be included in the macro. Click on OK to confirm the alterations or CANCEL to abandon them. This function is only available in the DOCUMENT WINDOW. SAVE MACRO LIST ~~~~~~~~~~~~~~~ Using this function you can save a set of up to 22 defined macros to floppy or hard disk, in order to be able to use them in other documents later. When you click on this icon the CALAMUS FILE SELECTOR BOX will open up, and you can save the macro list under the filename of your choice. Calamus macro lists have the filename extension ".CMA". LOAD MACRO LIST ~~~~~~~~~~~~~~~ Using this function you can load a set of up to 22 previously saved macros from floppy or hard disk, in order to use them in your document. When you click on this icon the CALAMUS FILE SELECTOR BOX will open up and you can load in the required macro set. Calamus macro lists have the filename extension ".CMA". --------------- TEXT CLIPBOARDS --------------- This Calamus menu page contains five text clipboards, together with functions for their use. All CUT, COPY, PASTE and MOVE operations on text are carried out on this page. If you want to cut or move a text block into a clipboard, you should first select the required block. If you are working in the DOCUMENT WINDOW, you can define the block by dragging the TEXT CURSOR over it whilst holding down the left mouse button. if you are working in the TEXT EDITOR, you should select the block using BLOCK START and BLOCK END. If you want to paste text from a clipboard into your document, you should first insert the cursor where you want the insertion to take place, or else select a block of text to be replaced by the contents of the clipboard. THE CLIPBOARDS (1 TO 5) ~~~~~~~~~~~~~~~~~~~~~~~ In these five windows, the contents of the five clipboards are graphically represented with a display of the the top left corner of the stored text. For some operations, you must first select one of these clipboards by clicking on it. The contents will then become highlighted. CUT TEXT (FRAME TO CLIPBOARD) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can CUT a block of text from your document and insert it into a clipboard. First select the required block of text. If you then click on this icon, the selected block will be deleted from the main text and appear in the selected clipboard. if you did not select a clipboard, the next available one will be selected for you. if there is no empty clipboard available you will see a message to that effect and the operation will be cancelled. You will then have to select a clipboard. If the clipboard already contains text, you will be asked to confirm that you want to complete the operation, since proceeding will overwrite the existing contents. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. PASTE TEXT (CLIPBOARD TO FRAME) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can PASTE text from the clipboard into existing text wherever it is required. Select the required clipboard, then click on this icon. if you do no select a clipboard a message will appear asking you to select one. You must also select a TEXT FRAME at this point. If you do not, a message will appear asking you to do so. If you do not delineate a text block, another message will appear asking you to select a text block, a text ruler or insert the cursor in the text. having fulfilled these conditions, click on the PASTE TEXT icon. The text will be deleted from the clipboard and appear within the TEXT FRAME in the exact location that you have indicated. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. DELETE TEXT IN CLIPBOARD OR FRAME ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can delete text from a clipboard or from a document. If you wish to delete the contents of a clipboard, select the relevant clipboard. If you then click on this icon you may, depending on previous settings, see an alert message offering you a choice between cancelling the operation or completing it. If you want to delete a block of text while working in the DOCUMENT WINDOW or in the TEXT EDITOR, you should first select the block. If you then click on this icon you may, depending on previous settings, see an alert message offering you a choice between cancelling the operation or completing it. If a clipboard and a text block are both selected, you will be asked which one is to be deleted. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. COPY TEXT (FRAME TO CLIPBOARD) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can copy a block of text from a document into a clipboard, without affecting the block. First select the required block of text. If you then click on this icon, the selected block will be copied from the main text and appear in the selected clipboard but will also remain in the text. if you did not select a clipboard, the next available one will be selected for you. if there is no empty clipboard available you will see a message to that effect and the operation will be cancelled. You will then have to select a clipboard. If the clipboard that is to receive the copy already contains text, you will be asked to confirm that you want to complete the operation, since proceeding will overwrite the existing contents. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. MOVE (CLIPBOARD TO DOCUMENT) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ using this function you can insert a block of text from a clipboard into your document without deleting it from the clipboard. First insert the text cursor in the text where you want to paste the clipboard contents, or else select a text block. When the text is inserted, any selected text block will be deleted and replaced by the inserted matter. If you select the required clipboard and then click on this icon, the contents of the clipboard will be inserted into the text at the cursor position. This function can be used in both the DOCUMENT WINDOW and the TEXT EDITOR. A big SEWER thanks to MERLIN for typing the continuing CALAMUS saga ---------------------------- CHAPTER 2: THE FRAME TOOLBOX ---------------------------- This toolbox contains all the tools (represented by icons) that you will need to create a frame-based layout. Here we will discuss the way the frame tools function. The frames toolbox has seven menu pages, although only four icons appear in the SUBMENU bar. Clicking on the second icon (question mark) reveals a choice of four other menus, which will vary according to the type of frame you have selected. Four of the frame types (for TEXT, PICTURE, VECTOR GRAPHICS and ROTATED TEXT) have their own menu page containing functions related only to that type of frame. If you click on the question mark and pick one of these menu pages, the icon will change from a question mark to a symbol indicating the frame type. In the case of frames for lines and filled areas, which have no associated special frame functions, the question mark icon has an additional significance. If you select a frame of this type and click on the question mark, you immediately switch over to thew appropriate menu. In this event, clicking on the question mark has the same effect as clicking on the appropriate icon in the TOP LINE. BASIC FRAME FUNCTIONS ~~~~~~~~~~~~~~~~~~~~~ This menu page contains the icons that select the frame type before drawing, changing or deleting frames. There are two basic working modes, DRAW FRAME and CHANGE FRAME which includes move, enlarge, reduce, copy and so on. You can switch between these two modes in several ways. One method is to click on one of the two icons DRAW FRAME or CHANGE FRAME. Another method is to click on the right mouse button when the cursor lies within the window. If you want to select a new frame type, always the DRAW FRAME mode. If you want to work on a frame, or change it, it must first be selected. You can do this only in the CHANGE FRAME mode. The mode currently in use is indicated by the shape of the cursor. In the DRAW FRAME mode the cursor is the normal arrowhead, whereas in the CHANGE FRAME mode, it is a pointing finger. When you select a frame, its type is indicated by the highlighted icon in the menu page. Some frame types (those for TEXT, PICTURES AND VECTOR GRAPHICS) appear initially as an empty frame when you create them. They can be filled using the IMPORT function (under the FILE pull-down menu). When you are drawing LINE FRAMES or FILLED AREA FRAMES, a line or filled area will be drawn immediately, taking the values specified in the line or fill sections of the Calamus program. If you want to change any of these settings (shape, colour, fill etc.), simply select the required toolbox from the TOP LINE. Since each frame remains selected after being drawn, any changes can be made straight away. This means you do not have to switch over into the working mode first. TEXT FRAMES ~~~~~~~~~~~ Click on this icon to draw a TEXT FRAME. The icon will be highlighted to show it is selected. The DRAW FRAME mode is automatically enabled. If you select a text frame while in the CHANGE FRAME mode, the program will automatically highlight the text frame icon. A complete menu page is dedicated to text frames. It also has special frame functions that you can activate via the question mark in the SUBMENU bar when the text frame icon is highlighted. The TEXT FRAME is initially empty. You can fill it using the IMPORT function (under the FILE pull-down menu) or with text created in the TEXT EDITOR. LINE FRAMES ~~~~~~~~~~~ Select this icon to draw a LINE FRAME. The icon will be highlighted when active. The DRAW FRAME mode is automatically enabled. If an existing line frame is selected in the CHANGE FRAME mode, the program will automatically highlight the line frame icon. You can make selections regarding the type of line (density, shape, colour, pattern, etc.) in the LINE toolbox. You reach this via the line icon in the TOP LINE or, with a LINE FRAME selected, via the question mark. When you draw a LINE FRAME, a line is created immediately. In Calamus, lines are defined as objects within frames. This is because Calamus provides not only vertical and horizontal lines, but also diagonal, angled and curved lines. These require a frame to bind them. In practise you will soon find that lines are easy to manipulate using the frame that surrounds them. In contrast to other kinds of frames, there are a few differences when you are drawing lines. If, in the LINE toolbox you select a vertical, horizontal or diagonal line, when you start drawing you will initially see only the line. Not until you have finished drawing will the LINE FRAME appear. If, on the other hand, you select an angled or curved line, the frame will be drawn first and the line will appear after the size of the frame has been set. There are no SUBMENU selections for line frames. FILLED AREA FRAMES ~~~~~~~~~~~~~~~~~~ Select this icon to draw a FILLED AREA FRAME. The DRAW FRAME mode will be entered automatically. In the CHANGE FRAME mode, when you click on a filled area frame, the filled area frame icon will be highlighted. When you draw a filled area frame, the attributes (shape, fill pattern, border, shadow etc.) are those currently set up in the filled area toolbox. To change the current attributes, enter the toolbox via the icon in the Top Line or by clicking on the question mark while a filled area frame is selected. There are no SUBMENU selections for filled area frames. VECTOR GRAPHIC FRAMES ~~~~~~~~~~~~~~~~~~~~~ Select this icon to draw a VECTOR GRAPHIC FRAME. The DRAW FRAME mode is entered automatically. If you click on a vector graphics frame while in the CHANGE FRAME mode, the program will highlight the vector graphic frames icon. For vector graphics frames there is a special functions menu page that you can call up via the question mark icon in the SUBMENU bar when this icon is highlighted. A vector graphics frame is initially empty. You can fill it by using the IMPORT function from the FILE pull-down menu. PICTURE FRAMES ~~~~~~~~~~~~~~ Select this icon to draw a PICTURE FRAME. The DRAW FRAME mode is automatically entered. The icon is also highlighted by the program, is a picture frame is selected while in the CHANGE FRAME mode. There is a dedicated menu page for related special frame functions, which you can access via the question mark icon in the SUBMENU bar when this icon is highlighted. The picture frame is initially empty. You can place pictures using the IMPORT function from the FILE pull-down menu. GROUP FRAMES ~~~~~~~~~~~~ Using the GROUP FRAMES function, frames of any type are combined into one frame. There are two ways to combine frames. You can click on this icon, then draw a 'rubber band' around the frames that you want to combine by clicking once to place a corner of the rubber band, and moving the cursor to stretch out the box until it encompasses the frames you wish to group. The other way to GROUP FRAMES is first to select the required frames one by one. To do this, click while holding down the SHIFT key and then click the group frames icon. Unless you cancel the grouping, individual frames in the group cannot be altered. If there is a TEXT FRAME within the group, for example, the text that it contains cannot be corrected without ungrouping it. Alterations to a grouped frame (reductions, enlargements, movements) affect all of its members simultaneously. The icon is highlighted when you select GROUP FRAME in the CHANGE FRAME mode. There are no special functions for this frame type. HEADER/FOOTER FRAMES ~~~~~~~~~~~~~~~~~~~~ With this function you can define one or more frames of any type as standard components, that is, frames whose contents appear on several pages. The selected frames are immediately combined into a group. There are two ways to GROUP FRAMES. One is to click on this icon and then draw a rubber band around the frames that you want to include in the group (see GROUP FRAMES above for a description of the rubber band method). The second method is to select the required frames one by one. To multiple select frames, click on the selection while holding down the SHIFT key and then click on the icon. Frames defined by the grouping will appear on every succeeding page until a new standard component is defined. If, in the PAGE LAYOUT dialogue box (located under the PAGE pull-down menu), you select DOUBLE PAGE before creating HEADER/FOOTER FRAMES, standard components defined on a left hand page are displayed only on lefthand pages, and those defined on a righthand page will be displayed only on righthand frames. Frames of all types, once grouped as standard components, cannot be altered individually. Alterations to HEADER/FOOTER FRAMES (enlargements, reductions, moves) affect all of the contents at the same time. If you want to make alterations to individual elements of the header/footer frames (text, graphics, etc.) you will first have to cancel this grouping. The icon is highlighted whenever you select a header/footer frame while you are in the CHANGE FRAME mode. There are no special functions for this frame type. Note that the distinction between header and footer frames is arbitrary, referring only to the position on the page of the elements in the group. there is only one type of HEADER/FOOTER FRAME in Calamus, which performs both functions. ROTATED TEXT FRAMES ~~~~~~~~~~~~~~~~~~~ Select this icon to draw a frame will contain rotated text. The rotation angle may be defined before or after importing text into the frame. If you are in CHANGE FRAME mode and have selected a normal text frame, you can click on this icon to transform the frame into a ROTATED TEXT FRAME. If, while you are in CHANGE FRAME mode, you select a rotated text frame, this icon will be highlighted automatically. You will find the functions related to rotating text on a dedicated menu page that you can select through the question mark icon (SPECIAL FRAME FUNCTIONS option) when this icon is highlighted. Rotated text can also be made part of a textflow chain and be modified in the Text toolbox. As soon as you switch to the TEXT TOOL, the text will appear in normal position if selected. When you select another tool, or a different frame, the text is then rotated to the specified angle. CANCEL GROUPINGS ~~~~~~~~~~~~~~~~ Using this function you can separate grouped objects (GROUP FRAMES, HEADER/FOOTER FRAMES) back into their individual frames. This is needed if you want to do further work on, or make changes to individual members of a grouped frame. When you ungroup a header/footer frame extensive changes to your layout can occur, since frames are likely to affect the layout of a series of pages. To alert you of this, a CANCEL HEADER/FOOTER FRAME dialogue displays in this box with your mouse, you can specify which pages are to be affected by the ungroupings and effective cancellation of the header/footer frame. Select either the current page, all pages, all preceding pages or all succeeding pages. Alternatively, you can abort the ungrouping of the header/footer frame by clicking on CANCEL. The effect on preceding pages deserves an explanation. A HEADER/FOOTER FRAME can be cancelled on every page where it is displayed, not just on the page where it was defined. Let us suppose you create a header/footer frame on page 1 but cancel it on page 5. If you click on CURRENT PAGE in the dialogue box, the header/footer frame will remain valid for pages 1 to 4 and from page 6 onwards. On page 5 you will have a copy of the individual frames that previously were grouped in the header/footer frame. You may work on or delete these individual frames. This way you can adapt the display of standard components on certain pages, according to the design of your document. PROTECT FRAME ~~~~~~~~~~~~~ With this function you can protect any selected frame against alterations (reduction, enlargement, movement), or remove protection that was previously applied. In the CHANGE FRAME mode, if you select a protected frame, the PROTECT FRAME icon is automatically highlighted. If you want to cancel the protection, click on the icon once again. The highlighting will be cancelled indicating that the selected frame is no longer protected. PROPORTIONAL LOCK ~~~~~~~~~~~~~~~~~ If you click on this icon while a frame is selected, you can protect the frame or frames against dimensional changes that alter the current proportions. This protection will change the appearance of all frames to which this function is applied. Only the four corner markers will show. If you click on one of the corners while in the CHANGE FRAME mode, you will be able to make proportional changes to the frame dimensions. To remove this protection, simply click on the icon once again to turn proportional protection off. The highlighting of the icon will be cancelled. DRAW FRAME ~~~~~~~~~~ When this icon is highlighted, you are in DRAW FRAME mode. You can select this mode by clicking on the icon or by pressing the right mouse button while your cursor is located within the page display window. Pressing the right button a second time will switch back to CHANGE FRAME mode. Pressing again will return you to draw frame mode and so on. In draw frame mode the cursor is arrowshaped. This mode is automatically selected by the program whenever you select a new frame type. CHANGE FRAME ~~~~~~~~~~~~ When this icon is highlighted, you are in CHANGE FRAME mode. You can select this mode by clicking on the icon or by pressing the right mouse button while your cursor is located within the window. The right button toggles between this mode and DRAW FRAME as described above. When you are in the change frame mode you can select frames, reposition them, combine or delete them, or change their size. COPY FRAME ~~~~~~~~~~ With this function you can copy one or more frames of any type. The copy will appear slightly offset from the original. To copy a frame, it must first be selected. If you click on the COPY FRAME icon, you will be asked whether you want to make a PHYSICAL or a VIRTUAL copy (you will be asked this for each frame, if there is more than one). Only when you make changes to the contents of the original frame will you see the difference between physical and virtual copies. The contents of all virtual copies change when the contents of any one of them is altered, whereas no change occurs to physical copies. When making virtual copies you create only a new frame in which the contents of the original frame are displayed, while physical copies include the contents as well. This uses twice as much memory. You can make changes to the size and shape of virtual copies independently, without affecting the others. Note that virtual copies are only changed globally if they are all on the same page. When making changes a dialogue box will be displayed asking if you wish to change all the virtual frames of that type, or only the selected frame. Clicking on ONE will change that frame to a physical copy, no longer affected by changes to the virtual copies that remain. You may set the copy type, thus omitting the dialogue box from the copy process, by selecting the COPY TYPE from the EXTRAS MENU, which will subsequently display the current copy type status. PLACE FRAME TO BACKGROUND ~~~~~~~~~~~~~~~~~~~~~~~~~ This function allows you to rearrange overlapping frames. If you click on this icon, the selected frame is put to the background. This is useful not only when you are working on frames, but it also controls the display of objects. If, for example, you put a PICTURE FRAME on top of a TEXT FRAME, the text will be obscured. If, on the other hand, you put a text frame on top of a picture, the picture will be visible between the text. PLACE FRAME TO FOREGROUND ~~~~~~~~~~~~~~~~~~~~~~~~~ This function allows you to rearrange overlapping frames. If you click on this icon, the selected frame is brought to the foreground. This is useful not only when you are working on frames, but it also controls the display of objects. If, for example, you put a PICTURE FRAME on top of text, the text is obscured. If, on the other hand, you put text on top of a picture, the picture will be a visible between the text. DELETE FRAME ~~~~~~~~~~~~ If you click on this icon, any selected frame(s) will be deleted. Depending on the setting for warning messages found under MISCELLANEOUS SETTINGS (in the EXTRAS pull-down menu), a warning message will appear and give you the option of cancelling the operation or completing it. ---------------------------- SPECIAL TEXT FRAME FUNCTIONS ---------------------------- In this menu page you can find a series of functions related to TEXT FRAMES. They are classified into three groups. Functions in the first group allocate certain attributes to text frames, which can be designed as NORMAL FRAMES, FOOTNOTE FRAMES or INDEX FRAMES. The second group of functions control the arrangements of text around illustrations and graphics. The third group comprises of all functions for controlling the flow of text from frame to frame, called TEXT FLOW. FRAMES FOR NORMAL TEXT ~~~~~~~~~~~~~~~~~~~~~~ If you have selected this icon, it will be highlighted and your TEXT FRAME will hold and display normal text. If, while in the CHANGE FRAMES mode, you select a normal text frame with the mouse, the type of text frame is indicated by this icon, which will become highlighted chain, its type (NORMAL, INDEX, FOOTNOTE) may be altered at will. Just select the frame and click on the required icon. Only the contents of normal text frames can be modified in the DOCUMENT WINDOW or in the text editor. FOOTNOTE FRAMES ~~~~~~~~~~~~~~~ If you have selected this icon, any frame that you create will be a frame specifically dedicated to footnotes. If you then mark a block of text as a footnote zone, this block will be displayed in the next available FOOTNOTE FRAME on the same or a following page. If, while in the CHANGE FRAME mode, you select a footnote frame (using the mouse) that was created earlier, this icon is highlighted by the program in order to show the frame type. Footnote frames are also given a special marking. The display of footnote blocks does not happen automatically, but must be invoked with the REFORMAT DOCUMENT function (in the TEXT menu). In addition, the footnote frame must be linked with a TEXT FRAME in the text flow chain using the textflow function. It is also possible to link a series of footnote frames together in a textflow chain and then further attach this 'footnote chain' to a normal textflow chain, its frame type can be freely altered later (NORMAL, INDEX, FOOTNOTE). Just select the frame and click on the required icon. INDEX FRAME ~~~~~~~~~~~ Select this icon to draw an INDEX FRAME. All blocks of text marked as 'index entries' can then be copied into this type of frame. The copying does not happen automatically, but is effected using the REFORMAT DOCUMENT function in the TEXT pull-down menu. Text generated by the indexing process can be worked on in the Calamus text toolbox later if, after recalculating, you change the frame type to normal. When in the CHANGE FRAME mode, if you use the mouse to select an existing INDEX TEXT FRAME, this icon will automatically be highlighted to show the frame type. Index frames are also specially marked. Index frames can be linked together with the text flow function. When processing the index, the program looks for the next available index frame on the current or a following page. If it fails to find an index frame, it will start looking again at page 1. If an index frame does not exist, no index will be created. As long as an index frame is not part of a textflow chain, its type can be freely altered later on (NORMAL, INDEX, FOOTNOTE). Just select the frame and click on the required icon. Only the contents of normal text frames can be edited in the DOCUMENT WINDOW or in the text editor. TEXT FLOW OVER FRAME ~~~~~~~~~~~~~~~~~~~~ With this function you can stop text flowing around overlapping frames, cancelling any of the three functions that follow. Select the required text frame and then click on this icon. Any previously specified text flow around other frames will then be cancelled and the text format once more fits itself solely to its original text frame boundaries. If no text flow around other frames had previously been defined, clicking on this icon has no effect. TEXT FLOW AROUND FRAME ~~~~~~~~~~~~~~~~~~~~~~ With this function you can force text format to flow around any other frames that overlap the TEXT FRAME. Select the required text frame and then click on this icon, which will then appear highlighted. Now select the frame(s) around which which the text is to break. If you wish to select more than one frame, click on the frames while holding down the SHIFT key. If you click on this icon once again, the text will be formatted around the overlapping frame you have selected. If the overlapping frame lies completely within the text frame, the text will flow around both sides of it. If the overlap is only partial, the text will flow by on the side where the text frame is not overlapped. You can cancel this text break by using the RUN TEXT OVER FRAME function (see below). TEXT FLOW FAVOURS RIGHT ~~~~~~~~~~~~~~~~~~~~~~~ With this function you can force the text to flow only around the right side of frames contained in the TEXT FRAME. Select the required text frame with the mouse and the click on this icon, which will then be highlighted. Now select the frame(s) around which the text is to break. Click on the frame(s) with the mouse (while holding down the SHIFT key if you wish to select more than one frame). If you click on this icon again, the text will be formatted around the overlapping frame you have selected. If the overlapping frame lies completely within the text frame, the text will flow past it only on the right. However, if the overlap is only partial, the text will flow by on the free side. You can cancel this text break once more by means of the RUN TEXT OVER FRAME function. TEXT FLOW FAVOURS LEFT ~~~~~~~~~~~~~~~~~~~~~~ With this function you can force the text to flow only around the left side of frames contained in the TEXT FRAME. Select the required text frame with the mouse and the click on this icon, which will then be highlighted. Now select the frame(s) around which the text is to break. Click on the frame(s) with the mouse (while holding down the SHIFT key if you wish to select more than one frame). If you click on this icon again, the text will be formatted around the overlapping frame you have selected. If the overlapping frame lies completely within the text frame, the text will flow past it only on the left. However, if the overlap is only partial, the text will flow by on the free side. You can cancel this text break once more by means of the RUN TEXT OVER FRAME function. TEXTFLOW FROM FRAME TO FRAME ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the basic textflow function. Text of any length can be flowed through as many frames as required. The division between frames is dynamic; textflow is maintained when you alter the size of a frame, delete a frame from the chain, and so on. To activate this function, first select a TEXT FRAME. In the simplest case, we are dealing with an initial frame of text loaded via the IMPORT function or created in the text editor. Generally, not all the text will fit into the frame. This is indicated by an overflow sign (a cross at bottom right of the text frame). To enable the text to flow into further frames, select the first text frame in the chain and then click on this icon. If you move the cursor back into the DOCUMENT WINDOW it will have a new shape, that of the CHAINING TOOL. Now you can create all the flow chains you need by clicking on the required TEXT FRAMES one after the other. the text flows into a new frame and you can continue adding frames as required, extending over as many pages as you wish. This textflow function is only possible with free text frames; frames that do not already form part of a textflow chain, or running from the current text frame to the start of a textflow chain; to the first text frame of a series of frames chained to each other. All frames into which the text is to flow must be empty; they must not contain text. If any of these conditions are not met, a warning message will be displayed and the operation cancelled. You can use the TEXTFLOW FROM FRAME TO FRAME function to link completely empty TEXT FRAMES to form a textflow chain. If you then import text into the first frame of this chain (using IMPORT or the TEXT EDITOR), the text will flow automatically through the complete chain. TEXT FRAMES that are part of a textflow chain are inserted by a right pointing arrow at top left (except in the first frame of a textflow chain) and bottom right (except on the last frame of a textflow chain) of a frame boundaries. FLOW ONCE ~~~~~~~~~ With this function you can make a 'one-shot' textflow. Text overflowing from a frame is fed into another frame, but this irrevocably divides the two sections of text. Changing the size of either frame will no longer cause text to flow between them automatically. This function is useful when you want to divide a large amount of text into separate sections. To activate this function you should first select a TEXT FRAME, then click on the FLOW ONCE icon. When you move the cursor back into the DOCUMENT WINDOW, the chaining tool will appear and you can click on the text frame into which you want the text to flow. TEXTFLOW - FROM LAST PAGE/TO NEXT PAGE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ With these two functions you can set up automatic chaining between pages that are necessary if the page layout is to be copied or duplicated on inserted pages. This function can be applied to one TEXT FRAME on any page. If you select a text frame on one page with the TEXTFLOW TO NEXT PAGE option, a textflow link is created to the following page and to the frame, if it exists, previously selected with TEXTFLOW FROM LAST PAGE. Individual frames may be given both attributes. This is a simple way to make a long text flow through a number of pages, rather than chain all the pages by hand. To execute these functions, first select a text frame. Click on the relevant icon and the selected text frame will then be given the attribute TEXTFLOW FROM LAST PAGE or TEXTFLOW TO NEXT PAGE, as appropriate. This is shown by a graphic marking in the frame. Setting the attribute does not in itself create a text connection. This happens once the page layout is copied. DISPLAY CHAINS ~~~~~~~~~~~~~~ With this function you can see the textflow between frames. The chains between the separate TEXT FRAMES are shown as lines. They remain visible while the icon is highlighted. If you click on the icon again, it is deselected and the textflow connections become invisible again. INSERT FRAME INTO CHAIN ~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can insert an empty TEXT FRAME into an existing textflow chain. The empty frame must first be selected. Then click on this icon followed by a frame in the chain. The empty frame will be inserted into the chain before that frame . For example, frames A and B are linked in a textflow chain, and frame C is empty. If you select frame C, then the INSERT FRAME INTO CHAIN icon, and finally frame B, frame C will be inserted in the textflow chain between frames A and B. The text will then flow from A to C and then to B. REMOVE FRAME FROM CHAIN ~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can remove a TEXT FRAME from a textflow chain. To use this function, first select the frame to be cut out of the textflow chain. For example, if you have three linked text frames on one page (A, B, and C), and you want to remove frame B from the textflow chain, first select that frame, then click on the REMOVE FRAME FROM CHAIN icon. The text will now flow from frame A to frame C, while B becomes an empty frame. CUT TEXTFLOW CHAIN ~~~~~~~~~~~~~~~~~~ Using this function you can separate an existing textflow chain into two independent textflow chains. First select the TEXT FRAME after which the cut is to take place. If you then click on this icon the chain will be cut. Text will no longer flow back when the text frame sizes are altered. This function is particularly useful when longer texts need to be broken up into separate sections. If the TEXTFLOW CHAIN to be cut up is linked with a FOOTNOTE FRAME, you will be asked to confirm the command and you will have the option of separating the footnote frame or breaking the textflow chain itself. -------------------------------------- SPECIAL VECTOR GRAPHIC FRAME FUNCTIONS -------------------------------------- In this menu page you will find one icon, with which you can set a VECTOR GRAPHICS FRAME to the IDEAL SIZE. This is necessary because in Calamus it is very easy to alter the size of a vector graphics frame, and the graphics image will alter to fit the new size. This can badly distort the image proportions. This function is also useful when vector graphics are imported from another program since you probably will not know the exact height to width ratio. using the ideal size function in this menu page will restore the original size and, more important, the original proportional ratio of the vector graphic. IDEAL SIZE ~~~~~~~~~~ To execute this function you should first have selected a VECTOR GRAPHIC FRAME. If you then click on this icon, the graphic will be restored to the size originally defined when it was created. ------------------------------- SPECIAL PICTURE FRAME FUNCTIONS ------------------------------- With these functions you can carry out various size optimisations the influence the relationship between the image and its frame, and give the image a name that will be shown within the frame if the image itself is not inserted into the frame. IMAGE NAME ~~~~~~~~~~ In this text display you can use the keyboard to input a short name for the image, which will then appear in the empty frame. You can use this function to mark out illustrations that will not be loaded until later, or to label spaces where photographs will later be placed. To execute this function you must first select a PICTURE FRAME. If, in the CHANGE FRAME mode, you select a picture frame that already possessed a name, that name will be displayed. PROPORTIONAL LOCK ~~~~~~~~~~~~~~~~~ This function is a global option that affects both the functions which optimise image sizes for printer and screen. If this function is selected (highlighted), optimised images will always maintain their original proportions. After a frame is resized, by optimising with PROPORTIONAL LOCK selected, Calamus will fit the picture in the frame so that the pixels in the image are scaled to a multiple of the dot resolution of the output device. This excludes the dangers of distortion and moire effects. (A particular value of this function is in preserving the existing dot pitch when enlarging scans or halftones). If you click on the icon once more, the function is switched off. All picture size optimisations will then be executed to a 1:1 ratio, allocating one point on the output device for every pixel in the picture. OPTIMISE SIZE FOR PRINTER ~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can optimise the size of a PICTURE FRAME image to suit the printer currently in use. The optimised size depends on the printer driver that was loaded either at startup of Calamus, or later using the PRINT DOCUMENT option of the FILE pull-down menu. To use this function, first select a picture frame. If you then click on this icon, the size of the picture frame will be altered maintaining a proportional relationship to the originally defined size. If PROPORTIONAL LOCK is highlighted the image size will be set so as to give an exact number of dots on the output device, in both the "X" and "Y" axes, for each pixel in the picture. If that option is inactive, the picture will be printed on the output device in the proportion 1:1. One printer dot will correspond to one pixel in the image. OPTIMISE SIZE FOR SCREEN ~~~~~~~~~~~~~~~~~~~~~~~~ With this function you can optimise a PICTURE FRAME for screen display. To execute this function, a picture frame must first be selected. If you then click on this icon, the size of the frame will be altered maintaining a proportional relationship to the size originally defined. If PROPORTIONAL LOCK is highlighted the image size will be set so as to give an exact number of screen pixels in both the "X" and "Y" axes, for each pixel of the picture. If that option is inactive, the picture will appear on screen in the proportion 1:1. One pixel in the picture will correspond to one screen pixel in the normal display size. CENTRE PICTURE IN FRAME ~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can set the picture size and frame size independently of each other. First bring the picture to the required size. If you then click on this icon (with the PICTURE FRAME selected) you can enlarge or reduce the frame without affecting the size of the picture itself. If the frame is larger than the image, the picture will be centred within it. If the frame is smaller than the picture, only the central area of the picture will be displayed. If you select a picture frame for which you have already specified this option,  the icon will be automatically selected by the program. To deselect it, click on the icon again. The image then fits itself exactly to the frame size. If you select this icon the function below, PICTURE INDEPENDENCE, is also automatically selected. PICTURE INDEPENDENCE ~~~~~~~~~~~~~~~~~~~~ Using this function allows you to set picture size and frame size independently of each other. If differs from CENTRE PICTURE IN FRAME in that the top left corner of the picture is always displayed, according to the size of the frame. First set the picture to the required size. If you then click on this icon (with the PICTURE FRAME selected) you can enlarge or reduce the frame without affecting the size of the picture itself. If the frame is larger than the picture, it will appear in the top left corner of the frame. If the frame is smaller than the picture, only the top left section of the picture will be shown. If you select a picture frame for which you have already specified this option, the icon will be automatically selected by the program. Again, to deselect it, simply click on the icon again. The image then fits itself exactly to the frame size. CROP PICTURE ~~~~~~~~~~~~ With this function you can crop around a chosen part of a picture. The PICTURE FRAME on which you wish to work must first be selected. If you then click on this icon, the cursor will become a small cross when it is in the DOCUMENT WINDOW. Move the cursor to the top left corner of the area to be trimmed and give one short click on the left button. If you then move the cursor, a 'rubber band' frame will appear and follow the cursor movements to mark out the area that will be retained. Mark the bottom right corner of that area with a further click of the left button. Now, only the rubber banded area will appear in the frame. If required, it can be returned to the original proportions using the optimising functions. This is an actual cropping operation as the rest of the image is deleted from memory. ---------------------------------------- SPECIAL FRAME FUNCTIONS FOR ROTATED TEXT ---------------------------------------- On this menu page you will find functions that specify the amount of rotation in ROTATED TEXT FRAMES. Rotated text frames can be created from normal TEXT FRAMES at any time by clicking on the relevant icon on the GENERAL FRAME FUNCTIONS menu page, or they can be created immediately as frames for rotated text. Text in such frames may form part of a textflow chain and be freely worked on in the TEXT EDITOR, where the rotation is not displayed. The rotated text may be displayed partially or even wholly outside its frame. The reason is that although the text is rotated, the frame is not. If the text does not appear rotated at any time, select the frame once. Text will then be displayed at the defined angle of rotation. Changes to the frame size continue to have a direct effect on the formatting of rotated text. ROTATION ANGLE (IN DEGREES) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this numerical display you can enter the required rotation angle in degrees, via the keyboard, with a precision of one tenth of a degree. The rotation will not be executed immediately, but only when you click on the ROTATE TEXT FRAME ICON. If, in the CHANGE FRAME mode, you use the mouse to select a rotated text frame that already exists, the current rotation angle will be displayed. RECONVERT ANGLE ~~~~~~~~~~~~~~~ With this function you can convert a frame for rotated text back into a normal TEXT FRAME. To execute this function,the frame for rotated text must first be selected. By clicking on this icon you will cancel the rotation. ROTATE TEXT FRAME ~~~~~~~~~~~~~~~~~ With this function you can rotate the text in a ROTATED TEXT FRAME through the angle specified. To execute this function, first select a rotated text frame. Clicking on this icon executes the rotation. Additionally, with the aid of this icon you can alter the angle of a previously rotated text frame by entering the new angle in the text input field and then carrying out the new rotation by clicking on this icon. ---------- GUIDELINES ---------- On this menu page you will find various guidelines to help you design your layout. You can define several kinds of guidelines and grids, and provide them with a snap function. This means that when you DRAW FRAMES or change their size, they will align themselves to the nearest guidelines. You can select a ruler display and a special crosshair cursor. You can select a ruler display and a special crosshair cursor. You can also selectively hide specific frame types, which can significantly speed up the construction of a complex page. DRAW VERTICAL GUIDES ~~~~~~~~~~~~~~~~~~~~ Select this icon to place vertical guidelines on the document page. When you move the cursor back into the DOCUMENT WINDOW, it will take the form of a small cross. Each time that you click, a new vertical guidelines will be inserted. DRAW HORIZONTAL GUIDES ~~~~~~~~~~~~~~~~~~~~~~ Select this icon to place horizontal guidelines on the document page. When you move the cursor back into the DOCUMENT WINDOW, it will take the form of a small cross. As with vertical guidelines, each time that you click, a new horizontal guideline will be inserted. DELETE GUIDES ~~~~~~~~~~~~~ Select this icon to delete horizontal and vertical guidelines from the layout. Place the cursor, which will appear as a small cross in the DOCUMENT WINDOW, near the guideline you want to delete and click on the left mouse button. The guideline will be deleted. SNAP TO VERTICAL GUIDES ~~~~~~~~~~~~~~~~~~~~~~~ After selecting this icon the automatic snap to vertical guidelines is activated. When frames are drawn or their size is changes, their vertical borders will always be aligned to the nearest vertical guideline. If you move a frame, its upper border will be aligned to the next vertical guideline above it. To deactivate this function, click on the icon once more. SNAP TO HORIZONTAL GUIDES ~~~~~~~~~~~~~~~~~~~~~~~~~ If you select this icon the automatic snap to horizontal guidelines is activated. When frames are drawn or their size is changed, their horizontal borders will always be aligned with the nearest horizontal guideline. If you move a frame, its left side will be aligned to the next horizontal guideline to its left. To deactivate this function, click on the icon once more. SNAP TO VERTICAL GRID ~~~~~~~~~~~~~~~~~~~~~ If you select this icon the automatic snap to vertical grid elements is activated. When frames are drawn or changed in size, their vertical borders will always be aligned to the nearest verticals of the grid. If you move a frame, its upper border will be aligned to the next vertical of the grid above it. To deactivate this function, click on the icon once more. SNAP TO HORIZONTAL GRID ~~~~~~~~~~~~~~~~~~~~~~~ If you select this icon the automatic snap to the horizontal elements of the grid is activated. When frames are drawn or changed in size, their horizontal borders will always be aligned to the nearest horizontals of the grid. If you move a frame, its upper border will be aligned to the next horizontal of the grid above it.To deactivate this function, click on the icon once more. CROSSHAIRS ~~~~~~~~~~ If you select this icon the normal cursor is replaced by crosshairs that extend over the entire screen. When used in conjunction with the ruler, the crosshair cursor allows you to position frames with extreme accuracy. To cancel the crosshairs cursor, click on this icon once more. HEADER AND FOOTER FRAMES ON/OFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. If you deselect it by clicking on it with the mouse, all the HEADER AND FOOTER FRAMES in the layout become invisible. Sometimes this will enable you to achieve faster working speeds. A further click will reselect the icon, and the header and footer frames will again become visible. TEXT FRAMES ON/OFF ~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. If you deselect it by clicking on it with the mouse, all TEXT FRAMES in the layout become invisible. Again, this may enable you to achieve faster working speeds. A further click will reselect the icon, and the text frames will become visible again. VECTOR GRAPHIC FRAMES ON/OFF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. If you deselect it by clicking on it with the mouse, all VECTOR GRAPHICS FRAMES in the layout become visible. A further click will reselect the icon, and the vector graphics frames will become visible again. LINES FRAMES ON/OFF ~~~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. If you deselect it by clicking on it with the mouse, all LINE FRAMES in the layout become invisible. A further click will reselect this icon, and the line frames will become visible again. PICTURE FRAMES ON/OFF ~~~~~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. If you deselect it by clicking on it with the mouse, all PICTURE FRAMES in the layout become invisible. A further click will reselect the icon, and the picture frames will become visible once more. ROTATE TEXT FRAMES ON/OFF ~~~~~~~~~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. If you deselect it by clicking on it with the mouse, all ROTATED TEXT FRAMES in the layout become invisible. A further click will reselect the icon, and the rotated text frames will become visible again. GUIDES ON/OFF ~~~~~~~~~~~~~ If you select this icon, all guides will become visible on the screen. To hide them, click on the icon again. GRID ON/OFF ~~~~~~~~~~~ If you select this icon, the alignment grid will become visible on the screen. To make it invisible once more, click on the icon again. FRAME OUTLINES ON/OFF ~~~~~~~~~~~~~~~~~~~~~ In the default setting, this icon is always selected. The borders of all frames are shown as dotted lines. If you click on this icon it will be deselected and the frame borders become invisible. A further click will reselect this icon, and the frame borders will become invisible again. COLUMN GUIDES ~~~~~~~~~~~~~ A common style of page layout is where text is placed in columns, such as newspaper, journal or magazine. Calamus provides special functions to facilitate column layouts. By selecting this icon, the COLUMN GUIDES dialogue box appears. By entering your own settings in this dialogue box you can create guides calibrated in columns and rows of text. Using the keyboard you can enter the required number of rows, number of columns, row spacing, and spaces between columns. You can also input values for the upper and lower margin of the text and for the right and left margins of the columns. You can move freely back and forth between the numerical displays by means of the cursor keys (up-arrow and down-arrow). You can then complete input by clicking on OK or by pressing RETURN. The defined guidelines will then be created. If, after all, you do not want to execute these settings, click on CANCEL. The guidelines are not visible unless the GUIDE ON/OFF icon is highlighted. The snap functions for these column guides are activated by the SNAP TO GUIDES functions for either vertical or horizontal elements of the column guides. SCALE GRID ~~~~~~~~~~ If you select this icon, the SET GRID SIZE dialogue box appears. You can enter the dimensions for the horizontal and vertical space between elements in the grid. The input, made via the keyboard, must end with RETURN or with a click on OK. If you decide against completing the operation, abort it by clicking on CANCEL. The grid is visible when GRID ON/OFF is highlighted. The automatic snap functions are activated with the SNAP TO VERTICAL GRID and SNAP TO HORIZONTAL GRID functions. RULER ON/OFF ~~~~~~~~~~~~ If you select this icon, a ruler display in the preselected units of measurement appears at the left and top of the DOCUMENT WINDOW. The units of measurement can be defined in inches, centimeters, picas or ciceros (using the PAGE LAYOUT option of the PAGE pull-down menu). If you click on this icon once more, it becomes deselected and the rulers disappear. ---------------- FRAME CLIPBOARDS ---------------- On this menu page you can find all the functions necessary for managing the frame clipboards. Calamus contains five clipboards, each of which can hold any kind of frame. With the aid of these clipboards you can move and copy frames between pages and between documents. The contents of the clipboards are indicated on this menu page. In each case, the top left corner of the stored frame is graphically displayed. FRAME CLIPBOARDS (1 TO 5) ~~~~~~~~~~~~~~~~~~~~~~~~~ In these five displays, the contents of the FRAME CLIPBOARDS are indicated by a graphic display of the top left corner of each frame in storage. For certain operations you have to select one of these clipboards. To select a clipboard, click on it once. It contents are then displayed inverted, in the same way that icons are highlighted when selected. CUT FRAME (PAGE TO CLIPBOARD) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can remove a frame from the layout and store it in a clipboard. First select the frame. If you then click on this icon, the frame is deleted from the layout and appears in the selected clipboard. If you did not preselect a clipboard, the frame will go into the next empty clipboard available. Should there not be an empty clipboard available, you will see a warning message and the operation will be cancelled. You must then select a clipboard. If a selected clipboard already contains a frame you will be asked whether the operation is to be carried out. If you proceed, the clipboard's previous contents will be overwritten. PASTE FRAME (CLIPBOARD TO PAGE) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can take a frame out of a clipboard and place it on a page. First select the appropriate clipboard. If you then click on this icon, the frame is removed from the clipboard and appears on the page in the position it previously occupied before being put into the clipboard. You can move it to another position later, in the CHANGE FRAME mode. DELETE FRAME FROM CLIPBOARD ~~~~~~~~~~~~~~~~~~~~~~~~~~~ With this function you can permanently clear a frame from a clipboard. To execute this function, first select the appropriate clipboard. If you then click on this icon, a warning dialogue will be displayed that gives you the chance to cancel or clear the selected clipboard. COPY FRAME FROM PAGE TO CLIPBOARD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can make a copy of any frame in a clipboard, while leaving the original frame on the page. To execute this function, first select a frame. If you then click on this icon, the frame is copied into the selected clipboard. If you did not preselect a clipboard, the frame will go into the next available one. Should there be no empty clipboard available, a warning message will be displayed and the operation will be cancelled. You must then select a clipboard. If the designated clipboard already contains a frame you will be asked whether the operation is to proceed. The clipboard's previous contents will be overwritten. MOVING FRAME FROM CLIPBOARD TO PAGE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using this function you can create a copy of a frame stored in a clipboard on the current page. Select the required clipboard. It then appears highlighted. If you then click on this icon, a copy of the frame held in the clipboard will appear on the current page, in the position that the frame originally occupied when it was put into the clipboard. You may change the frame's position afterwards, when in the CHANGE FRAME mode. THE FOOLS ERRAND By MEDUSA STARTING THE GAME. Turn on your computer with the game disk in the internal drive. The disk window will open up and display an icon for LOADER.PRG. Double click this icon , the program will begin to load. Insert the Puzzle disk and then the Game disk again when prompted. Soon this display will appear. PLease enter one of the following 1. The Prologue 2. The Fool`s Errand Game 3. The Finale (must finish game first) 4. Return to desktop Type 1 if you want to see the Prologue, or 2 if you want to go directly to the game. If you choose to view the Prologue you will ;be prompted to insert the Prologue Disk. When the prologue is complete you will be returned to the above prompt screen. GAME PLAY Move the arrow cursor to the menu bar, then press and hold the left button to drop the menu down. By sliding up or down the menu and releasing the button when your choice is highlighted, you will be taken to that part of the story. Only those items shown in black are available. When the story scroll is showing, clicking once on the ? button at the bottom of the scroll will also take you to the puzzle. Or, hold down the Ctrl key while selecting a menu item and you will be taken directly to the associated puzzle. To move you through the story one page at a time, place your cursor near the bottom of the scroll and click when its shape has changed to an up or down arrow to move backward or forward, respectively. INSTRUCTION MENUS When playing a puzzle, a menu with the name of that puzzle appears to the right of the V-menu and gives you directions for playing. Let go of the button to play the puzzle. FILE OPERATIONS New ( alt-N). Starts a new game with no puzzles solved. It is an untitled game until you decide to save it. Load ( alt-L). Selecting thi;s item will bring up a list of saved games from which you can choose one to open. Use the mouse to click on the name of a saved game or type the name in under the Selection: insertion point. If a saved game does not appear in the scroll window, use the arrows to move down the list until the game you wish to open appears. Clicking OK or pressing Enter will load the selected game. Save ( alt-S). This will save your current game onto your disk ( the game disk has room for a saved game). You may choose to save all of your games on a separate, formatted disk. Just place the formatted disk in the active drive before choosing the Save command. Save As ( alt-A). This option allows you to save your current game either with a changed name or onto a new disk. THE FILE MENU To start a new game. select `New` from the File Menu and a directory will appear. Type a name into the `Name of New Game? box. Specify which drive you wish to save to, then select the `Save` option. To open a previously saved game select `Open` from the file Menu and a directory will appear. Specify which drive you wish to use, choose a saved game, then select the `Open` option. To save the current game select `Save` from the File menu. Be sure to save your game often. To save the current game with another name select `Save As` in the File menu and a directory will appear. Type in the new name in the `New Name? box. Specify which drive you wish to save to, then select the `Save` option. To turn the sound on and off select `Sound` in the file menu. A checkmark next to the `Sound ` option means the sound is on, no checkmark means its off. To recieve a progress report of your game select `About Fool`s Errand` from the File Menu To Quit the game select `Quit` from the File Menu. By the way, you cannot ` die ` in The Fools Errand, so wherever you go, there you are. PRINTING THE STORY For most of the game, the `Print Story` option is in the gray and cannot be used. Once you have restored the Suns Map, the Print Story option can be used. Before you print the story, however, make sure that your printer is set up and ready. Then select `Print Story` and take a break. The story is very long. THE STORY The Story is vital to solving the game. It chronicles the adventures of the fool as he wanders throughout the land. It provides a description of the land, necessary to restore the Suns Map. It gives important clues to the names of the fourteen lost treasures. The story has 80 parts. The- I-II-III-IV-V-menus show the names of all 80 parts in the order that they will appear in the story. At the beginning of the game, however, only 21 parts are available to be read. If a name is in gray, then that part of the story is hidden by an enchantment and does not yet appear on the scroll. To scroll through the story, use the commands shown on your System Information Sheet. Another way to move through the story is to use the -I-II-III-IV-V-menus. Just select a name and the scroll will jump to that part of the story. The name of the story part is displayed at the bottom of the scroll. Some story parts are more than one scroll long. THE ENCHANTMENTS An enchantment is a magical barrier that prevents you from traveling to the hidden parts of the land. Once an enchantment is overcome, a new part of the story is revealed and a new piece is added to the Suns Map. If there is a symbol next to a story name in the -I-II-III-IV-V- menus, then there is a hidden enchantment at this location in the scroll. You can move to an enchantment in one of two ways. Scroll to that part of the story and select the button which appears at the bottom of the scroll or hold down the Ctrl key as you select that name from the menu. When you enter an enchantment, a new menu appears to the right of the -I-II-III-IV-V- menus. This menu usually includes a set of instructions, telling you how to solve that particular enchantment. Yet some instructions are vague. And a few have no instructions at all. The Fools Errand is a game of discovery. All you need to solve the many enchantments is contained within the game. And sometimes, just figuring out what to do is part of the puzzle. WHENEVER YOU SOLVE AND ENCHANTMENT, THE ? BUTTON ON THE SCROLL CHANGES TO A * BUTTON. Selecting it allows you to view the solved enchantment. In a few cases, the enchantment can be played over again, but this is optional. No additional clues will appear. To leave an enchantment select `Return to Scroll` from its menu and you will return to that enchantment`s part of the story. Or, from the -I-II-III-IV-V- menus, select any story name in black and the scroll will jump to that part of the story. Or hold down the Crtl key or Option key, please see your System Information Sheet for details, and select a story name with a symbol next to it. You will be transported to the new enchantment. STRATEGY The Fools Errand offers a challenge like no other. Intertwined in a tale of fantasy and enchantment lurks a hidden puzzle- to help the fool name the fourteen lost treasures of the land. To accomplish th;is, you must reveal the complete story of the fools adventures and restore the Suns Map. And to do this, you must overcome all of the many enchantments blocking your way. When the game begins, there are 21 parts of the story already visible on the scroll. Before you do anything else, read this story from beginning to end. It provides all the background for the game. The very first part of the story, the Sun, contains the Suns Map. The Suns Map is vital to the game, but it too is enchanted and most of its pieces are missing. Solve the enchantments in any order you wish. If one seems too difficult, move on to another. There may be clues waiting elsewhere. Whenever you solve an enchantment you will be rewarded with another part of the story and another piece of the Suns Map. Each piece of the Map represents an episode from the fools adventures. To restore the map, all the pieces must be arranged so that the completed map represents a correct view of the land. The map has a single path. It is a continous line, having only one starting point and one ending point. Each piece can be identified by its symbols, letters or numbers. The trick is to determine which piece goes with which part of the story. Some pieces are easier to identify than others. The path on the completed map should pass through the pieces in the same order as their correxponding story names in the menus. It may be a good idea to work on the map as you go rather than wait to the very end. Once you restored the Suns Map, be sure to read its menu, for there will be new instructions. To discover the names of the fourteen treasures, study both the story and the map very carefully. Between the two, is all the information you need to solve the game. All colored or highlighted text in the story is important. Everything on the Suns Map is important. Look for relationships between the characters and events in the story and their counterparts on the Suns Map. Seek the hi;nts hidden within the Book of Thoth. Use your imagination. Try anything and everything. All clues are used only once. THE END Sewer Software presents yet another of the Dr.J docs... FORGOTTEN WORLDS SCENARIO Emperor Bios, the God of Destruction has begotten eight evil gods who were destroying all known civilisation. Destroyed cities turned into Dust Ruins and became known as 'Forgotten Worlds'. But the spirit of peoples' angry minds created two super warriors to fight back against the evil demons and rescue the world back from Bios. Their task is awesome for Emperor Bios is protected by three Demi-Gods including The Golden Dragon, The God of War and The Paramecium. GAME PLAY Level 1--City-scape Make our way to the entrance of the underground complex after battling through the bleak city-scape. Watch out for the spider like robot guards. Once inside, gas pipes hinder your way, rupture these and you'll burn to a crisp. Finally, the first of the Demi gods approaches using rubbish to guard its fragile mouth which spurts out deadly mutations. Level 2--Dust World Beneath the murky waters in the sunken world of the dust Dragon lurk deadly snakes who wait until the last moment to grab you with their razor sharp teeth. Gun emplacements line the way to the Dust Dragon who can only be destroyed by attacking its heart. Other parts of the body under attack only serves to provoke its fighting fury. Level 3--Hi-tech A heavily armoured fortress surrounded by gun emplacements to protect the shrine of the god of War. Multitudes of lizards have failed to prevent you getting this far, however, the God of War is ready to destroy you as he stands dwarfing the fortress. Only be destroying his shoulder is there any hope. Level 4--Gods Domain Above the clouds lies the kingdom of Bios. Sending forth monks of his highest order Bios hopes to deter you in your quest. Using evil creations such as snakes and maggots to distract you whilst the monks move in for the kill. Defeat the monks and travel to the other side of the forest where Bios awaits on his throne, ready to do battle. As the game proceeds, extra weaponry can be bought at shops midway through each level. The weapons include: Homing Missiles Napalm Bombs V-Cannon Multi-Directional Laser Burner Armour (repels a number of shots) Booster (increases weapon power) CONTROLS JOYSTICK Without fire button depressed: Move up : Move Left---------:-----------Move Right : Move down With Fire Button depressed Fire & Move Up : Fire : Fire Rotate Anti-clockwise-----:-------Rotate Clockwise : Fire & Move Down KEYBOARD F1--PAUSE ON F2--PAUSE OFF SMART BOMB PLAYER 1--F1 SMART BOMB PLAYER 2--F2 ters, some over 28 miles in diameter. Although these are recent events and minor ones at that, they are hardly rarities. On average the Earth can expect a major impact event every 170,000 years. Some people would therefore say that we have been a little fortunate to have lasted over 700,000 years without such an impact. One thing is for certain, with so many asteroids in orbit between Mars and Jupiter, sooner or later another major event WILL occur, and at present we neither have the ability nor the will to produce the ability to avert such a disaster. SEPTEMBER, 2200 A.D. Every available telescope, orbital and Earth based, turned towards the constellation of Gemini to follow the incoming Object. The commanders on Luna Base 1 and the lo outpost had been ordered to divert all attention to correlating Earth's observations. Mathematicians coolly calculated and sieved through the ocean of information pouring in from all sources. Every department, as usual, keeping strict records of the Object's approach for the history books but everyone involved knew it would probably be the last chapter. Its mass, they estimated, was more than 20,000,000,000 tonnes composed mainly of ice. Velocity and trajectory placed Earth in a direct line in 17.4 hours. Point of impact was hard to estimate but the worst possible was expected somewhere in the northern Pacific ocean. The only practical attempt to change the Object's course had been futile. A small, fast shuttle had rendezvoused, planted a massive nuclear charge and run away before detonation. The required shift was 10 thousand miles if the Object was to miss without causing damage. The result was not even measured by any observatories on Earth. Nothing more could be done. Every nuclear warhead had been programmed for specific targets on enemy territory. Most less than 10,000 miles away and ALL stationary. To reprogram so many would take more time than was available and to expect them to reach a moving target was ridiculous. Even if it could have been achieved and all warheads had struck the Object, the results would have been worse. One object of 20 trillion tonnes smashed into 1000 pieces would produce a shower of 20 million tonne impacts. Better, it was decided, to fight a monster than an army of giants. Every weapon of destruction upon which man had spent so much effort suddenly became dwarfed and insignificant. Earth braced itself. As Commander of Luna Base 1, you witnessed the event with an astonished gaze. All predictions had been correct. The Object plummeted to Earth and punched a hole straight through the Pacific throwing millions of gallons of water vapour into the atmosphere. Like a bullet through glass, the Object's velocity was unaffected and smashed into the Earth's crust cracking it wide open. With the Object's life now over, the planet's reaction was devastating. The underlying magma core, now untethered, ran wild over what used to be the sea bed and spluttered out thousands of tonnes of molten rock behind the steam. As the remaining ocean flooded in to fill the hole it vaporized instantly with the immense heat. It seemed an unstoppable process. Shock waves ran across the planet and Earth rang like a bell. Vast Earthquakes split even more of the crust adding yet more dust and steam all over the globe. Winds raged themselves up to a frenzy carrying great plumes of debris out into space and across the surface. Slowly but surely, the blue grey disc turned darker and darker. Life ebbed away and civilization ceased to exist. As far as you were concerned, Luna Base 1 was all that remained of the Human Race and its culture. You realised that your base must change from a minor research station in order to support the survival of mankind. Terraforming, changing other planets into Earth-like places, was still in its infancy. It now seemed that the process would have to be used on Earth itself. You also know that the resources of the Moon were not sufficient to achieve recolonization of Earth. Other planets would have to be conquered first to gather enough materials for Terraforming and the immediate survival of your race. INSTRUCTIONS CONTROLS The main game is controlled by using a mouse to move the pointer on screen, giving you access to the departments of the moonbase, any craft in service and various data banks at your disposal. You may also use a joystick in the second port to give you manual control of craft when necessary. The main control icons are at the top of the screen. Each icon is identified as you point at it. MOON BASE Takes you to a view of the base showing the seven departments. You amy also access the base by clicking the right hand mouse button. COLONIES Gives you access to any colonies you have established. CRAFT ROSTER Gives information of the status and location of any craft you have built, and enables you to access control of the craft. DATA BASE Gives information on the planets and moons of the solar system. BULLETIN BOARD Records recent communication of achievements and events. FILE ACCESS Enables you to load and save your position. You may store up to four different games on a disk. LOG Gives your Civilisation and Technology Rating, which is based on the craft in service, the number of colonies you have established and the total population. ZOOM OUT Allows you to zoom out from any screen to give a view of the entire solar system. ADVANCE HOUR ADVANCE DAY THE MOONBASE The different departments of the base are accessed by pointing at the graphic representation of that department and clicking the left hand mouse button. RESEARCH Before you can start to build equipment or collate data on planets or moons the projects must be researched. You may instruct the research department by selecting form seven different categories of projects. ENERGY The output of this department may be increased by building and installing SolaGens. LIFE SUPPORT The population of the moonbase can only be increased by building additional life support nodules. PRODUCTION Projects which have been researched may be selected for production by accessing the small project monitor on the left hand side of the screen. DEFENCE You may build both fighters and orbital lasers to defend the moonbase. RESOURCES The reserve stock and current output of the mining departments are displayed on this screen. FLIGHT BAY There are eight flight bays which can be accessed by clicking over the graphic of each bay. hic representation of that department and clicking the left hand mouse button. RESEARCH Before you can start to build equipment or collate data on planets or moons the projects must be researched. You may instruct the research department by selecting form seven different categories of projects. ENERGY The output of this department may be increased by building and installing SolaGens. LIFE SUPPORT T`,`Pack-Fire by Axe/DelightIK,MFa&NK kA -Jgrѓg f``GP$]*$**ԓ**p AC$QC&LN&&QvHCj&l",p&&QjNH Na f.%߇`>.-%Wއ`,އgNu> f.%߇Nu.-%WއNurއgAQNupaSAk0gTSAgXadBad\`dpaSAjpNupaAAL!a҅NupaSAkPAAL aAa0`Npap`.pap`>aJ@g p`2aJ@gp`(aJ@gp`p``"agQk`U@C!!Q`  U`K?*O.B*m-RoЭ~Fȑ ?JXT29wʄ;j["&BG*(&P J|eMB7XA_E^ pg0<?"X%>Bh6tދa/KMB`wyW lJFxPoJzAa zzX bpp  7 \`ptPܥo K`e\-\KX̝LpypSVQNfR$#MR(IG`24#44Rh [%[%HHZV3P5XNu1B,XF>1JUnUtz^ :T:T . :5 d4B7BA DrJ doc presented by SEWERSOFT Psycho Playing Guide -------------------- 1. Introduction. ------------ A shipment of jewels is missing. Your are a detective hired by the Metropolitan showcase of art to find this shipment. Along with the curator who was carrying them. Utilizing all your skills honed by years of crime Solving you trace thejewels and curator as far as the Bates Motel.Grabbing your coat and hat, you head over to the motel to learn what you can. Recover the jewels and rescue the curator. Its 2:00am when you reach the motel only to find it quiet. turning your attention to the big old house on the nearby hill, your quest begins. Your objective: find the jewels, rescue the curator and get safely out of the house by sunrise.(6:00)am. Fight attacking meanies, search for clues and useful items and solve the mystery. The challenge is yours!!! Atari ST Version: Insert disk into Drve A and turn on computer. PSYCHO will autoboot. Use joystick or keyboard to move. Joystick goes in port 1. 3. Action commands; Action Keyboard ------ -------- View a scene. V Search an Object S Read a clue or note R Review a list of found Clues C Take an item or clue T Leave a room or area L Use an item u Dig in something  d Eat E Fire Gun F Open doors and things O Pull or push something P Levels of Difficulty There are three levels of difficulty to select from. NOVICE, ADVANCED, and MASTER DETECTIVE. Selecting a higher difficulty level results in meanies that are tougher to kill, fewer clues and less time to complete your objective. Screen Layout: While playing the game, the screen is divided into five areas; (1) Location Window: Displays a picture of what room or area you are currently in. It is theis window which shows you meanies coming at you or things worth searching for. (2) COMMAND CONSOLE; List all available keyboard commands. (3) MESSAGE CONSOLE; Place where clues and other pertinent messages are displayed. (4) STATUS CONSOLE; Shows what time it is and what your health and score are. (5) INVENTORY WINDOW; Displays the objects you are currently carrying and can use. MR. DOS'S DOCS ON SEX VIXENS! ----------------------------- 1 SEX VIXENS FROM SPACE 2 AN INTERACTIVE GRAPHICS / TEXT ADVENTURE 3 FROM FREE SPIRIT SOFTWARE 4 COPYRIGHT 1988 FREE SPIRIT SOFTWARE 5 ALL RIGHTS RESERVED WORLDWIDE. 6 YOU ARE CAPTAIN BRAD STALLION, OWNER AND OPERATOR OF THE 7 ONE-MAN SPACE VEHICLE KNOW THROUGHOUT THE GALAXY AS 8 THE 'BIG THRUSTER' 9 GETTING STARTED: HARDWARE REQUIREMENTS FOR THIS GAME 10 ARE AS FALLOWS:AMIGA 500/1000/2000 WITH AT LEAST 512K 11 MEMORY.ONLY ONE FLOPPY DRIVE IS REQUIRED. 12 TO START THE GAME,BOOT YOU COMPUTER IN THE NORMAL 13 MANNER.WHEN PROMPTED FOR THE WORKBENCH DISK,INSERT 14 THE DISK MARKED 'DISK1' IN THE INTERNAL DISK DRIVE. 15 IF YOU HAVE A SECOND DRIVE,INSERT THE DISK MARKED 'DISK2' 16 INTO IT.AFTER A FEW SECONDS,YOU WILL BE PROMPTED TO ENTER 17 A PHRASE FROM THIS MANUAL.ENTER THE PHRASE,PUNCTUATION NOT 18 INCLUDED,THEN PRESS THE RETURN KEY. 19 GAME CONTROLS: YOU ARE BRAD STALLION,YOU SEE THROUGH HIS EYES 20 AND YOU MANIPULATE OBJECTS WITH HIS HANDS(THE POINTER). 21 THE LOWER ONE FOURTH OF THE SCREEN DISPLAY IS YOUR 'CONSOLE' 22 YOU HAVE A TEXT DISPLAY AREA AND GAME CONTROLS. THE NEXT 23 DISPLAY AREA WILL DISPLAY A 'WHAT NOW' PROMPT WHEN THERE IS 24 NO TEXT TO DISPLAY.YOU CLEAR,OR 'ACTIVATE' THE CONSOLE BY 25 CLICKING(PRESSING DOWN) THE LEFT MOUSE BUTTON. THE POINTER 26 IS ALSO USED TO MANIPULATE OBJECTS IN A SCENE. THIS WAY 27 INCLUDE TOUCHING SOMEONE,TURNING ON CONTROLS,OPENING DOORS, 28 ETC. BUT BE CAREFUL, SOME THINGS MAY NOT BE SAFE TO TOUCH! 29 ADDITIONALLY,THE POINTER IS USED TO TELL YOU OF CERTAIN GAME 30 CONDITIONS. IF THERE IS MORE TEXT FOR YOU TO READ THAN CAN 31 BE DISPLAYED IN THE TEXT AREA, THE POINTER WILL BECOME THE 32 WORD 'TEXT'. WHEN THIS HAPPENS, NO OTHER GAME CONTROLS ARE 33 ACTIVE. CLICKING THE LEFT MOUSE BUTTON WILL THEN DISPLAY THE 34 NEXT SECTION OF TEXT. THE POINTER WILL ALSO TELL YOU TO WAIT 35 DURING ANY DISK ACTIVITY. AND FINALLY, THE POINTER WILL ON 36 SOME OCCASIONS ACTUALLY TURN INTO WHAT EVER IS IN YOUR RIGHT 37 HAND! 38 OTHER GAME CONTROLS: TO THE RIGHT OF THE TEXT DISPLAY AREA 39 IS A FOUR POINT COMPASS ROSE,UP-DOWN GADGETS, AND THREE 40 BUTTONS,LABELED 'I' FOR INVENTORY, 'L' FOR LOCATION AND 41 'S' FOR GAME STATUS. THE COMPASS ROSE AND UP-DOWN GADGETS 42 MAY BE USED TO MOVE ABOUT THE VARIOUS LOCATIONS YOU WILL 43 VISIT. CLICKING ON THE 'I'NVENTORY BUTTON WILL SHOW YOU A 44 LIST OF ALL THE OBJECTS YOU CURRENTLY HAVE ON YOU. 45 NOTE: THE OBJECTS WILL USALLY BE IN YOUR POCKET. TO DO 46 ANYTHING WITH THEM, YOU FIRST HAVE TO GET THEM FROM YOUR 47 POCKET! CLICKING ON THE 'L'OCATION BUTTON WILL DISPLAY THE 48 TEXT ASSOCIATED WITH A SCENE. CLICKING ON 'S'TATUS 49 BUTTON WILL GET A STATUS REPORT FROM SANDIE, YOUR SHIP'S 50 COMPUTER.('SANDIE' STANDS FOR 'SHIPS AUTOMATED NAVIGATION 51 DATA AND INFORMATION ENTITY'). SANDIE IS YOUR BEST FRIEND AND 52 COMPANION,TOTALLY DEDICATED TO YOUR WELL BEING. SHE WILL 53 HELP YOU, OFFER ADVICE ON OCCASION AND SOMETIMES ACT AS YOUR 54 CONSCIENCE. BUT BE CAREFUL! SANDIE HAS BEEN IN SPACE A LONG 55 TIME. THANKS TO THE WONDERS OF FUTURISTIC ELECTRONICS, SANDIE 56 IS ALWAYS WITH YOU THROUGH A TELE-LINK, EVEN WHEN YOU ARE OFF 57 THE SHIP. 58  THE 'WHAT NOW' PROMPT: THIS IS YOUR KEYBOARD ENTRY METHOD. 59 ALL GAME COMMANDS HAVE A KEYBOARD EQUIVALENT. TYPING 'N' OR 60 'N' OR 'NORTH' IS THE SAME AS CLICKING ON THE UPWARD ARROW OF 61 THE COMPASS ROSE. YOU GET THE 'WHAT NOW' PROMPT BE PRESSING 63 THE LEFT MOUSE BUTTON WITH THE POINTER OVER THE TEXT DISPLAY 64 AREA, OR BY PRESSING APE,URN OR 65 KEYS. THE 'WHAT NOW' PROMPT MUST BE DISPLAYED BEFORE ANY 66 KEYBOARD COMMANDS CAN BE GIVEN. TO EXECUTE A COMMAND, TYPE 67 IN THE COMMAND, SUCH AS 'STAT' OR 'STATUS' FOR A 68 STATUS REPORT, THEN PRESS RETURN. IF AN ILLEGAL COMMAND IS 69 GIVEN, THE TEXT AREA WILL DISPLAY 'CAN'T'. 70 NOTE:EVERY SCENE HAS ITS OWN GROUP OF LEGAL COMMANDS. WHAT 71 MAY BE ILLEGAL IN ONE SCENE MAY BE A REQUIRED COMMAND IN 72 ANOTHER. 73 THE GAME OPTIONS MENU: DIRECTLY ABOVE THE TEXT DISPLAY AREA 74 IS THE GAME OPTIONS MENU. PRESSING THE RIGHT MOUSE BUTTON 75 WILL SHOW THIS MENU. CONTINUE TO HOLD THE RIGHT BUTTON DOWN 76 THEN MOVE THE POINTER OVER THE DESIRED SELECTION AND RELEASE 77 THE BUTTON. TWO OPTIONS ARE AVAILABLE AT ALL TIMES, UNLES 78 THE POINTER INDICATES 'WAIT' OR 'TEXT'. 79 REMEMBER BRAD, IT IS A DANGEROUS WORLD YOU INHABIT, BUT YOUR 80 ANIMAL CUNNING AND SEXUAL PROWESS CAN SEE YOU THROUGH AS IT 81 ALWAYS HAS BEFORE! TYPED BY MR. DOS - A MEMBER OF S.W.O.R.D.! ************************************************************************* Sewer Software presents a doc supplied by Dr.J SPACE CONQUEST: A Galactic Odyssey ****LOADING INSTRUCTIONS**** Insert the "SPACE CONQUEST Disk A" in drive A: and turn on the machine. Double-click on the file titled LOAD_ME.PRG. SPACE CONQUEST may be run from a hard drive. Copy the disks directly to a partition of the hard drive. Load the file LOAD_ME.PRG. Be sure the monitor is in LOW resolution. ****INTRODUCTION**** You have just been given command of the Enola Gay II, a vessel designed for colonization by the Association of Solar Systems. Your orders are to colonize a section of the galaxy consisting of nine solar systems. Simple enough..... too simple. In the early hours of May 24th, 2112, at exactly 03:23:00 AM, you receive a message from your commanding officer, Admiral Omega. It seems a vessel identified as the Mancer, commanded by Admiral Necro, has entered this section of the galaxy with the intent to colonize the very planets that YOU were ordered to colonize. The Association sees this action by Mancer as a threat. You are given following priorities: 1. Colonize a majority of the planets in each solar systems. 2. Seek out and destroy the Mancer. You are to carry out your duties in that order. Colonize first, destroy later. The Mancer is far too powerful of a ship to be taken by your colonization craft. You will need the support of the solar systems in order to assure the security of the area. If these planets fall into an empire created by Admiral Necro, then be will be powerful enough to overthrow the Association of Solar Systems. When you have colonized the majority of solar systems in the area, the Association will feel confident enough to send out enough fighters to destroy the Mancer. Until then, the Association can not be sure that the people of this galaxy are not supporters of Necro. The Association can not risk sending fighters to their possible destruction. ****GETTING STARTED**** You will first see the introduction. Press any key to bypass the introduction. After a period of time, the main program will be loaded and you will be prompted to insert Disk B of SPACE CONQUEST. Do so and hit return. (Hard drive users will bypass this prompt). Next, you will be asked to choose a level. NOVICE is the easiest level, as the Mancer will colonize rather slowly in the Novice level. The Mancer colonize at a moderate speed in the ADVANCED level. In the EXPERT level, the Mancer colonizes planets at the highest rate of speed. You will next be required to identify yourself to the Ship's Computers. The Computers will then do a Retina Scan to verify the identification. Afterwards you should set your warp for the solar system you wish to begin colonization. ****PLAYING THE GAME**** Once you have entered a solar system, you should move around the System Map. Do this by placing the mouse pinter on one of the square adjoining your ship and pressing the left button. Continue doing this until the ship reaches its destination. When you have stablished orbit (by moving your ship on top of the desired planet), you should Communicate with the planet, Scan the planet, Board your shuttle with a crew, and Launch the shuttle to the planet in order to colonize it. Once you have colonized a majority of the planets in that solar system, you should set warp for another solar system and proceed to colonize that system. Sound simple enough, but there are several obstacles that will get in the way. For one, there are hundreds of fighter pilots that Admiral Necro has sent out to destroy anyone who oppose him. Then there is the fact that you command a small ship that can only carry a small crew, so you will need to restock your crew at the STARBASE or from the planets that you colonize. After fighting the enemies and hopping about the solar systems, your supplies tend to run low. Your Fuel, along with your Missiles and Beam Energy, will need to be restocked at the STARBASE. Then there is the Mancer itself. Should you even dare to occupy the same co-ordinates with this monster of a space craft, you will feel the wrath of Admiral Necro. ****THE SHIP - ENOLA GAY II**** At the top of the ship you will see the Date Counter. On the left side of the screen are four buttons: [COMM]UNICATE, [SCAN], [BAY], AND [DRIV]ES. On the right side of the screen are the other four buttons: [DEFL]ECTORS, [MISS]ILES, [STAT]US, AND [DIST]RESS. In the middle of the screen is the viewing are where an array of different things will happen. At the bottom of the screen is the Message area where important information will be conveyed to you. ****SHIP'S FUNCTIONS**** [COMM]UNICATE - This function allows you to Communicate with the planet that you are orbiting, or with the STARBASE. If you choose to Communicate with the STARBASE, they will send you an update on how many planets and solar systems you have colonized and how many plantes and solar systems the Mancer has colonized. If you Communicate with the planet, several things may happen. If the planet has the technology to Communicate with you, then it will. If not, there will be no response. The people of the planet may be willing to help or they may be hostile towards you. Act accordingly. [SCAN] - This function allows you to Scan your ship's Damage, the Universal and Galatic maps, or the Planet you are orbiting. If you decide to Scan your ship's damage, a blueprint of the ship will appear on the screen. The damaged areas, if any, will be highlighed in red. If your shields are on, a purple outline will appear around the ship. If you Scan the Galactic Map, then grid maps of solar systems will appear on the screen. You may choose a solar system and view the planets within. If you choose to Scan the planet, several bits of information will appear on the screen: the precentage of land, the thickness of atmosphere, the density of the gravity, the level of technology, the name of the galaxy that the planet is located in, the name of the planet and how many moons orbit it. This information will be used for colonization purposes, and helps you figure out the crew requirements to successfully colonize that planet. ( See " THE SHIP'S CREW" for more details). [BAY] - This function will take you to the shuttle bay of the ship. Here you can Board the shuttle with the crew, or Launch the shuttle to the planet in an attempt to colonize it. [DRIV]ES - This function allows you to access your ship's drives. You may Set your warp or Engage the warp drive engines. By choosing the Set Warp option, you will be able to select the next solar system you wish to enter, or select the STARBASE in order to resupply or repair your ship. The Engage option will, if you have set your destination, warp you into the selected solar system. [DEFL]ECTORS - This function will enable you to activate or deactivate your deflectors or shields. The deflectors will absorb a lot of the damage that the enemy may inflict upon your ship. The deflectors, however, require a lot of fuel to operate. [MISS]ILES - This is a combat function only. With this option, you will lock your missiles on the target and fire the missiles. The missiles are your most powerful artillery. The missile will destroy any of the fighter pilots that Admiral Necro has sent after you. There are only four missiles, however, so use them conservatively. [STAT]US - This fuction will give a complete status of the Enola Gay II. On the screen will be listed the following items: 1. How much beam energy is left. 2. How many missiles are left. 3. How much fuel is in tanks one and two. 4. How many marines, colonists, and linguists are in the crew's quarters. 5. How much damage has been done to the ship. 6. How many planets and galaxies you have colonized. [DIST]RESS - This is "Last Resort" button. This function will give you the options of surrendering to Admiral Necro, or activating, the self-destruct procedure of the ship. Either one will end your career with the Association of Solar Sytems. You can abort the self-destruct procedure by clicking on ABORT or pressing the letter [A]. ****THE SHIP'S CREW**** There are four types of people on board the Enola Gay II aside from the ship's captain. These four types are as follows: MARINES - These are necessary for colonizing planets when the technology on the planet reaches a certain level. When the TECHNOLOGY level is: 1-4, no marines are needed. 5-6, one marine is required. 7-8, two marines are necessary. 9-10, three marines are needed. The higher the technology, the more advanced the people are with their weapons, and so more marines are needed to protect against uprisings. COLONISTS - These are the people that will actually establish an Association colony on the planet. The more land there is, the more colonists are needed. If the LAND is: 1-25% , one colonist is needed 26-50% , two colonists are needed. 51-75% , three colonists are needed 76-100%, then four colonist are needed. SCIENTISTS - These are usually required for every planet. A scientist and his equipment is needed if the atmosphere is too thick or too thin. If the ATMOSPHERE is: 1-2 or 9-10, then a scientist is needed, If the GRAVITY is less that 3.8m/s or greater than 14.8m/s, then a Scientist and his equipment are required to colonize the planet. LINGUISTS - This linguists are seldom used. If you should communicate with a planet and your linguist needs to translate the message, then you must also send one with the rest of the crew so that the colony may communicate with the native of the planet. ****COMBAT**** Combat may occur in three different situations: The first would be a chance encounter with one of Admiral Necro's fighter pilots; the second situation would be while you are in orbit around a planet colonized by Admiral Necro, and the final situation would be with the Mancer itself, but that would be a most unwelcomed encounter. You have two types of weapons available to you. There are the Missiles which are operated through the [MISS] button, and there are the Beams which are activated by simply positioning the crosshairs on the screen where you wish to fire, and clicking the mouse button. The Missiles are much more deadly that the Beams, but the Beams are in greater supply. ****SHIP'S DAMAGE**** When your ship receives damage, then something will become inoperative. Some things may still work, but only half as well. Here is a list of what each section of the ship controls: 1. Impulse Engines - There are two separate impulse engines. If one is destroyed, the other will still move the ship. If both are destroyed, then the ship can not move within the solar system until they are fixed. 2. Warp Drives - If the Warp drives are destroyed, you will not be able to Engage your Warp, so interstellar travel will be disabled until the drives are repaired. 3. Crew's Quarters - This is where the crew lives, and also where the shuttle bay is located. If this is damaged, then some of the crew will be killed, and the shuttle will be in operative. 4. Laser Cannons - These are where your Beams are fired from. If one is destroyed, the other will still function, then you will not be able to use Beams during combat. 5. Missile Launchers - These are where your Missiles are launched from. If one is destroyed, then the other Missile will still be fired. If both are damaged, then you will be without Missile until they are repaired. 6. Central Computers - The central computers control most of what you see on the screen. They control the Scan, Communication, Status, and several other options. If they are damaged, you are in bad shape until they're repaired. 7. Pilot - This is more or less the cockpit of the Enola Gay II. If this is damaged, then no functions of the ship will work. Not because everything is damaged, but because no information will be carried from the cockpit to the rest of the ship. (NOTE: When something is damaged, it will be repaired in time by the ship's own repiar crew; but when systems are severely damaged, they require a long time to repair. ****STARBASE**** The Starbase is where you begin your mission of colonizing the planets, but you may also return to the Starbase as often as you like. The Starbase provides several services for your ship: First, you may restock your ship. This consists of refueling, restocking the missiles, and recharging the beam energy. Secondly, you will receive a full crew. This will replace your Marines, Colonists, Scientists, and Linquists so that you have at least 15 of each when you depart. Finally, the Starbase will repair any and all damage that the Enola Gay II has suffered during your mission. All these benefits have one drawback: they take time. The Mancer will be busy colonizing planets while you are resting at the Starbase Inn. ****PLANET INHABITANTS**** There are four major races that you will encouter on your conquest to colonize the solar systems. There are the BELLUVIANS, the TENTAGENS, the EMULTIONS, and the ALIANTS. BELLUVIANS usually welcome the Association colonization, although some may be against the idea. These purple-skinned creatures are generally peaceful in nature and want to resist the evil empire of the Mancer. TENTAGENS are a harmless and peaceful species found mostly in the Cygnus and Xanadu systems. They are against the Mancer empire, but don't have the knowledge of war to protect themselves. The Tentagens have requested Association colonization for their own protection. EMULTIONS are usually split on the Association's colonization. While some welcome the idea, others oppose it. They are generally reasonable, and very diplomatic about negotiations. These green creatures pose no threat to the Association and are considered friends. ALIANTS are a barbaric race that thrive on hate and war. Thet are very unreasonable in their thinking and are thought to be allies with the Mancer empire. These ant-like creatures should be dealt with very carefully for the sake of peace. A two-front war is not a welcomed idea by the Association. ANDROIDS are the robotic henchmen of Admiral Necro. Thet fly his hordes of fighter crafts and they patrol his conquered planets. These androids have been programmed to resist any opposition to the Mancer empire. ****SOLAR SYSTEMS**** There are nine solar systems in this section of the galaxy. Therefore, you must colonize five of those in order to have a majority of the solar system in your favor. Each solar system contains nine planets. Therefore, you must colonize five of these planets in order to have a majority of the planets in the solar system in your favor. There are also asteroid fields in each solar system. These will do tremendous damage to your ship if you stay within one for any length of time. Here is an advance scouting report telling you what is known about the solar systems you will encounter: ZETA - The planets in this sytem are predominantly inhabited by Belluvians. This system is most known for their neutral policies concerning other organizations in war. Overall this is a peaceful system. CYGNUS - The planets in this solar system are inhabited mostly be Tentagens. This is a weak system, and is a prime candidate for conquest by any organization since the Tentagens are harmless in nature. ALPHA - The Alpha system is inhabited mostly be Emultions. This system has no distinct feelings towards colonization by Association. The Emultions are divided in their opinions. LUTHORS - A solar system inhabited mostly by Aliants. The hard feelings between the Association and the Aliants is constantly building. The tense situations may evolve into war against the Association in the future. Colonize with caution. OMEGA - Another system that is inhabited mostly by Belluvians. This sytem is much like the Zeta system. The Belluvians in this system however have mixed feelings. Although most welcome the Association, some may be against the idea of colonization. XANADU - Inhabited mostly be Tentagens. Again, since these creatures are peaceful in nature, the system should be easy enough to colonize. Remember though, Admiral Necro knows this too. RENAISE - Predominantly inhabited by the Aliats. Keepong the tenseness between the Aliants and the Association in mind, it may be wise to leave the Aliant planets in peace to avoid future revolutions. ORION - The last solar system in this section of the galaxy. It is also inhabited by the Belluvians, so it should be looked at for colonization purposed. Be sure to communicate with the planets to determine their attitudes towards colonization. ****THE BLACK HOLES**** The silent, but deadly, menaces in the universe are the Black Holes. There is only one Black Hole in this section of the galaxy and your Central Computers know how to steer around it. If your Computers or your Warp Drive are damaged though, you may run right into it and that spells the end for you and your crew. Warping from one solar system to the next is a very complex process, though for you it happens very quickly. There are literally millions of calculations involved before the warp takes place. If one of these calculations is off by as little as .00001%, you could end up a trillion miles from nowhere. If one of these malfunctions should send you into a Black Hole, then you've just made your last entry in the Captain's Log. ****ATTACKING THE MANCER**** After you have successfully colonized all the required planets, you will receive a message saying, that the Association's fighter pilots are being sent to your coordinates. You will then lead them to the location of the Mancer, the full-scale battle will be on. The hordes of Association fighter pilots, Necro's fighter pilots, the Mancer itself and Enola Gay II will engage in a huge battle. Should you win, then the threat of Admiral Necro will be erased from these worlds, if you lose, and the Mancer survives the conflict, then the Mancer squadrons will retreat and swear to return, as all bullies do when they're licked. With the support of the solar systems, however, Admiral Necro will not be able to return to this area of the galaxy. ****KEY COMMANDS**** [B] - SHUTTTLE BAY [C] - COMMUNICATION [D] - DRIVES [F] - FORCE SHIELDS [M] - MISSILES [Q] - DISTRESS [R] - REPORT/STATUS [S] - SCAN [UNDO] - RESTART All commands may be choosen with the keyboard or by the mouse. Only the use of Beams during combat requires the mouse. ****ENOLA GAY II SHIP SPECIFICATION**** (OMITTED AS NOT NEEDED TO COMPLETE THE GAME) ENJOY ........................... TYPE BY, Shaihulud & ST/AMIGOS #Wl j-gڡBe"gyrY &(֙o6 Lgv\%2?6@s!ζ: (<232̹6* TN֙#`"`4 45f r [C@uB(oRbaFƘ9ƘdiF/@˞ípb<`F9qZaFML@0[P{ 7kU@WHg) #H91"n пԤi]S,^ #CT%Nl F,2EGE(0i8HEFPX`Fihpxi3X-nNuMvl5pl xhL $phLZMjf۰, ZĝhpBP&I&sR˓P4$H%lbNQI0AnD'abhp%'`'a`5k['`TS.!Vg|N\I[d%ʻ+CUTTͿ[AI5_$X)Xnkp44,E(ML 4#E>`r cklaٙL+[ FEѽ(0FoE8loHPXѽ`hpѽxш {.Qu(ߖ~"HBC+45EH%)4n5:u66 2W3ߵ`RbQJ2;~/VLTʨBTFA4cj.A$x#SؖB$ĞE6vR@oڭ6K:O5 "Պ!"CQRvɮ C\XY-'`bHz&RB\wDXQ)J&#`y~=Qm*P3r}C^Y+?#A0i؊<>Tc"Jjܲ`N!%M$-Xj"ge@+ʷ}4 \IhF<H!K'|B pv#ܜΈ4biTxUX |S9{vE /4oCN)go~w m2ߒ pgF^a"Pmp³fΩ;Mp26P: PUt Zd hAw@N4BD(0YpjO0jʞjhHd:ʾ_LH kG$޹slH|$됔^ONuH:.JL8XPU>|`:fNNB?PKPf ijXP`_ f3`!vEpj]'+&$ojLE"/zO]BVA菌DB`Y7 8AՉGj_(LH#HPPLvH`H>23Cf JNu.p,vu}9 Ef*58B1fI90BXQ?lx8EǺī 5M9V3hHP&%iKH5+JM$]& ӕw VZiZ".6i0D1~+JҶ2;m+P-<-+PN=R>WjU?RGiZJ2YBBZVv:C2ViD*jb$Ec[~"ڹ*&jN{^"gu _/ 9 xjFcPf`sPB(T(ބY+wf,&\n kn_hBNʄjmoݟIvbP& +QXS[N N9{.09/ N\*eVBBGH(T^ EFGd@dbU &օֆևLߏX:Nl03lVOedS9l_Î$b ZFqR Bi.#KY:8,1CCHX3(#P4BoS\0XbTP"&O ZLԖ`IYV`tg fNY"Z-UVZ* Xüf f <Nb<Pf"*Fd7w(G| ciK2Zon/LE&,_5Ȋ$ W5D E ֶBH}$8&vFg;@\mA0t(r`GpgAV`a$eE)H'_*(0%tYu]<)HH;[((TB7Rl&`$Iͣ( +BPUT**EHwlB9g;RTJ|lPRa , U*DβϾA0ZkK P- URG v/ʙpM%ƂL:8tBwG($8`xX B[ܷ֮#Y4-[ٰnj b5 B0/?/9,#R+nțI`t `cE@B0F/&35p~,ݚw /vR (NnQ+VeJݓ~bA<93SGU/.+. ۤX`#+ a$Aajt,-A+HZWXJw8ȘIRRa$$A6ZaI 0dnb[3w x,rIv8*W{C~ =۞tV XQ "-o<Є8 ez8bC}dM*UMi7XZY+Uڷ`Xjs(pi-UAcUҭK]%ZUAuXJ*_ _NuaȻ䄖XY:;Q[a_ $L|ll@D¾Fz&0MH!A"`;iт/ m php"*+0UP*ArUL)VArЮA3bp BV0)C4J`mT`nNi7ek([*[B,fU4CoB:,> H,#H$-R4(,04#H48<#HDH4dL MPT78X\`4#Hdhl#Hpt"St*xi|niF;\6FF"{qI(Jfeݜ 6 W@B8+ E I9 ,9F G0G22NM|4466NN88::NN<<>>NNB!BDDFFHHJJLLNNPPRRTTVVXXZZ\\^^`bbddffh$jjllnnpprrttvvxxzz||~~n:)6脄:):):):):):):):):):):):)#hQ0@6)Ct?A^B"RQya& )g8P gR`챮`#[H#Cd8p"QCԀ|m NJAj Aa$.& XI9c$+ ̤9yZ`9&fN NM͟ J / \??<ΙNAX Qbf2 0|aNuo+Ս8.ByyRa02/09/90O` eb@<(&R?,Hel-R'sHМ{ĈFuؒQof!:v1l $%IY7Ee!&Aͫ2#JH5*8`~TMj0WRec-h|0eFBVFkLocd}{Aa#=Cba AԞ4' IF *a 'Uondкs[d.'A'Ab/-w,HXRVNr7KAp j Y"No.ng!q0SewSoftw(FOCYed' V3.01CoH'ma9Keysk HH~P1FDSt)4b2D#EZGmYȣ,|g3Q1iu`&~ŐF4ple$0K1F ShiF5-F10(U1-6RekectivelyJ Up/Down\>PaFC᤭dLeft/Righk,)"Display) /_BBNńt<%d File\@TB Top-F BDpBEMmM`9(kBlockGa0GHéGotodߵLinI"iDS6BasDeDdħSpecifie߁d$9NM2!.WNYnt܄l/PJmSearchForPvis*XcrKcxICPhangA Dr.J doc....from SEWER SOFTWARE Winter Games The commands are somewhat like the 8-bit versions. Always hit the fire button or return. As they load: Option 1: Fire to get to main, then enter name, hit Fire Button, choose Country, hit FB, song "S" to repeat hit Space bar. Option 2: Events, FB, keys 8-2 Space Bar Option 3: One Event, " " " " Option 4: Practice, " " " " Option 5: World records , Fire Button Option 6: Opening Ceremonies Option 7: Joysticks 1 or 2 Figure and Free Skating: Double Camel Spin Double Lutz Jump | Axel Jump \|/ Skate Skate Backward Skate Forward Backward /|\ | Triple Lutz Sit Spin Triple Axel ------------------------------------------------------------- Hot Dog: Fire-hold to jump, release to land Daffy Back Scratch \|/ Back Flip Land Forward Flip /|\ Mule Kick Swan ------------------------------------------------------------- Ski Jump: Fire to begin, Fire to takeoff. Stick up = knees in Stick down = Skis crossed Stick left = too far forward Stick right = too far back ------------------------------------------------------------ Biathlon: Fire to start Stick: right left : level ground : up hill , faster stick... : down hill, stick back, hands in front for max push. : shooting, stick back-forward to load ( 5 shells ) Shoot : fire button ---------------------------------------------------------------- Bobsled: Fire to start Steering: left/right stick Brakes : pull back stick --------------------------------------------------------------- FIRST WORD PLUS - USER MANUAL FOR THE ATARI ST. - Typed in by THE SENSEI. =========================================================================== IMPORTANT NOTICE. - This is the disclaimer. GST Holdings Ltd.make no representations or warranties with respect to the contents hereof and specifically disclaim any implied warranties of merchantability or fitness for any particular purpose. Further , GST Holdings Ltd. reserve the right to revise this publication and to make changes from time to time to the contents hereof without the obligation of GST Holdings Ltd. to notify any person of such revision or change. From time to time changes are made in the filenames and in the files actually included on the distribution disk(s). This manual should not be construed as a representation or warranty that such files or facilities exist on the distribution disk or as part of the materials and programs distributed. Distribution disks may include a README file. This file explains variations from the manual which do not constitute modification of the manual and the items included therewith. Make sure that you read this file before using the software. 1st WORD PLUS and 1st MAIL are trademarks of GST Holdings Ltd. Atari,ST Logo,NEOchrome,SMM804,ST,TOS,520ST and 1040ST are trademarks or registered trademarks of ATARI Corp. GEM,GEM Draw,GEM Desktop and Doodle are trademarks of DIGITAL RESEARCH Inc Degas is a registered trademark of Batteries Included Inc. Easy-Draw is a registered trademark of Migraph Inc. Epson EX,FX-80,FX-85,FX-105,GX,JX-80,LQ-800,LQ-1000,LX-80,RX-80,SQ-2000 and SQ-2500 are trademarks of Epson America Inc. Qume Sprint-5,Sprint-9,Sprint-10 and Sprint-11 are trademarks of Qume Corp. Brother CE-51,HR-1,HR-15,HR-25 and HR-35 are trademarks of Brother Corp. Juki 6100 and Juki 2200 are trademarks of Juki Corp. IBM Personal Graphics Printer and Proprinter are trademarks of IBM Corp. Manual Revision 006 ( March 1987 ). CHAPTER 1. ========== WELCOME TO 1st WORD PLUS. You can think of a word processor like 1st Word Plus as a friendly , but very powerful , typewriter. With a conventional typewriter , your text is printed on sheets of paper as you type it. It is possible to do a certain amount of editing , though of a very limited kind. Correcting fluid can be used to delete text , and you can type over the corrections , but you will not be able to insert text. Moving and copying blocks of typewritten text is also very difficult unless you have a photocopier , scissors and cellotape handy. With a word processor like 1st Word Plus , however , your text is displayed on the screen as you type it in. Since it is not printed immediately , you have a "breathing space" in which you can make as many corrections as you want. Moving , copying and deleting whole sections or "blocks" of text is also very easy with 1st Word Plus. You need only print your text out when you are sure that it is just right , and since 1st Word Plus shows you text exactly as it will be printed out , you can be sure of perfect results every time. All in all , you will find 1st Word Plus from GST Software is a truly professional word processor which will answer all your writing needs. You can "cut and paste" blocks of text both within and between documents , and combine this with your own graphics. Not only that , but we've added a 40,000 word spelling checker and a mailmerge facility , so that whether you use 1st Word Plus at home or in the office , it rivals systems costing three or more times the price. 1st word plus has been designed specially for the Atari ST and its GEM Desktop , so it is very easy to learn and use , whilst still providing the power and versatility which experienced users expect. Full advantage is taken of user - oriented GEM Desktop features , such as windows , icons and drop-down menus. In fact , the only time you need to use the keyboard is when you are typing in text. Complex editing tasks such as cut and paste , changes in layout and reformatting are all done just by using the mouse. One EGO TRIP later. HOW TO USE THIS MANUAL. You don't need this bit as you haven't got a manual. ESSENTIAL READING. Before attempting to use 1st Word Plus , it is essential that you are familiar with the workings of the Atari ST and the GEM Desktop. These are described in detail in your Atari ST's Owners Manual. MAKE A BACKUP COPY. Use FCOPY3.PRG like everyone else. Don't use your original disks. WHAT'S ON THE 1st WORD PLUS DISKS ? Before you begin the copying process , take a look at what's on the 1st Word Plus program disks. Firstly load in the GEM Desktop following the instructions in your Atari ST's Owners Manual. When you have the GEM Desktop on your screen , open up a window onto each of the program disks in turn. You will notice that one of the disks contains a README file. The README file contains a list of the files which should be on your 1st Word Plus disks. Check that the files on each disk match the list , and contact your dealer if any are missing. CHAPTER 2. ========== GETTING TO KNOW FIRST WORD PLUS. If you are an absolute beginner to word processing , this chapter is designed to introduce you to using 1st Word Plus on the Atari ST. It will take you step by step through the fundamentals of using a mouse-driven word processor , from loading in the program to saving documents on disk. By typing in a sample document , you will be able to see for yourself how powerful 1st Word Plus is, while still being easy to use. LOADING 1st WORD PLUS. For the best results , use 1st Word Plus in high resolution on a monochrome monitor. However , you can also use the program satisfactorily in medium resolution on a colour monitor. ( Or a T.V. ). From the GEM desktop, move the mouse to the icon or file labelled WORDPLUS.PRG and double click on it. The GEM desktop will clear itself , and the title line at the top of the screen will read WORDPLUS.PRG to show that the program is being loaded from disk. After a short while , 1st Word Plus will display its startup screen. HOW TO GET HELP. 1st Word Plus will provide instant help information at any time if you move the mouse to the HELP drop-down menu and click on one of the entries. Once you have read the message , get rid of it by clicking on the 'OK' button or pressing the [RETURN] key. NOTE: pressing [RETURN] always has the same effect as clicking on a button with a heavy black border. If you click on EXTRA HELP , 1st Word Plus will automatically display a help message every time you select a drop-down menu item. By using EXTRA HELP , you can be confident that no menu item will be carried out until you have confirmed it by clicking on OK. Turn EXTRA HELP off by clicking on it a second time. CREATING A DOCUMENT FILE. Once you've loaded in 1st Word Plus , you can begin using it straight away. If you haven't got a document of your own that you would like to work on , then you could try typing in the extract below from the American Declaration of Independence. THE DECLARATION OF INDEPENDENCE THE UNANIMOUS DECLARATION OF THE THIRTEEN STATES OF AMERICA -- We hold these truths to the self-evident, that all men are created equal, that they are endowed by their creator with certain unalienable rights , that among these are life , liberty , and the pursuit of happiness. GIVING YOUR DOCUMENT A NAME. Before you can type in this extract , you will first have to open a document file with its own filename. The OPEN FILE Item Selector in the centre of the screen is used to enter the name of the file that you want to open. Whenever you load in 1st Word Plus , this item selector will automatically display the filename 'UNTITLED.DOC' on the selection line. First clear the selection line by pressing [ESC] , then type in the filename 'AMERICAN DOC' for this sample document. Use the left and right cursor ( "arrow" ) keys and the [DELETE] key to correct any mistakes , check that you have typed in the filename correctly , and click on OK. The startup screen will disappear , and will be replaced by a text window with a DIALOG BOX in it asking you if you want to create a new file. Click on OK , and the dialog box will disappear. THE TEXT WINDOW. Every document that you work on with 1st Word Plus will appear in a text window. Since you have just created a new document , the text window is empty. At the top of the window , the title line displays the name of the document. directly below this is the RULER LINE showing the current tab stops and the positions of the left and right margins. TYPING IN TEXT Now try typing in the extract from the American Declaration of Independence following the step-by-step instructions. Each section of the text will introduce you to one or two features of 1st Word Plus. Don't worry if you make any typing mistakes. Once you have finished typing in the extract , you will see how easy it is to correct mistakes with 1st Word Plus. NOTE: Press the [SHIFT] key and a character key together to type capital letters ( P,C etc. ), or one of the the upper or "shifted" characters ( !" etc. ). If you have used a typewriter , you will notice that the Atari ST's keyboard does not have a SHIFT LOCK key , but a [CAPS LOCK] key , which only shifts the letter or alphabetic characters. CAPITALS , BOLD TYPE , CENTRED TEXT. First press or click on [CAPS LOCK] , then press or click on [F1] to turn bold type on. both icons at the bottom of the screen should be in reverse video. Type in: THE DECLARATION OF INDEPENDENCE press or click on [F1] to turn off bold type, then press or click on [F8] to centre the heading. Press [RETURN] twice. NOTE: On v3.10 ( the version that i am using to do this text with ) , this function can be accessed via the drop down menu item or by pressing [SHIFT][F3] If you press [F8] on v3.10 , then you delete a line. You have been warned. UNDERLINED AND CENTRED TEXT. First press or click on [F2] to turn underlining on , then type in THE UNANIMOUS DECLARATION [RETURN] OF [RETURN] THE THIRTEEN STATES OF AMERICA [RETURN] Move the cursor to any point in the first line by pointing the mouse and clicking , then press or click on [F8] to centre this line of text. Press or click on [F8] twice to centre the remaining two lines of the heading , then press [RETURN] three times. N.B. Use [SHIFT][F3] on version 3.10 instead of [F8]. TAB STOPS , ITALIC TYPE. Press or click on [CAPS LOCK] to turn capital letters off. The icon should revert to black letters on white. Type in --, then press [TAB] to move the cursor to the first TAB STOP. Now type in the following paragraph from the Declaration of Independence as you would on a typewriter , but without pressing [RETURN] at the end of each line: -- We hold these truths to be self-evident , that all men are created equal, that they are endowed by their creator certain unalienable rights , that among these are life , liberty , and the pursuit of happiness. When you come to a word like Creator , follow these steps: * Press or click on [F3] to turn italic type ON. * Type in the word. because the final italic letter in a word overlaps the next letter , it is a good idea to finish off sections of italic text with an italic space. * Press the [SPACE] bar. * Press or click on [F3] to turn italic type OFF. See what happens if you switch italic type off without putting in an italic space. Try this now: * Press the [BACKSPACE] key. * Press the [SPACE] BAR. The cursor may have a "bite" out of it. Retype the italic space , then press or click on [F3] to turn italic off. WORD WRAP. You will notice that when you reach the end of each line and try to type beyond the right margin , the word that you are typing automatically moves onto the next line. This feature , called WORD WRAP , saves you having to press [RETURN] at the end of each line. Use [RETURN] at the end of a line standing on its own ( like a title ), or to insert blank lines ( between paragraphs , for example ). Press [RETURN] now to end the paragraph you have just typed in. Word wrap is automatically switched on when you load in 1st Word Plus. Confirm this is so by pulling down the EDIT menu with the mouse: WORD WRAP will have a tick to its left. EDITING TEXT. Once you have typed in this piece of text , you may want to edit it afterwards to correct any typing mistakes you may have made. In order to do this , you will need to move the cursor to the right place. MOVING THE CURSOR. You can move the cursor by either pointing the mouse at the desired position and clicking the left hand button , or by using the keyboard: * Press the up or down arrow key on the cursor keypad to move up or down one line. * Press left or right arrow key on the cursor keypad to move left or right one character. * Press [CONTROL] + left or right on the cursor keypad to move left or right one word at a time. Try moving the cursor from the top of the window to the bottom by firstly pointing and clicking with the mouse , then by using the cursor keys. Once you have mastered the technique of using the mouse , you will probably find it much easier than using the keyboard. DELETING AND INSERTING TEXT. When you have moved the cursor to the correct position , you will be able to alter text by deleting mistakes and inserting new text. You can delete single characters as follows: * To delete a character to the LEFT of the cursor , press the [BACKSPACE] key. * To delete a character UNDERNEATH the cursor , press the [DELETE] key. Once you have corrected any mistake , simply insert new text by typing at the cursor position. Notice how when you type in anything new , it is inserted BEFORE the cursor , and any existing text shuffles rightwards to make room for it. REFORMATTING PARAGRAPHS. After you delete or insert any text , the lines in a paragraph may be of uneven lengths and look rather untidy. In order to tidy up an edited paragraph , you will need to reformat it. Position the cursor anywhere in the first line of the paragraph , then press the [F10] key or click on the icon at the bottom of the screen. LEARNING TO USE BLOCKS. 1st Word Plus also allows you to do various things to whole blocks of text , such as moving them , deleting them and changing their style into bold , underlined , etc. HOW TO MARK A BLOCK. To mark a block , point the mouse anywhere in the first line of the block , hold down the left-hand button and drag a rubber band to any point in the last line , then release the button. Use this method now to mark the paragraph of text you have just typed in. You will notice that the block is now highlighted with either a stippled or coloured background , depending on your monitor. MOVING YOUR BLOCK. To move your block , simply move the cursor to the "target" position , then click on MOVE BLOCK in the BLOCK menu. Try moving the marked block to the beginning of the passage and the back. COPYING YOUR BLOCK. To copy your block , again move the cursor to the target position , then click on COPY BLOCK in the BLOCK menu. Try copying your block to the beginning of the passage. Now try making some style changes to the copy , leaving the original block as it is. STYLE CHANGES. To begin with , mark the copy with a rubber band in the way described above (" How to Mark a Block "). Now select a character style or combination of styles using the function keys , the key icons or the STYLE menu. Move the mouse to the STYLE menu , confirm that the option(s) you have chosen have a tick next to them , and click on RESTYLE. DELETING A BLOCK. Mark the restyled block once again with a rubber band , then click on DELETE BLOCK to make it disappear and to restore the example document to its original condition. SAVING YOUR DOCUMENT. To save this example document to disk , move the mouse to the FILE menu and click on SAVE FILE. 1st Word Plus will then save AMERICAN.DOC to disk , close the window , and return you to the startup screen. QUITING 1st WORD PLUS. To exit from 1st Word Plus and return to the GEM desktop , click on QUIT....in the FILE menu. N.B.: There are a couple of amendments to the above chapter concerning v3.10 , and the version that this manual was supposed to be for. 1. In the chapter " HOW TO MARK A BLOCK " they ( as in the persons who wrote the manual ) imply that if you point the mouse at any point in the first line , and drag a rubber band to any point in the last line , the whole of the first and last lines will be included. This is not strictly true on v3.10. The block will start and end at exactly the point that you initially point at - et al. 2. when you save your text , you can either: A - Save and Close..Save your text and close the window. B - Save and Resume..Save your text and resume your typing. C - Save As..Save your text giving the text file any name that you desire. CHAPTER 3. ========== CREATING , TYPING AND FORMATTING DOCUMENTS. This chapter , like chapter four after it , is intended for two groups of users of 1st Word Plus: 1. Beginners in word processing who have worked through chapter 2 , getting to know 1st Word Plus. 2. Experienced users of other word processors who are new to 1st Word Plus. As they aim to provide a thorough coverage of using 1st Word Plus , chapters 3 and 4 follow the various stages of a word processing session , from creating a document to printing it out. Consequently , some of the information contained in chapter 2 may be repeated in greater detail here. TYPING VERSUS EDITING. 1st Word Plus has been explicitly designed to make full use of the facilities offered by a powerful mouse-driven microcomputer like the Atari ST and its GEM desktop such as windows , icons , drop-down menu's , and the mouse. When you are typing in a document , you will normally only use the main QWERTY keyboard ( see "KEYBOARD" in this chapter ), and the FUNCTION KEYS [F1] to [F10] whose effects are displayed at the bottom of the screen. The function key commands have been chosen to ensure that your fingers rarely need to leave the keyboard when typing in text. ( Unless it's me who's typing ). When you have created a document , it will usually need editing at least once in order to correct style , spelling or grammar , or to rearrange its contents. When editing , it is unusual to actually change more than a small portion of the text by using the keyboard , "search and replace" , style changes , cut and paste et al. With 1st Word Plus , almost all of these editing tasks can be done with the mouse. KEYBOARD. The Atari ST keyboard is divided into four areas: The Typewriter style ( or QWERTY ) Keyboard is arranged in the same way as a typewriter. The Cursor Keys are used are used to move the cursor around the text window. None of the other keys on this keypad do anything in 1st Word Plus except for [Insert] , which inserts a new line BEFORE the one the cursor is on. ( for further details , see "Inserting lines" in chapter 4 ). The Calculator Keypad has no particular use in word processing. The Function Keys carry out special word processing activities in 1st word plus , such as centring text , deleting lines et al. WORD PROCESSING MODE. Files can be created and edited with WP ( Word Processing ) MODE in the EDIT menu switched either ON ( for Document Files ) or OFF ( for Program Data , and other Non-document Files ). See WP MODE in chapter 5 Menu Commands Summary for more details. DOCUMENT SIZE RESTRICTIONS. Although 1st Word Plus occupies a lot of the computers RAM , there is enough memory left in an Atari 1040ST to work on documents of up to 360 pages long at a time , or the size of a large novel!. This figure will be reduced by various factors , including: * The amount of total RAM in your Atari ST , which will be relatively small if you have , say , an Atari 520ST with TOS loaded from disk. * Any GEM desktop accessories you have installed. * Whether you have 1st Word Plus spelling dictionary loaded into memory. * The "typing density" of your text , or the number of words and/or pictures on each page. The figure above is based on a typing density of around 250 words per page , or a total of 94,000 words in memory in one 1st Word Plus session. 1st Word Plus will display an Alert Message when you are running short of memory. You can check for yourself the number of pages , lines , and words in a document , by clicking on STATISTICS... in the EDIT menu. Click on the left and right arrows to change the letter showing which disk drive is being displayed. When you have finished with the STATISTICS form , click on OK to remove it from the window. THE STARTUP SCREEN. The startup screen is displayed when you load in 1st Word Plus. In the manual , it shows a picture of the STARTUP SCREEN. Unfortunately i cannot reproduce it here 'cause i ain't got a scanner , so for those of us with 1st Word Plus I.E. me , we know what it looks like. For those who haven't got 1st Word Plus , hard luck. Go out and buy it. FONT TABLE. The Atari ST has available a 256 character set. However , not all of these characters are available from the keyboard , and the particular ones on the keyboard will differ from country to country. To remedy this , 1st Word Plus provides a FONT TABLE. To reveal the font table , drag the GEM size box at the bottom right of the text window up and left ( see "Sizing Windows" in this chapter ). Click the mouse on any character in the font table to insert it at the cursor position. The range of characters that you will be able to actually print depends on your printer. Once you have installed a suitable printer ( see "Installing a Printer" in chapter 4 ) , the font table will display the range of characters which you will be able to use with that printer. The Printer Display Line at the top of the font table indicates which printer driver is currently installed , and whether your printer uses the serial ( "Modem" ) or parallel ( "Printer" ) port on the back of your Atari ST. FUNCTION KEY ICONS. The function key icons are displayed at the bottom of the screen to show the word processing tasks carried out by the Atari ST's function keys. To use a function key , either press it or click the mouse on its icon at the bottom of the screen. THIS IS FOR VERSIONS BEFORE v3.10. Keys [F1] to [F5] are toggles ( switches which can be either on or off ) showing the current setting of the following options: [F1] BOLD TEXT on/off [F2] UNDERLINED TEXT on/off [F3] ITALIC TEXT on/off [F4] LIGHT TEXT on/off [F5] INSERT TEXT/OVERWRITE TEXT The [F1] to [F5] icons are shown in reverse video ( white letters on black ) if they are switched on. Keys [F6] to [F10] are used for editing text: [F6] Delete line containing cursor [F7] Insert hard page break [F8] Centre line containing cursor [F9] Insert paragraph indent [F10] Reformat paragraph THIS IS FOR VERSION v3.10. Keys [F1] to [F7] are toggles ( switches which can be either on or off ) showing the current settings of the following options: [F1] BOLD TEXT on/off [F2] UNDERLINED TEXT on/off [F3] ITALIC TEXT on/off [F4] LIGHT TEXT on/off [F5] SUPERSCRIPT TEXT on/off ( SUPERSCRIPT TEXT ) [F6] SUBSCRIPT TEXT on/off ( SUBSCRIPT TEXT ) [F7] INSERT TEXT/OVERWRITE TEXT The [F1] to [F7] icons are shown in reverse video ( white letters on black ) if they are switched on. Keys [F8] to [F10] are used for editing text: [F8] Delete line containing cursor [F9] Insert paragraph indent [F10] Reformat paragraph KEY BOX. The key box allows you to use |-------------| all the non-character keys with | SPACE | the mouse , so that the only |-------------| time you have to press any keys | RETURN | is to type text. |-------------| | DELETE <- |  |-------------| | DELETE -> | |-------------| | TAB | |-------------| | FIXED SPACE | |-------------| OPEN FILE ITEM SELECTOR. This appears in the centre of the screen when 1st Word Plus is first loaded in, and is used to select a file to be opened. Whenever an Item Selector is displayed ( to allow a file to be opened , saved , deleted etc ) , its title is shown on the menu bar. CREATING FILES. To create or edit a document file , move the mouse to the FILE drop-down menu and click on OPEN FILE.....to display an Item Selector. THE DIRECTORY LINE. The directory line contains a file specifier determining which files are displayed in the directory window: A:\LETTERS\*.DOC A:\ - This is the drive specifier. It specifies which drive is in use. \LETTERS\ - This is a folder name. It specifies which folder you are in,if any. *.DOC - The * is a wildcard ,and is used to include all filenames on the disc. The DOC is the filename extender and is used to include all filenames with that extender. The format of the file specifier is based on the way in which the GEM desktop stores data: Files are stored in folders , which may be stored in other folders ( up to a maximum of 8 levels ) , which are stored on disk. if no folder name is specified , the directory window will display the disks ROOT DIRECTORY , which is the first level to appear when you open up a disk. FILENAMES. A filename such as JACK.DOC has two parts: JACK - Is the actual BASENAME itself. It is usually a short description of the file contains. It must not be more than 8 characters long , and it must not contain any spaces. DOC - Is the FILENAME EXTENSION. The extension is optional. Use an extension to remind you which kind of file this is , such as a DOCument , a PRoGram , a DATafile etc. If you decide to use an extension , it must be preceded by a full stop , and must not be more than 3 characters long. THE DIRECTORY WINDOW. This displays all the files matching the file specifier on the directory line , and can be scrolled just like a GEM desktop window. Because the GEM desktop allows you to store folders inside other folders , it is possible to move through various levels on a disk. Whichever level on a disk you chose to look at , all the folders on that level will be displayed. Folders have a FULL BOX icon to their left , and can be opened by clicking on the folder name once. To close a folder , click on the CLOSE BOX icon on the title line of the directory window. Click once on a filename in the directory window to copy it to the selection line. THE SELECTION LINE. By default , the selection line will display the "dummy" filename UNTITLED.DOC whenever you load 1st Word Plus into your Atari ST. At any other time , it will display either: * The last file opened , or * The file you have just selected from the directory window. The filename can be edited in the same way as the directory line. ( to clear the selection quickly , press [ESC] ). When the selection line contains the filename that you want , click the OK button or press the [RETURN] key. After you have selected which file you wish to open , 1st Word Plus will open a text window , read the text from disk into memory , and display the start of the document. THE TEXT WINDOW. The text window occupies most of the 1st Word Plus screen , apart from the menu bar at the top of the screen and the function key icons at the bottom. You can open files in up to four windows at any one time , allowing you to cut and paste text between documents. TITLE LINE. The title line displays the document name and also lets you drag the window to a new position. On the left of the title line is the close box ( used to quit the edit ) , and on the right is the full box ( used to expand the window to the full screen area ). For further details , see "Manipulating Text Windows" in this chapter. TEXT AREA. The text area is displayed below the ruler line. This area contains the text cursor , which indicates where typing or editing will take place. The text area may be increased by using the full box to make the text window occupy the whole screen. SCROLL BARS. To the right of and underneath the text area are the GEM scroll bars , used for scrolling through the window either vertically ( up and down ) , or horizontally ( from left to right ). For further details see "Moving Around Documents" in this chapter. RULER LINE. The ruler line ( displayed directly below the title line ) shows you the margins and tab stops for the ruler at the cursor position. 1st Word Plus allows you to add new rulers to your document , with different settings for tabs , text pitch , ruler length , etc., on each one. For further details see "Rulers" in this chapter. PAGE BORDER. Page breaks ( the places at which new pages begin when the document is printed out ) are displayed in the page border to the left of the text area. For further details see "Page Breaks" in this chapter. MANIPULATING TEXT WINDOWS. SIZING WINDOWS. In the manual , there is a picture of the 1st Word Plus screen with the rings around the: TOP LEFT CORNER: This is the close box. TOP RIGHT CORNER: This is the full box BOTTOM RIGHT CORNER: This is the size box Unfortunately i cannot reproduce them here , but if you have 1st Word Plus , then you will know what and where they are. You can make the text window any size and shape you want ( as long as it is either square or oblong ho! ho! ho! ). Sizing windows is useful if you have more than one text window open ( for example , if you are cutting and pasting blocks of text from one document to another ). Drag the size box in the bottom right hand corner to size the text window. When the "ghost" of the window is the size you want , release the mouse button. A quick way to make the text window expand to fill the entire screen is to click on the full box in the top right-hand corner. Click again on the full box to return the window to its previous size , shape , and position on the screen. MOVING WINDOWS. To move the text window , point at the title line , hold down the left mouse button , an drag the window to its new location. Be careful no to alter the ruler line when dragging the text window by the title line ( see "Modifying Rulers" in this chapter ). CLOSING WINDOWS. To close the text window and abandon all the edit , click on the close box in the top left hand corner. Closing a text window is the same as clicking on QUIT... in the FILE menu. Any changes to the document are not saved and the original file is left unchanged. You can close all your open text windows and return straight to the GEM desktop by clicking on QUIT ALL...in the FILE menu. MOVING AROUND DOCUMENTS. If you want to look at text that extends past the edges of the text window , you can SCROLL the contents of the window. To scroll , use the scroll bars at the right and bottom of the text window. The white sliders in the scroll bars represent the proportion of visible text: * The vertical slider shows the position and approximate size of the text area visible on screen relative to the WHOLE document. If you have a small document , the slider will occupy more of the scroll bar than if you have a large document. * The horizontal slider shows the position of the text area ( up to 73 characters wide ) relative to the maximum line length of 160 characters. VERTICAL SCROLLING. You can scroll text up and down using the vertical scroll bar which is to the right of the window: * Click on the UP and DOWN arrows to scroll on LINE at a time. * Drag the vertical slider upwards to move towards the beginning of your text , and downwards to move towards the end. It is also possible to scroll text vertically one line at a time by trying to move the cursor out of the visible text area with the up and down cursor keys. HORIZONTAL SCROLLING. In the same way , you can scroll the text in the window left and right using the horizontal scroll bar at the bottom of the window: * Click on the LEFT and RIGHT arrows to scroll left or right by 5 Characters. * Click on the shaded areas to scroll left or right one SCREENFUL of text. * Drag the horizontal slider leftwards or rightwards to the position you require. MOVING THE CURSOR. Once you have moved the text window to the part of your document which you want to work in , you will need to position the cursor. You can move the cursor either by pointing the mouse and clicking , or by using the keyboard: * Press UP or DOWN on the keypad to move up or down one LINE. * Press LEFT or RIGHT on the keypad to move left or right one CHARACTER. * Press [CONTROL]+LEFT arrow on the keypad to move left one WORD. * Press [CONTROL]+RIGHT arrow on the keypad to move right one WORD. * Press [SHIFT]+LEFT arrow on the keypad to move to the beginning of the LINE. * Press [SHIFT]+RIGHT arrow on the keypad to move to the end of the LINE. * Press [SHIFT]+UP arrow to move to the top of the WINDOW. * Press [SHIFT]+DOWN arrow to move to the bottom of the WINDOW. FINDING YOUR POSITION. Click on SHOW POSITION in the LAYOUT menu to display the current position of the cursor in your document e.g. Page 17 Line 4 Column 58. This information is displayed on the ruler line in place of the current ruler. Click again on SHOW POSITION to turn the position display off , or on SHOW RULER to redisplay the current ruler. If the current cursor position is displayed , SHOW POSITION will have a tick by it. FINDING PAGES. To move to a given page in your document , click on GOTO PAGE...in the EDIT menu. When the GOTO PAGE form appears , type in your page number and click on OK. 1st Word Plus will move to the page you have specified and display it in the text window with the cursor on the first character. With documents more than 99 pages long , you can move to any page number ( e.g Page 212 ) , although the page border will only display the last two digits ( e.g. 12 ). If you specify a page number greater than the size of your document , 1st Word Plus will position the cursor at the top of the last page. DIFFERENT SPACES. You may notice when moving the cursor that it will occasionally "jump" over a space onto the next character. This is because 1st Word Plus uses four different types of space , and you can only position the cursor on three of them: VARIABLE SPACE. When you press the [SPACE] bar a Variable Space is inserted in the text at the cursor position. A variable space may be "stretched" by 1st Word Plus when it right justifies a line ( see "Justification" in this chapter ). You can always place the cursor on a variable space. STRETCH SPACES. One or more Stretch Spaces may be inserted AFTER a variable space when a line is right justified on the screen. These are treated by 1st Word Plus as part of the variable space itself , and when a variable space is deleted , any stretch spaces associated with it are deleted as well. You cannot place the cursor on a stretch space. FIXED SPACES. A Fixed Space is never stretched or used as a potential word wrap point during right justification. Use it to link words or numbers which you do not want the program to either stretch or split over different lines , such as: * Names 'Arthur Daley' * Telephone Numbers '01-200-0200' * Addresses '13 Grove Street' * Trademarks 'SMM 804' To insert a fixed space , either press [CONTROL]+[SPACE] , or click on [FIXED SPACE] in the key box. You can always place the the cursor on a fixed space. Note that the [TAB] key also inserts fixed spaces into the text up to the next tab stop ( see "Tab Stops" in this chapter ). INDENT SPACES. An indent space is inserted into the text by using the [F9] key or icon. This is similar in appearance on the screen to using [TAB] , but consists instead of a single Indent Space followed by stretch spaces to the next tab stop. The cursor can only be positioned on the indent space and deleting this will delete the associated stretch spaces as well. For further details , see "Indents" in this chapter. DOCUMENT FORMATTING. This section is concerned with the FORMAT of your document ( its layout and appearance ) , rather than the text it contains ( its content ). Topics dealt with include: * How to set left and right margins , and then line up your text in between them. * How to make use of the rich variety of text style options available with 1st Word Plus. * How to use rulers to vary line spacing , tabs and text pitch at different points in your document. * How to organize page layout ( paper size , header and footer text , chapter and page numbers ) to suit your particular printer. * How to store the document layouts and rulers you use most frequently. PAGE LAYOUT. 1st Word Plus allows you to specify the Header and Footer lines of text to be printed on each page , as well as the overall page layout for each document when it is printed out. The following illustration shows where the header and footer lines will appear on each page in relation to (a) the paper length and (b) the total number of lines of text on each page , or the page length. |------------------------------------------------------| ------------) | |} TOF ) | |} MARGIN ) HEADER | Left Centre Right |---------- ) LINE | | } HEAD ) | | } MARGIN ) | ================================================== |------------ ) | | } ) | ================================================== | } ) | | } P ) | ================================================== | } A ) | | } P ) | ================================================== | } E ) | | } R ) | ================================================== | }PAGE ) | | }LENGTH L ) | ================================================== | } E ) | | } N ) | ================================================== | } G ) | | } T ) | ================================================== | } H ) | | } ) | ================================================== | } ) | | } ) | ================================================== |----------- ) | | } FOOT ) | | } MARGIN ) FOOTER | Left 1 Right |--------- ) | |} BOF ) | |} MARGIN ) |------------------------------------------------------| ------------) Click on PAGE LAYOUT... in the FILE menu to display the PAGE LAYOUT FORM. Fill in the Header and Footer text on this form and the various margins for each document. NOTE: In v3.10 the PAGE LAYOUT is in the LAYOUT menu. HEAD Left/HEAD Centre/HEAD Right. These lines allow you to specify what is printed on the running HEADER line on each page. Text in the header line may be centred , or aligned to the left or right. FOOT Left/FOOT Centre/FOOT Right. These lines allow you to specify what is printed on the running FOOTER line on each page. Text in the footer line may be centred , or aligned to the left or right. If you do not enter anything in the header or footer line , then nothing will be printed in the corresponding place on each page of your document. Place the number sign '#' in a header or footer line to print the page number. The page number is printed at Foot Centre by default. NOTE: Headers and Footers take their ruler settings from the first line of a document. For example , if the first line is in expanded pitch , then the headers and footers for that document will also be in expanded pitch. For the rest of the options on the PAGE LAYOUT form , click on the left or right arrows to increase or decrease each number to the required value. PAPER LENGTH. This shows the total number of lines your printer paper is physically capable of holding. Alter this value only when you change the size of the paper in your printer. The default for this is 66 lines. TOF ( Top of Form ). This shows the number of lines between the top of each sheet of paper or Form and the header line , EXCLUDING the header. The default value for this option is 1 line. HEAD MARGIN. This shows the number of lines between the header line and the first line of text , INCLUDING the header. The default for this option is 3 lines. If you set this option to 0 lines , the header will not be printed out. FOOT MARGIN. This shows the number of lines between the last line of text and the footer line , INCLUDING the footer. The default for this option is 3 lines. If you set this option to 0 lines , the footer will not be printed out. BOF ( Bottom of Form ). This shows the number of lines from the footer line to the bottom of the sheet of paper , EXCLUDING the footer. The default value for this option is 1 line LINES/PAGE ( Page Length ). The total number of lines which will be printed on each page is then worked out by subtracting the margins from the paper length. The default value is 54 lines per page. NOTE: If you have a cut-sheet feeder , then your printer may restrict both the page length and the position of the first printed line. In this case , you may need to experiment a little to get the correct page layout. For example , an Epson LQ-800 printer with an A4 sheet feeder attached needs a paper length of 70 lines , a TOF margin of 1 line , and a BOF margin of 9 lines. RULERS. The ruler line at the top of the text window shows which ruler you are using at the current cursor position. By default , this ruler is set up for 10 characters per inch ( Pica Pitch ) and 65 characters per line , with tab stops every 5 characters. ADDING RULERS. You can add as many new rulers at various places in your document as you wish. This lets you use , say , a different character width or Pitch for headings , or a different set of tab stops for tables. To add a ruler at the cursor position , click on ADD RULER...in the LAYOUT menu. The ADD RULER form will be displayed , allowing you to select your own combination of pitch , tab spacing , and ruler length. PITCH. Select the pitch you require by clicking on it: Pica ( 10 characters per inch ) Elite ( 12 characters per inch ) Condensed ( 17 characters per inch ) Expanded ( 6 characters per inch ) NOTE: The number of characters per inch for each pitch will vary from printer to printer. The figures quoted above are valid for most Epson compatible printers. TAB SPACING. Tab stops are marked positions at particular columns on each ruler. When you press [TAB] or use [F9] , the cursor will move to the next tab stop to the right. As on a typewriter , you can pre-set tab stops for aligning columns of text , formatting tables , and so on. Select the gap between tab stops ( 3 4 5 6 8 & 10 ) by clicking on the required number. RULER LENGTH. Click on the left or right arrows to increase or decrease the ruler length to any number between 10 and 150 characters. ( This position refers to the position of the RIGHT margin , not the distance between the left and right margins ). The default ruler lengths for the four character pitches are based on a line 6.5 inches long: 65 characters ( Pica pitch ) 78 characters ( Elite pitch ) 112 characters ( Condensed pitch ) 39 characters ( Expanded pitch ) Accordingly , the default length for a Pica pitch ruler is 65 characters ( = 10 characters per inch x 6.5 inches ). JUSTIFY. Click in the relevant box to turn right justification ON or OFF. LINE SPACING. Click on the left and right arrows to increase or decrease line spacing to a number between 1 and 9. Single line spacing is switched on by default when you first load in 1st Word Plus. When you have selected the options that you require , click on OK to insert the new ruler at the current cursor position. An inserted ruler will affect all text up to the next ruler in the document. Remember to reformat your text when you insert a new ruler by using the [F10] key or icon , or by clicking on REFORMAT... in the STYLE menu. For more details , see "Reformatting Text" in chapter 4. Click the Left-hand mouse button in the page border directly below the close box to show the Scope of the ruler at the current cursor position. To turn the ruler line display on and off , click on SHOW RULER in the LAYOUT menu. If the current ruler is displayed , SHOW RULER will have a tick by it. DELETING RULERS. To remove a ruler from a document , then place the cursor anywhere within the scope of the ruler , then click on DELETE RULER in the LAYOUT menu. Don't forget to reformat your text when you delete a ruler. MODIFYING RULERS. Modifying a ruler is not the same thing as adding a ruler. When you ADD a ruler , it affects only the text you type in after it. On the other hand , when you MODIFY a ruler ( by dragging the right margin to a new position , for example ) , all the text within the scope of this ruler will be affected when you reformat , as well as any you type in after it. Click on the paragraph sign on the right hand side of the ruler line to display the MODIFY RULER form. Select the combination of character pitch , tab spacing , etc. which you require , then click on OK to update the ruler line. NOTE: Be careful not to alter the setting of the ruler line when you (a) move a window using the title bar , or (b) drag the vertical slider to the beginning of a document. You can also modify some parts of the ruler line ( the tab stops and the margins ) using the mouse. NOTE: On v3.10 the paragraph sign is in the left hand column. I have tried to alter the ruler using the above information , but to no avail. I am open to any suggestions. TAB STOPS. Set and clear tab stops by clicking the mouse once on any point on the ruler line. When you use [TAB] or [F9] , the cursor will move to the next tab stop , and any text you type in will start at that column. You can use tab stops to lay out entries in a table and align them on their left-hand edges: Kelvin Kilogram Second Ampere Mole Candela DECIMAL TABS. Columns of decimal numbers are normally lined up on the decimal point in the following way: 156.4 2.4666 84450 7800.25 28.9854 .58348 You may want to align not just numbers , but any kind of entries in a table on their right-hand edges: Andrew Anne Bill Betty Charles Carol With 1st Word Plus , you can line up text and numbers in this way by using a special kind of tab stop , known as a DECIMAL TAB. Double-click at any point on the ruler line to insert a decimal tab. When you use the [TAB] key to move the cursor , the ruler line will indicate when you reach a decimal tab. Anything you now type in will be moved leftwards from the decimal tab until you either: * Type a decimal point or a space , or * Press [RETURN] or [TAB] , or * Reach any previous text on that line. Click once on a decimal tab to remove it from the ruler line. LEFT AND RIGHT MARGINS. The right margin determines at what length word wrap and right justification will occur. You can alter the position of the right margin ( as in this paragraph ) by dragging it with the mouse to the desired position. To drag the right margin outside the current window area , you must first horizontally scroll the window. You can also alter the position of the left margin ( as in this paragraph ) by dragging it to the desired position. Don't forget to reformat your text after changing the left or right margin. If you alter either of the margins , only those paragraphs you type or reformat AFTER the change will be affected. STORING RULERS. 1st Word Plus stores rulers along with text when you save a document in WP MODE. The stored rulers will be redisplayed when you next open the document for editing. If you read in a file with a different ruler in it using READ FILE..., the stored rulers will be read in with the text. If there is a particular type of ruler line which you use a lot , you may want to store it , rather than setting it up from scratch each time. Click on READ RULER... in the LAYOUT menu , and 1st Word Plus will read in the FIRST ruler line in the file you specify into your document at the cursor. ( This file need not have any text in it , of course , but may just contain the ruler line! ). FORMAT FILES. 1st Word Plus also allows you to store "Skeleton" format files with pre-set headers , footers , ruler lines , and text. To store format files , follow these steps: 1. First create a folder called FORMATS from the GEM desktop. This folder MUST be in the same directory as WORDPLUS.PRG. 2. Next , use 1st Word Plus to create your format file , which may have any extension name but must have the basename FORMAT. e.g. FORMAT.DOC , FORMAT.MEM , FORMAT.FAX. 3. Now save your format file in the FORMATS folder. When you next use OPEN FILE...to create a new file e.g. NEWFILE.MEM , 1st Word Plus will look for a format file with the same extension ( i.e. FORMAT.MEM ) in the FORMATS folder. If it finds the a relevant format file , it will then read it into the beginning of the file you have just created. WORD WRAP. At the end of each line , if the word you are typing goes beyond the right margin , it will automatically be carried over to the next line. Since the only time you have to press [RETURN] is when you want to begin a new paragraph , you don't have to worry about where to end each line. This in turn increases your typing speed. WORD WRAP is switched on by default when you load 1st Word Plus in. You can turn WORD WRAP off and type in long lines by clicking on it in the EDIT menu. JUSTIFICATION. Text can be either justified , with straight left and right margins , as in this paragraph: In a reference list , with author-date text references to it, all works attributed to one person should be listed and arranged chronologically by date of publication. Or unjustified , with a straight margin and a ragged right margin , as in this paragraph: In a reference list , with author-date text references to it, all works attributed to one person should be listed and arranged chronologically by date of publication. If you select justify ON for a particular ruler , 1st Word Plus will automatically insert extra "stretch" spaces between each word as you type , so that the right hand margin is straight. ( The last line of each paragraph is excluded from this process ). Right justification is switched OFF by default on the ADD RULER form. If you change justification , you will need to reformat by using the [F10] key or icon , or clicking on REFORMAT... in the STYLE menu. See "Reformatting Text" in chapter 4. HYPHENATION. When a paragraph is reformatted , 1st Word Plus may try to hyphenate one or more words to avoid "slack" lines with too much white space in them. For each word the program tries to hyphenate , you will get a displayed form. To move the hyphen to a different point in the word , click on the left and right arrow boxes. When the hyphen is in the position you require , click on OK , and then the hyphenated word will be inserted into your text: Snapshot is a GEM desktop acces~ sory which you can use to save pictures on disk for use with 1st Word Plus. Any image displayed Although a "soft" hyphen inserted by 1st Word Plus appears on screen as ~ to distinguish it from a "hard" hyphen inserted by the user ( e.g. right-handed ) , they are both printed as -. If you do not want to hyphenate this particular word at any point , click on CANCEL. If you do not want to hyphenate ANY words in your document at all , click on DISABLE. Alternatively , you can click on HYPHENATION in the EDIT menu to switch hyphenation off. CENTRED TEXT. Centred text can be produced by positioning the cursor , the using [F8] or clicking on CENTRE in the STYLE menu. This will cause each line to be centred between the left and right margins: In a reference list , with author-date text references to it, all works attributed to one person should be listed together and arranged chronologically by date of publication. NOTE: On v3.10 do NOT use [F8] as this deletes a line. Instead either use CENTRE which is in the STYLE menu , or use [SHIFT][F3]. RIGHT-ALIGNED TEXT. 1st Word Plus also allows you to align your text with the right-hand margin , leaving the left-hand edges ragged. To produce right-aligned text , position the cursor on each line , then click on RIGHT in the STYLE menu: In a reference list , with author-date text references to it, all works attributed to one person should be listed together and arranged chronologically by date of publication. INDENTS. The gap between the left-hand margin and one or more lines of text is called an INDENT. There are various ways of using indents with 1st Word Plus to create different layout effects: single-line indents , paragraph indents , and hanging indents. INDENTING SINGLE LINES. In a reference list , with author-date text references to it, all works attributed to one person should be listed together and arranged chronologically by date of publication. If you want to indent the first line of a paragraph by 5 spaces , you can do it in one of the following ways , each way easier than the one before it. Firstly , position the cursor flush with the left margin on the first line , then either: * Press [CONTROL]+[SPACE] five times , or * Click on [FIXED SPACE] in the key box five times , or * If the current ruler has tab stops every 5 spaces , press the [TAB] key once to move the cursor to the first tab stop. Because [TAB] in 1st Word Plus inserts fixed spaces , you will have to delete them one by one if you want to get rid of this kind of indent. INDENTING WHOLE PARAGRAPHS. Special problems may be solved by observing the following principles. A single-author entry comes before a multi-author entry beginning with the same name. In a reference list , with author-date text references to it, all works attributed to one person should be listed together and arranged chronologically by date of publication. To indent a whole paragraph , use the [F9] key or icon one or more times to specify the size of the indent before typing in the paragraph. This kind of indent is similar in appearance to a [TAB] indent , but instead consists of a single indent space followed by stretch spaces to the next tab stop. The cursor can be positioned on the indent space only , and deleting this will delete all stretch spaces. This paragraph is indented on each line but the first line is further indented by pressing [TAB] immediately after the [F9] key at the start of the paragraph. 1st Word Plus "remembers" indents , so you don't need to respecify them when reformatting. To change the SIZE of a paragraph indent , first position the cursor on the first character in the paragraph. Next , delete the indent using the [BACKSPACE] key , or insert a new indent using the [F9] key or icon , then reformat. HANGING INDENTS. In a reference list , with author-date text references to it, all works attributed to one person should be listed together and arranged chronologically by date of publication. The paragraph above has a "hanging indent". Type in the paragraph as normal , then go back to line 2 and insert an indent with [F9]. Finally , use [F10] to reformat from line 2 onwards. A hanging indent will not be preserved if you reformat the whole paragraph. This is because 1st Word Plus uses the indent value of the FIRST line to work out the left margin when reformatting. NUMBERED PARAGRAPHS. 1.1 In a reference list , with author-date text references to it, all works attributed to one person should be listed together and arranged chronologically by date of publication. To number paragraphs , type the paragraph number ( or letter ) followed by one or more [F9] indents before the first word in the paragraph. 1st Word Plus will align text lines with the last indent. PAGE BREAKS. 1st Word Plus uses three types of PAGE BREAK , or places where a page of PRINTED text begins. These are displayed in the page border on the left of the text window , with the new page number directly beneath. Although you can work on documents of 100 pages or more , there is only enough room in the page border to display numbers up to 99. SOFT PAGE BREAKS. A SOFT PAGE BREAK is indicated by a 50% dashed line with a new page number directly beneath it. These are inserted automatically by 1st Word Plus when the maximum page length is exceeded. Page length is defined for the whole document using the PAGE LAYOUT... option in the LAYOUT menu. ( For more details , see "Document Formatting" in this chapter). You can convert a soft page break into a hard page break by clicking on it in the page border. HARD PAGE BREAKS. A HARD PAGE BREAK is ALWAYS inserted by the user , and is indicated by a solid horizontal line with a new page number directly beneath it. Insert a hard page break whenever you want the text below it to be printed on a new page. You can insert a hard page break by clicking the mouse in the page border at the desired position , or by using the [F7] key or icon. A hard page break can also be dragged with the mouse to the position you require. Click on a hard page break to delete it , or to convert it back to a soft page break. NOTE: On v3.10 [F7] is used to insert a line. To insert a hard page break , use the mouse. Click once in the page border to insert a hard page break , to remove it , click on it again. CONDITIONAL PAGE BREAKS. A CONDITIONAL PAGE BREAK is always created by the user ( except with footnotes , see "Printing Footnotes" in chapter 4 ). It is used to protect a group of lines that you do not wish to be split across two pages ( for example , a paragraph or a table of figures ). If the group of lines crosses a potential page boundary , then a new page is started at the beginning of the group. To create a conditional page break , drag the mouse down the page border from the first line in the group ( the start position ) to the last line ( the end position ) to indicate the scope of the group. While you are holding down the left mouse button , the mouse pointer turns into a pointing finger , and the scope of the conditional page break is indicated by a black oblong. If 1st Word Plus inserts a soft page break at the start position , the conditional page break is displayed as a 75% dashed horizontal line with a new page number beneath it. You can increase or decrease the scope of the conditional page break by dragging the end position to a new place. Delete this kind of page break by clicking the mouse at the start position. STYLE OPTIONS. 1st Word Plus offers you a range of typefaces ( roman , italic , underlined , superscript , and subscript ) in three different weights ( bold , medium , light ). You can combine and alternate these style options to produce a variety of effects: bold medium subscript bold underlined medium italic bold underlined italic medium underline italic superscript light light italic light underlined italic NOTE: Your printer may not be able to reproduce all the style options available on-screen ( see Appendix A - Printer Configuration for details ). Superscript and subscript text will look the same on screen in both medium and light type , but will be printed differently. The style options can be selected from the STYLE menu or by using function keys [F1] to [F4]. ( Keys [F1] to [F6] on v3.10 ). When an option is switched on , its icon will appear in reverse video and it will be ticked in the STYLE menu. Everything you type in will appear in that style , INCLUDING SPACES. If you later delete this text , be careful not to leave "style spaces" , which will then style anything typed in after them. NOTE: It is not possible to combine either (a) BOLD and LIGHT or (b) SUPERSCRIPT and SUBSCRIPT. Selecting one style option ( e.g. BOLD ) will automatically turn the other option ( e.g. LIGHT ) off. UNDERLINED HEADINGS. With some word processors , producing underlined headings which are either centred or indented can be a problem , since the space before the start of the heading is underlined too. Other word processors get around this problem by not underlining ANY spaces , including those between words!. However , YOU CAN produce perfect underlined headings with 1st Word Plus by following these simple steps: To underline indented headings * Use [TAB] or [F9] * Switch on underline [F2] * Type in your text In the same way , to underline centred headings * Switch on underline [F2] * Type in your text * Use [F8] to centre your heading ( [SHIFT][F3] on v3.10 ) With 1st Word Plus , it is easy to produce italic underlined text without tears: * Switch on underline [F2] and italic [F3] * Type in your text * Switch underline [F2] off * Type an italic space * Switch italic [F3] off * Carry on typing in your text The first character of the ordinary may appear to have a "slice" out of it , but this will disappear when you next reformat the line. This is the end of chapter(s) 1 to 3. Next comes chapter 4 ( editing , saving and printing documents ). 'Til then this is THE SENSEI signing off. FIRST WORD PLUS - USER MANUAL FOR THE ATARI ST. - Typed in by THE SENSEI. =========================================================================== CHAPTER 4. ========== EDITING , SAVING , AND PRINTING DOCUMENTS. EDITING DOCUMENTS. Very few documents are exactly as you would like them to be when you have just typed them in , and most will require some amount of editing such as correction , substitution , insertion , or format changes. This section covers not only basic techniques of cursor editing , but also the more powerful procedures of block manipulation , and search and replace editing. To edit a document file with 1st Word Plus , move the mouse to the FILE menu and click on OPEN FILE... to display the OPEN FILE menu selector. Select the file to be edited by clicking on its name in the directory window , then open it by clicking on the OK button. Alternatively , you can double-click on the filename to open the file directly. When carrying out simple editing on text by deleting or inserting characters , changes always occur at the position of the cursor . You must therefore move the cursor to the part you want to alter before making any changes. Scroll through your document until the portion you want to edit is visible on screen , then position the cursor by clicking the mouse or using the cursor keys ( see chapter 3 "Moving the Cursor ). DELETING TEXT. You can use the keyboard in four ways to delete text: * To delete a character to the LEFT of the cursor , press the [BACKSPACE] key or click on DELETE <--- in the key box. * To delete the character the cursor is ON press the [DELETE] key or click on DELETE ---> in the key box. * Press [CONTROL]+[DELETE] to delete everything from the cursor to the beginning of the next word. * To delete the entire LINE that the cursor is on , press or click on [F6]. NOTE: On v3.10 to delete an entire line , press or click on [F8]. [F6] is used for subscript text. INSERTING TEXT. You can insert text into a document in two ways: By using INSERT mode or OVERWRITE mode. INSERT MODE. When you begin a session with 1st Word plus , insert mode is switched on by default. To indicate this , the INSERT MODE option in the EDIT menu is ticked , and the [F5] icon appears in reverse video ( [F7] icon on v3.10 ). In this mode , anything you type is inserted at the cursor position without affecting what is already there. The text is automatically rejustified if you make the insertion at the end of a line , but you may need to reformat the rest of the paragraph afterwards. OVERWRITE MODE. Overwrite mode is the alternative to insert mode. As you type in new text , it is written over the existing text at the cursor position. Where there is no existing text ( for example at the end of a line ) , then new text is inserted as usual. In this mode , the [TAB] and [RETURN] keys simply move the cursor without inserting any spaces or lines. Use overwrite mode , for example , when you want to change a piece of text from lower case to upper case ( or the other way around ). Try changing 'Eating Oysters' to 'EATING OYSTERS' * Type in the words 'Eating Oysters'. * Move the cursor to the beginning of the word 'Eating'. * Switch to overwrite mode by using the [F5] key or icon , or clicking on INSERT MODE in the EDIT menu. ( use [F7] on v3.10 ). * Turn [CAPS LOCK] on by pressing the key or clicking on the icon. * Finally , type in capitals to the end of the word 'OYSTERS'. When you finish making replacements in overwrite mode , be careful to switch back to insert mode , otherwise you may write over text that you want to keep. INSERTING LINES. There are two ways of inserting blank lines into your text with 1st Word Plus , either using the [RETURN] key or the [INSERT] key. If the cursor is in the following position: line one line#two press [RETURN] to produce and press [INSERT] to produce line one line one line # #two line two NOTE: I have used the # sign to simulate the cursor position. MERGING DOCUMENTS. It is easy with 1st Word Plus to MERGE one document into another by reading it in from disk and inserting it into the "Master" document. First position the cursor , then click on READ FILE... in the FILE menu to display the READ FILE Item Selector. Select the file to be inserted by clicking on its name in the directory window , then read it in by clicking on OK. the document file will then be inserted into your master document at the cursor position. HOW TO USE BLOCKS. The BLOCK menu commands will not only let you delete blocks of text and pictures , but also move them , copy them , change their style , and cut and paste between documents in different windows. Before you can try some of these options out , you will need to mark your block. MARKING BLOCKS. There are two ways of marking blocks of text , pictures , or a mixture of both. The faster ( though less precise ) method is to use a rubber band: * To mark a SINGLE line or part of a line , point the mouse at the first character to be marked , drag the mouse rightwards to the last character on the line to be marked , then release the button. * To mark TWO OR MORE complete lines , point the mouse at any character in the first line , drag the mouse rightwards and down to any character in the last line , then release the button. The second method of marking blocks of text is to use the BLOCK menu. Position the cursor at the beginning of the block you want to mark , click on START BLOCK , move the cursor to the end of the block , and click on END BLOCK. ( a quick method of redefining the END of a marked block is to double-click at the cursor position ). NOTE: on v3.10. If you want to mark TWO or more lines , then point and click the mouse at the beginning and at the end of the text. If you point ANYWHERE in the first and last lines , then the block will be defined from there. Whichever method you use , the marked block will be highlighted with either a stippled or coloured background , depending on which monitor you have. If you have marked the start or end of a block , but cannot remember where it is located , then click on FIND START or FIND END in the BLOCK menu. To remove the block highlighting , either mark a new block or click on HIDE BLOCK in the BLOCK menu. Using REFORMAT... in any part of a document also has the side effect of removing block highlighting ANYWHERE else in that document. NOTE: On v3.10 , there is no option to HIDE BLOCK. Instead you have a UNMARK block option. I think that this is the same thing. MOVING , COPYING AND DELETING BLOCKS. To move a marked block , position the cursor at the place you want to move it to , then click on MOVE BLOCK in the BLOCK menu. To copy a marked block , position the cursor at the place you want to copy it to , then click on COPY BLOCK in the BLOCK menu. To delete a marked block , click on DELETE BLOCK in the BLOCK menu. It is also possible to mark blocks of space , and then move them , copy them , or delete them!. be careful , though , as only lines containing text are highlighted. RESTYLING TEXT. To restyle a section of text , mark it as a block , then select a character style or combination of styles using the function keys , the key icons ,or the STYLE menu. Move the mouse to the STYLE menu , to check that the option(s) you have chosen have a tick against them , and click on RESTYLE. NOTE: I cannot find this option in the STYLE menu on v3.10. Any ideas. CUT AND PASTE. To copy a marked block from a document in one window to a document in another , click on CUT BLOCK in the BLOCK menu. 1st Word Plus will display an Alert telling you that the block has been copied to the "Clipboard" ( a buffer in the computers memory ) ready for pasting into another document. Click in the target window , position the cursor where you would like the block to be pasted in , then click on PASTE BLOCK in the BLOCK menu.  USING "BOOKMARKS". If you are editing a fairly large document , you may frequently need to move from one part of the text to another. In these circumstances , it is quite easy to lose your place. With 1st Word Plus , you can use up to four invisible "Bookmarks" to keep your place in the text. SETTING MARKS. To set a mark anywhere in your document , position the cursor and click on SET MARK... in the EDIT menu. 1st Word Plus will display a SET MARK form with boxes numbered #1 to #4. Click on one of the boxes to set a mark with that number at the cursor position. Marks are NOT stored with a file when it is saved to disk. FINDING MARKS. You can now move freely within your document knowing that you will be able to move back instantly to your mark at any time. To move the cursor to one of your marks , click on GOTO MARK... in the EDIT menu. When the GOTO MARK form appears , click on one of the boxes numbered #1 to #4 to move to the mark with the same number. CREATING FOOTNOTES. To create a footnote at the cursor position , click on ADD FOOTNOTE... in the LAYOUT menu. 1st Word Plus will then: * Insert a footnote number from 1 to 999 in superscript text. e.g. 27. You will only be able to place the cursor on the first digit of the footnote number , i.e. '2'. * Open up a special footnote window for you to enter your footnote text. You can add footnotes wherever you like , except in header lines , footer lines , or footnotes themselves!. Several 1st Word Plus facilities which work "Globally" on entire documents will work on footnotes as well: * Spelling checker * Search and replace * STATISTICS... * REFORMAT... In each case the program deals with the main text , then deals with each footnote in turn. However , if you select REFORMAT... while you have a footnote window open , then the whole of that footnote will be reformatted automatically without a form being displayed. THE FOOTNOTE WINDOW. The text for the footnotes themselves is not displayed in the same window as the main text of the document , but in a special window called the footnote window. If you want to edit a footnote , double-click on its number , and 1st Word Plus will open the footnote window for you. You can then edit your footnote text using a slightly restricted set of 1st Word Plus commands. While the footnote window is open you will not be able to select any other window as the current one. Click on the close box when you have finished editing to SAVE the footnote and close the footnote window. NOTE: It is not possible to paste pictures into footnotes. If you read a file containing pictures into a footnote , the pictures will not be displayed. THE FOOTNOTE RULER LINE. All of the footnotes contained in a document are formatted according to the footnote ruler line , displayed in the footnote window. You can alter this ruler whenever you have the footnote window open. By default , the left margin of the footnote ruler is inset by three spaces ( i.e. at column 4 ) to leave space to print the footnote number. RENUMBERING FOOTNOTES. Whenever you add or delete a footnote , all subsequent footnotes in the document will immediately be renumbered in the correct order. This applies even if you use READ FILE... to insert a document file containing footnotes. however , when the number of DIGITS in a footnote number changes ( e.g. 9<-->10 or 99<-->100 ) , you will have to reformat the relevant lines of text yourself. You are not advised to use footnotes in text which cannot be reformatted automatically ( i.e. lines which are centred or right-aligned ). DELETING FOOTNOTES. Whenever you try to delete one or more footnotes , 1st Word Plus will display an Alert message. 1 Footnote number one NOTE: The above line is supposed to represent a line with a footnote attached to it. The number 1 will be in superscript mode. I have done this so that you might be able to understand the following lines. If you are trying to delete a CHARACTER: * Click on OK to delete the footnote and its number * Click on CANCEL to keep the footnote If you are trying to delete a WORD: * Click on OK to delete the footnote and its number * Click on CANCEL to KEEP the footnote and delete the word If you are trying to delete a LINE or a BLOCK: * Click on OK to delete ALL the footnotes and text * Click on CANCEL to delete nothing at all And if you understood that , then you're a better man than me gungadin. PRINTING FOOTNOTES. Footnotes are printed at the bottom of the page on which their numbers appear. FOOTNOTE NUMBERS. While you are editing the text for a footnote , its number appears on the title line of the footnote window. This number will , however , be printed in the first three columns of the first line of the footnote text. To ensure that these columns will be left blank , the left margin of the footnote window is indented by three spaces. If you do not want every line of the footnote text to be indented , you can set the left margin at column 1 and create a tab stop at column 4. Press [TAB] once to indent the first line by three spaces. If you do not use any kind of indent , then the first three characters of your footnote text will be overwritten with a footnote reference when you print them out. THE FOOTNOTE SEPARATOR. The footnote separator is printed immediately before the first footnote at the bottom of each page , and is made up of: * Up to 9 blank lines , followed by * A "Rule" consisting of up to 160 underlined fixed spaces , followed by * Up to 9 blank lines Click on FOOTNOTE FORMAT in the LAYOUT menu to display the footnote format form. Click inside each of the numbered boxes to move the cursor into it , and press [ESC] to clear it if necessary. Now type in the numbers to format the footnote separator as you require. By default , there is 1 blank line above the rule ( the space above the underline characters ) , the rule is 30 underlined spaces long , and there is 1 blank line below the rule. The PITCH of the rule is taken from the footnote ruler line. To omit the rule from the footnote separator , simply enter 0 for Lines Above on the FOOTNOTE FORMAT form. If you would like your footnotes to be separated from each other by a blank line , then you must add this to the end of the text for each footnote. For example , with the default separator and a blank line at the end of each footnote , the footnotes for one page might look like this: ...the last few lines of a page of normal text, shortly followed by... ----------------------------------- 27 This is the first footnote on this page and it carries on for a couple of extra lines. 28 This is the second footnote: Note that the first one had a blank line as its last line. PAGE BREAKS. 1st Word Plus will print a line containing a footnote number on the same page as the footnote text wherever possible. If there isn't enough room on the current page , the line and its footnote(s) will be printed on a new page. In order for this to work , a one-line conditional page break is displayed in the page border when a line contains a footnote number. This special conditional page break has the following properties: * You cannot delete this page break by clicking on it. * you can drag the mouse in the page border to increase the scope of the page break DOWNWARDS ( to include following lines ) , but not upwards ( to include preceding lines ). * You can turn the conditional page break into a HARD page break by using the [F7] key or icon. ( On v3.10 use the [F9] key ). Turn this hard page break back into a conditional page break by clicking the mouse on it. SEARCH and REPLACE EDITING. The "Search and Replace" facility in 1st Word Plus allows you to search for a particular word , phrase , or other string of text throughout all or part of your document. The following are all examples of text strings: 'abbot' , 'I' , 'right-handed' , '2nd' , 'Mount Everest' , 'SF314'. You can replace as many occurrences of your chosen piece of text with another piece of text as you wish. SEARCHING. To search for a specific word or phrase in your document , click on FIND... in the EDIT menu. The FIND STRING form will be displayed , allowing you to specify: * The string of text you want to FIND. Press [ESC] to clear the line first if necessary. You can use '?' as a WILDCARD to stand for a single character , including a space. For example , enter 'P?T' to find such words as 'compete' , 'computer' , 'pit' , 'Peter' , 'up to' , etc. * The DIRECTION you want to look in: Down Arrow ( forwards search , from the beginning of the document to the end ) or Up Arrow ( backwards search , from the end of the document to the beginning ). The search begins from the cursor position. * Whether the string searched for must be an absolute MATCH , including letter case ( capital letters or small letters ). If you click on IGNORE , then 1st Word Plus will disregard whether the word is spelt with capital or small letters. For example , if the string is 'bird' , it will also search for 'Bird' and 'BIRD'. NOTE: 1st Word Plus will look for exact matches of the string you specify , INCLUDING SPACES . If you specify the string 'the' ( without a space either before or after it ) , then the program will stop after 'the' in whether. When the find string form appears on the screen , then type in the string that you want to find. Decide which direction you wish to search in using the up or down arrow keys. Next select whether you want precisely matching examples or not , and click on OK. 1st Word Plus will then search through your document in the specified direction for the first occurrence of the string. If the string is found , the cursor will be placed either on the FIRST character of the string ( backwards search ) , or on the character immediately AFTER the string ( forwards search ). however , FIND... will not detect two words in a phrase like '1st Word' if they are split over two lines. If the search string is not found , the cursor will be placed at either the beginning or the end of the document. The search direction will automatically be reversed the next time you use the FIND... option. REPLACING. To replace a specific word or phrase in your document with another , click on REPLACE... in the EDIT menu. You will then be presented with the FIND and REPLACE menu. This is similar to the form displayed for FIND... , and allows you to specify: * The string of text you want to FIND. Press [ESC] to clear the line first if necessary , since if you have already specified a string using FIND... the form will still display it. As with FIND... , you can use '?' as a wildcard to stand for any character , including space. * Your REPLACEMENT text. * the DIRECTION you want to look in. Down Arrow ( forwards search , from the beginning of the document to the end ) or Up Arrow ( backwards search , from the end of the document to the beginning ). The search begins at the cursor position. * Whether the string searched for must be an absolute MATCH , including letter case , or not. For details see "Searching" in this chapter. * Whether to replace ONE , SOME , or ALL occurrences ( the SCOPE of the replacement ). Type in your replacement text , choose how many occurrences you want to replace and so on , and click on OK. If you specify replacement of ONE or ALL matches , REPLACE... will search and replace automatically. If you specify replacement of only SOME matches , REPLACE... will find and display each match and ask whether or not to replace the text , or CANCEL the search. Click on YES or NO , and 1st Word Plus will look for the next occurrence and offer you the same choice of keeping or replacing the text. This will continue until no further occurrences are found , or until you click on CANCEL. You can use the REPLACE... option to make multiple replacements , insertions , or deletions: * To REPLACE occurrences of 'cement' with 'glue' , give 'cement' as the text to be found and 'glue as the replacement text. * To INSERT 'and glue' after the word 'cement' , give 'cement' as the text to be found and 'cement and glue' as the replacement text. * To DELETE 'cement' , give 'cement' as the text to be found and press [RETURN] ( i.e. nothing ) for the replacement text. As with FIND... , if the search string is not found , the cursor will be placed at either the start or end of your document , depending on the search direction. The search direction will automatically be reversed the next time you use the REPLACE... option. The REPEAT FIND option in the EDIT menu repeats the last FIND... or REPLACE... using the same choices , but without redisplaying either of the original forms. If the FIND... or REPLACE... finished at the start or end of the document , then REPEAT FIND will automatically reverse the search direction. REFORMATTING TEXT. After deleting or inserting any text , or using search and replace , remember to reformat your text. To reformat single paragraphs , position the cursor anywhere in the first line of the paragraph , then use the [F10] key or icon. Although 1st Word Plus remembers indents when you reformat single paragraphs , you will need to reformat hanging indents , centred paragraphs ,and right - aligned paragraphs line by line. 1st Word Plus also enables you to reformat larger sections of text , or even your entire document if you wish. Position the cursor anywhere in the section you want to reformat , then click on REFORMAT... in the STYLE menu. A form will be displayed asking you whether you would like to reformat: * From the cursor or the end of the paragraph * From the first ruler BEFORE the cursor to the first ruler AFTER it * The whole document , including any footnotes Click on the option of your choice to reformat your text , or on CANCEL to return to the text window. NOTE: 1st Word Plus distinguishes between the end of a line and the end of a paragraph in the following way: * A LINE has a space at the end of it * A PARAGRAPH has a [RETURN] at the end of it. If there is a space before the [RETURN] at the end of a paragraph , it will be reformatted onto the following paragraph. SNAPSHOT GRAPHICS. Snapshot is a GEM desktop accessory supplied with 1st Word Plus which you can use to save pictures on disk. Most images displayed on the screen by a GEM - based drawing package ( GEM Draw , Easy-Draw , Doodle , Logo , etc ) can be saved using snapshot and pasted into your documents. Images created using DEGAS can also be captured using a special program DEGASNAP supplied with 1st Word Plus ( see "Using Degasnap" in this chapter ). INSTALLING SNAPSHOT. Copy the file SNAPSHOT.ACC onto whichever disk you normally use when switching on your Atari ST. Press the reset button on the back of your ST with this disk in drive A , and you will find snapshot installed in the Atari menu as a desktop accessory. TAKING SNAPSHOTS. Select SNAPSHOT by clicking on it in the Atari menu , and the Snapshot Alert will be displayed. Click on OK to remove the Alert , and the mouse pointer will change to a cross- hair cursor. Move this to the top left-hand corner of the area you want to snapshot. Hold down the left mouse button , and drag a rubber band around your snapshot. When you release the mouse button , your snapshot will appear briefly in reverse video , then an Item Selector will be displayed for you to enter the filename of the snapshot. You can CANCEL the snapshot at this stage if you are not happy with the selected picture. The Item Selector will show the following default entries: Directory Line A:\*.IMG Selection Line SNAPSHOT.IMG NOTE: If you alter the directory line so that it contains a folder name e.g. A:\SNAPS\*.IMG , your snapshot will be filed in THAT folder. When you decide to use that particular snapshot in a document , 1st Word Plus will need to know which folder to read your snapshot from. Some programs ( such as GEM Draw and Logo ) grab all the available memory in the Atari ST when they are running , and snapshot will not be able to display an Item Selector. Instead , it will display an Alert reading 'Saving Image as SNAP001.IMG' , with the number changing for each snapshot. You should rename these snapshot files later on when you return to the GEM desktop. If you press any key on the keyboard while the cross-hair cursor is on the screen , the snapshot Alert will be redisplayed. You can then click on CANCEL to exit from snapshot , or click on OPTIONS to change the snapshot options. SNAPSHOT OPTIONS If you select OPTIONS from the snapshot Alert , a sequence of Alerts will be displayed , allowing you to set up the way snapshot will work while it is loaded in. The first option allows you to choose whether to have the Alert displayed each time you click on snapshot. If you click on NO , then it will not be displayed , and the mouse pointer will change immediately to a cross-hair cursor immediately. Click on Yes , and the second option will appear on the screen. The second option controls the output format to be used. Two kinds of output format are supported by snapshot: GEM Image and Other. The GEM Image format is used by 1st Word Plus. Snapshot pictures are condensed , and files saved in this format are much smaller than in other formats. Use '.IMG' as the extension for files saved in GEM Image format. Click on Other , and the third option will be displayed. The third option allows you to choose which other format you would like your snapshots saved in: DOODLE FORMAT Files saved in this format can then be loaded into Doodle and worked on. Use '.DOO' as the extension for this format. NEOCHROME FORMAT This saves pictures in a format suitable for use with Neochrome. It is only useful in low resolution mode. Use '.NEO' as the extension. DEGAS FORMAT Files saved in this format can be loaded into Degas for enhancement. Use the correct extension for the screen resolution you are using: '.PI1' for low resolution , '.PI2' for medium resolution , and '.PI3' for high resolution. USING DEGASNAP. You can use DEGASNAP to paste DEGAS pictures into your 1st Word Plus documents. To take snapshots of pictures created using Degas for use in your 1st Word Plus documents , follow these steps: 1. Draw your picture using DEGAS. 2. Click on SAVE PIC. 3. When the Item Selector appears , give your picture the right extension for the screen resolution you are using. ( e.g. '.PI3' for high resolution pictures ) and click on OK. 4. Now quit DEGAS and run DEGASNAP.PRG 5. With DEGASNAP loaded , click on READ DEGAS in the FILE menu. 6. When the Item Selector appears , select your DEGAS picture and then click on OK. 7. With your DEGAS picture on screen , click on Snapshot in the Atari menu. 8. Click on OPTIONS , YES , then GEM Image in the sequence of Alerts , then take your snapshot. 9. When the Item Selector appears , give your picture an '.IMG' extension , then click on OK. To load pictures taken with Snapshot into DEGAS for enhancement , follow these steps: 1. Load your snapshot into 1st Word Plus. 2. Click on Snapshot in the Atari menu , then click on OPTIONS , YES , OTHER , and DEGAS in the sequence of Alerts. 3. Take a snapshot of your snapshot!. 4. When the Item Selector appears , give your picture the right extension for the screen resolution you are using ( e.g. '.PI1' for low resolution ) then click on OK. You can now load your pictures into DEGAS for enhancement , and then snapshot then using DEGASNAP for use in your 1st Word PLus documents. PASTING IN PICTURES. To paste snapshot pictures into a document , move the mouse pointer to the GRAPHICS menu and click on GRAPHICS MODE. If you have a monochrome monitor , your page will immediately change its appearance , with the text looking rather squashed. This is to show you as clearly as possible the relationship between the text and pictures in your document when it is printed out. ( This relationship , known as the ASPECT RATIO , will vary from printer to printer. You may need to experiment a little to discover how your printer will reproduce snapshot graphics ). If you have previously pasted pictures into a document , 1st Word Plus will load it into memory in GRAPHICS MODE. When GRAPHICS MODE is switched on , it will have a tick next to it in the GRAPHICS menu. Now move the pointer to the GRAPHICS menu and click on READ PICTURE... to display the READ PICTURE Item Selector. Edit the Directory Line to either: * The folder which your picture is in e.g. A:\ART\*.IMG , or * The root directory if your picture is not in a folder ( e.g. A:\*.* ). Select the picture you require , and click on OK to paste the picture into the text at the cursor position. NOTE: When you paste a snapshot picture into a document , important information about it is stored in the document file. This information includes where in the DOCUMENT the picture is pasted , and where on the relevant DISK to find the picture. If you move any of your pictures AFTER you have pasted them into your document ( for example , into a different folder ) , 1st Word Plus will look in the original folder for the pictures when you reload that document , and will display an Alert for each picture it cannot find. If you have a printer driver installed , the picture will have a dotted line around it to indicate the amount of space it will take up when printed out on that particular printer. Pictures are aligned vertically with the lower edge of the line they are on , and horizontally with the left-hand edge of the nearest column. This allows you to automatically line up your pictures with the surrounding text. MOVING PICTURES. Once the picture is pasted into your text , you can reposition it , write over it , increase the space around it , or ( if you are not happy with it ) delete it. To reposition your picture , place the mouse pointer on it and press and hold down the left-hand mouse button. A 'Flat' hand will appear , together with a "ghost" image of the edges of the picture. Move the "ghost" image to the place you want , and release the mouse button to reposition your picture. You can , if you want , overlay pictures onto pictures , put text and pictures side-by-side , write over your pictures , or move blocks of text on top of them. To increase or decrease the amount of space between your picture and the rest of the text , simply position the cursor at its top or bottom edge and use the [RETURN] or [INSERT] keys to insert lines of space , and the [F6] and [BACKSPACE] keys to delete lines of space. DELETING PICTURES. To delete your picture , first click the mouse inside it. Move the mouse to the GRAPHICS menu , and click on DELETE PICTURE. Your snapshot picture will switch into reverse video , with an Alert message superimposed on it asking whether you want to delete this picture. Click on OK to delete the picture. There will be an amount of space left in your text equal to the deleted picture. You can get rid of this space by marking it as a block , then clicking on DELETE BLOCK. Once a picture is pasted into position , it effectively becomes part of the text in the document. This means that all of the BLOCK menu operations can be carried out on pictures , or a mixture of pictures and text. In some cases it may be faster , for example , to delete a block of picture(s) and text using DELETE BLOCK , rather than removing each picture using DELETE PICTURE and then deleting the text. USING THE SPELL CHECKER. 1st Word Plus comes with a 40,000 word spelling dictionary which lets you check that every word in your document is correctly spelled either: * All in one go , after you have finished editing it , or * Continuously , as you type each word in. The spelling dictionary you get with 1st Word Plus obviously cannot contain all the words that you will need to check , but it does have the most frequently used ones. In particular , it doesn't contain any proper names ( words like ICELAND , PATRICK or URANUS { i feel a witticism coming on}) , or any legal , scientific , or other technical terms. However , with 1st Word Plus you can add these personal spelling words to your own personal or supplementary dictionary. Since you can create as many of these personal dictionaries as you need , you will be able to build up your own "library" of dictionaries. When 1st Word Plus comes across a word which it does not recognise and/or is misspelled , it will suggest a list of correct spellings for you to chose from. Select the word you want , and 1st Word Plus will then instantly replace the misspelled word in your document with the right one. In fact , just about the only thing that the 1st Word Plus spelling checker cannot do is to spot a word which is actually spelled correctly , but is in the wrong place e.g. Polar Bares live at the North Pole. LOADING THE SPELLING DICTIONARY. To load the main spelling dictionary from disk into the Atari ST , click on LOAD DICTIONARY in the SPELLING menu. 1st Word Plus will search for the main dictionary in the same folder as WORDPLUS.PRG. When the spelling dictionary has been loaded in , an Item Selector will then be displayed to let you load in a supplementary dictionary. Supplementary dictionaries are text files created by 1st Word Plus. They can be called whatever you like , but it is a good idea to use a descriptive filename e.g. COOKERY.SUP ( = "SUPplementary dictionary" ). Select a supplementary dictionary by clicking on its name in the directory window , then clicking on OK. Click on CANCEL if you do not have a supplementary dictionary yet , or you do not want to use one. CONTINUOUS SPELL CHECK. If you would like to check the spelling of each word as you type it in , then click on CONTINUOUS CHECK in the SPELLING menu. When you move the cursor off the word you have just typed in ( by pressing [SPACE] , [RETURN] , or one of the cursor keys ) , the word is checked against both the main dictionary and the supplementary dictionary. If it is not found , then your Atari ST will "bleep" to show that 1st Word Plus does not recognise the word> You can then either: * Carry on typing , or * Correct the misspelled word manually , or * Use the dictionary browser to correct it ( see "Using the Browser" ) , or * If the word is correctly spelled , add it to the supplementary dictionary ( see "Adding Words" ). CHECKING WHOLE DOCUMENTS. To check the spelling in an entire document in one go , place the cursor wherever you wish to begin the spelling check , then either click on CHECK SPELLING in the SPELLING menu or press [ESC]. The spelling checker will look at each word from the current cursor position to the end of your document , and will FLAG any word it does not recognise by placing the cursor after it. You will then have the opportunity to either: * Correct the misspelled word manually , or * Use the dictionary browser to correct it ( see "Using the Browser" ) , or * If the word is correctly spelled , add it to the supplementary dictionary ( see "Adding Words" ). To continue checking the spelling in your document , either press [ESC] or click on CHECK SPELLING in the SPELLING menu. ADDING NEW WORDS. To add a new , correctly spelled word directly to the supplementary dictionary , click on ADD WORD in the SPELLING menu. When the word has been added , either continue the spelling check or carry on typing in text. You can also add words either with the browse ( see "Using the Browser" ) , or by merging a supplementary dictionary into the main dictionary ( see "Merging Dictionaries" ). USING THE BROWSER. You can now check that the word has been added by clicking on BROWSE... in the SPELLING menu to display the dictionary browser. The browser window displays a merged list of words from both the main dictionary and your supplementary dictionary ( if you have loaded one ). Whenever you call up the browser it will display the last word added or spelling mistake found , and 1st Word Plus will also display the corresponding page in your document in the edit window. To find a particular word , press [ESC] to clear the Find Line , type in the word , and click on FIND. The program will find your word ( if it is in the dictionary ) , and highlight it in reverse video at the top of the browser window. If the word is NOT in the dictionary , the browser window will display the part of the dictionary which is closest to it. SPELLING CORRECTION. The browser also allows you to automatically correct any misspelled words in the document you are checking. When you check your spelling , 1st Word Plus will place the cursor after this word to show you that it is not in either of the dictionaries. Move to the SPELLING menu and click on BROWSE... to display the browser. Now click on GUESS , and the spelling checker will show you a list of suggested correct spellings. Click on the correct spelling in the browser window , then click on REPLACE to insert it into your document. If the correct spelling does not appear in the list of suggestions , you can use FIND to search through the dictionary. REMOVING WORDS. To delete words from a supplementary dictionary , simply load it into 1st Word Plus and edit it. To delete words from the main dictionary , you will need to create a special supplementary dictionary and MERGE the two dictionaries together. MERGING DICTIONARIES. The 1st Word Plus spelling checker comes supplied with a special "Dictionary Merging" program which allows you to: * Delete any unwanted words from the main dictionary * Add new words to the main dictionary by merging one of your supplementary dictionaries into it To delete unwanted words , first use 1st Word Plus to create a supplementary dictionary containing just these words. ( i.e. the ones that you want to delete from the main dictionary ). Now place a minus sign '-' before each of the words to be deleted. e.g. -delete , -word , -list , etc. When you run the dictionary merge program these words will be deleted from the main spelling dictionary. In the same way , you can add new words from one of your supplementary dictionaries to the main dictionary simply by running the dictionary merge program. ( you can , of course , mix words to be added and words to be deleted in the same supplementary dictionary if you want ). To merge the two dictionaries , just follow these steps. 1. Double-click on DICMERGE.PRG. 2. When the title form appears , click on RUN. 3. When the first Item Selector appears , enter the name of your MAIN dictionary ( e.g. SPELLING.DIC ) and click on OK. Click on CANCEL to quit the program and return to the GEM desktop. 4. When the second Item Selector appears , enter the name of your SUPPLEMENTARY dictionary ( e.g. COOKERY.SUP ) and click on OK. Click on CANCEL to return to the first Item Selector. 5. When the third Item Selector appears , enter the name of the merged OUTPUT dictionary ( e.g. COOKERY.DIC ) and click on OK. Again , click on CANCEL to return to the first Item Selector. While the two dictionaries are being merged , the program will show you which letter of the alphabet it is currently working on. As soon as the merging process is complete , the name of the output dictionary is displayed on screen. Click on RETURN or press [RETURN] to return to the GEM desktop. NOTE: The spelling checker always looks for SPELLING.DIC as the main dictionary to be loaded. If your merged output dictionary is called something different ( e.g. COOKERY.DIC ) , and you want to use it as the main dictionary , you will have to rename it from the GEM desktop. First click on the .DIC file to select it , then click on SHOW INFO... in the FILE menu. When the form appears , edit the name of the dictionary to SPELLING.DIC. Finally , click on OK. SAVING THE DICTIONARY. End a session with the spelling checker by either clicking on END SPELL CHECK.. in the SPELLING menu , or on QUIT... or QUIT ALL... in the FILE menu. If you have added any words to the supplementary dictionary , 1st Word Plus will display an Item Selector to allow you to save it to disk. By default , the Item Selector will display the name of the original dictionary. Click on CANCEL to abandon any changes. SAVING YOUR DOCUMENT. To save the whole of your edited document with the SAME name that you loaded it in with , click on the SAVE FILE option in the SAVE menu. 1st Word Plus will save your document with its original filename to the disk it was loaded from , close the text window , and return you to the startup screen. Even in the unlikely event that you have made a complete mess of the editing , your original version will not be destroyed because 1st Word Plus will turn it into a backup copy by renaming it with a .BAK extension. SAVING WITH A NEW NAME. To save the whole of your edited document with a NEW name , click on SAVE AS... in the FILE menu. When the SAVE AS Item Selector appears , you can choose a new disk , folder , or name of your document. If there is already a file with the same name in the same folder , 1st Word Plus will turn it into a backup copy by renaming it with a .BAK extension. 1st Word Plus will then save your document with the new filename and close the text window , returning you to the startup screen. SAVE AND RESUME You are recommended to save your document files to disk at regular intervals , especially if you are working on large documents. This will guard you against losing what might amount to hours of work through something like loss of power , or absent-mindedly clicking on the QUIT... or QUIT ALL... options. Click on SAVE AND RESUME in the FILE menu to save your file to disk and continue working on it without having to reload it. SAVING PART OF YOUR DOCUMENT. In order to save part of your document in a separate file , mark it as a block ( see "How to Use Blocks" in chapter 4 ) , then click on WRITE BLOCK... in the FILE menu. When the WRITE BLOCK Item Selector is displayed , you will be able to save the marked block of text to disk with the filename of your choice. NOTE: Using WRITE BLOCK... does not save any pictures , rulers , or footnotes along with the text. DELETING FILES. If there is not enough space on the disk when you try to save a document , an Alert will be displayed saying that the disk is full. If this happens , you can delete files to make space on the disk. Alternatively , you can save your document file onto a different disk. For this reason , it is a good idea to always have one or two formatted disks to hand when using 1st Word Plus. Click on DELETE FILE... in the FILE menu to display an Item Selector , from which you can choose a file to delete. After you have deleted a file , the Item Selector will be displayed repeatedly until you click on CANCEL , allowing you to delete several files one after the other. It is perfectly safe to delete both the original version of the document and/or the backup copy to create space on the disk , provided that: * You are certain that you have not lost any text during the current edit ,and * You save the document immediately afterwards. Do NOT , however , confuse the redisplayed DELETE FILE Item Selector with the OPEN FILE Item Selector. Once you delete a file , it's gone forever. ( Is it ? ). To be doubly safe , make a backup copy of your document disk after every session with 1st Word Plus. INSTALLING A PRINTER. Whenever you load 1st Word Plus , it will install by default a STANDARD printer driver. This printer driver will enable you to get started with your printer , although it will not be able to print everything you can see on-screen. In order to use ALL the features which your printer is capable of , you will need to install a suitable printer driver for it. A range of printer drivers for the most popular printers is provided in the PRINTERS folder. In case you have a printer which is not yet supported by 1st Word Plus , instructions for creating your own customised printer driver can be found in Appendix A. PRINTER CONFIGURATION. SWITCHING PRINTERS WITH 1st WORD PLUS. Whenever you load 1st Word Plus , it searches in the folder containing WORDPLUS.PRG for the default printer driver PRINTER.CFG , and installs it for use when printing. If the default driver is not found , a warning message is displayed which you can remove by clicking on CANCEL. The 1st Word Plus desktop indicates which printer is currently installed ( and the output port it is connected to ) in the printer display line immediately above the font table. To install a different printer , follow these steps: * Click the mouse on the printer name in the printer display line. 1st Word Plus will display the INSTALL PRINTER Item Selector. * Use the Item Selector to display the .CFG files in the PRINTERS folder. * Click on the .CFG file for your printer , then click on OK to install it. The font table will change its display to show you the characters available on the installed printer. CHANGING THE OUTPUT PORT. To change the output port , simply click on the port name in the printer display line to switch between the parallel ( printer ) and serial ( modem ) ports. INSTALLING A NEW DEFAULT PRINTER. To install a new default printer , follow these steps: * From the GEM desktop , open a window onto the folder containing WORDPLUS.PRG and drag the PRINTER.CFG to the trashcan. * Open a second window onto the PRINTERS folder and drag the required .CFG file to the window containing WORDPLUS.PRG * Click on the .CFG file to select it , then click on SHOW INFO... in the FILE menu. * When the form appears , edit the name of the file to PRINTER.CFG * Finally click on OK. PRINTING YOUR DOCUMENT. 1st Word Plus enables you to do BACKGROUND PRINTING , where you can print out one file whilst simultaneously creating , editing , and saving others. However , you MUST previously have saved the file you wish to print out. To print a file , click on PRINT FILE... in the FILE menu. If you do not have a suitable printer driver installed , an INSTALL PRINTER Item Selector will be displayed to allow you to do so. When the PRINT FILE Item Selector appears , use it to select the file you wish to print. Click on OK , and 1st Word Plus will display the PRINT FILE form , which asks you a number of questions about formatting and print quality. Click in any of the number boxes to move the cursor bar into it , allowing the number to be edited. PRINT PAGES FROM... TO... These two numbers tell the printer on which page of the file to start and finish printing. PAGE NUMBER OFFSET. This number ( sometimes called the FOLIO NUMBER ) is added to the page numbers in the document as it is printed. This is a very useful feature if you are printing consecutive files , such as chapters in a book. If chapter 1 ends at page 50 , type in '50' as the page number offset for chapter 2 , and the first page number printed will be '51'. LEFT MARGIN OFFSET. This number tells the printer how many character positions to move the print head across the platen before it begins printing. You may need a left margin offset to avoid the row of perforations on the edge of fanfold paper , or because you have an offset sheet feeder. NUMBER OF COPIES. This number tells 1st Word Plus how many times to print out the file. SWAP LEFT AND RIGHT HEADINGS ON ALTERNATE PAGES. If you click on YES , the left and right-hand components of your header and footer lines will be reversed on even-numbered pages , allowing you to print double page layouts. ( "Even-numbered" here refers to the page numbers '2','4','6' , etc. printed on each page , not the PHYSICAL pages 2 , 4 , 6 , etc. ). PRINT QUALITY. If you have installed a near letter quality ( NLQ ) dot matrix printer , this option allows you to select draft or NLQ print. If you have installed a daisywheel printer , then selecting NLQ mode will make the printer pause whenever it is asked to print italic or light text. The printer will prompt you to change daisywheels at each style change. Make sure your printer is properly connected , switched on , "on line" , and loaded with paper. Check your selections on the PRINT FILE form , then click on OK. When printing , the PRINT FILE... option in the FILE menu changes to PRINTING... , and has a tick beside it. NOTE: Background printing will pause whenever a drop-down menu , form , or Alert is displayed. To pause or stop printing , click on PRINTING... in the FILE menu. The tick will disappear , and a PRINTING FILE form will be displayed. To pause printing , click in the PAUSE box. To restart printing , click in the OK box. To abandon printing , click in the STOP box. If your printer driver is installed to pause between pages , then the printing file form will be displayed after each page while the program waits for you to load the next sheet of paper. However , this will only happen if you are not editing. if you ARE editing , printing will just pause between pages , and you must then click on PRINTING... in the FILE menu to restart printing. QUITTING 1st WORD PLUS. To quit 1st Word Plus , you must either: * Select SAVE FILE or SAVE AS... from the FILE menu to save your document to disk and return to the startup screen , or * Abandon the current edit by clicking on QUIT... in the FILE menu or on the close box in the text window. If you are doing background printing , you must either wait for it to finish or intervene to stop it before you can exit from 1st Word Plus. Finally select QUIT... from the FILE menu to quit 1st Word Plus and return to the GEM desktop If you want to abandon ALL your current edits at the same time without saving any changes , click on QUIT ALL... in the FILE menu. The program will display an Alert asking you whether you wish to lose any changes made to all of the windows and exit to the GEM desktop. Click on OK , and 1st Word Plus will close all your edit windows without further warning and return you to the GEM desktop. Alternatively you can pull the plug out of the wall , after switching off the electricity , and you will lose everything , without even having an Alert message ( like i do when i'm late for work , such as now ). So this is the end of chapter 4. The next chapter is number 5 , MENU COMMANDS SUMMARY. This is THE SENSEI signing off. ta ta. FIRST WORD PLUS - USER MANUAL FOR THE ATARI ST. - Typed in by THE SENSEI. =========================================================================== CHAPTER 5. ========== MENU COMMANDS SUMMARY. If you click on a menu command ending with '...' , 1st Word Plus will ask you for some kind of information before carrying out the command. All other menu commands are carried out immediately , unless you have selected EXTRA HELP in the HELP menu. I will go through the commands one by one , as they are in the book , and at the end of each set i will add a few comments or updates for v3.10. So , please read them carefully. THE ATARI MENU. 1st WORD PLUS... Click on this option to display the 1st Word Plus title form , showing you the author's names and which version of the program you have. -------------------------------------------------------------------------- DESK ACCESSORIES The remaining items in the Atari menu are the Desk Accessories that were loaded in with the GEM Desktop. THE FILE MENU. OPEN FILE... This command allows you to choose a document file to open for editing. You may have up to four files open at one time. Non-document files ( such as program source and printer installation files ) may also be edited with 1st Word Plus. If the filename you specify does not already exist , 1st Word Plus will ask You to confirm that you want to create a new file , and will look for a format file with the same extension in the FORMATS folder. If it finds a relevant format file , it will then read it into the beginning of your new file. The OPEN FILE... Item Selector displays the filename UNTITLED.DOC by default whenever 1st Word Plus is loaded in. This is renamed to OPEN... in v3.10. Also uses the keys [CONTROL][O]. PRINT FILE... This command enables you to print a file after you have saved it to disk. If your printer driver is installed to pause between pages , an Alert will be displayed after each page while the program waits for you to the next sheet of paper. This is renamed to PRINT... in v3.10. Also uses the keys [CONTROL][U]. There is also an extra command in v3.10. PRINT CURRENT... This prints the current document that you are editing. It probably uses the above protocol. Also uses the keys [CONTROL][P]. -------------------------------------------------------------------------- SAVE FILE Click on this command to save the current file to disk with its ORIGINAL filename. 1st Word Plus turns the original file into a backup copy by renaming it with a .BAK extension. SAVE AS... This command allows you save the current file to disk with a NEW filename. If a file already exists with the same name it will be renamed with a .BAK extension. SAVE AND RESUME This command saves the current file to disk without closing the text window , then returns the cursor to its previous position. The save functions are slightly different in v3.10 , being: SAVE AND CLOSE - Is the same as SAVE FILE , except it closes the current editing window. Also uses the keys [CONTROL][C]. SAVE AND RESUME - Description as above. Also uses the keys [CONTROL][V]. SAVE AS... Description as above. Also uses the keys [CONTROL][M]. -------------------------------------------------------------------------- READ FILE... This command allows you to choose a file to insert into the current document at the cursor position. This is renamed to READ... in v3.10. Description as above. Also uses the keys [CONTROL][R]. WRITE BLOCK... This command saves the current marked block to disk with the specified filename. Pictures , rulers and footnotes are not saved with the text when you use this command. This is the same in v3.10. Also uses the keys [CONTROL][W]. -------------------------------------------------------------------------- DELETE FILE... This command allows you to delete files from disk in case , for example , there is insufficient room to store your document. DELETE FILE... allows you to delete several files one after the other by redisplaying the Item Selector until you click on CANCEL. This is renamed to DELETE... in v3.10. Description as above. Also uses the keys [CONTROL][D]. -------------------------------------------------------------------------- QUIT... If you click on QUIT... while you are editing a document , the current edit is abandoned ( leaving the original version of the document unaltered ) and the text window is closed. You can also quit an edit by clicking on the close box in the top left-hand corner of the text window. If you click on QUIT... when no documents are being edited or printed , 1st Word Plus will close down and return you to the GEM Desktop. This is the same in v3.10. Description as above. Also uses the keys [CONTROL][A]. QUIT ALL... This command abandons all current edits simultaneously before returning you to the GEM Desktop. This is the same in v3.10. Description as above. Also uses the keys [CONTROL][Q]. THE EDIT MENU. The WP MODE , INSERT MODE , and WORD WRAP options are ticked when they are switched on. FIND... Click on this command to search for a specific string of text in your document. If the string is found , the cursor will be placed either on the first character of the string ( if it is a backwards search ) , or on the character immediately after the string ( if it is a forwards search ). If the string is not found , the cursor will be placed at either the start or the end of the document , depending on the search direction. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][F]. REPLACE... Click on this command to search for a specific string of text in your document and replace it with a second one. If you specify replacement of ONE or ALL matches , REPLACE... will search and replace automatically. If you specify replacement of SOME matches , REPLACE... will find and display each match and ask you whether or not to replace the string or CANCEL the search. If the search string is not found , the cursor will be placed at either the start or the end of your document , depending on the search direction. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][R]. REPEAT FIND Click on this command to automatically repeat the last FIND... or REPLACE... using the same choices. If the FIND... or REPLACE... command finished at the start or end of your document , then the search direction will be reversed for REPEAT FIND. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][A]. -------------------------------------------------------------------------- STATISTICS... This command displays the number of pages , lines and words in the current document , as well as its size in bytes. STATISTICS... also displays the amount of free memory remaining in your Atari ST and on the disk you select. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][I]. -------------------------------------------------------------------------- There is an extra command in this drop down menu. It is SET SPILL FILE... I am not sure what this does , but whatever it is , it obviously asks for some kind of information before it does it. Anyone got any ideas? There are no key options for this command. -------------------------------------------------------------------------- WP MODE This option allows you to switch Word Processing mode on and off. Switch WP MODE on to tell 1st Word Plus to store page breaks and style changes in your document. Files created with a .DOC extension have WP MODE switched on by default. Switch WP MODE off if you want to work on non-text file , and only ASCII data will be stored in them. With WP MODE off , you will not be able to use: * Indents * Any kind of page break * Any of the STYLE menu commands * HYPHENATION and WORD WRAP * The text pitch , right justification and line spacing options on the ruler line All spaces in files created with WP MODE switched off are fixed spaces , and paragraphs containing them cannot be reformatted. This is the same in v3.10. Description as above. There are no key options for this command. HYPHENATION This option allows you to switch automatic hyphenation on and off. If you switch HYPHENATION on , 1st Word Plus will try to hyphenate long words when you reformat. this option is not available in non-WP mode. This is the same in v3.10. Description as above. There are no key options for this command. INSERT MODE Click on this option to switch INSERT MODE on and off. If INSERT MODE is switched off , any new text you enter at the cursor position will overwrite any existing text. This command has an identical effect to the use of the [F5] key or icon. The [F5] icon appears in white on black when insert mode is switched on. This is the same in v3.10 , except that v3.10 uses the [F7] key for insert mode. The [F5] key is used for superscript mode. WORD WRAP Click on this option to switch WORD WRAP on and off. With WORD WRAP switched on , text is moved on to the next line when you go past the right margin. With WORD WRAP switched off , the right margin is ignored , and you can continue typing on the same line until you press [RETURN] or reach the 160 character limit. This option is not available in non-WP mode. This is the same in v3.10. Description as above. There are no key options for this command. -------------------------------------------------------------------------- SET MARK... Use this command to set or redefine up to four position marks anywhere in your document. Each mark is set at the current cursor position. This is renamed to SET MARKER... in v3.10. Description as above. Also uses the keys [ALTERNATE][K]. GOTO MARK... This command moves the cursor to one of the position marks defined by the SET MARK... command. This is renamed to GO TO MARKER... in v3.10. Description as above. Also uses the keys [ALTERNATE][J]. GOTO PAGE.../GOTO LINE... This command allows you to move the cursor to the top of a given page in your document. If you specify a page number greater than the last page in your document , the cursor will be placed at the top of the last page. This option becomes GOTO LINE... in non-WP mode. This is renamed to GO TO PAGE.../ GO TO LINE... in v3.10. Description as above. Also uses the keys [ALTERNATE][G]. I know that there is very little difference between the two command names , but we are talking semantics here!. THE BLOCK MENU. The commands in the BLOCK menu allow you to create and work with blocks of text and/or pictures. Blocks are sections of a document of any length , highlighted with a stippled or colour background depending on your monitor. A document can have only one block marked at any time , and marking a second block will cause the first block to be hidden. START BLOCK Click on this command to define or redefine the start of your block at the current cursor position. This is renamed to START in v3.10. Description as above. Also uses the keys [ALTERNATE][S]. END BLOCK Click on this command to define or redefine the end of your block at the current cursor position. An alternative method of redefining the end of a marked block is to double-click at the cursor position. Although block start and end positions must be inside the window when they are defined , 1st Word Plus will remember block positions when they move off screen. Once a valid block has been defined , the block highlighting has been drawn in , and will stay there until you use HIDE BLOCK , DELETE BLOCK , REFORMAT... or [F10]. This is renamed to END in v3.10. Description as above. Also uses the keys [ALTERNATE][E]. -------------------------------------------------------------------------- CUT BLOCK Use this command to copy a marked block in the current window into a Cut and Paste buffer. The block in the window will remain marked. The contents of the buffer can later be pasted into a window at any point. However , you will be warned when you try to cut a block into the buffer if the contents have not already been pasted into a window. This is renamed to CUT in v3.10. Description as above. Also uses the keys [ALTERNATE][D]. PASTE BLOCK This command pastes in a copy of the Cut and Paste buffer at the cursor position in the current window. The contents of the buffer remain intact , so you can paste this block in at more than one position in one or more documents. This is renamed to PASTE in v3.10. Description as above. Also uses the keys [ALTERNATE][U]. -------------------------------------------------------------------------- COPY BLOCK This command copies the marked block to the current cursor position in the same window. Note that COPY BLOCK uses the Cut and Paste buffer , and will overwrite its contents. This is renamed to COPY in v3.10. Description as above. Also uses the keys [ALTERNATE][C]. MOVE BLOCK This command moves the marked block to the current cursor position in the same window. Note that MOVE BLOCK uses the Cut and Paste buffer , and will overwrite its contents. This is renamed to MOVE in v3.10. Description as above. Also uses the keys [ALTERNATE][M]. NOTE: The above commands are in a slightly different order in v3.10 than listed above. There are also extra commands in the BLOCK menu. these are: * COPY TO SCRAP. Also uses the keys [ALTERNATE][W] * ADD TO SCRAP. Also uses the keys [ALTERNATE][N] * PASTE SCRAP. Also uses the keys [ALTERNATE][P] I am not quite sure what these commands do. To be perfectly honest , i am not a user of the block commands. I normally type in everything i see , so if the manual repeats itself then i just re-type it. If i ever get hold of a v3.10 manual , then i might just update this document. -------------------------------------------------------------------------- DELETE BLOCK This command deletes the marked block. The contents of the Cut and Paste buffer are unaffected. This command is not supported on v3.10. Key options are unknown. -------------------------------------------------------------------------- FIND START Use this command to move the cursor to the start of the marked block. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][T]. FIND END Use this command to move the cursor to the end of the marked block. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][B]. -------------------------------------------------------------------------- HIDE BLOCK This command removes the block markers and the stippled or coloured background from the marked block. The contents of the Cut and Paste buffer are unaffected. Using REFORMAT... or [F10] has the same effect as HIDE BLOCK. In v3.10 this command is not supported. Instead you have a command UNMARK ( which uses the keys [ALTERNATE][H] ). This could be the same as HIDE BLOCK , or it could be the same as DELETE BLOCK. Try it to find out. THE LAYOUT MENU. SHOW RULER This command allows you to turn the ruler line display at the top of the text window on or off. If the current ruler is displayed , SHOW RULER will have a tick by it. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][L]. SHOW POSITION This command allows you to turn the cursor position display at the top of the text window on or off. If the current cursor position is displayed , SHOW POSITION will have a tick by it. The cursor position is displayed in place of the ruler line , and vice versa. You can create an extra line in the text window by turning both SHOW RULER and SHOW POSITION off. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][X]. -------------------------------------------------------------------------- PAGE LAYOUT... Click on this option to display a form allowing you to specify the header and footer lines in each page. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][Y]. -------------------------------------------------------------------------- ADD RULER... Click on this option to insert a new ruler into your document at the current cursor position. Each ruler in WP MODE controls the following options: * Character pitch ( the number of characters per inch ) * Spacing between tab stops * Ruler length * Justification * Line spacing Rulers inserted with WP MODE switched off only have tab stop spacing and ruler length as options. This is the same in v3.10. Description as above. There are no key options for this command. DELETE RULER Click on this command to delete the ruler at the current cursor position. This is the same in v3.10. Description as above. There are no key options for this command. READ RULER... Click on this command to display an Item Selector. 1st Word Plus will take the file you select , and read the FIRST ruler it contains into your document at the cursor position. This is the same in v3.10. Description as above. There are no key options for this command. -------------------------------------------------------------------------- FOOTNOTE FORMAT... Click on FOOTNOTE FORMAT... in the LAYOUT menu to display a form allowing you to format the rule separating the footnotes from the main body of the text. The pitch of the rule is taken from the footnote ruler. This is the same in v3.10. Description as above. There are no key options for this command. ADD FOOTNOTE... Click on ADD FOOTNOTE... to add a footnote at the cursor position. you can add footnotes wherever you like , except in header lines , footer lines , or in footnotes themselves. This is the same in v3.10. Description as above. Also uses the keys [SHIFT][F2]. -------------------------------------------------------------------------- There is an extra command in this drop down menu. It is SAVE DEFAULTS... I'll let you guess what this does. Key options for this command are [ALTERNATE][V]. THE STYLE MENU. The STYLE menu is used to select character style options and some text formatting features. BOLD This command turns BOLDFACE characters on or off before you type in text , and before using the RESTYLE command. It has an identical effect to the use of the [F1] key or icon. The [F1] icon appears in white on black and the menu entry is ticked when boldface type is switched on. This is the same in v3.10. Description as above. UNDERLINE This command turns UNDERLINE characters on or off before you type in text , and before using the RESTYLE command. It has an identical effect to the use of the [F2] key or icon. The [F2] icon appears in white on black and the menu entry is ticked when underlined text is switched on. This is the same in v3.10. Description as above. ITALIC This command turns ITALIC characters on or off before you type in text , and before using the RESTYLE command. It has an identical effect to the use of the [F3] key or icon. The [F3] icon appears in white on black and the menu entry is ticked when italic text is switched on. This is the same in v3.10. Description as above. LIGHT This command turns LIGHTFACE characters on or off before you type in text , and before using the RESTYLE command. It has an identical effect to the use of the [F4] key or icon. The [F4] icon appears in white on black and the menu entry is ticked when lightface type is switched on. This is the same in v3.10. Description as above. SUPERSCRIPT This command turns SUPERSCRIPT characters off and on before you type in text , and before using the RESTYLE command. On v3.10 the key option for superscript text is [F5]. Description as above , the [F5] icon appears white on black and the menu entry is ticked. SUBSCRIPT This command turns SUBSCRIPT characters off and on before you type in text , and before using the RESTYLE command. On v3.10 the key option for subscript text is [F6]. description as above , the [F6] icon appears white on black and the menu entry is ticked. -------------------------------------------------------------------------- RESTYLE Firstly , mark the block you wish to RESTYLE using either a rubber band or START BLOCK and END BLOCK. Select the style combination you require using the function keys , function key icons , or the STYLE menu. Finally , click on RESTYLE to complete the operation. This command is not supported on v3.10. Perhaps , if you follow the above steps and press the [F10] key , or click on REFORMAT , it might do the same thing. -------------------------------------------------------------------------- There are two extra commands in the STYLE menu on v3.10. These are: * Upper Case , option keys are [SHIFT][F5]. * Lower case , option keys are [SHIFT][F6]. Alternatively , you could use the [CAPS LOCK] key or icon to achieve the same purpose. Either one or the other menu items will have a tick next to it when in use. To be honest , i cannot see the point in pressing two keys for [CAPS LOCK] , when only one will suffice. But there you have it , another one of life's little mysteries. -------------------------------------------------------------------------- CENTRE This command centres the line containing the cursor between the left and right margins. This is the same in v3.10. Description as above. Option keys are [SHIFT][F3]. RIGHT This command aligns the line containing the cursor on the right-hand margin , with space between the beginning of the line and the left-hand margin. This is the same in v3.10. Description as above. Option keys are [SHIFT][F4]. INDENT Click on this command to indent a whole paragraph by one or more tab stops. The tab stop positions are taken from the current ruler line. This command has an identical effect to using the [F9] key or icon. When you press [RETURN] at the end of the paragraph , the indent is cancelled. This is the same in v3.10. Description as above. The same option keys are also used. REFORMAT... Click on REFORMAT... whenever you want to: * Change your text by deletion or insertion * Alter the value of an indent * Switch justification on or off * Modify the right or left-hand ruler * Insert a new ruler Use the [F10] key or icon to reformat single paragraphs. You will not be able to REFORMAT any text with WP MODE switched off , since all spaces will be fixed spaces. This is the same in v3.10. Description as above. The option keys are [SHIFT][F10]. THE SPELLING MENU. LOAD DICTIONARY Click on this command to load in the main spelling dictionary from the same folder or disk as the program. 1st Word Plus subsequently displays an Item Selector to allow you to load in a supplementary dictionary. This is the same in v3.10. Description as above. The are no key options for this command. -------------------------------------------------------------------------- CHECK SPELLING Click on this command to check the spelling in your current document from the cursor position onwards. 1st Word Plus will flag any word it does not recognise by placing the cursor after it. You then have the choice of adding the word to the dictionary ( if it is correctly spelled ) , or replacing the word in your document ( if it is incorrectly spelled ) by using the BROWSE... option. Click again on CHECK SPELLING or press [ESC] to continue the spelling check. This is the same in v3.10. Description as above. CONTINUOUS CHECK This option allows you to check the spelling of each word as you type it in. When you move the cursor off a word which is not in either the main dictionary or the supplementary dictionary , your Atari ST will warn you with a short high-pitched note. This menu option is ticked when it is switched on. This is the same in v3.10. Description as above. There are no key options for this command. BROWSE... Click on this command to display the dictionary browser , which will allow you to: * Scan the spelling dictionary for unwanted entries * Add new words to the dictionary * Automatically correct any spelling mistakes in your documents The dictionary browser displays a block of 10 words at a time on screen. Use the UP and DOWN arrows in the vertical scroll bar to search through all the words in the spelling dictionary beginning with the same letter. To find a particular word , type it in on the FIND LINE , then click on FIND or press [RETURN]. If the FIND LINE contains a word already , then clear it by pressing [ESC]. The program will search for the word you have specified and display the relevant part of the dictionary. If the word is in the dictionary , it will be highlighted at the top of the browser. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][Z]. ADD WORD This command allows you to add new words directly to the supplementary dictionary. This is the same in v3.10. Description as above. Also uses the keys [ALTERNATE][O]. END SPELL CHECK Use this command to finish a session of checking your spelling or adding words to the supplementary dictionary. An Item Selector will be displayed to allow you to save the altered supplementary dictionary onto disk. Click on CANCEL to abandon any changes you have made. This is the same in v3.10. Description as above. There are no key options for this command. THE GRAPHICS MENU. GRAPHICS MODE This command allows you to switch GRAPHICS MODE on and off. Switch GRAPHICS MODE on to paste Snapshot images into your documents. If you have previously pasted pictures into a document , 1st Word Plus will load it into memory in GRAPHICS MODE. When GRAPHICS MODE is switched on , it will have a tick by it. This is the same in v3.10. Description as above. Also uses the keys [CONTROL][F]. -------------------------------------------------------------------------- READ PICTURE... Click on this command to display an Item Selector. Select the picture you require , and click on OK to paste the picture into your text at the cursor position. This is the same in v3.10. Description as above. Also uses the keys [CONTROL][I]. DELETE PICTURE Position the cursor on the picture you want to delete , then click on this command. The picture will go into reverse video , and 1st Word Plus will ask you to confirm that you want to delete the selected picture. This is the same in v3.10. Description as above. Also uses the keys [CONTROL][X]. In v3.10 you have an extra drop down menu called HELP. EXTRA HELP When EXTRA HELP is switched on , a help message is displayed for each command you choose. This allows you to OK or CANCEL the command before it is executed. -------------------------------------------------------------------------- HELP can also be given on Documents , Layout , Margins , Tab stops , Word wrap , WP mode , Cursor , Scrolling , Deleting , Keyboard , Page breaks , Cut and Paste and Footnotes. APPENDIX A. PRINTER CONFIGURATION. INTRODUCTION. There are hundreds of different printers on the market , and many more on the drawing board. Most of these printers claim to be compatible with one of the standard printer series ( Epson , Diablo , and Qume being the most common ) , but many of them are less compatible than they claim , and nearly all of them have extra features in addition to the standard ones. Despite the lack of true standards , most printers are available for use with your ST. 1st Word Plus is capable of driving almost any printer that you have successfully interfaced to your ST by using a standard subset of the printer's commands. In addition to the standard print options , 1st Word Plus also enables you to use the full range of your printers special features , including extended character sets , different print styles and pitches ( in any combination ) , and even bit-image graphics on a suitable dot matrix printer!. 1st Word Plus is supplied with pre-configured drivers for a range of popular printers which make use of the special functions available. If your printer is compatible with one of these configurations , it is very easy to select the correct driver from your 1st Word Plus desktop , and install it as your default printer ( see "Installing a Printer" in chapter 4 ). If your printer is not fully compatible with one of the supplied drivers , or if you want to use additional features of your printer that are not supported , the this APPENDIX tells you how to create and install your own custom printer driver for use with 1st Word Plus. STANDARD PRINTERS 1st Word Plus is supplied with a range of pre-configured printer files , including the following: ASCII This is a universal driver which is compatible with most of the printers currently available. It tells 1st Word Plus to print only ASCII characters and to remove all style commands - so you won't see any BOLD or UNDERLINED text on your print out. BROTHER This driver is configured for the Brother HR series of daisywheel printers HR-15 , HR-25 and HR35 , but EXCLUDING the HR-1 ( use the STANDARD driver ). The HR-15 accepts commands in 1/120" increments , but prints in 1/180" increments , rounding values to the nearest 1/180". This may give scruffy results when printing BOLD text in justified lines , because the 1/20" bold offset will vary between zero and 1/90". Left justified headings will be unaffected. NOTE: This configuration assumes a standard USA ASCII print wheel (see DIABLO). DIABLO This configuration should be used for all Diablo and Diablo - compatible daisywheel printers. If you don't know what type of daisywheel configuration to use , try this one first. NOTE: As with all daisywheel printers , the characters that your printer is capable of printing , and their positions relative to the ASCII code table , depend on the print wheel itself. The daisywheel configurations provided with 1st Word Plus assume that your printer has a standard USA ASCII daisywheel. You will need to create a custom configuration for each non-standard print wheel that you use. EPSON_FX If your printer is one of the Epson FX or RX series , or if it is described as "Epson-compatible" , then this is the driver to use. Epson FX-compatible printers are 9-pin draft quality matrix printers supporting the full range of 1st Word Plus printing styles , including graphics. WARNING: Not all printers claiming to be "Epson-compatible" conform to the FX standard , including some Epsons!. To cause further confusion , the more recent FX models ( FX-85 , FX-105 ) are in fact Epson LX compatible. EPSON_JX The Epson JX series , plus EX models fitted with the colour option , are FX-compatible 9-pin dot matrix colour printers. The JX driver is configured to print in RED ink when it detects the LIGHT text style and to reproduce colour graphics in up to eight colours. WARNING: 1st Word Plus resets the ST colour palette to its standard colours every time you load it. The JX driver assumes that the palette has not been changed , and ignores any colours that you may have set with the ST Control Panel. EPSON_LX The Epson LX and GX series , together with the FX-85 and FX-105 , are 9-pin dot matrix printers that have an extra NLQ ( Near Letter Quality ) mode in addition to the standard FX features. WARNING: The NLQ mode on these printers is only available for use with Pica pitch ( 10 characters per inch ) and does not support italic , superscript or subscript characters. To overcome this , the supplied LX driver switches NLQ mode on and off as required to reproduce the screen appearance as closely as possible. However , this has some unavoidable side effects in NLQ printing , and you should not use the following styles combined with light face in NLQ mode: * Italic * Superscript * Subscript When printing in draft mode , none of these restrictions apply. EPSON_LQ The Epson LQ and SQ range are very high quality 24-pin dot matrix printers that have an excellent NLQ mode without any of the restrictions of the LX series. These printers are FX-compatible in every respect except graphics , which will be printed some 30% larger than on an FX series printer. IBM_GRAP The IBM Personal Graphics Printer is a 9-pin dot matrix printer , loosely based on the Epson FX-80 command set , with draft mode text printing and bit-image graphics printing mode. IBM_PROP The IBM Proprinter is a 9-pin dot matrix printer , loosely based on the Epson FX-80 command set. The Proprinter has draft , double-strike NLQ and bit-image graphics printing mode. JUKI This configuration supports the JUKI 6100 range of daisywheel printers. NOTE: This configuration assumes a standard USA ASCII print wheel (see DIABLO). QUME This configuration supports the Qume Sprint range of daisywheel printers , models 5 , 9 and 11 , but EXCLUDING the Sprint 10 ( for which you should use the STANDARD configuration ). NOTE: This configuration assumes a standard USA ASCII print wheel (see DIABLO). SMM804 The Atari SMM804 is a 9-pin draft quality dot matrix printer that is Epson FX-compatible in every respect except graphics , which will be printed very slightly smaller than would appear on an FX series printer. STANDARD To get you started , this driver is installed as the default 1st Word Plus printer. Although it has a restricted range of functions , it is compatible with practically all printers , ranging from a simple teletype to a laser printer. The minimum requirement is the presence of a backspace function on the printer. The STANDARD driver prints only ASCII characters and removes all style commands except BOLD and UNDERLINE , which are implemented by backspacing and overprinting. NOTE: The range of printer drivers supplied will vary from country to country , and may change as new printers are released onto the market. CUSTOM PRINTER CONFIGURATION. This following piece of text describes the process of preparing and installing a custom printer configuration to utilise the special features of your printer. Creating a custom printer configuration requires great attention to detail and a degree of trial and error. Computer novices are advised to use one of the standard configurations. However , if you are confident that you understand the principles involved and you follow these procedures EXACTLY , you can be sure that you will create a driver that matches your printer exactly. 1. Take a small amount of Uranium. ( make sure that you wear rubber gloves , or you might get your clothes dirty ). 2. Insert it into the case we made last week out of old egg cartons and washing up liquid bottles. Ho Ho Ho !. After reading the first paragraph , i thought that we were making a thermonuclear device , not creating a custom printer driver. Note: i didn't write this piece of junk. Ah well , back to the book. TYPES OF PRINTER. 1st Word Plus recognises three basic types of printer: DAISY These are daisywheel printer capable of microspacing ( usually to 1/120" ) with a print wheel of 96 ( or more ) characters in a single font. 1st Word Plus drives daisywheel printers directly under microspacing control to control print styles such as character pitch , boldface and underlining. If you use one or more non-standard print wheels , you will need to configure a special printer driver for each print wheel , to ensure that your screen display matches the printed output. NOTE: Proportional spacing is not available using a microspacing daisywheel configuration. If your printer supports proportional spacing and you wish to use this feature , make a custom driver based on a matrix printer configuration , using the printer to achieve bold , underlining , etc. MATRIX These are 9-pin and 2-pin dot matrix printers , with a range of print styles and fonts. 1st Word Plus uses the built-in features of these printers to produce the different style effects , sending escape sequences for each style or font change. NOTE: A proportional spacing driver can be configured if a proportional font is available on the printer. However , this mode cannot support right justified text. STANDARD Some printers ( including most typewriters with computer interfaces ) are incapable of microspacing control and have a very limited or extremely weird command set. 1st Word Plus utilises the backspace function ( when available ) to implement boldface and underlining only. SOME NOTES ON PRINTER HARDWARE. When producing a configuration for a printer , it may also prove necessary to configure the printer hardware. Most printers have sets of "DIP" switches which affect things such as auto - linefeed or paper length. Most of these can be set to your preferred options , except the following: * Skip over perforation must be DISABLED * Auto-linefeed after carriage return must be DISABLED and , for a serial interface: * CTS/RTS handshaking must be ENABLED * XON/XOFF handshaking must be DISABLED For "Epson-compatible" matrix printers it is not necessary to switch language fonts , and you should use the standard USA setting. The printer driver is configured to switch fonts under software control to access accented characters. With daisywheel printers , the character translation table in the printer configuration must be changed to match your print wheel if this is not standard USA ASCII. EDITING CONFIGURATION FILES. HEX FILES In the INSTALL folder you will find three .HEX files corresponding to the three basic printer types: * DAISY.HEX * MATRIX.HEX * STANDARD.HEX Choose the .HEX file appropriate for your printer and edit this using 1st Word Plus to create your custom printer configuration. Don't forget to make sure WP MODE in the EDIT menu is switched OFF when editing , and to give your .HEX file a new name using SAVE AS... in the FILE menu. Most of the data in a .HEX file is numeric , and numbers assumed to be in hexadecimal ( base 16 ). Lines starting with an asterisk ( * ) are comments and blank lines are ignored. The data held in the file falls into four sections , described below. PRINTER NAME The first non-blank line in the file ( excluding comments ) is assumed to be the name of the printer. When the printer driver is installed , this name is displayed in the printer display line above the font table on the 1st Word Plus startup screen. The name should not exceed 32 characters. CONFIGURATION TABLES. This section contains a list of six numbers ( on a line together ) separated by commas , as follows: A) PRINTER TYPE This should be set to 1 for a microspacing daisywheel printer , otherwise it should be zero. B) UNIT WIDTH For a daisywheel printer , this specifies the width of one character in the printer's own width units. For a matrix printer , this value should be set to 2 if each pixel is to be printed twice ( to double the output width ) in graphics mode ( Atari SMM804 ). C) UNIT HEIGHT This specifies the size of a linefeed in the printer's own height units. D) MIDDLE of CARRIAGE/GRAPHICS RESOLUTION For a daisywheel printer , this specifies the position to which the head should be moved when feeding paper ( normally the middle of the paper ). This position is specified in printer units from the left margin. For a matrix printer , this specifies the printer graphics resolution in pixels per inch. It is used for the screen display of a box around the picture to show its actual size on paper. E) CARRIAGE SHIFT for BOLD ( Daisywheel only ) This specifies the horizontal offset in printer units used by the printer driver when printing bold text: it prints the character once , moves along a fraction , and prints again. F) PAUSE BETWEEN PAGES Set this to one to force the printer driver to pause at the end of each page to allow the paper to be changed , otherwise it should be zero. 1st Word Plus will also pause between pages if SINGLE has been selected on the INSTALL PRINTER desktop accessory or if the printer hardware automatically stops the ST sending data. PRINTER CHARACTERISTICS This is a table of command sequences which are sent to the printer for style changes , etc. The first number on each line is the function number used to identify the line ( this is not sent to the printer ). The entries in the table must be in increasing order of function number , but it is not necessary for all the entries to be present. Each table entry starts with its entry number , followed by the codes to be sent to the printer , separated by commas. A comment may be included on the line , preceded by an asterisk ( * ). A value of more then 80h ( HEX ) is a placeholder for variable binary information to be sent to the printer: the difference after subtracting 80 is added to the value to be output. ( For example , on a Diablo-compatible printer , commands to control character width require a value to be output of width+1 , so the placeholder in the command is 81 ). The table is terminated by a zero entry , but there must be at least one non - zero entry before this. In addition to the initialization strings listed below , the printer driver also send all commands which turn OFF print styles at the start of each document. When printing is in NLQ mode , if a style change command for NLQ is not present , the corresponding Draft mode command will be used instead. You will find that it will not be necessary to include all of the following commands for your printer. Where you wish to omit a command , it is simpler to do this by making the entry a comment line by typing an asterisk ( * ) at the start of the line. Remember that these commands MUST be kept in numerical order , and that all entries are in hexadecimal. 0 SET CHARACTER WIDTH ( Daisywheel only ) This command send character width changes to the printer. It includes a placeholder for the width ( normally 81 ). 1 LINEFEED This command contains the code to be sent to the printer at the end of a line. Normally , a linefeed for daisywheel printers , and a linefeed plus carriage return for dot matrix printers. 2 FORWARD PRINT ( Daisywheel only ) This instructs the printer to print from left to right. 3 BACKWARD PRINT ( Daisywheel only ) This instructs the printer to print from right to left. This command should be omitted for those "intelligent" daisywheel typewriters which cannot print bi-directionally ( e.g. Juki 2200 and Brother CE-51 ). 4 VERTICAL TAB ( Optional ) This command feeds the paper by several lines in a single smooth operation. The command should include a placeholder for the line number. If this command sequence is omitted from the table , several linefeeds will be used instead. There is a potential problem when using vertical tabs on some printers. If you have lines longer than the paper width , and the printer automatically wraps lines which are too long , this may cause the printer's line number to get out of step with the program's line number. Vertical tabs would then typically skip to the start of the next page. 5 ABSOLUTE HORIZONTAL TAB ( Non-daisywheel ) This command is the horizontal equivalent of the above: it moves the print head horizontally to a specified character position. 6 DRAFT BOLD ON This command sequence instructs the printer to switch on draft bold printing , using either emphasized or double-strike modes ( or both ). If this command is defined for a daisywheel printer , the printer will effect the style change , otherwise the software will achieve this by microspacing and overstrike. If this command is omitted for a non-daisywheel printer and a backspace command is defined , then bold text will be printed using backspace and overstrike. 7 DRAFT BOLD OFF This command sequence instructs the printer to switch off draft bold printing. 8 NLQ BOLD ON This command is similar to ( 6 ) , but operates in NLQ mode. If your printer does not support NLQ printing , then you can omit all the NLQ commands. 9 NLQ BOLD OFF This should switch off bold AND ensure that the printer remains in NLQ mode. A DRAFT ITALIC ON This command instructs the printer to switch on italic printing. B DRAFT ITALIC OFF This command instructs the printer to switch off italic printing. C NLQ ITALIC ON This command instructs the printer to switch on italic printing in NLQ mode. Some printers ( Epson LX-80 etc.) cannot print italic in NLQ mode. In this case use this command to switch off NLQ then switch on double-strike and italic! D NLQ ITALIC OFF This command instructs the printer to switch off italic printing in NLQ mode. If you have switched off NLQ mode to print italic , you will need to switch it back on here. E DRAFT LIGHT ON If your printer has a second colour ribbon , use this command to switch ribbons , otherwise omit this command. F DRAFT LIGHT OFF If you use light to switch to a second colour ribbon , use this to switch back to black , otherwise omit this command. 10 NLQ LIGHT ON Use this command to switch out of NLQ into draft mode to give the effect of a lighter face. 11 NLQ LIGHT OFF Switch NLQ back on. 12 DRAFT SUPERSCRIPT ON For dot matrix printers , this command instructs the printer to switch on superscript style. For daisywheel printers , this command ( usually ) performs a reverse half line feed. 13 DRAFT SUPERSCRIPT OFF For dot matrix printers , this command instructs the printer to switch off superscript style. For daisywheel printers , this command ( usually ) performs a half line feed. 14 NLQ SUPERSCRIPT ON For certain NLQ dot matrix printers ( Epson LX-80 etc. ) you may need to switch off NLQ in order to print superscript. Otherwise the command is identical to ( 12 ) above. 15 NLQ SUPERSCRIPT OFF If you have switched off NLQ to print superscript , you will need to switch it back on here. Otherwise the command is identical to ( 13 ) above. 16 DRAFT SUBSCRIPT For dot matrix printers , this command instructs the printer to switch on subscript style. For daisywheel printers , this command ( usually ) performs a half line feed. 17 DRAFT SUBSCRIPT OFF For dot matrix printers , this command instructs the printer to switch off subscript style. For a daisywheel printer , this command ( usually ) performs a reverse half line feed 18 NLQ SUBSCRIPT ON For certain NLQ dot matrix printers ( Epson LX-80 etc. ) you may need to switch off NLQ in order to print subscript. Otherwise the command is identical to ( 16 ) above. 19 NLQ SUBSCRIPT OFF For certain NLQ dot matrix printers ( Epson LX-80 etc. ) you may need to switch off NLQ in order to print subscript. Otherwise the command is identical to ( 17 ) above. 1A DRAFT UNDERLINE ON This command sequence instructs the printer to switch on draft underline printing. If this command is defined for a daisywheel printer , the printer will control underlining. Most daisywheel printers are not intelligent enough to underline correctly in microspaced lines. They will either cheat ( by not underlining spaces ) , or go wrong under certain conditions! It is safer to let 1st Word Plus control underlining. If this command is omitted for a daisywheel printer , underlines will be printed by 1st Word Plus during a second pass of the line. If this command is omitted for a non-daisywheel printer and a backspace command is defined , underlining will be printed by backspace and overstrike. 1B DRAFT UNDERLINE OFF If you have included an "underline-on" command , use this to switch it off again , otherwise omit this command. 1C NLQ UNDERLINE ON If your printer supports NLQ , then this should be identical to ( 1A ). Otherwise omit this command. 1D NLQ UNDERLINE OFF If your printer supports NLQ , then this should be identical to ( 1B ). Otherwise omit this command. 1E FORMFEED ( Optional) If this code is defined , it is used to feed the paper to the top of the next sheet , otherwise linefeeds will be used. 1F HORIZONTAL INITIALIZATION ( Optional ) This code is sent once only at the start of the document. For a daisywheel printer , this should include a character width command whose placeholder will be replaced by the default from ( 2 ) above. 20 VERTICAL INITIALIZATION This code is sent once only at the start of the document. For a daisywheel printer , this should include a linefeed distance command whose placeholder will be replaced by the default from ( 3 ) above. 21 PRINTER RESET ( Optional ) This command is sent to the printer at the end of the document to reset it for use by other programs. 22 BACKSPACE If this command is defined for a non-daisywheel printer , and there is no underline command , underlines will be printed by backspace and overstrike. similarly , if there is no bold command , backspace overstrike will be used for bold text. 23 CARRIAGE RETURN This command should contain a carriage return ( without a linefeed ) for use when printing graphics. It will also be used by non-bidirectional daisywheel printers. 24 FORM LENGTH LINES If this command is defined , it will be output at the start of the document to set the printer's form length to the value on the PAGE LAYOUT form. This will prevent the printer from automatically starting a new page before the end of page. 25 SET LINE FEED DISTANCE This command is required for graphics output , to control the size of a linefeed. It should contain a placeholder for the linefeed distance. 26 PRINT GRAPHICS This command is used to start a line containing graphics data. The command is followed by two bytes giving the byte count of the graphics data ( Epson -style ). 27 RESERVED Command 27 is not used. It is reserved for future expansion. 28 DRAFT PICA On a dot matrix printer , this command is used to switch into Pica pitch ( 10cpi ) in draft mode. It should also switch off double-width and condensed printing. On a daisywheel printer , this should contain a single value giving the character width in the printer's internal units ( usually C ). 29 NLQ PICA This command is used to switch into Pica pitch ( 10cpi ) in NLQ mode. This is usually identical to ( 28 ) , but must additionally switch NLQ on if the printer does not support NLQ with other pitches ( Epson LX-80 etc ). Not used with a daisywheel printer. 2A DRAFT ELITE On a dot matrix printer , this command is used to switch into Elite pitch ( 12cpi ) in draft mode. This command should also switch of double-width and condensed printing. On a daisywheel printer , this should contain a single value giving the character width in the printer's internal units ( usually A ). 2B NLQ ELITE This command is used to switch into Elite pitch ( 12cpi ) in NLQ mode. This is usually identical to ( 2A ) , but should be omitted entirely for printers that cannot print NLQ Elite , such as the Epson LX-80. Not used on a daisywheel printer 2C DRAFT CONDENSED On a dot matrix printer , this command is used to switch into Condensed pitch ( usually 17.2cpi ) in draft mode. It should also switch off double - width printing. On a daisywheel printer , this should contain a single value giving the character width in the printer's internal units ( usually 8 for 15cpi ). 2D NLQ CONDENSED This command is used to switch to Condensed pitch ( normally condensed Pica for 17.2cpi ) in NLQ mode. This is usually identical to ( 2C ) , but should be omitted entirely for printers that cannot print NLQ condensed , such as the Epson LX-80 etc. Not used on a daisywheel printer. 2E DRAFT EXPANDED On a dot matrix printer , this command is used to switch into Expanded pitch ( normally double width Elite for 6cpi ) in draft mode. It should switch off condensed mode printing. On a daisywheel printer , this should contain a single value giving the character width in the printer's internal units ( usually F for 8cpi ). 2F NLQ EXPANDED This command is used to switch into Expanded pitch ( normally double-width Elite for 6cpi ) in NLQ mode. This is usually identical to ( 2E ) , but should be omitted entirely for printers that cannot print NLQ Expanded , such as the Epson LX-80 etc. Not used on a daisywheel printer. 30 BLACK INK This command is used to switch to black ink when printing graphics on a colour printer. Otherwise omit the command. 31 MAGENTA INK This command is used to switch to magenta ink when printing graphics on a colour printer. Otherwise omit the command. 32 CYAN INK This command is used to switch to cyan ink when printing graphics on a colour printer. Otherwise omit the command. 33 YELLOW INK This command is used to switch to yellow ink when printing graphics on a colour printer. Otherwise omit the command. CHARACTER TRANSLATION TABLE. Only printers designed explicitly for use with the Atari ST ( such as the Atari SMM804 ) will be capable of printing the entire Atari extended international character set. So , unless you own an Atari-compatible printer , this table must be configured to translate each Atari character into one or more codes , to access the equivalent character on your printer. The character translation table is held in Atari character code order , terminated by a zero entry. Each entry comprises of the Atari code followed by zero or more codes to be sent to the printer , separated by commas , followed by an optional comment preceded by an asterisk ( * ). If you configure your matrix printer to use the standard USA font , or use a standard USA ASCII daisywheel , then the code range 20-7F ( hex ) of the Atari international character set can be sent directly to the printer without translation. There need not be any table entries for standard USA ASCII characters. If you are using a standard UK ASCII font or daisywheel , you will need to translate both the and # characters to produce correct results on the printer. Accented characters and other international characters in the second half of the character set can be printed on some printers either by backspace and overstrike or by sending commands to the printer to switch font. In this case the table entry should start with the code of the character to be translated , followed by the data to be sent to the printer. Where a character cannot be satisfactorily printed , a table entry giving just the character code without any translation will cause the printer driver to skip over that character. See MATRIX.HEX for font switch commands to access accented characters ( it switches back to the USA font for standard USA ASCII symbols). See DAISY.HEX for accented characters on a daisywheel printer achieved by backspace and overstrike. This table will need changing for different daisy wheels! There is no fixed size limit on the size of the table , so adventurous installers could try including commands to download character shapes into dot matrix printers for some of the more exotic characters. GRAPHIC PRINTING CONFIGURATION. PRINTING METHOD. 1st Word Plus prints graphics images pixel-by-pixel as shown on the screen , without any scaling or raster transformation. Thus the screen representation of the image in relation to the text will be an approximation to the printed output. If you have a graphics printer driver installed , each image displayed on the screen is bordered by a dashed line indicating the extent of the image on the printed page. This helps you align your text with the graphics image. In practice , most Epson-compatible printers will print graphics exactly as shown on the screen , with no relative change in size. 1st Word Plus supports colour printer with four colour ribbons ( Epson JX-80 , etc.) , but ignores the ST palette , printing in the default ST medium resolution colours only ( white , black , red and green ). UNIT HEIGHT. The Unit Height ( 3 ) must be set to the spacing between lines in internal units. Most Epson-compatible printers have 72 dots per inch ( dpi ) , and print six lines per inch , so the lines are 12 dots apart. The Epson LX-800 has 60 dots per inch in 8-pin mode , so the line spacing is set to 10 for this printer. UNIT WIDTH. If the Unit Width ( 2 ) is set to 2 , then the picture will be expanded to double-width by sending each pixel twice. This is useful for printers such as the Atari SMM804 which only has a high - density graphics mode ( 1280 dots per 8" , but adjacent dots are not printed ). If the unit width is set to 0 or 1 then the graphics will not be expanded in this way. GRAPHICS RESOLUTION. The x-axis graphics resolution ( in pixels per inch ) is held in the configuration variables ( see above ). This is used when calculating the effective picture width when displaying the picture border on the screen. If the unit width is set to 2 to double the width of the picture , then this number should be halved to match. ASPECT RATIO. If printing on an Epson FX-80 , mode 5 ( 1B , 2A , 5 ) will produce a square aspect ratio ( circles are actually circular ). Note that some "Epson - compatible" printers do not support mode 5. Epson mode 4 ( 1B , 2A , 4 ) will print a full screen snapshot on 8" paper , but will produce slightly elliptical circles. On an Epson LQ-800 or similar , use mode 0 ( 1B , 2A , 0 ) for a square aspect ratio. This will expand the picture by some 30% , as indicated on screen by the picture border. COLOURS. Graphics colour printing is "subtractive" and therefore requires black , cyan , magenta and yellow ink to achieve black , red and green printing. Colour subtraction is carried out automatically by the printer driver. If you print a colour picture on a monochrome printer , the printer driver will automatically convert this into grey scale , as follows: * Black is printed as black * Red is printed as quarter stipple * Green is printed as horizontal stripes * White is not printed This gives acceptable results on most printers. INSTALLING YOUR CUSTOM PRINTER DRIVER. THE INSTALL PROGRAM. To install your custom printer driver for operation with 1st Word Plus , it is first necessary to convert your new .HEX file into a .CFG file -- the format that 1st Word Plus understands. To do this , double-click on INSTALL.PRG in the INSTALL folder , then select your new .HEX file using the Item Selector. The INSTALL program will convert this to a .CFG file and inform you when it has finished. If the INSTALL program displays an Alert , then this indicates that you have made a mistake when editing the .HEX file , so check your file carefully for this. TESTING THE .CFG FILE. You can test your new .CFG file by selecting it using the printer display line on the 1st Word Plus startup screen , as described in "Switching printers within 1st Word Plus" in Chapter 4. ( Don't forget that in this case your .CFG file will be in the INSTALL folder rather than in the PRINTERS folder ). The DOCS folder contains a file named TEST.DOC which includes examples of all the possible print pitches and character styles , a character set table and a graphics image. Print this file using PRINT FILE... in the FILE menu to test your new printer configuration. COPYING THE .CFG FILE. It is usually convenient to store all your .CFG files in one place. Once you have tested your driver , move the .CFG file from the INSTALL folder to the PRINTERS folder using the GEM Desktop. You can make 1st Word Plus load your driver by default by renaming it to PRINTER.CFG and moving it to the disk or folder containing WORDPLUS.PRG , as described in "Installing a New Default Printer" in Chapter 4 NOTE: That's it. The end of the 1st Word Plus instructions. If i've missed anything out , then sorry. I'm sure that there may be more to this program , so try it and find out. If there are any typing mistakes or errors , then they're probably my fault. Anyway , this is THE SENSEI signing off , so take care and most of all .........ENJOY! Sewer Software U.S.A. BBS DR.J WORLD KARATE by EPYX INTRO To follow in the way of karate is not an easy journey. It is a test of the body and the spirit. You will fight in 8 international settings, form Sydney australia to New York city to Mt. Fuji. You will face tougher and tougher opponeants, from white to black belt. The way of karate is the way of disapline. You must learn percise movements. Footwork and the timing of punches, and an understanding of you opponeants fighting style are all critical to your survival, and eventual victory. Be at rest. The frantic mind will not prevail. Learn which moves are more effective against your opponeants. Learn when to block and when to strike. Then you to will be a master of WORLD CHAMPIONSHIP KARATE. OBJECTIVE The object is to defeat your opponent. Against a computer opponent you must be the first to score two or more points. The game ends when the computer defeats you in a bout. Against another person you win if you rack up 12 knockdowns, or if you have more knockdowns when time runs out. F1 => demo mode F2 => to play against the computer F3 => player vs player F4 => two player vs computer M => music on/off P => pause R => instant replay joystick 0 => red player joystick 1 => white player STARTING PLAY It's suggested that you start in the 2 player mode. While the other player stands motionless, try out some moves. Get comfortable with a couple of moves, then try someone that fights back. There are a range of punches, kicks and leaps available. You can move left and right, or do a forward or backward summersault. There are a number of punches and kicks: high, medium, low and others. In all there are 16 choices, based on eight joystick positions, and whether or not the joystick button is pushed. If you are facing right, these are your moves. BUTTON NOT PRESSED leap in air high punch high punch move left move right low punch high kick low sweep WITH BUTTON PRESSED jump kick flip flip back spin kick center kick low kick low kick spinning lunge punch To change youre direction, do either a low kick or a high punch in the direction you want to turn to face your opponent. The spinning lunge punch faces you first one direction, then the reverse. To block strikes to the head or stomach, walk backward - your fighter will block. Blocking against low kicks or sweeps is not possible - leap out of the way or counter attack. Scores for the white and red players are shown at the top of the screen. Person vs person matches can last 60 seconds. Person vs computer matches last 30 seconds. Watch the karate master in the background - He flashes the score after each hit or knockdown. You recieve match points and score points. Scoring is based on the diffucaulty and impact of the move. The person who wins this three bout contest goes on to play the computer. When you play against the computer, match points determan the winner. Match points are either half or full point. These are indicated by the three dots for each player at the top of the screen, wich change from red to a lighter color as you score. If you are tied at two poins each, the player who has scored the most points in the round is the winner. If that score is tied, the judgement is made by who made the best effort. When you play against another person, the number of knockdowns determans the winner. These are determaned by the 12 dots at the bottom of the scoreboard. If you reach 12 knockdowns, you win. If time runs out, the player with more knockdowns is the winner. The 3 dots at the top of the screen keep track of how many bouts each player has won. If both players each have an equal number of knockdowns, the scores for that bout determan the winner. Top players get to enter there name in a list of best players. Push the joystick to change the letters for your initials. Press the button to enter the letter. When playing against the computer you earn more points for hits executed earlier in the match. As you progress through the rounds you earn higher belts: white, yellow, green, purple, brown, black. Higher points are earned for the more devistating blows: high punch, jump kick, back spin kick. You earn a full score for a full point hit and a half for a half point hit. move full point half point ---------------------------------------------------- high punch 800 400 reverse hi punch 800 400 low punch 800 400 spinning lunge kick 800 400 low kick 200 100 reverse low kick 200 100 jump kick 1000 500 back spin kick 1000 500 center kick 200 100 high kick 800 400 low sweep 400 200 Between rounds you must pass tests of skill to advance. To break the bricks with your head, push the joystick forward immediately when the master say go. Pull back to duck, or forward to leap, to avoid the flying spears and knives. TIPS Use flips to get behind your opponent,and strike quickly. Your opponent may be slow to turn around and face you. It takes percise positioning for your blows to hit home. You can exicute several moves without pausing in between. Simply move the joystick quickly to your next move before your man gets to standing position. This can overwhelm you opponent. GOOD FIGHTING !! A Dr.J doc R I N G S O F Z I L F I N Documentation Typed Up By BIG-ED ------------------------- The object of this game is to find the two Rings Of Zilfin and destroy the evil Necromancer Lord Dragos. TRAVELLING ---------- To go from one location to another you must use the (X)it command. After the save phase, you are asked to choose from a list of roads. A blinking cross on the map indicates your position. It's best to mark eack explored area on a blank map. You may want to return to some areas again. If there is no road in the direction you have chosen, a message will so inform you. The maximum number of roads leading away from a location is four. Once a road is chosen you can't go back. You must reach the next location before going back. While in motion, you can't issue any commands until you (S)top. While walking,you can use the cursor keys to control your speed. The right arrow increases your speed, from One to Four. This is of course fatiguing. Your fatigue loss is shown each five miles. The left arrowslows you down. First use the SPACE BAR to stop if you wish to (G)et plants and mushrooms (D)rink from a pond, (T)alk to someone, or (R)est at night. Beware of Spy Birds of Dragos. If you do not kill all of them, They will will return with more monsters until you defeat them all. Take enough food for the journey. Wandering monks may provide useful information and eating plants may give you extra powers. Even drinking water form the ponds can have its benefits (And risks). EXPLORING LOCATIONS ------------------- At each location, you are typically presented with a set of options.These appear in a menu, and you press a key to make a choice. Let it known how- -ever, that all the options are not shown. Multi-Level mazes will greet you in two places - In the Dark Tower and Castle Graz. Here you will move in four directions. At time you will encounter doors. (E)nter them, and hopefully (X)it. COMBAT ------ At times the power of darkness will attack. They can attack from the ground or from the air.You will be attacked with magic,such as destructive spells, or with physical weapons such as axes, poisionous pins, or muscle. You however, are favored with both the magic spells and the physical weapons of a sword, bow and arrows. Armour protects against any physical blows, but not spells. AIR COMBAT ---------- The only way to kill the attackers from the air is with your bow and arrows or casting you 'Eevi' class spells. When firing your arrows, use the RIGHT and LEFT arrow keys to aim. One hit knocks the enemy from the sky. GROUND COMBAT ------------- All weapons and spells can be used in ground combat, depending on your level and skill. Here you must specify your direction of attack, since the enemy can come from all sides. You may fight with (S)word, (A)rrow, or (C)ast an Eevei class spell. After issuing the command you indicate the direction you wish to attack. Striking with your sword is a question of Skill level. Once the hit has landed, two factors determine the damage inflicted: Your strength and the type of sword. There are ways to increase your strength, but these you must uncover in your travels. An (A)rrow scores a hit of 99% of the time. The damage depends on the type of bow,and your strength.There's some randomness in the effectiveness of arrows. The ash bows inflicts less damage, and eventually will break. The Brom bow will serve you indefinitely, and strike harder. CHARACTER ATTRIBUTES -------------------- STRENGTH - Determines the damage you can wreck on the foe. Maximum effec- -tiveness depends both on your strength and on having a weapon of an appropriate level. Your Maximum strength is 99. ENDURANCE- Measures to pain you can tolerate yet survive. Each strike from a foe reduces this rating, depending on their strength and your armour. If this falls below zero, you die. You start with 200 points; maximum is 9000. FATIGUE - The embodiment of your physical condition. Throughout the adventure you will discover many ways this can be increased. A long climb, a restless night, or more importantly, the casting of spells, all affect the fatigue. Combat also reduces the fatigue rating. This must also be kept above zero if you are to survive. You start with 50 fatigue points; maximum is 9000. SWORD KILL-The chance that your blows will land home with effect. There's some chance your skill wil increase when you slay an enemy with your sword. This becomes more likely as your skill grows. Your skill will not grow if you kill with magic or arrows. the skill level begins at 25 and can build to 66. MAGICSKILL-Determines the spells you can cast. You start with no skill in this area and builds to 99. COMMANDS -------- A = Arrow Attack -Fires an arrow. Requires a direction of attack in ground combat. C = Cast a spell -The (P)repare command must be used beforw a spell can be cast.The status screen shows the spell you have prepared and is ready to use. D = Drink -To drink water and other liquids. Requires a direction during travel. E = Enter -To go through doors and other entrances. Usually an option F = Flee -To flee from combat. Low chance of success.A last resort G = Get -To pick up visible objects, plants, mushrooms, etc. Must be followed by a direction when you are in travel mode. L = Look -To search for and pick up hidden objects. No direction. O = Offer -To make an offer to other inhabitants of this land. The program will respond, 'Offer What?' Reply with single that represents the object. P = Prepare -To prepare a spell. The program will respond with 'Which Spell?' Type the letter of the spell you wish to use. R = Rest -Allows you to set up camp and rest at night. S = Sword Attack -Uses your current sword. After pressing (S) you must choose a direction or nothing will happen. T = Talk -For conversation. Requires a direction if you are travelling. U = Use -The program will respond 'Use what?' you type a letter or number. X = Exit -For leaving a location. Cannot be used during combat. W = Word -This switches you to word input mode. You can type in words, one at a time then press [RETURN]. Useful in single prayers or speaking to another character. = Status -Always works,displaying your status and putting the game on hold. Space = Walk/Stop-Will stop you if you are walking and vice-versa. OBJECTS AND POSSESSIONS ----------------------- FOOD: Starvation is not known in Batiniq. Each day that passes, your food supply is one unit less. When your supplh falls to zero the warning beeps are sounded,and you must find food before the end of the day if you are to continue. GOLD: Basic currency of Batiniq. You begin with 20, and need more. WEAPONS: Another basic currency of social exchange. Bows are require arrows. Ash bows can break; Brom bows cannot. Five types of sword can be had. Each beginning adventurer gets a short sword,you need a better sword. MINIMUM STRENGTH MAXIMUM SWORDS REQUIRED TO CARRY DAMAGE. ------ ----------------- ------- Shortsword 0 9 Pala 10 29 Slicer 30 49 Slayer 50 69 Grandsword 70 99 ARMOUR: Reduces the blow of your enemies:Light Armour,5; Medium Armour,15; Heavy Armour,30. MUSHROOMS: Eating the mushrooms of Bantiq can be rewarding. The 'Use' command enables him to eat, and you indicate your choice by entering these numbers: 1. YURPIN MUSHROOM - Increases your endurance. 2. TERGIN MUSHROOM - Strengthens your fatigue factor. 3. PARZIN MUSHROOM - Gives you the greatest sword skill for one blow. 4. FUHYIN MUSHROOM - Nourishment equal to one food unit. PLANTS: Some plants are healthful. 2. PURLET-Chewing these leaves will temporarily grant you immense strength good for one sword attack. Don't miss. One hit will reduce your enemy's endurance by 200 3. MIFT -Rubbing these leaves on your body leaves you immune to any physical attack for one blow. Unless aginst magic. 4. IOLA -An antidote for poison. 5. JINN -Like MIFT but stronger. You are invincible for five blows, but your fatigue is drained by 50 points. OBJECTS: These can be traded, eaten, planted, offered, ignored, etc. To refer to them, use the letter associated with each. A. Elvish Boots . Seed S. Tobacco  B. Torch K. Flute T. Amulet C. Match L. Gem U. Pearl D. Cloak M. Riddle Book V. Chewba E. Nukh N. Staff W. Spice F. Prihny Powder O. Harp X. Elixir G. Key P. Toy Y. Tea H. Horn Q. Ring Z. Cookie I. Rope R. Silk MAGIC ----- Without magic, this enchanted realm can be barren. Fortunately, you have the talent. With effort you can progress from level 1 (Apprentice), to level 2 (Master),to level 3 (Grand Master) wizard. You will be able to use more and more powerful spells. Cast spells with caution - They wear down your fatigue, and when your fatigue falls below zero you expire. INHABITANTS OF BATINIQ ---------------------- The General Cast Of Characters: YOUR CHARACTER - A youth from the village of Sham in Deloria. LORD DRAGOS - Evil necromancer who holds Batiniq in his grasp. ROLAN - King of Deloria. HULKI - Nobleman of Deloria. RUFUS - King of Begonia. HAMDI - King of Sumaria. DZOMON - Vicious Demon, strong right arm of Lord Dragos. EKLUN - Wizard of light. ZIHTEN - Another wizard of light. LUTFEN - Third wizard of light. ZARA - Eternal sorceress of Zaradim. SAM - Halfling. ELA - Elf. ELOMIN - King of the elves. HAYRUSH - Witch. BOGUM - Dragon of the legends. DARMAG - Ancient guard of the enterance to Castle Graz. ANKHA - Giant bird. INHABITANTS - PEOPLE OF LIGHT ----------------------------- HUMANS - Youngest and now dominant race in Batiniq. More numerous than all other races. HALFLINGS - A little people great appetites.Known for their furry feet and peaceful outlook on life. Halflings eat four meals a day,enjoy all kind of stories, love riddles,and insist on smoking a good bowful of Delorian tobacco at the close of each meal.Not known for combat or magic.Excellent traders and conversationalist. DWARVES - An ancient race of short stocky people. They mostly dwell in mazes beneath mountains. Excellent trackers and hunters, skilled at working at metals and stone, they see better in the dark. ELVES - An enchanted and mischevious race. They love to play tricks, are fond of music and dance. Known for singing in the forest. They do not mix with the other beings, and live in the more remote forest such as Tiveron and Shakamoz. The forces of Lord Dragos have even driven them further into the foresrts.In Fact the usual traces of Elves have nearly dissapeared altogether. ZILFINS - A great race from the past, it is reported that the Zilfins became extint after the Battle of Bihun, many years ago. It was they who freed Batiniq, pushing the dark forces to the Realm of Gurtex. Civilization reached its apex under their leadership. The exact reason for their dissapearance is not known, but it is believed that their magic is superior to that of Lord Dragos. INHABITANATS - MINIONS OF DARKNESS ---------------------------------- DRAGON BIRDS - Spy birds. These birds sleep in the day and roam the skies at night. They possess no destructive capabilities. BARVILS - Being mutated from bats by Lord Dragos. They attack with Jazzip spells. DENZILS - Covered with slimey tentacles, able to cast devilish spells ILLETS - Eyeless, netheless they find their prey and cast Jazzip. GUZUS - Relasted to Barvils but lack magical powers. Fast, deadly their shape changes as they attack and hurtle toward the victim, ready to strike with their poisonious pins. Eliminating them takes patience,because they have the power to ressurect themselves. BASURS - Flying skulls that can dive at great speed to bite their prey. They also have the power to ressurect themselves. DRA-HINNS - Most deadly of fliers.Their spirits leave their bodies only after many deaths. GOBLINS - The backbone of the dark forces of Lord Dragos. Unskilled in magic, they carry large axes. WORSHIPPERS - Humans who have fallen under the sway of Lord Dragos.Mostlt thieves, bandits and outlaws. SHAPE SHIFTERS-A race which long ago elected to serve the forces of evil. Their physical form can be changed to any shape whatsoever. Their true shape resembles a human form. TROLLS - A race of few brains and much brawn.Huge powerful creatures which kill to eat. GIANT SPIDERS- Formerly they were large beautiful butterflies that lived in the forests of Batiniq. Lord Dragos was so repelled by their beauty which transformed them into giant ugly spiders and can only return to their original shape by sucking human blood GORGONS - having evolved from the same biological branch as Dragons, gorgons are large beasts with powerful jaws. Their metallic skin is almost impossible to pierce. Their basic food is rocks and stones. They also enjoy humans.... K-PLANTS - The favorite plant of Lord Dragos. This semi-intelligent beings can wait days for their prey. They shoot poisonious pins and watch the person die. They kill for pleasure. BARG - A creature with tentacles. On the tip of them is charged with high voltage electricity. MINA - Also known as the Man Eating Spider. They feed on the blood of humans. IBLIS - Demons of darkness. Can cast deadly spells. ZUMAGIN - The death ray demon.Their eye shines with a light and burns everything it touches. ZAMIR - A lesser demon. SLIME - Marsh dwellers.They squeeze the life out of the unwaty with their octopus like arms. Their slipper skin makes them hard to catch and kill SAND-GUS - Live in deserts. Small, fast, ans large claws. ZORLIMS - Also known as goblin monks. They burn city and even castles DEMONDI - Demons who carry the poison fork said to be washed in the dark streams of Gurtex. BAZYLRUN - Demons with poison breath HRRULS - Singers of the dark song, indestructibleby usual means.Only a special spell, with the aid of the staff of Grumm, can affect them. The Zilfins resorted to locking them up in a Dark Tower. There they remained till Lord Dragos freed them . Now Dzomon is their peer,and they roam the Castle of Graz and the Dark Tower as guards. FERMIGONS - Perhaps the most vicious of the Dark Forces. So fierce that even Lord Dragos fears them. They are locked in the Dark Tower and Castle Graz. GEOGRAPHY OF BATINIQ -------------------- Batiniq consits of three kingdoms, separated by mountain ranges. To the south is Deloria, to the west Sumaria, and east is Begonia. The barren northern reaches are known as Dragonai and are inhabited onlt by the giant Ankha birds. The mountains are close to impassable, except through passes that were well known to traders in the Zilfin times, but now known to almost no one. DELORIA - The kingdom most free of Dragos. The current ruler is King Rolan ------- who lives in the Castle Durheim in East Deloria, on the Aximon plain. TOWNS OF DELORIA: Telbiz, Ziad, Tumriz, Shaktir, Axitraz. VILLAGES: Sham, Perimon, Finduk, Tol-Bin, Belmonti. FORESTS : Feldor, Ergon, Harlosh. PLAINS : Aximon, Deloria. DESERTS : Sysvol, Hele MARSHES : Irmak. BEGONIA - Land of King Rufus, a knowledgeable and just ruler. A place that ------- suffers much from Dragos. Rufus lives in Castle Razag on the Burgol Plain. TOWNS OF BEGONIA: Cullarat, Tar-Im, Llorrim, Nedharm, Derymin. VILLAGES: Shentill, Maerdom, Faerlot, Karadum. FORESTS : Tiveron, Demion, Pylin. PLAINS : Burgol. DESERTS : Eredrim. MARSHES : Denize, Byludd. SUMARIA - Here King Hamdi lives in Castle Rimline deep in the forest of ------- Shakamoz. Stronghold of Dragos. TOWNS OF SUMARIA: Zax, Treil-Om, Shakamin, Lork. VILLAGES: Safines, Waylong, Varanlim, Elmo. FORESTS : Shakamoz, Feylong, Shimerr. PLAINS : Metsny, Sara. DESERTS : Darizmag, Ahbap, Sharkynn. MARSHES : Fetren, Zaxit. GENERAL GEOGRAPHY ----------------- The large and small forests of Batiniq are now very unsafe due to Dragos. Most humans live on plains in towns and villages. Deserts are hostile, full of danger and some rewards. Most difficult of all for travel are the marshes, where death is as likely an outcome as life. HISTORY ------- THE RINGS OF ZILFIN ------------------- It was long ago, some say before the Toros Mountains had thrust up from mother earth. In that day, great wars raged between the forces of light and the forces of evil. The Zilfin wizards wrought two rings, which were worn by the first speaker at the Battle of Bihun. Each ring alone was ordinary. But the two rings together, on the hand of one being, were to give supernatural force. After the forces of evil were beaten back at Bihun, the First Speakers of Zilfin wore the rings as badge of their rank. This natural order, with its peace and prosperity, lasted even after the Zilfin mysteriously vanished. Then came Lord Dragos. His scroll declared the perversity of his purpose and the strrngth of his hand was soon felt. His demons he placed under the command of Dzomon, himself a tower of demonic darkness. Suffering spread through Bantiniq. There was now no trace of the Zilfins, as though the foul incantations of Dragos had swept then from the land. Night-flying Dragon Birds, Illets, Guzus, Dra-Hinns and others plagued once peaceful forests. Those caught in the open had no chance. Even the industrious and merry elves fled to more remote forests for safety. Travel and trade virtually ceased. If the next village could not be reach by daylight, it could not be reached alive. Even during the day,goblins raided and robbed However, even Dragos was not able to subdue the monks of Batiniq. An ancient spell perserved them. So some news was carried from kingdom to kingdom by the monks. They were the only segment of society not totally isolated. Administration of the provinces came under the Zorlims who extorted gold from the helpless populace. Any town that was too slow to cooperate was left in a smoldering pile. Beseiged within their castles, the former kings of the three realms were defenseless, hardly able to keep themselves, much less help the peaseantry The beatings wore on, until it seemed the people were almost senseless. Few lights shone in this dark age, like flickering torches on a windswept moor. The forces of evil neared their final victory. THE CASTLE GRAZ --------------- Two prizes still eluded Lord Dragos, however:The Rings of Zilfin, and the Treasure of Fulgarsh. Aside from these, the paltry resistance of the monks and the rumors of the zilfins, naught marred the ascendency of Dragos. As to the rings,when Dragos first arrived at Castle Graz, hiding place of the rings, he had not even been able to gain entrance.First,the castle was placed high atop Moun Grazdreng. There secluded from the world, connected with no road or trail, it could only be reached by flying on the back of the giant Ankha birds. How the Zilfins had traveled there was not known. Flying on the Ankha was not only dangerous but difficult to arrange. The elves only knew how to summon these birds. THE FATE OF DARMAG ------------------ After the first speaker, the next best known inhabitant of the place had been Darmag, the guard. Darmag resembled a large pupmkin,his root dug deep into the soil, and he was more like a vegatable then a human or a Zilfin. His skin was like a bark of a tree, hard and durable. Though he appeared to be a plant, he possesed intelligence and magic. He could also surround himself with a wall of energy that no one could penetrate. When Lord Dragos and his followers appeared, Darmag refused to give way. Despites all the efforts of Dragos, Darmag held firm. Then the cunning Dragos ordered chewba, the narcotic to be brought. The chewba leaves were squeezed and their juice poured into the grounds near Darmag.Since he took his nourishment from the earth, his roots absorbed the drug. His defenses failed and he fell into a deep sleep. So Dragos penetrated the Castle. Thereafter chewba juice was regularly poured into the soil,and Darmag was reduced into a drug slave. He would follow any order of Dragos, begging for more chewba juice. SEARCH FOR THE RINGS -------------------- Once inside, Dragos searched for the Rings He opened a door which was not opened for centuries, inside he found a little black chest on a low stone altar. Inside was ONE ring, ONLY ONE. THE SECOND PRIZE ---------------- The second prizr that had eluded Dragos was the Treasuse of Fulgarsh. Of all the kings of this land, Fulgarsh was the most cruel. As his time grew near, Fulgarsh feared that his gold would surely pass into the hands of another. As he grew deathly ill, a giant dragon flew down from the sky. Bogum, Dragon of legend. Through a window he spoke to the dying king. Then astounding all,Fulgarsh arose and led the beast into his treasure room. Moments later the great chest was chained to the Dragons back and he flew away. Where did the treasure go? Dragos never found it. A FINAL MAIGICAL WORD --------------------- Of all the witches, only one, Zara claims to have found a eternal source of life. Zara, the eternal sorceress, lives in a temple in Begonia. She does nothing without the expectation of payment. SPELLS ------ SPELL CATAGORY LEVEL FATIGUE DAMAGE DESCRIPTION ------ -------- ----- ------- ------ ------------------------------ A. Jazzip Eevei 1 - 5 5 The Jazzip spell throwa a ball of fire in the cosen direction B. Rektar Eevei 2 -20 40 This spell is like Jazzip, but more powerful. C. Fagatr Eevei 3 -40 99 Most powerful of Eevei Spells. Directs a ball of energy to your enemy. D. Stohle Hainn 3 -75 -- Used in combat. Effective against all your foes at once Temporarily disables them. E. Buzzap Hainn 1 -15 5 Lightning strikes your enemy. F. Parthl Hainn 3 -35 30 6X more powerful then Buzzap. G. Exbert Zulfarr 1 -10 -- gives insight on your enemy. H. Ak-Lin Brynoxe 1 -20 -- Raises a magical sheild which absorbs 50 points worth. I. Ilk-Be Brynoxe 2 -35 -- Similar to Ak-Lin, but will absorb 99 hit points. . Ud-Bar Zulfar 2 -90 -- Immediate telportation to your destination. Only to be used inopen country in Travel phase K. Warton Zulfar 1 -25 -- To be cast just before entring a room. Protects you from any theft. Good for one day. L. Zytrom Hainn 2 -40 99 Effective against Hrulls. Requires staff from the Grumm tree. COMMANDS -------- A. Arrow attack. Fire an arrow C. Cast a spell. Cast a prepard spell D. Drink. Drink water or potients E. Enter. Enter an entrance G. Get. Get visible items L. Look. Look for visible objects O. Offer. Offer objects to other characters P. Prepare. Prepare a Spell to be cast R. Rest. Set up camp and rest S. Sword Attack Attack with sword T. Talk Talk with characters U. Use Use an item X. Exit Leave a location W. Word You can enter words ESC. Status Shows your status SPACE BAR. Walk/Stop Walk/Stop MUSHROOM AND HERBS ------------------ 1. Yurpin Mushroom: Increases your endueance 3. Tergin Mushroom: Increases your fatigue factor 5. Parzin Mushroom: Gives you maximum sword kill for one blow 7. Fuhyin Mushroom: Provides one unit of nourishment 2. Purlet Flower : Gives strength of 200 for one blow 4. Mift Flower : Provides immunity from the blow of the enemy 6. Iola Flower : Cure for poison. Restores your endurance and Fatigue 8. Jinn Flower : Protection from the next five blows Sewersoft presents..... ** THE FIELD GUIDE TO THE CREATURES OF FROBOZZ ** (THIS IS YOUR INFOTATOR...) (edited by Sewercide) BLOODWORMS: Bloodworms live in shallow underground pools of water and are often mistaken for mossy boulders. Their pointy, retractable fangs can extend up to 32 inches during an attack. They are repelled by the smell of boiled chives ; always carry some if venturing known blooworm spawning grounds. Bloodworms are usually : WHITE and GRAY and BLACK and RED and BLACK. BROGMOIDS: In rare cases, these squat creatures can achieve the intelligence level of a three-year old human. Domesticated brogmoids are tame and can be taught to perform simple tasks. In the wild they can be seen in huge packs sorting through rock piles for edible rocks. Brogmoids (which live considerably longer in captivity) are RED and PURPLE and RED and BLACK and PURPLE. DORN: The deadly dorn beast should be avoided at all costs - it can paralyze its victim with a single glare from its powerful eyes. (Range:about three feet for young, to about twenty feet for full-grown dorns). Dorns usually live in crags and shadows near cliff bases. According to the last words of dying explorers, dorns are GRAY and PURPLE and BLACK and GRAY and WHITE. DRYAD: Dryads, also known as tree sprites, are beautiful and shy. Many never leave the shade of the tree they were born under.If coaxed, dryads can reveal the location of forest treasures. They are only dangerous in large numbers, and then only if threatened (Angered dryads have been known to crush attackers under tons of rose petals). When awake, dryads are BLACK and GRAY and WHITE and RED and RED. GRUE: The grue is a sinister, lurking presence in the dark places of the earth. Its favorite food is Enchanters, but its ensatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. Toxicologists believe that grues are BLACK and BLACK and RED and BLACK and PURPLE. HELLHOUND: When you spot a hellhound, run in the other direction as fast as you can! Hellhounds are fast, fierce and capable of devouring a human 12 times their size in 4 seconds. They normally inhabit burnt-out or enchanted woods and rarely venture beyond their turf, even in pursuit of prey. Hellhounds are PURPLE and WHITE and GRAY and RED and GRAY. KOBOLDS: Kobolds are very capable fighters if attacked, they will fight back ; if not attacked they will fight back anyway!! They look very similar to the less aggressive paskalds, but can be easily identified because their middle toe is slighly shorter than the toes that flank it. Kobolds live in small tribes in caverns , or in very dark forests and are RED and PURPLE and BLACK and PURPLE and RED. NABIZ: Nabiz are mostly mouth, which is mostly teeth. They instinctively sense their enemy's weak spot when attacking. Contrary to folklore , they cannot fly, but they can leap tremendous distances. Nabiz are repulsed by the colour blue, which explains that colours popularity with adventurers' garb. Nabiz are PURPLE and BLACK and BLACK and BLACK and RED. ORC: Once a fearsome race of warriors, the Orcs were civilized by their fondness for computerized adventure games. Although a small segment (the Hi-Rez Orcs) enjoy graphic adventures, the vast majority (the Orcs of Zork) prefer interactive fiction. In the reflected light of a CRT screen, Orcs appear to be RED and GRAY and PURPLE and GREY and RED. ROTGRUB: Less than an inch long, the rotgrub lies waiting in food. Once ingested, the rotgrub heads straight for its victims brain and begins feeding. Rotgrub death is excruciatingly painful and lasts years before a welcome demise. They are totaly impervious to all forms of magic, and even worse, smell like very old cheese. A common house Rotgrub is GRAY and RED and GRAY and PURPLE and RED. SURMIN: From their malodorous breath to their lice ridden fur, Surmins are utterly repulsive creatures. If they get close enough, they can bore their victims to death by reciting Greater Borphee County Penal Codes. A newly shaved surmin is BLACK and BLACK and PURPLE and RED and BLACK. YIPPLE: The yipple is a master of disguise, able to alter form to match its surroundings. If disturbed in the wild, some yipples may bite. They make wonderful pets, but should never be aloud to rest in the kookie jar if guests are expected. Yipples are violently allergic to many kinds of animal wastes. When placed on a plain white tablecloth, Yipples become GREY and PURPLE and WHITE and PURPLE and BLACK. -- END OF THE FROBOZZ INFOTATOR -- SEWER SOFTWARE brings you..... Documentation for MENU CONSTRUCTION KIT This program is distributed under the concept of Shareware. It may be given out freely. But if you like and find it useful, please send $5.00 to: Cinway Software 1966 Longwood Court LaPlace, La. 70068 This will make you a registered user, and allow you to receive updates at a nominal fee of $3.00 (to cover the cost of the disk and postage). Updates will only be available through the mail to registered users. Your support will allow me to continue writing this kind of software. THANK YOU!! Now on with the good stuff. M.C.K. will allow you to enter the entire name of all program files on the disk, then load and run the program of your choice at the push of a single key. The menu is set to autorun at boot up and will run any GEM program (I haven't found one yet that won't run). The construction program will run in medium or high res. And the menu created by this program will run in all three resolutions. There are two drawbacks to this system. 1. All programs on a disk must be capable of running in the same resolution. 2. The system takes up about 12K of disk space. (Sorry about that, I tried to keep the code as short as possible) If these aren't a problem for you, then read on. BUILD MENU CREATE NEW MENU - When creating an autoboot menu for a disk for the first time, select this option. The disk you want to create the menu for must be inserted into drive A before selecting this option. Files to be run must be on the disk. You will be shown a file selector box and asked to select a file. Only files with 'prg', 'tos', and 'ttp' extensions should be selected. Once a file is selected you will be asked to enter the full title. You can enter the full title of the program along with version numbers or anything else you care to. You will then be asked if you would like to do another. You can enter 'N' for no and return to the main screen, or 'Y' (or just hit 'RETURN') to continue. ADD TO CURRENT MENU - Select this option to add to a menu file that was loaded in from a disk or has been created with the "CREATE NEW MENU' option. EDIT MENU IN MEMORY - Use this option to change a title to suit your tastes. You can also delete a title entirely from the menu file. Don't forget to save your menu file after you finish. CREATE MENU SYSTEM - This will write all the files nescessary to autoboot the menu and display the files on your disk. It will create an 'AUTO' folder and write the boot information inside. It will then write MENU.PRG and MENU.DAT in the root directory. If you already have an AUTO folder on your disk, it and the programs inside will remain intact. Any programs in the AUTO folder not written by M.C.K. may cause problems. You'll have to experiment. This option also deletes 'desktop.inf'. It isn't used and will increase load time slightly. You can always add it back after if you wish. MENU I/O SHOW MENU - Will show current menu file in memory. Good for checking to see if it's the way you want it before saving. LOAD MENU - Loads a 'MENU.DAT' file from a disk that already has the menu system on it. 'MENU.DAT' file can be easily changed to correspond with program deletions, title changes or additions. Use the ADD and EDIT options. SAVE MENU - Saves the 'MENU.DAT' file after alterations have been made. The program should run cleanly as is. The only time I have encountered problems was when I didn't leave the computer off long enough before booting. If you find any bugs or just want to leave a comment, you can reach me on GENIE. My address is 'W.BABIN'. ENJOY!!!!!! Sewersoft presents..... ST Breakanoid by Ken Newman ============= ST Breakanoid was created to fill a huge gap in ST entertainment software, namely the lack of a really good Breakout*-type game. The several bizarre Breakout-in-a-tiny-window games around don't meet this critical need. ST Breakanoid is a full-screen, full-colour game that is actually a cross between Breakout and Arkanoid*, hence its name. The binary is in the public domain and may be freely distributed as long as it is not modified in any way and is not sold. The current version only runs in low-res, I will consider a monochrome version if people want it. There are 6 types of bricks and each has different properties. In addition, the game is data-driven and each screen is read from a "noid" file. The first screen is expected in the file NOID0.DAT, the second in NOID1.DAT, and so on. The limit on the number of screens is therefore about 10,000. Any number of noid files may be present, as long as they start at 0; the program keeps incrementing the number in the file name until it can't find that file, then starts at 0 again. You can easily create your own noid files. The easiest way is to look at one of the ones included with the program, and edit a copy of it. Each file is very small and consists of an 11x15 matrix of integers. Each integer represents one brick in the same orientation as it will be on the screen. The full matrix must always be in the file, even if there are many missing bricks. Missing bricks (blank spots) are represented by -1 in the file. The other possible numbers are from 0 to 5 for the 6 types of bricks. These are as follows: 0 - needs 1 hit 1 - needs 2 hits 2 - needs 3 hits 3 - invisible, 1 hit 4 - indestructible 5 - generator, 1 hit, but creates a random brick of type 0, 1, or 2 You can change the order of the screens by just renaming the files. Be careful with the indestructible bricks, they can lead to infinite bouncing loops, or can block off a brick making it impossible to finish a screen. If you get into a bouncing loop, hitting the "b" key a few times will make the ball disappear, cost you a ball, and start at the bottom of the screen again. Each screen is finished when you destroy all the bricks (except of course the indestructible bricks). You start with 5 balls and you get a free ball every 2000 points. Enjoy! Upload your own noid files! * Breakout is a tm of Atari and Arkanoid is a tm of Taito (I think). Sewersoft presents..... *** CINKO DOCUMENTATION *** (edited by Sewercide) Menus: There are a wide range of skill levels. Selecting ADVANCE will offer a challenge suited for WORLD CLASS play! To enter a piece onto the board move the mouse cursor over the desired spot and push the left button. If an entry was made incorrectly the EDITOR can reset the board or set up any given situation for computer analysis. The EDITOR allows for removal and entries of both red and blue colored stones. To remove either colored stone place the mouse pointer on the stone and hold the CONTROL key down while pushing the left button. To enter a red stone push the left button; to enter a blue stone push the right button. At the end of each game a new board can be generated by holding down the left mouse button. BASIC RULES OBJECT OF THE GAME: There are two ways to win in CINKO: 1. Win by getting five or more stones in a row, either horizontally, vertically, or diagonally, with no empty points between them, or 2. Win by capturing seven or more pairs of your opponent's stones. HOW TO PLAY: Begin the game by placing one stone on the board (preferably near the center point). Thereafter, the players take turns playing their stones, one at a time, on any empty intersection. The stones are placed on the intersections of the lines, rather than in the squares. Once a stone is entered it cannot be removed unless it has been captured. CAPTURES: Whenever your opponent has two stones (and only two stones) which are adjacent, those stones are vulnerable to capture. The pair can be captured by bracketing its two ends with your own stones. Captures can be made along diagonal as well as horizontal and vertical lines. All four stones involved must be consecutive and in a straight line. As soon as the capturing play is made, the captured stones flash... (some text missing here...) SCORING POINTS: When the game is over, points are counted and scored as follows: - If any player gets five-in-a-row he or she receives 5 points as a bonus. - Each player receives 1 point for each four-in-a-row he or she has still remaining on the board (four-in-a-row is defined as 4 stones consecutive and in a straight line.(Any that were wiped out during the game do not count). - Each player receives 1 point for each capture he or she has made. Playing with points introduces new strategies into the game by challenging both players to take calculated risks in order to gain as many points as possible. isks in order to gain as many points as possible. YOUR RIGHTS AND OURS: This copy of CINKO is licensed to you. You may make copies for your own use or for archival storage. You may also sell your copy without notifying us. However, we retain copyright and other property rights in the program code and documentation. We ask that CINKO be used either by a single user on one or more computers or on a single computer by one or more users. Sewersoft and DR.J present..... JINXTER (by Magnetic Scrolls) (this is the FULL info that came with the game...) LOADING To load the adventure, install your game disk in drive A and double-click on the icon titled "GAME.TOS". Please ensure that the disk remains in the drive at all times (unless temporarily removed for saving and loading games onto another disk). SCREEN LAYOUT Once loaded you will notice that the screen is split into three sections. The top line contains the following information: The top left is the name of the room that you are currently in. The first figure on the right is your score. The second figure on the right is the number of moves you have made. The second section is the Graphics window, which is where the pictures are displayed. Below the picture you will find four scrolls. These scrolls are activated in the following fashion: 1. Move the mouse over the scroll you wish to pull down. 2. Click once on the left hand button. 3. Select the command you require using the mouse. 4. Click once. The command will now by typed into the input buffer for you. The graphics window can be set to be as high or as low as you wish by moving the mouse to the Scroll Bar, holding down the right hand button, and moving the window up and down. The third section is the text window, where your commands and the game's responses are displayed. TALKING TO THE PROGRAM To communicate with the program, simple type in a sentence describing what you want to do. When it is waiting for a command, a '>' prompt and a block cursor are displayed. Once you have typed your command press the key. EDITING YOUR COMMANDS The following allow you to edit the current line: Move left one character Left arrow Move right one character Right arrow Move left one word Up arrow Move right one word Down arrow Delete one character to the left CTRL-Left arrow or BACKSPACE Delete one character to the right CTRL-Right arrow or DELETE Delete one word to the left CTRL-Up arrow Delete one word to the right CTRL-Down arrow RE-EDITING YOUR LAST COMMAND If you discover that you have made a small typing error on your last line, pressing the ESC key will bring it back for editing. MORE When there are too many lines to display on the screen at once the message '' appears at the bottom right of the screen. Pressing any key will allow the game to continue. FUNCTION n This will allow you to define any of the 10 function keys. For instance, if you decide that you are typing the command 'GET ALL' repeatedly, you can define function 1 to be 'GET ALL', and every time you now press F1 the string 'GET ALL' will be placed on your command line. Function can also be abbreviated to Funct. SAVE This command enables you to save your current position in the game. you will be prompted for a filename. The program will ask you for the name of your game (e.g. 'SAVED1'), and then save it to the default drive, or the drive specified. To specify a drive, put the drive letter followed by a colon before the filename (e.g. 'B:SAVED1'). Please do not attempt to save files on the game disk. RESTORE To reload a previously saved game type 'RESTORE'; as with 'SAVE' you will be prompted for a filename. Don't forget to put the game disk back in the default drive after loading a saved game. PRINTER ON (PRINTER OFF) You can record your game by use of this command which turns the printer on (and off). Do not despair if you have a slow printer, as the adventure maintains its own printer buffer (but please ensure that your printer is switched on before using this feature). GRAPHICS ON (GRAPHICS OFF) If you prefer to play the game without the pictures being displayed they can be disabled with 'GRAPHICS OFF'. They can then be re-enabled with 'GRAPHICS ON'. MONOCHROME SUPPORT For those of you using the Atari monochrome monitor, and the thought of viewing these spectacular graphics in color has still not enticed you to acquire a color monitor, we have installed some special features to utilise the high resolution of this mode. TEXTSIZE This command will change the height of your characters. The default is large text, however if you wish to see more on the screen, selecting smaller characters enables this. STIPPLE, DITHER, FREEHAND These three commands alter the way in which the picture is displayed. It is best to experiment with them to achieve the most desirable results. --------------------------------------------------------------------------- Staff Memo Jinxter DEPARTMENT OF GUARDIANS Office of Internal Administrative Liaison From the Deputy Under-Secretary's Assistant General Secretary Please address all queries to extension ________ Memorandum #122/4/552/74/B, Item # 995037, Ledger# 21.145.441.6, Issue # 32:B:3992/11.1B, Ref. AB/HGG/IHG//DS.11/34, Folio # 95739914005, Piece of Paper # 528319995706773, Number # 8925070157, Page # 0000000000001 SUBJECT: Aquitania, restoration of Luck to, Witches, by, Defeating of, Charms, by, Turani, Bracelet of, Restoration to. 1. BACKGROUND 1.A. The magician Turani created the property duly filed and recorded as "The Bracelet of Turani" (Commemorated and symbolised in the carousel now standing in the main square of the village) and consisting of 1.A.1. Bracelet, enchanted, 1 1.A.2. Charms, enchanted, 5 1.B. The purpose of said Bracelet was to provide a source of good fortune hereinafter referred to as "luck" for the benefit of the people of Aquitania. 1.C. Said bracelet acted as powerful antidote to notorious Green Witches of Aquitania, rendering them relatively harmless. 1.D. Power of said bracelet was harmful to witches since, in hands of suitable mortal, could be conclusively turned against them. 1.E. Power of said bracelet could, on other hand, be used and directed to increase "luck" of people of Turani and limit (but not wholly eliminate) activities of said Witches. 1.F. Therefore if the said Bracelet was safely installed in premises of said Witches: 1.F.1. Witches would protect themselves against catastrophe by safeguarding bracelet, AND 1.F.2. People of Aquitania would continue to enjoy "luck", since bracelet protected by said Witches. 1.G. Towards the end of his life, said Turani engaged services of this Department to direct said "luck" in his place, after his death. This increased departmental prestige and generated considerable and satisfactory volumes of paperwork. 1.H. This situation persisted to general satisfaction until recently, when complaints were filed by outside parties. 2. RECENT EVENTS 2.A. In line with Departmental policy, little credence was given to outside complaints. 2.B. However, internal ramifications were noted, not least that Departmental Officers were being finding increasing difficulties in maintaining a steady supply of "luck" from the said Bracelet. The Department was clearly being inconvenienced and its comfort and safety threatened. 2.C. Such situation was clearly intolerable and, at the instigation of the Inter-Departmental Steering committee of the Working Group of the Standing Committee on Administrative Administration and Internal Affairs, an investigation was called. 3. RESULTS OF INVESTIGATION 3.A. The Investigative Sub-Committee found as follows: 3.A.1. Until recently, said Witches had accepted the constraints upon their activities, confining themselves to jokes, meetings and charitable works. 3.A.2. Recently however a Witch using the name of Jannedor has reportedly been using her influence to bring about an overthrow of the powers of the said Bracelet. 3.A.3. Under the influence of Jannedor, the said Witches have allegedly compiled an illegal and unauthorised enchantment which had the potential permanently to destroy the said Bracelet. The said non-registered unauthorized enchantment is believed to be not sufficiently powerful to corrupt or destroy the bracelet PROVIDING IT IS INTACT WITH ALL ITS CHARMS. It is, however, capable of destroying the Bracelet providing its powers are weakened by having its charms removed. 3.B. Accordingly, the said Witches have been holding out illegal inducements to members of the general public, offering preferment or riches if said members of the public will remove and conceal a charm from the bracelet (since it is noted that the bracelet and its charms are not in any way harmful to the public, but only to the Witches). 3.C. As a result of this action, the bracelet has at the time of writing been completely stripped of all charms pertaining thereto, and the Bracelet's residual powers are fast running out., with the risk of severe consequences to this Department. 4. RECOMMENDATIONS 4.A. The destruction of the powers of the Bracelet cannot be permitted, in view of the severe effect it would have on this Department. 4.B. This can best be accomplished by: 4.B.1. Locating all missing charms. 4.B.2. Gaining access to the said Bracelet. 4.B.3. Reassembling said Bracelet. 4.B.4. Utilizing power of bracelet against said Witches. 4.C. The Department cannot spare resources to attend to this matter. 5. It is therefore concluded that a member of the general public be co- opted as Special Consultant to the Investigative Sub-Committee of the Inter-Departmental Steering Committee of the Working Group of the Standing Committee on Administrative Administration and Internal Affairs. 6. A copy of this memorandum is to be given to said member of the general public, who is to be afforded such assistance as the Department can place at his disposal. --------------------------------------------------------------------------- Jinxter THE INDEPENDENT GUARDIAN Quality News For The Hard Of Thinking The Weekly For the Association of Register Stochastic Executives (A.R.S.E.) A Nasty Spell On The Way? LIFE LOSES CHARM We'll Get The Bracelets On Them Yet, Says Wossname Aquitania's luck is running out - literally. That's what they're saying at Guardian House. And top officials say "There's worse to come." According to leading Guardian Len Wossname, 62, Aquitania can expect: -> Plagues of bats, mice and toads. -> Bad weather for the forseeable future. -> The Green Witches holding power. -> The collapse of the ferg. -> Total unavailability of a decent bit of cheddar. Wossname, widely regarded as gan authority on the Bracelet of Turani and the magic traditionally associated with it, blames Ms Jannedor Nasty, 186. "Yerse," said Wossname, "I blame Ms Jannedor Nasty, 186." Wossname claims that Jannedor is behind a campaign to separate the powerful charms from the legendary Turani bracelet, weakening its power and allowing her and her rebel organization to seize power. "Mark my words," says Wossname, "things will look bleak for Aquitania unless the bracelet and wossnames are reunited." Asked what action the Guardians were taking, Wossname said "Werl... between ourselves, fat-all. Manpower, right? But we is looking for the right individual to, er, do the job on our wossname." Wossname gave your soaraway Guardian exclusive details of the legendary charms of Turani. "Dunno if it'll help," he said, "but frankly we've got a ruddy quicksand sitting on our shoulders and we'll be up to our necks in a whirlwind if we don't drag ourselves out of the mire before the moose bolts." See below for the startling EXCLUSIVE facts! SUPABOOZA LEN GOES LIKE A DRAIN! While the rest of us were getting soaked in last weeks mammoth storms, this week's Supa-Booza Len Pisht just... soaked. "I just stood there with my wossname open," says Len, 44. "Not a drop was shpilt!" Len, a 2nd Grade RSE with Central Stochastics, lives alone with a large collection of corks and something terribly important which he can't remember. When he heard he was this week's winner, Len said "Can anyone who knows where I've been for the last ten years please get in touch?" He added: "Oh - jolly king of you. Just the one, then," before keeling over and hanging on to the floor. LEN WOSSNAME WRITES: Turani knew us wossnames. Guardians. How we couldn't remember, er, words. So he called the thingies names we could remember. Like the doodah, fire- engine. Makes it rain. Then to make the sun come out, you use the thingy. Dragon. The oojimy - walrus - freezes stuff, and the watercallit, unicorn, makes things come back to you. And of course, the doofer - pelican - makes things come to life. Just find the wossname, say the doodah, and thing's your wossname. Charm. Word. Bob. Uncle. Narmean? GUARDIANS STRIKE IN "HARD CHEESE" ROW Registered Stochastic Executives are to withdraw their labor as from the 25th, in a row over regulation cheese sandwiches. "We have to carry these things," say RSE 8th Grade Len Wotcher, "on account of where it's in company wossname, policy. "But frankly, it's a ruddy disgrace." Association chiefs took the decision at a meeting of the Guardians' union last night. "The 25th is Crunch Day. We haven't decided the 25th of what, exactly, but it'll probably be a month. "It's hard to think of anything else with a 25th in it," Thingy added, "and we took that into account." The cheese sandwich row began 286 years ago over the bread, but has now escalated to include the cheese itself. As Deputy General Secretary Len Doodah points out, "It wouldn't be so bad if the wossnames were wossname. Sandwiches. Optional. But they aren't. "Len Public expects his wossname, Guardian, to be carrying a cheese sarnie. It's traditional. But I don't think they realise the murky background. "Frankly, I wouldn't be surprised if this whole business escalated to include the butter before long, too, never mind the ruddy greaseproof paper."  COURT & SOCIAL His Royal Highness Prince Wilf the Partly-Formed left the Royal Seat yesterday when he began an extended goodwill mission to n'Goa n'Goa. His Royal Highness returned later for the Royal Seat saying: "Demned if one's goin' to sit on demned palm trees, what? What? What? What?" Equerry-in- Stasis Lord Rupert Rupert Rupert then detonated a small grenade under His Royal Highness, who stopped saying "What? What?" but, since the shrapnel only passed through his brain, His Royal Highness suffered no other ill- effects. Her Royal Highness The Princess Yah Super threw a bread roll in a restaurant on Tuesday evening. Doctors are said to be "delighted" with her progress. The Prime Minister Sir Rudolph Nose had an audience with His Majesty yesterday. It is understood that they watched several old Sixties sit-coms and then fell asleep. Her Majesty the Queen Mother visited the Lower Leaking Home for Dotards on Friday, where she smiled a lot. All the inmates said she was really lovely, just like her photo, and reminded them of their old Gran. They added, as protocol demands, that they hoped she would drop round again when she was in leaking. The Lord Chancellor, His Honour Lord Sir Doctor General Horace Biro, will ceremonially open the High Court tomorrow at 11:00 in the forenoon. He will unceremoniously close it again at 11:15, since his recent operation was not entirely successful. (That's enough Court & Social - Ed.) "Face up to facts" says renegade GM woman GRIM BIMBO TO WIN IN NO-LUCK CHARM CONTEST? "If this woman has her way, every one of our members could be out of a job by Saturnalia." That's the grim picture spelt out in pillars of stone by A.R.S.E. Assistant Deputy Secretary-General Len Crikey. The reason for Crikey's concern? jannedor, the rogue Green Witch who is threatening to destroy the Turani Bracelet. If the Bracelet goes, it will cause considerable pain in the A.R.S.E. Members stand to lose their jobs. At the very least, says Crikey, "there's going to be a massive shakeout of Guardianpower." The Jannedor threat was first brought to the attention of senior Departmental staff 128 years ago, says Crikey. Director of Stochastic Services Dir Monty Starborgling, questioned about the delay, said: "Festina lente is our motto here. Volente non fit injuria, of course, but de minimis non curat lex. In other words, Caesar adsum jam forte. Follow my meaning, old pip, old pip?" Crikey's immediate response? "Typical managerial drivel. Our members have to go out in the street and deal with real people. "Starborgling wouldn't spot a wossname if you shoved it in sideways. And you can quote me." Who is the Evil Genius of the Order? WHICH WITCH? Special Report by Gavin Safari-Jacket The Jannedor threat is greater than ever before. No Guardian can afford to be unaware of the situation. I can reveal that, should Jannedor succeed in finally dismantling the, er, thing - sorry, left my notes in the pub, but you know what I mean - the lights will go out all over Aquitania. Babies will die in the streets and the old will cry for milk in vain. Something like that, anyway. But more important than this, A.R.S.E. jobs are at risk. This threat is a banana-skin under Aquitania which will boomerang like a rabid quagmire before coming home to roost and explode to leave us with egg on our feet of clay. But what is Jannedor really like? I simply haven't a clue. Sorry. NEWS IN BRIEF... Borgling - A 21 year old Assistant Guardian was beaten up and severely hurt last week while helping an elderly lady across the road. "It took two hours," said Len Thing, "and she was screaming all the way. Then all these old bats came from nowhere shouting 'Why can't you leave people alone!' The next thing I knew, they were beating me with their tartan shipping trolleys, and I woke up in Hospital" A.R.S.E. Chairman Sir Deonard ('Len') Wallet will retire next month. Says Len, "It's time to go. I don't want to push my luck!" The annual Association Lizard Bar-B-Q and Biodegradable T-Shirt contest will be held in St Leonard's Church Hall, Lennington on the 24th - that's the day after the strike, so a good turn-out is predicted, says St Leonard's Vicar, the Rev. Len Vicar. Retired Guardian Len Pouch, 72, has started a vital service for A.R.S.E. members: herringbone replacement. Says Len, 72, "My life as a Guardian was made miserable by constant herringbone maintenance. Now members can bring their overcoats in for quality bone-fitting at a budget price." Happy Birthday to Len Phone, who is 91 today! "Country close to war" says PM  REBELS SEIZE POWER IN GULF CLASH A crack team of Guardians was called in last night to stem a rising tide of revolt in the long-running Gulf War. The task force, led by Commander Len "Nuts" Twombly, 34, parachuted in from two Air Force cumulonimbi in the early hours of the morning. "We will be building a bridgehead at Al Qhqhu'u," said Twombly, "Or something that sounds like that, anyway. Then it's up to luck." The rebel situation worsened last week when the A.T.I.A.F. dissidents broke with the T.E.A.F. freedom fighters after a dispute with the I.T.F.A. guerilla leaders. Now the F.I.A.I.T. claims to have taken control of State Radio and is claiming a democratic military regime. The exact nature of the I.T.F.A. victory is unknown, as is the location of the F.T.A.I. forces or indeed the Gulf itself. The reason for this confusion is that this, like all Gulf War stories, is being made up from the office after lunch. Comments Twombly: "I don't exist either. You're making me up, too." FOREIGN REPORT KWAZI DELEGATES RUN WILD IN CAPITAL Shock Horror Violence Flare Storm Ruddibahmi, Capital of Kwazi, was in silence last night after a marauding band of A.R.S.E. delegates on a "fact finding" tour ran amok. The delegates, Len Flute, len Wivaht and Len Welt, were arrested by Kwazi police after apparently starting a fight in a house of ill-repute on the notorious Nooki Street. Welt, speaking from his cell, said: "We wuz relaxing after a hard wossname. All we wanted was a quiet cheese sandwich when in comes this wossname with half-a-dozen scantily-clad wossnames. We told her to cheese orft, and next thing we knew we was banged up. It's a disgrace." Landlady Ethel Dearie denies Welt's version of events. "They come in heah an they bline drunk. Sayin they respec'ble biznissmen but I see straight way they no good, probly Guardians out on one razzle. I offer 'em the best in my house, the finest mature cheddar in Kwazi, but it not enough. " 'Bring on the dancin' gels' they screamin', 'We powerful operatives an' can float above the groun' " So I call the cops. It serve them right, if you ask me." ASK A GUY WHO KNOWS... What he thinks of "GRAUNIAD" brand special Sandwich Cheese-style Spread. Only 3fg the packet. . sticks to the bread . clogs the tongue . sprays on clients . guaranteed no taste Grauniad - let your A.R.S.E. be the judge. Official Cheese of the Association of Registered Stochastic Executives. Gold Medal (failed); Imperial Exhibition (withdrawn); Dairy Products Award (recalled). GUARDIAN SMALL ADS For Sale: Herringbone Overcoat, vgc, one careful owner, bargain at 15fg. Apply at A.R.S.E. offices. Ask for Len Oops. For Sale: Herringbone Overcoat, vgc, one careful owner, bargain at 15fg. Apply at A.R.S.E. offices. Ask for Len Piperack. For Sale: Herringbone Overcoat, vgc, one careful owner, bargain at 15fg. Apply at A.R.S.E. offices. Ask for Len Carton. For Sale: Herringbone Overcoat, vgc, one accident-prone owner, bargain at 75fg. Apply at A.R.S.E. offices. Ask for Len Redit. No agencies. Wanted: Overcoat, any pattern but herringbone. Advertiser promoted to Administrative post. Apply Leonard memo, ex. 335. Mum: Do not worry. The doctors say they will dry out in time. SPECIAL REPORT A Life in the Day Of... LEN MORON Aquata's New A.R.S.E. Rep is a ball of fire in a herringbone overcoat, writes Suzie Dope "We Stokies have got to stick together." The languid, challenging figure reclining against the rough-shod wall gives me a challenging glance from languid, reclining eyes, "but let's not talk about me, honey. How's about we make ourselves comfortable on this recliner and delve into your personal history like two old buddies?" Understand Moron's desire to help a girl do a difficult job in any way he feels kike, and you have the measure of this languid, irresistible man who, mark my words, will shake up the public image of Guardians and set the cat among the pigeons. "I wanted to put something to you," Moron murmurs, exuding the confidence which the public demand - but so rarely receive - from the Guardians. "Our job is to help people fulfil their lives. "Like for example a girl like yourself shouldn't be out on the streets day after day. You should be in a little flat somewhere, where you could play with a poodle or two, lounge around in a kimono, you know what I mean?" Put like that, who can argue with Moron? Certainly he has style. The chairs, for instance. "Yes," he agrees shyly, "I'm rather proud of them. I use them for sitting on. It's rather a style point, I think. My mentor was Len Spoon and he was very keen on novel applications for utility things. Look, honey, these chairs recline right back, why don't I show you?" The deeper one falls under the spell of a captivating man-child like Moron, the more one is aware of the vast gulf between him and the traditional, herringbone-overcoated Guardian: middle-aged, moustachioed, munching a cheese sandwich, the traditional A.R.S.E. member has none of the grace, elegance, wit, charm and sparkling, sheer personality of the unique Moron. "I want to get away from the old image" says Moron candidly. "I wouldn't tel this to just anyone, honey - why not kick off those constricting shoes, where they pull your feet out of shape? - but I want the public to call us Friends rather than Guardians. After all, this is the present day, and it's time to throw out those paternalistic attitudes and for men and woman to come together as equals in freedom of choice." One cannot but agree. The day of the paternalistic Guardian is over. True, Moron sports a herringbone overcoat - but it bears the unmistakeable stamp of haute cuisine on his lithe, elegant frame. True, he carries a cheese sandwich - but it's wholemeal bread and Roquefort and old-fashioned butter which Moron discovered "while scouring the globe for taste-treats." "No need to dress like a schlump," he asserts. "Nowadays, it's ongoin support which people require. The days of rushing around swamps and mines, turning up in mid-air and so forth, by me that's strickly old hat. Say, talking of hats, why don't you and me go and buy you something for your pretty hair? Maybe in the morning?" Who could resist such an offer, or such a man? Not me, for sure. We know you're only superhuman. We know you care. We know you do your best. Every day, in all weathers, you're out on the job. You don't ask for much. Immortality is its own reward. But have you thought about the future? Have you thought about Life Insurance? We have. Which is why we launched a special scheme. A scheme tailored for immortal demi-gods. You may think there's no point. Nor did anyone else. So we've gone bust. TWIT & CO - INSURANCE BROKERS THE INDEPENDENT GUARDIAN 1327 Old Leather Bottle Alley Docklands Zone, AQ 17277 Registered at the Post Office as a toad THE PRICE OF A CHEESE SANDWICH On the other hand, it might be argued that the ongoing rumpus concerning the provision of cheese sandwiches to the duly appointed members of A.R.S.E. is a storm in a teacup. Here at the Guardian, however, we prefer, upon mature consideration, taking one thing with another, to regard it as a storm between two slices of bread. Why? Because that is the sort of feeble joke we enjoy making. What must not be forgotten is that we are not bery bright. If we were, we would be dons at Cambridge. As it is, we just pretend to be dons at Cambridge. Hence, our tweed jackets, our fluting voices, our pale pasty complexions and our pompous, slightly faggy prose style. Never forget that we know almost less about what is going on than you do. We rely on other people for our information. They may, taking everything into account, choose to lie to us. So be it. We cannot be bothered to check. Which is why, all things considered, we begin leaders with phrases like "on the other hand". But we say this: to commit ourselves would be unwise. BUMMAHS OR BOOZAS This organ has been accused of many things. Prudery has never been one of them. Yet there are those who want to BAN your weekly glugging, lurching SupaBooza. To these killjoys, we say "NUTS!" Our readers work hard saving people from their folly. We say this: whose pot would you rather fill? The pompous bum Bummah (see letters) or cheerful, sodden Len on Page 1? We say this: Len gets our credit, any day of the week??!?!?? GUARDIANS AT WAR An Anniversary Celebration by Norbert Wibb The War record of the Association of Registered Stochastic Executives - popularly known as "The Guardians" - has been a long and glorious one. Now, on the anniversary of the first Royal Incorporation of A.R.S.E. during the reign of King Willy the Bit Childish, we look back over the years with pride. We first find the Guardians being mentioned in the Chronicle of Clerk Peter the Very Overdrawn, which deals with the Battle of Saucer Creek. Peter comments: "Waited until dawne for ye Grauniads to Turn Uppe but they Never Shewed. Typicall." Some fifty years later, the Guardians were in action again, fighting for King Derek the Confused against himself in one of the great rearguard actions of the Silly War. Contemporary sources cite the Guardians' role as "negligibble: They just Hange aroundd with much Drinking and Fondling. For mine Selfe, I founde the Stentch of theyr Hering Boane Coates to Stink out ny Nostriles, that I was like to Perrish." (That's enough battles - Ed.) LETTERS TO THE EDITOR Correspondents are requested to write on one side of the paper only. We reserve the right to shorten letters for reasons of space, or to amend readers' opinions for reasons of naked bigotry. The Editor's decision is dubious. No Tick. Letter of the Week Sir: We have written to you repeatedly regarding your overdraft which at close of business yesterday stood at 37,660.32fg in our books. Failing immediate repayment in full we will have no alternative but to seek recovery through legal channels. Yours etc. Mr L.S. Bummah NotBest Bank Plc Miss Doris Norris Sir: In the course of my Duty as a Guardian (Grade 2b) I was obliged to render assistance to the above-mentioned lady in a delicate domestic matter, to wit, this sweet and innocent creature was being shamefully abused by her husband. I was able to oblige by turning him into a pair of rather nice Vibram-soled waterproof hiking boots (size 6). In the ensuing conversation it transpired that both the lady and I are keen mulching enthusiasts, and she kindly showed me her mulching cart which I took as a token of esteem. We subsequently fell in love and are engaged to be married. We plan a hiking honeymoon during the course of which she will walk all over her ex- husband. What I want to know is this: in the event of our divorce, do I get the mulching cart? Yours etc., Len MacNure F.A.R.S.E. IMMORTALITY - THE HIDDEN CRISIS What do you do when a seemingly ordinary husband tells you: "I'm wossname"? It happened to Mary Dull... "Ours seemed such a straightforward marriage. I met Len when I was just 23. He was seemingly doing pretty well as a trainee Guardian. He'd just got his F.A.R.S.E. exams and the future looked bright. Everyone said we were too young to marry, but we pooh-poohed them. Fro the first couple of years we were happy. Then Len began keeping late hours. He'd just go off for months on end. I spoke to him about it, but all he said was "Werl, narmean?" I didn't like to say that, no, I didn't know what he meant. So I tried to keep myself busy. I got interested in womanly things. I spent hours in front of the fire with my Independent Guardian Knit-Your-Won- Lesbian pattern. I wore a balaclava and hung around outside military installations. I bought some big boots and stopped bathing. But Len didn't seem to notice. I was worried sick. Finally, my friend Deirdre said "You just have to confront him with your problems. Communication is the thing. Tell him how you feel and don't let him evade the issue." So one day Len came home and I was waiting for him. I had made a special effort; his cheese sandwiches were keeping warm in the oven, I had had my hair done, I was wearing scent, a silk negligee, black stockings and high heels, and carrying a shotgun. When Len came in, I let him have it between the eyes. To my amazement, all he said was "Har Har Har, I'm immortal." So I shot Deirdre instead, and I must say, since then, Len and I have been very happy." If YOU are under threat of violence in the home, call 021-556-BONK - the advice center for Battered Guardians. We understand... GUARDIANS' WOMEN CRI DE "COR!" - A CARING GUIDE A question we often ask at Independent Guardian Women is: "HOw many women have the most terrible problems sharing their lives with Guardians - yet do not realise it?" Independent research, carried out by a firm of people who we told exactly what we wanted their independent research to prove, has shown that: -> 90% of women don't realise there's anything wrong with their lives until we tell them. -> 85% of women who seek our advice require psychiatric help within a month. -> Guardians as a class are bombastic, shabby, and do not help around the house. -> "Hovering about" is the most destructive thing, according to a sample group of wives. -> Women who believe they are perfectly happy being married to Guardians are often initially resistant when we persuade them that they are miserable. -> Guardians whose wives leave them generally say "Oh, has she? Werl..." when asked for their feelings. BRAINTEASER Solution to Puzzle 1828 Meatloaf writes: A surprisingly poor response to a fairly straightforward puzzle. THe clue was in Mr Green's hat, and what most of you failed to spot was the application of lattice theory to what happened after the party. Mr Wormold, one of our regulars, quite correctly reasoned that if the atomic weight of the new element was 225, then Plato's neighbor could not have been the lift-man, so the answer could never have been "A Graviton". That, of course, meant that if the Greek acrostics really were heiroglyphs, the German spies could never have started their computer and the series of orange (but NOT red) lollipops would have been recursive. The answer, therefore, was "Yes.". TIRED OF PLAIN OLD HERRINGBONE? So were our master tailors. So we designed the new look for the new Guardian: HERRINGSCALE. Traditional, yet daring, for the Guardian who cares that little bit more. Pin this sample to your forehead and see what your friends say! Audley & Dogg - Tailors for Gentlemen since 10 a.m. THIS IS WHAT YOU DO A Guardian's Bible This issue, yur soaraway Independant Guardian managed to collor one of A.R.S.E.'s leading operatives, Len "Wossname" Wossname. Wossname tells all: what it's really like out there; what to expect; what not to expect; when to expect what you're not expecting. FINDING A CHEESE SANDWICH IG: So, you've done the research and know what to expect when you arrive in the field. Tell us about methods of travel, if you will. Wossname: Werl, piece of cake this. Nothing to it really. What with the old man being a cartographer an' all. Anyway, basic principal is this: you're in one place and you want to go somewhere else; you whip out yer pocket compass, work out which direction the cheese shop lies and go that way. IG: Could you give us an example? Wossname: Yus. Say you was in the middle of nowhere; exits in all directions, narmean? Werl, you're spoilt fer choice, ain't you? I mean, you could go: NORTH, NORTHEAST, NORTHWEST, SOUTH, SOUTHEAST, SOUTHWEST, EAST, WEST, UP or even DOWN Assuming there was summit interesting in that direction, eh? Mind you, if you knew that there was a cheese shop to the est, you'd probably want to go in and have a good look around, narmean? So, you'd >GO WEST or, to make life easier, just >WEST or even > W will do the trick. IG: That's all very well, but what if our cheese shop had a door, or you didn't have a compass handy? Wossname: Variety? Spice of life innit? Door? No problem, all you'd have to do is >GO THROUGH THE DOOR or >GO IN assuming it was open, narmean? No compass, you say? Werl, you could just >ENTER CHEESE SHOP or >GO INTO THE CHEESE SHOP would do just as well IG: Getting away from cheese shops for the moment- Wossname: Why? IG: Let me postulate a hypothetical situation: imagine you came across a comfy chair after a hard day's work. How would you approach the concept of sitting down? Wossname: S'easy, I'd >SIT DOWN or >SIT ON THE CHAIR Might prove a bit of a problem if there was more 'n one of the buggers tho'. In that case I'd >SIT ON THE COMFY CHAIR. IG: Fine, so we're sitting on a comfy chair. What if we found that there was a bit of a draught coming through an open door? Wossname: Werl, 's obvious innit? Can't reach the door while your're sitting down now, can you? You'd have to >GET OFF first. There's several ways you could do this though: >STAND is the easiest >GET OFF THE COMFY CHAIR is another. On the other hand, you might not be able to do anything about the draught, so you could simply >GO OUT which would get you off the chair and take you outside, all in one go, narmean? WHAT TO DO WHEN YOU'VE FOUND IT IG: Yes, well that all sounds very straightforward. Let's move on, shall we? Getting back to the cheese shop- Wossname: A real cheese shop, mind you. None of this processed rubbish. IG: Yes, alright. So, we find ourselves inside a cheese shop only to be confronted with a bewildering array of cheeses. What do we do? Wossname: Simple enuf, you >EAT THE CHEESE no trouble there, squire. IG: But what if there were lots of different types of cheese? How would you get the one you were after? Wossname: Werl, if there were more 'n one, you'd get asked which one you were talking about. But, if you knew that one of them was a juicy piece of cheddar you'd have gone for that one in the first place with >EAT THE CHEDDAR CHEESE now wouldn't you? Eh? IG: Yes, I suppose you would. Now, what if one of the cheeses was mouldy and you wanted to eat all of them except that one? Wossname: Piece of wossname, cheese? No, cake. Har! Har! Har! Anyway, what? Oh. Yeah, mouldy cheese. Werl, you'd just >EAT ALL THE CHEESE EXCEPT THE MOULDY CHEESE IG: Alright, so much for eating cheese. How would you go about making a sandwich out of it? Wossname: Now you're talking. Can't remember the last time I had a decent cheese sandwich; if it's not processed rubbish it's foreign muck. Narmean? Yeah, werl, if you had a sandwich and some cheese all you have to do to make a cheese sandwich is >PUT THE CHEESE INTO THE SANDWICH IG: But, supposing there was already some cheese in the sandwich. What then? Wossname: Werl, you'd probably find that the cheese wouldn't fit. A slice of bread is only so big you know. Trouble is, you might have slipped up when you tried to make the sandwich and said >PUT THE CHEESE IN THE SANDWICH Which is all very well if the sandwich was empty in the first place. If it had some cheese in it though, you'd get asked INTO WHAT? Which is perfectly fair question if you think about it, innit? IG: I see. Well, so far we've been doing things all in one go, so to speak. What if we wanted to take it one step at a time? Wossname: You mean, what if we'd had a few to drink and didn't want to make any mistakes like putting the mouldy cheese into the sandwich eh? IG: If you like, yes. Wossname: Know what you mean, chief. Say no more. Try this >PUT Seeing as how no one would know what I mean, I'd get asked WHAT DO YOU WANT TO PUT? Then I could say >CHEESE And the response might be WHICH ONE? THE MOULDY CHEESE OR THE CHEDDAR CHEESE? So I'd say >THE CHEDDAR CHEESE And the question would come back INTO WHAT? And I'd tell it >THE SANDWICH but there might be more than one sandwich, in which case I'd get WHICH ONE? THE LARGE SANDWICH OR THE SMALL SANDWICH? so, finally I'd say >THE LARGE ONE and there you have it: one large cheddar cheese sandwich. ASKING FOR A CHEESE SANDWICH IG: Let's get back to the cheese shop shall we? Wossname: Yes, lets. IG: To make things a little more realistic, let us suppose that there is a shopkeeper and a table SEWERSOFT PRESENTS..... THE DUNGEON MASTER EDITOR INSTRUCTIONS By Edward Penman Welcome to the Dungeon Master Editor. The Editor allows you to do the following things to a Dungeon Master game file: 1) Alter the map at will to create short cuts, new passages etc. 2) Alter it so you can open doors during the game without using keys. 3) Remove secret doors. 4) Print out plans of all the fourteen levels in the Dungeon. It will run in any screen mode (the higher the better) and works by altering a saved game file and so doesn't affect the original Dungeon Master disk. However, you must only use this program in the full knowledge that it is cheating and may reduce the enjoyment of the game though if used properly it can make the game much better fun it is up to you. Also, some alterations may cause the game to crash. We have done my best to reduce this possibility but can hold no responsibility for it occurring (see later for more details). Finally, if you are using a pirate copy of Dungeon Master or this editor then please, please, please buy an original. The game is just so good it has got to be worth it. LOADING/SAVING This program works by changing the data contained in the save game file "DMGAME.DAT". You can therefore use it to alter any saved position you have made. However, we recommend that you only alter a copy of your saved position, in case you wish to return to an "uncheated" game. Selecting "OK" from either the load or save dialogue box allows you to load or save using the standard GEM file selector box. Saving will automatically overwrite a file with the same name. By giving you the option of changing the file name you can transfer all your saved positions on all those different disks onto one disk by saving them with different names (e.g. "DMGAME1.DAT", "DMGAME2.DAT" etc). However, the game itself will only recognise the file "DMGAME.DAT" so you must change the name back in order to use that game file. "Auto" will load or save the file "DMGAME.DAT" automatically. This is a quicker way if you only want this file name as it bypasses the file selector box used above. Selecting the "Close" menu allows you to clear the memory and screen so you can use desk accessories without them overwriting the screen. You cannot use desk accessories while editing a file, nor must you leave desk accessories active (on screen) when you load in a file. MAP You can view any of the fourteen levels on screen by selecting the appropriate menu. Though the actual map is extremely accurate, as are the positions of the doors and stairs, other items may not be and should be treated as such. Objects on/in walls (white dot on black square) include torches, alcoves, writing, buttons, levers etc. Objects on floors (black dot on white square) include normal objects and pressure pads. Altering the map involves clicking on the appropriate map square to turn it either into a (white) corridor or a (black) wall. The left mouse button will only change normal wall or normal corridor but the right button will allow you to blank out anything. WARNING - Blanking out anything other than normal wall/corridor will certainly interfere with the game structure and may crash the game, as will blanking out certain areas, such as around stairs which are only meant to be looked at from one direction. Be careful at first and only use the left mouse button but take a risk later on. You can get some strange effects (such as looking at a door end on!) but the more you alter the greater the chance of something nasty happening. UNDO will remove your most recent alteration. CHANGE DOORS This function will automatically change all the doors in the Dungeon to gates which can be opened by pressing a button next to them i.e. you don't need keys. This is a really nasty cheat and should only be used by desperate adventurers! Remember, you can't change the doors back to normal. This function won't alter the doors on the first level (there's no need) and some doors deeper in the Dungeon won't be turned into gates. However, they will have buttons beside them. SECRET DOORS This function automatically removes all secret doors, rather than having to do it all by hand. PRINT MAP This function allows you to print out the current map level. It uses the ALT-HELP screen dump and so you can use the Install Printer desktop accessory ("CONTROL.ACC") for your printer. ALT-HELP will cancel printing. You also have the choice of either printing out just the map (and level number) or the whole screen including the legend. We hope you enjoy this program as much as we have. We have tested and retested it and are pretty sure it is bug- free and will work on any ST system, from an half-meg ST-FM to a Mega-4. It will also work with either the American or English version of Dungeon Master. Look out for the Dungeon Master II Editor and the Amiga Dungeon Master Editor coming soon! DR.J U.S.A. BEACH VOLLEY The sun's beating down, Rock'n'Roll music's playing, it's time for Beach Volley--let's take on the world! Your team travels the globe from London to sydney challenging all comers in the latest craze that's sweeping the beaches. Fantastic action with variable service and play controls as you lob the defences, try a lightning reflex short smash to win back your service, jump block to defend your match winner. This is Beach Volley...you may even catch a tan! Before every match a world map will automatically appear to show you your destination. ATARI ST Switch on the power to the computer and disk drive then insert the disk into the drive. This program will then load automatically. If you have two disk drives, please insert Disk B into your secondary drive. CONTROLS The game may be played by one or two players and is controlled by joystick only. KEYBOARD P PAUSE F1 ONE PLAYER F2 TWO PLAYERS Press fire on joystick to start match. GAMEPLAY THE CURSOR The cursor indicates the point where the ball will land when the ball is near the cursor press the fire button on the joystick to play the ball. It is not necessary for you to be exactly on the cursor to hit the ball. The computer controlled man will pass the ball in the direction you are standing. In all cases you play the ball on the first touch, and it will automatically go directly to the second player and after the second hit the ball will go to the opposing side. THE TIMER You have a limited amount of time in which to win the match. When the 3/4 time period ha passed you by you will hear a "Rock and Roll" tune which will indicate that time is running out. THE HAND This indicates which man is in play to be controlled. THE SERVICE There are two kinds of service which can be used-- 1. Normal service--Press the fire button on the joystick to throw the ball into the air. Press again when the ball is near your hand to hit it. 2. Smash service--Press the fire button on the joystick to throw the ball into the air. Press again with the joystick in the up position to jump. Press a third time when the ball is near your hand to hit it. The joystick position will control the length of service as indicated below. WITH THE FIRE BUTTON PRESSED Jump Short serve | Long serve /\ | /\ \ | / Short serve<_____ \ /____>Long serve /|\ / | \ Short serve\/ | \/Long serve | Not used -------------------> Direction of the serve Moving the joystick without the fire button pressed will move the player in the appropriate 8-way direction of the joystick. The direction in which the service lands will be dependant upon the position of the service player. ATTACK To smash the ball jump by pressing the fire button pushing up on the joystick When you are in the air wait a few seconds and press the button again to smash the ball. The direction of the joystick will allow you to do either a short or long smash in the required direction. If the opposing team smashes the ball you can jump in defence by pressing the fire button and moving the joystick upwards at the same time. MOVES DURING THE SMASH WITH THE FIRE BUTTON PRESSED Short smash Northeast Short ball | Long smash over defence /\ | /\North east \ | / Short ball <_____ \ /____>Long smash over defence /|\ East / | \ Short ball \/ | \/Long smash over defence | Southwest Short smash Southwest THE BLOCK If a player from the opposing team tries to smash the ball you can jump and block the ball by pressing the fire button and pushing the joystick up (as shown for the smash). If the ball goes past the block you can play again with your second player by pressing the fire button again. SCORING The winner will be the first team to reach 7 points or the team with the higher score at the end of the time limit. HINTS AND TIPS There are two ways of scoring 1. By attacking when you have the ball. 2. By defending when the opposition have the ball. DURING THE ATTACK Change your smash position as much as possible. The closer you are to the second player and the lower the ball, the less time your adversary will have to block you. It is possible to smash a serve--keep trying. DURING THE SERVICE Change the length and direction of your serve as much as possible. Smashing a service is much faster so use it. DURING THE DEFENCE The block has to jump later than the player smashing the ball. If your opposition smashes the ball a long way from the net then you must anticipate the correct time to jump. During the first few levels the computer will not serve too far away from you. Sewer Software presents..... H.A.T.E. HOSTILE ALL-TERRAIN ENCOUNTER SCENARIO The year is AD2320 and the Galaxy is in turmoil. With the alien threat ever increasing, the lack of experienced assault personnel is severely undermining the defences of civilised sectors. You are needed to repel the hostile alien forces--but you have to qualify first. Prepare to go to Stripworld--the training ground for all Galactic Fighter Pilots! Initially controlling a Star Fighter, PLASMA CELLS lining the route must be collected and taken through the barrier. Upon completion of this level you will take the controls of the ground assault vehicle. Manoeuvre the GAV to the next barrier, again collection Plasma Cells to power the waiting Star Fighter. This will continue until you can advance no further. To test you to the limit, alien defences line the way and must be overcome. Ground skimming projectiles, intelligent missiles, enemy star fighters, mine barriers and many more obstacles will challenge even the most advanced Fighter Pilot. GAME PLAY You begin with four lives. Each time your craft is destroyed a life is lost. Extra lives are gained by collecting the PLASMA CELLS (the remains of the nuclear generators). If your craft s hit whilst carrying one or more cells one cell will be destroyed whilst saving you from destruction. The number of Plasma Cells carried through determines the number of lives for the next level. CONTROLS: STAR FIGHTER JOYSTICK KEYBOARD DIRECTION UP Q CLIMB DOWN A DIVE RIGHT L BANK RIGHT LEFT K BANK LEFT BUTTON SPACEBAR FIRE LASERS Cursor keys can also be used. The take off and landing procedure is controlled by autopilot. CONTROLS: GROUND ASSAULT VEHICLE JOYSTICK KEYBOARD DIRECTION UP Q ADVANCE DOWN A RETREAT RIGHT L MOVE RIGHT LEFT K MOVE LEFT BUTTON SPACEBAR FIRE LASERS P PAUSE Cursor keys can also be used. To launch a bomb with joystick, press the fire button whilst pushing the joystick forward. You are unable to move forward whilst launching a bomb. Brought to you by DR.J. and Sewersoft..... MAD PROFESSOR MARIARTI Mad Professor Mariarti is a short sighted professor. The people who know him say he is a bit of an eccentric, most people say he is raving mad! He lives in a large rambling house, and every room is full of his weird and wonderful inventions, most of which have no obvious use. One day he receives a letter from the Lord Mayor: Dear Professor Mariarti, I have been instructed by the town's people to write to you. They are worried about your inventions, I really do feel that they have a point. Your manic chip making machine is the last straw. We really cannot have manic computer chips running around the streets frightening the town's folk. I am giving you one weeks notice to close down your laboratories which I must point out you have not gained planning permission for. I am also asking the local director of the town's lunatic asylum, Doctor Headbender, to call and see you. I strongly suggest that everything is back to normal before he calls on you. PS That Cyboration Molecular Recalibrator you made for me is acting a little strangely. My wife put the dinner plates into it and they turned into a very expensive looking porcelain tea service. However, we did not have the same success with a silver bracelet, this has turned into yellow plastic! Your friend always. The Lord Mayor. Professor Mariarti must close down his five laboratories or Doctor Headbender takes him away and locks him in the lunatic asylum. He needs your help! On loading the game you will be presented with a screen showing five doors. Here you can select the laboratory you wish to shut down. Simply stand in front of the door of your choice and jump and you will enter the room. The laboratories are: Chemical Research, Space Rocket Development, Computer Science, Biological Observations and the Mystery Laboratory. He can close down each laboratory in any order, but the mystery laboratory can only be entered when the first four have been closed down. Closing down the laboratory is no easy task. You must solve strange puzzles and avoid nasty monsters like Chip Worms, Mutant Masticaters and Evil Flasks, etc. Scattered around each laboratory are tokens which when collected can be used at the tool vending machines, one of which is sited within each of the first four laboratories. At the tool vending machine you will be allowed to buy more effective weapons depending on the number of tokens you have. The weapons are Spanners, Screw-drivers, Bolt-gun, Flame-thrower, Laser-gun and Virus- Killer. The mutant morbid monsters that patrol the rooms can be stunned or destroyed by throwing or firing the tools at them. Nasties require multiple hits if they are to be stopped. The number of hits are determined by the toughness of the enemy and by which weapon you are using. The weakest you can have is a spanner and the most powerful is the laser gun. If an enemy is stunned you may walk safely past it while the stars are flashing. If they are destroyed they will vanish for a few seconds and then reappear in a puff of smoke. To shut down a laboratory he must turn off the power and escape back to the main entrance. But before he can get to the switch various puzzles must be solved by using the artifacts he finds around the rooms. To collect an object simply touch it with the professor's feet and the item will appear in the inventory window (Bottom left of screen). The item currently in use is depicted in the center of the object window. The professor only has a limited amount of energy. This is shown by the bubbling flask of liquid at the bottom right of the screen. When he touches a monster or acid puddle, etc. this is depleted. If the liquid should run out then he will fall over from the lack of energy. Be careful where you tread because some things can deplete all his energy instantly. He gets five flasks of energy to aid him. The remaining flasks are shown as hearts on the control panel. When all the flasks have been used up, he is thrown in the lunatic asylum by Doctor Headbender. Keep looking at the message window. It can give you hints and clues on how to complete certain puzzles. And watch the professor in the action widow because this can show you the effects of any items he collects in his quest. JOYSTICK CONTROLS POSITIONS WITHOUT FIRE PRESSED: North Climb or Jump up NE Jump right East Walk right South Climb down West Walk left NW Jump left POSITIONS WITH FIRE PRESSED: North Roll objects up East Shoot right South Roll Objects down West Shoot left Each level has a piece of music which can be toggled on or off by selecting the compact-disc and holding down the fire button for around three seconds. To choose language: English Press f4 German Press f5 French Press f6 Italian Press f7 DR.J U.S.A. MIAMI VICE INTRODUCTION You are about to re-live all of the excitement of the television series, so grab your Ray-bans and forget your socks, Crockett and Tubbs are taking you on a crime-fighting spree, Miami style! You control Crockett and Tubbs as they embark on eight thrilling adventures. From the moment Lieutenant Castillo delivers your realistic assignment, to the ferocious final assault, you'll face non-stop action in your race to bring to justice some of the cruelest and coolest criminals that ever threatened this tropical paradise. Combining all of the excitement of car chases, boat chases, airplane chases, and blazing shoot-outs, Miami Vice brings a new level of action to your computer screen. OPERATION After you press P to play the game, Castillo's office will appear. The Lieutenant is seated behind his desk at police headquarters. He will deliver your assignment to you as it comes across the teletype. Press the space bar to go on to your first assignment in the warehouse. SCREEN LAYOUT On all eight levels, some vital information is displayed across the bottom of the screen. The small men on the left-hand side represent the number of lives you have remaining, including your current one. You start the game with five lives. Next to the men, three small shields are displayed. When you begin the game these shields are blank (see Completing all eight levels for information on how shields are obtained). Your current score is shown on the rightmost side of the screen. What is displayed in the center of the bottom of the screen is dependent upon the specific level. See the sections on the individual levels for details. PLAYING THE GAME There are two types of games in Miami Vice, two character games and vehicle games. In the two character games (e.g. warehouse, dock Stiltsville, etc,) you must control both Crockett and Tubbs. The name of the currently active character is shown at the bottom of the screen. To switch between characters, press the spacebar. Each of the eight games operates slightly differently. The following section describes each game in more detail along with providing hints for each level. For each level that you complete, you are awarded one hundred points. You can also earn bonuses for speedy completion of any level. JOYSTICK OPERATION Two character games UP stand up if in a kneeling position climb up if in front of a ladder DOWN kneel down and aim gun climb down if above a ladder LEFT move to the left RIGHT move to the right UP/LEFT aim gun to the left UP/RIGHT aim gun to the right FIRE fire gun SPACE switch between Crockett and Tubbs Vehicle games UP accelerate car or boat decrease altitude of airplane DOWN decelerate car or boat increase altitude of airplane LEFT move left RIGHT move right FIRE fir gun (not available in boat chase) COMPLETING ALL EIGHT LEVELS If you really have what it takes to be a vice cop and survive all eight levels of the game, you will earn a Medal of Service. You will be presented your medal by Lieutenant Castillo. Don't bask in glory for too long, because before you know it, you are back on the streets battling crime. You will start again at level one. However, the action has picked up. Bullets fly faster, criminals move faster and bombs become harder to avoid. You can be awarded up to three medals, each more valuable than the previous, providing 32 levels of excitement. Your medals will be displayed on the bottom of the screen on all levels. THE GAME You have been sent to an abandoned warehouse that is suspected to be used by drug smugglers. Waiting for you when you arrive is a lookout and a ferocious guard dog. Your goal is to have Crockett and Tubbs exit through the top floor of the warehouse. Be careful, several unexpected surprises await you. Crockett and Tubbs can move up or down on the ladders or in the elevators. Once they both reach the top level, bombs will begin flying in from the left-hand side. You will need to shoot these bombs as you inch closer and closer to the exit. Both characters must get to the left of the hook hanging on the chain. PLAY TIPS *Shoot the bombs coming in from the side before they can get near you and explode. *You can lure the dog by walking past him on the level above or below. *Keep Crockett and Tubbs close together as you maneuver them towards the exit. *Bombs on the ground floor will eventually stop coming. Stay on this level and shoot them until they stop. LEVEL TWO: CAR CHASE After leaving the warehouse, you get a call to go immediately to the docks. On your way, you run across a wanted criminal racing through the streets of Miami in his sports car. While chasing the car, you must shoot at it to disable it. A passenger in the suspects car returns your fire. In the middle of the bottom of the screen are three colored bars. The top (gray) bar represents damage to the suspects car from gun fire. The middle (white) bar represents the number of bullets fired by the suspects that have struck your car. The lower (red) bar represents damage to your car from collisions with obstacles. If the white or red bar reaches the right hand side, you must start over on this level. PLAY TIPS *Avoid oil slicks, pedestrians, and other obstacles. *Watch out for shots fired from the suspects car. *Disable suspects car before you reach your destination. *A head-on collision with another car will cost you one life. LEVEL THREE: THE DOCK By the time you arrive at the dock, the suspects have already sped away in their speed boat. You must get to your boat to pursue them across the bay. That won't be very easy, they have left someone behind with explosives to slow you down. Crockett and Tubbs must make their way across the bottom of the screen to the exit on the right-hand side. Standing in their way are two openings in the dock which they can't jump over. PLAY TIPS *There are various levers and switches you may need to use. Some you will need to push or pull, others you may have to shoot. *Be careful or the suspect may permanently block your exit. LEVEL FOUR: BOAT CHASE When you finally reach your powerful speed boat, you catch a glimpse of the suspects racing off across Biscayne Bay. This chase will not be easy. The waters are full of swimmers, divers, channel markers, small islands and much more. Use all of your skill as a boat driver to dart through the congested water in pursuit of the suspects' boat. The red bar graph in the middle of the bottom of the screen indicates the damage sustained by your boat. Damage will occur from collision with any of the multitude of obstacles in your path. As you progress, your boat gets closer and closer to the top of the screen, giving you less time to react to upcoming hazards. PLAY TIPS *Avoid all of the obstacles in the water. *Drive as fast as possible to increase your speedy arrest bonus. LEVEL FIVE: STILTSVILLE It seems the suspects were headed for Stiltsville, a group of vacation homes built on stilts in the middle of Biscayne Bay. They are using one of the homes as a hideout. Tied up to this house is a seaplane. They will stop short of nothing to keep you from reaching the plane before them. You must negotiate your way from the houses on the left to the house on the right and exit on the bottom right. Beware of the many people left behind to stop you. PLAY TIPS *Watch out for bombs coming from above and from the side. *Keep both Crockett and Tubbs moving as much as possible. *Use the wire tied between the two houses to cross over. Push the joystick up and pull and hold the trigger to slide across the wire. LEVEL SIX: PLANE CHASE You manage to survive Stiltsville, but two of the suspects got away in the seaplane. You are picked up by a police airplane so that you can follow the suspects. The skies over Miami are dangerous. You are confronted by numerous drug planes and weather balloons. You can either fly above, below or round these obstacles, or shoot them out of the sky. PLAY TIPS *You can not fly above the highest obstacles or below the lowest ones. *The more objects you shoot, the more points you get. LEVEL SEVEN: PARACHUTE You pursue the suspects plane over the Everglades. The plane circles and lands at a small private airstrip near a large walled in complex of buildings. You decide that the only way to continue your pursuit is to parachute out of your airplane. Shortly after leaping from the plane, you are confronted with a barrage of anti-aircraft fire As you see shots nearing, you must steer your chute the other way. It takes several minutes to reach the ground, so you must remain alert. The gray bar graph in the middle of the bottom of the screen shows how much damage your parachute has sustained. If the graph reaches the righthand side, your chute will fail. PLAY TIPS *As a shot approaches, steer away from the direction in which the shot is originating. *Shots will only damage your parachute if they are in your field of view when they explode. LEVEL EIGHT: FINAL ASSAULT Upon landing beside the complex, you realize that it is a large base used by many suspected criminals. The lookouts are now on full alert after seeing you drop from the police airplane. It is up to you to make your way up the outside wall of the complex and lead a raid through the main gates. It won't be so easy though, lookouts are waiting for you with explosives. If you survive this level, you will be presented with a Medal of Service. PLAY TIPS *Keep both Crockett and Tubbs moving as much as possible. *Crockett and Tubbs must both reach the main gate to complete this level. Sewer Software presents..... RORKE'S DRIFT HISTORICAL BACKGROUND Just after noon on January 22nd, 1879, the British army undertook the first engagement with the Zulu empire. Wrongly, they assumed they were fighting ignorant savages. Yet already they ruled an impressive empire which covered a large area of Southern africa. An army of over 50,000 men had trained hard, and led by their King--Cetshwayo, had become a highly disciplined fighting machine. The British encampment at Isandhlwana was unprepared for the coordinated assault directed against them, and the column was annihilated. An army of 4,000 warriors then pressed on to the British outpost at Rorke's Drift. Here stood a church and a hospital in which there were 36 wounded and sick soldiers. There were just 101 able-bodied men. Led by their highest ranking officer, a lieutenant of the Royal engineers called Chard, the Redcoats built a perimeter of barricades from mealie bags and wooden crates. The battle that followed was full of bravery and devotiOn to duty on both sides and eleven Victoria Crosses were won by the British defenders. The re-creation of this incredible chapter in history took many months work by an experienced wargames designer--and countless hours of research went into making sure it feels and plays like the original encounter. Each character is represented individually on the battlefield. A pose has been drawn for every order, 80 in all, allowing him to face any one of 8 directions whilst standing, kneeling, firing etc. Attention as been paid to ease of use. As a result this simulation is fully mouse-driven. You will control each of the 137 men (including the wounded, who played--and play--an active part of the battle). You will decide when they advance, retreat, rest, aim, fight and fire. each man has his own skill-level for shooting and fighting hand-to-hand. He also has an individual level for his health and his ammunition. LOADING Place disk in the disk drive and switch your computer on. We would recommend formatting a spare disk before starting to enable you to save a game. GETTING STARTED On the title screen, first select the language you would like the text to be displayed in by using the mouse and clicking on the appropriate flag. Then click on either the PLATO logo--to start the game where the Zulus will follow the attack pattern that actually occured, or the IMPRESSIONS logo where each time you play the Zulus will vary their strategy. ORDER OF PLAY The game has two distinct phases: command and battle. In the command phase, no movement or fighting takes place--the game is paused. In this phase you give orders to as many of your men as you wish. In the battle phase--the simulation runs, the Zulus move and attack, your orders are carried out--the battle takes place! VICTORY CONDITIONS For you, commanding the British forces, victory is out of the question--survival is your goal. The battle starts at 5:30pm on 22nd January and finishes when either you are wiped out or at 7:00am on the 23rd of January. THE COMMAND SCREEN Disk icon: This enables you to save (and load) game positions. You can save up to 3 games on a diskette. Note: if you wish to exit this screen without saving click yellow arrow to exit. Throughout the game the yellow arrow signifies exit. Clock icon: The simulation starts at 4:30 pm on 22nd January. You have completed the construction of your defences. You have an hour to deploy your men. Once you have deployed you can move the clock forward to 5:30pm (when the Zulus first attack) by clicking on it. During the battle, if you click on the clock, you will go into "fast battle" phase--where a summary of events is displayed while the action continues in the background. This option allows you to accelerate the game. Map icon: A map of Rorke's Drift is displayed. Clicking on any part of it takes you to that part of the area, and a new set of icons appears at the bottom of the screen. From left to right, the icons show: defense, strength, marksmanship, ammunition and health status. The numbers are out of a 100, with 100 being the best/highest. Red Cross icon: shows the number alive, injured and dead for each side. Exit icon: Switches to battle phase. ORDER SCREEN You turn the man to face in the direction you want, click on either of the curved yellow arrows. The top left gets the man to stand easy. The one to the right gets him to use his specialist skills: Private--fights Sergeant--fights Officer--fights Medic--attempts to heal the wounded around him. Quartermaster/storeman--will fill ammo bags of the soldiers near him with bullets (70 bullets per man). The next three commands only apply to the soldiers. They allow you to get him to aim and reload while kneeling, aim and reload while standing or Fire! The final icon on the left hand side gets the soldier to move. There are three speeds: walk (signified by 1 soldier), run (shown by 2) and charge (shown by 3). Walk also allows the soldier to climb over certain parts of the terrain, like the barricades. If you charge, your strength will decrease until you become worn out! At the end of the charge, your soldier will immediately switch to fight mode. Having given your order, click on the exit icon--to confirm you've finished. You can come back and change the order if you wish. MOVE COMMAND Having clicked on the speed, the mouse pointer will turn yellow and the order icon disappear to reveal the battlefield. Click the pointer over the area you want the man to go. When you switch to battle phase he'll go! Note: a yellow cross sometimes appears to denote where a soldier is currently travelling to. Also 'soldiers' cannot climb over one another or through brick walls! FIRE COMMAND Having clicked on the fire icon, assuming you have a loaded gun, the order menu will disappear to reveal the battle field. Using the yellow mouse pointer click on the target you wish to hit. The result will appear. You will have to reload your gun, before you can fire again. Reloading only takes during the battle phase--only 1 shot per soldier per turn is allowed. Whether the shot hits the target depends on which direction the soldier is facing (don't try and fire behind your back), whether he is aiming and for how long, the distance between the gun and the target, the soldiers firing ability, and whether there are any obstructions in the line of fire (don't try firing through brick walls!). Soldiers kneeling are unable to fire over sandbags. REPEAT ORDER: Having issued a command, you can get that order carried out by other soldiers--this is very useful for keeping soldiers in formation while they move. Just click on the soldiers number and rank at the bottom of the screen. The pointer will turn yellow to indicate that you are in repeat order mode. Just point at and click on the soldiers and they will carry out the order. This feature significantly decreases the time you need to spend on giving out 'individual' orders. To finish just click on the soldiers number and rank to return to the normal command phase. Note: Repeat order does not work for firing. NEXT SOLDIER Having finished giving order to a soldier, you can select the next man in a number of ways. If you can see the man you want just click on him, you can use the up and down arrows in the bottom corners to move through the ranks or by displaying the map, bringing up the part of the battlefield that you are interested in and then clicking on your man. HAND TO HAND FIGHTING During the battle phase, should a Zulu or a soldier meet, they will engage in hand to hand combat. The outcome will depend on their individual abilities (attack/defense), current strength and the amount of cover if any). The results of the fighting will be displayed to you after each round. MAP CO-ORDINATES: The X (left/right) and Y (up/down) co-ordinates showing the location of the window are displayed at the top left hand side of the screen. (0.0 is the top left of the map). BATTLE PHASE The battle will continue until the left mouse button is held down and released. You will then go back into command phase. To move around the battlefield move the pointer to the edge of the screen. The battlefield will then scroll. When you leave the battle phase, on entering the command panel, if there are any unreported fight results, they will appear. If you click on the reports exit icon, no more will be displayed. Click off the report and the next report will be displayed. Continue clicking until no more appear. Note: if you click on the report card itself, the screen will switch to the battle area so that you can see exactly where the action took place. Sewersoft presents..... STEEL OBJECT OF THE GAME To collect 8 cartridges around the complex and to activate the cartridge slots by de-activating the 8 active terminals, allowing the cartridges to be inserted into the cartridges slots. The 8 cartridge slots are all located in one room somewhere in the complex. When your droid is near to the cartridge room you are warned by the proximity alert in the centre of the score panel. THE SUB-GAME To enter the sub-game, push the joystick up at an active terminal (indicated by a yellow light). Once in the terminal, the object is to shoot the data-bus on the right hand side of the screen within a set time limit. This is made difficult by rotating drivers in front of the bus. The drivers must be shot away by continuous laser fire. Also, the piece fired from the drivers must be avoided as they deplete the timer in the top left of the screen. As well as the pieces of the drivers flying towards you, occasionally icons will appear. There are four of these icons, and to use one, simply let it float into your cannon. The coloured icon with and 'R' on it will enable rapid fire if collected. The metallic looking 'S' icon will slow up your cannon for 5 seconds, leaving you vulnerable to the flying debris from the drivers. The coloured 'D'-shaped icon will decrease the timer by 10 seconds, resulting in your having less time to destroy the bus, and the last icon, a metallic bullet-shaped object, will increase the timer by 10 seconds. If you fail to complete the sub-game, your droid loses some of his energy supply. Each time you complete the sub-game, a cartridge slot in the cartridge room is activated. Then you find the room and insert the cartridge you have collected. Up to three cartridges can be carried at one time (shown at the bottom of the panel). CARTRIDGES Cartridges are purple, and are found in housing magazines which have a red light on top of them. FUEL Re-fueling can be done at re-fueling points located randomly around the complex. These are identified by the oscillating graph on their screens. Pushing up on the joystick and pressing the fire button replenishes energy, pushing down and pressing fire deplenishes it. Energy costs you score. Warnings appear on screen when your energy gets too low or too high. TERMINALS These resemble computer terminals, and have information scrolling on them. If the light is yellow, it is active, if it's red then it's inactive. DROIDS The droids found throughout the complex have different characteristics and strengths. Some retreat, others continue to bump you, and some bounce off you and fire a laser at you. The different types of droid will become apparent during the game. in the shop. Now, you want to buy some cheese, but you have no money. Take us through it, if you will. Wossname: Alright, chief. First thing I need to do is find some cash, since my credit isn't too good around cheese shops generally. So, I'd probably have a good look under the table - you never know what you might find, narmean? >LOOK UNDER THE TABLE YOU FIND A COIN What a stroke of luck! Right, things get easy from here on in >GET WOSSNAME YOU HAVE NOW GOT THE COIN Werl now, flush with cash, I can stroll on up to the shopkeeper and enquire after a nice juicy piece of cheddar. >ASK SHOPKEEPER ABOUT CHEDDAR Now, the geezer will probably waffle on about how incredibly tasty all this expensive foreign muck is. Don't worry, I won't fall for the sales pitch, I'll get straight to the point >ASK HIM FOR THE CHEDDAR CHEESE THE SHOPKEEPER SAYS, "NO, IT IS MINE." Werl, no harm in trying is there? Looks like I'll just have to pay for it >BUY THE CHEDDAR CHEESE FROM HIM WITH THE COIN Now, assuming inflation hasn't gone through the roof since I last bought some cheese, I should end up with my lump of cheddar. SHORTER WAYS OF DOING ALL THE OTHER STUFF IG: You make it all sound so easy. Tell me, are there any short cuts? Tricks of the trade, that kind of thing? Wossname: Werl, when you've been doing this kind of thing for as long as I have, you get to know a trick or two, narmean? IG: No. Tell us. Wossname: Okay, tell you what, I'll give you two versions of the same thing. One the long way round and the other using a few short cuts. First, the long way >GO NORTHWEST AND GET THE CHEESE AND THE SANDWICH THEN GET THE KNIFE THAT IS ON THE TABLE AND USE THE KNIFE TO CUT THE SANDWICH And the shorter version: >NW, G CHEESE, SANDWICH, KNIFE, CUT SANDWICH WI IT IG: Fascinating. Are there any more? Wossname: A few, yeah IG: Could you tell us what they are? Wossname: S'pose I could. The main ones are obviously the eight points of the compass. You know, like NW for NORTHWEST and U for UP. Then, of course, there's L for LOOK, DR for DROP and I for INVENTORY. Er, F for FROM is pretty useful, and PN for PRONOUNS comes in handy too - that way you know what the wossname is, narmean? OTHER THINGS THAT HAVE NOTHING TO DO WITH CHEESE AT ALL IG: So, is that everything you need to know before embarking on your assignment? Wossname: Pretty much. There's a few other things like INVENTORY for when you want to find out what you're carrying and wearing. Or there's EXITS what tells you which ways you could go. Another one is AGAIN - very useful that. IG: Could you demonstrate it's application? Wossname: Werl, if you was to get really annoyed, you might >BANG HEAD ON WALL Now, it could be that you thought it was something that you should try more often. If you did then you'd say >AGAIN Which would do it again, narmean? IG: Surprisingly, yes. What else is there? Wossname: SCORE is a good one: let's you know how things are going generally, and how you're luck's holding out. Er, what else? Oh, yeah, when you've had enough you can QUIT. Or, if you want some more, you can RESTART. There's some other stuff, but it varies depending on yer circumstances, narmean? Anyway, there's a Departmental memo you can read as will tell you all about it. IG: Well, I've certainly enjoyed our discussion and think we can safely say that our readers will be better informed once they've read this. Thank you for your time. Wossname: Is that it? IG: Yes. Wossname: Oh, Bye then. IG: Bye Big Boy's Got It Sussed - BUT HE'S NOT TELLING Renegade Guardian Len "Big Boy" Jobsworth claims to have cracked the secret of the Jannedor crisis writes Justin Dearie. The amazing Big Boy has compiled a secret dossier which should solve all our problems. But when asked for the secret, Big Boy just smiled. "Har har har!" laughed Big Boy. "If I was to show you my thingie, you wouldn't know what to do with it." But Big Boy DID reveal that his dossier can be decoded by a "computer". And we persuaded him to give us sight of the code version. "I can show you this," said Big Boy, "because none of your readers will know what it means. "What they won't realise - 'coz you're too drunk to tell them - is that all they've got to do, if they get wossname, stuck, is type HINT at the computer, then the bits inside wossnames. Brackets. "The computer'll work it all out and give them the answer. "Clever things, computer," boasted Wossname, "but even they can have enough. If you get a "+" sign after it's told you the answer, you might think to yourself: 'Eh? What?' "But all you do is type the next secret code line and you'll get the rest of the answer. "Mind you, I'm not letting you in on all this. I'm keeping it to myself," said a steadily more intoxicated Big Boy. "My lips are sealed," he added, cramming in a huge lump of sandwich before falling senseless to the floor. So we stole his dossier: How do I get off the bus? Where do I get off the bus? How do I get past the bull? How do I get past the barbed-wire fence? How do I see in the dark? How do I catch a mouse? How do I open Xam's mailbox? Why does the mad gardener run away with the sack? How do I get the oil? How do I repair the canoe? How do I get past the mound of dirt? How do I reach the chandelier? What do I do in the bakery? What do I do in the bakery kitchen? How do I get back out past the baker? How do I get rid of the postmistress? How do I crack the safe? How do I put out the pub fire? How do I get into the clockmaker's shop? How do I reach the girder? How do I climb the ladder? What do I do with the weathermen? What do I do with the cloud? How do I get the train ticket? Why do I keep falling off the train roof? How do I catch the train? How do I cross the precipice to the castle? How do I get past the goaler? How do I get out of the cell? How do I open the dome? Why do I keep going through the wrong door? Why does the witch always catch me when I walk into her chamber? How do I kill the witch? I've finished the game but I don't have a full score, why? (Phew!!! the end at last....) Sewer Software presents..... **** DESKTOP PUBLISHER ST **** by Timeworks. (NOTE: The page numbers of this manual have been left, in order to make its usage easier with the contents page. However, they will not correspond to actual pages if printed out.) * TABLE OF CONTENTS * SECTION I - GETTING STARTED 1. INTRODUCTION ............................................... 1 -> System Requirements ..................................... 2 -> What's in the Package? .................................. 2 -> How to Use This Manual .................................. 2 -> How Does the Publisher Work? ............................ 3 2. THE PRELIMINARIES .......................................... 4 -> Using the Mouse ......................................... 4 -> The GEM Icons ........................................... 4 -> A Note on Desk Accessories .............................. 5 -> Back Up Your Disks! ..................................... 5 -> Formatting Data Disks ................................... 5 -> Installing the Publisher ................................ 6 -> Running the INSTALL Program ............................. 6 -> Running the FONT WIDTHS Program ......................... 7 -> Modifying Your Configuration ............................ 7 3. A PROGRAM OVERVIEW ......................................... 7 -> Learning the Icons and Terms ............................ 7 The Desktop ........................................... 7 The Program Pointers .................................. 9 -> Finding Your Way Around Your Document ................... 9 The Scroll Bars ....................................... 9 Page View Sizing ...................................... 9 Moving to Another Page ................................ 9 Moving the Cursor ..................................... 10 -> How to Get Help ......................................... 10 4. THE QUICK-START MINI-MANUAL ................................ 10 -> Starting the Publisher .................................. 10 -> Starting a Document ..................................... 12 -> Displaying the Master Page .............................. 12 Drawing Frames ........................................ 12  Copying and Moving Frames ............................. 13 Sizing Frames ......................................... 13 -> Adding Text ............................................. 13 Importing a Story ..................................... 13 Zooming In and Out .................................... 14 Editing the Story ..................................... 14 Typing in a Headline .................................. 15 -> Formatting Text with a Paragraph Style .................. 15 Changing Fonts and Point Sizes ........................ 16 Turning Hyphenation Off ............................... 17 Changing the Justification Format ..................... 17 -> Adding Graphics ......................................... 17 Pasting in a Picture .................................. 17 Cropping the Picture .................................. 18 Scaling the Picture ................................... 18 -> Saving, Printing and Quitting ........................... 18 Saving Your Document .................................. 19 Printing .............................................. 19 Quitting the Publisher ................................ 19 SECTION II - THE FIVE STEPS TO DESKTOP PUBLISHING 5. STEP 1 - PAGE LAYOUT ....................................... 20 -> Starting a Document and Loading a Style Sheet ........... 20 Opening an Existing Document .......................... 20 Finding the Status of a Document ...................... 20 -> Setting Up Your Page Format ............................. 20 Paper Size ............................................ 21 Page Orientation ...................................... 21 Right and Left Pages .................................. 21 -> The Master Page ......................................... 21 Displaying the Master Page ............................ 21 Adding and Deleting Pages ............................. 22 -> Frames .................................................. 22 Frame Placement Aids .................................. 22 Frames ................................................ 23 Frame Borders and Tints ............................... 25 6. STEP 2 - ADDING TEXT ....................................... 25 -> Importing Text .......................................... 25 Special Features of Importing Text .................... 26 -> Editing Text ............................................ 27 Find and Replace Editing .............................. 27 -> Typing in New Text ...................................... 27 -> Using a Style Sheet ..................................... 28 Saving the Style Sheet ................................ 28 -> Adding Headers and Footers .............................. 28 -> Designing Paragraphs .................................... 29 Creating a New Paragraph Style ........................ 29 Changing the Style of an Existing Paragraph ........... 29 Deleting an Unwanted Paragraph Style .................. 29 Assigning Function Keys ............................... 30 -> Paragraph Indents and Margins ........................... 30 -> Justification ........................................... 30 -> Bullets ................................................. 30 -> Setting Tabs ............................................ 31 Aligning Text at a Tab Point .......................... 31 Using Leaders ......................................... 31 -> Controlling Text Spacing ................................ 32 Spacing between Two Characters (Kerning) .............. 32 Hyphenation ........................................... 32 Soft Hyphens .......................................... 32 Fixed Spaces .......................................... 33 Spacing between Words ................................. 33 Spacing between Lines ................................. 33 -> Changing Font and Point Size ............................ 33 The Character Set ..................................... 33 -> Linking Story Frames Together ........................... 34 -> Text Runaround .......................................... 34 -> Working in Blocks of Text ............................... 35 Cutting a Block of Text ............................... 35 Copying a Block of Text ............................... 35 Pasting a Block of Text ............................... 35 Restyling a Block of Text ............................. 35 -> Deleting or Renaming a Story ............................ 36 7. STEP 3 - ADDING GRAPHICS ................................... 36 -> Importing Pictures ...................................... 36 -> Hiding the Pictures ..................................... 36 -> Editing Images .......................................... 37 Scaling a Picture ..................................... 37 Cropping a Picture .................................... 37 Touching up a Picture ................................. 37 -> Deleting a Picture ...................................... 37 -> Working with Objects .................................... 37 Sizing Objects ........................................ 38 Moving Objects ........................................ 38 Cutting and Pasting Objects ........................... 38 Stacking Objects ...................................... 38 -> Drawing Graphics ........................................ 38 Selecting a Frame ..................................... 38 Using the Drawing Tools ............................... 38 Changing the Line Style ............................... 39 Changing the Fill Style ............................... 39 8. STEP 4 - ADDING THE FINISHING TOUCHES ...................... 40 9. STEP 5 - PRINTING YOUR DOCUMENT ............................ 40 -> Some Notes on Printers .................................. 40 -> Adjusting the Printing Position ......................... 41 -> Quitting the Publisher .................................. 42 Saving Your Document with the Same Name ............... 42 Saving Your Document with a New Name .................. 42 SECTION III - PROGRAM REFERENCE GUIDE 10. THE MENU COMMNADS .......................................... 42 -> The DESK menu ........................................... 43 -> The FILE menu ........................................... 43 -> The EDIT menu ........................................... 45 -> The OPTIONS menu ........................................ 45 -> The PAGE menu ........................................... 47 -> The STYLE menu .......................................... 48 -> The TEXT menu ........................................... 49 -> The GRAPHICS menu ....................................... 52 -> The HELP menu ........................................... 53 -> Moving the Text Cursor .................................. 54 -> Text Editing Keys ....................................... 54 -> Quick Keys .............................................. 54 11. AN INTRODUCTION TO GRAPHIC DESIGN .......................... 55 -> Tips to Remember ........................................ 55 12. SAMPLE PUBLICATIONS ........................................ 56 -> A Sample Letter ......................................... 57 -> A Sample Resume ......................................... 57 -> A Sample Letterhead ..................................... 57 -> A Sample Invoice ........................................ 58 -> A Sample Newsletter ..................................... 58 -> Another Sample Newsletter ............................... 58 -> An Advertising Sample ................................... 58 -> A Sample Report ......................................... 59 13. APPENDIXES ................................................. 59 -> Troubleshooting ......................................... 59 General ............................................... 59 Fonts ................................................. 60 Frames ................................................ 60 Graphics .............................................. 61 Importing ............................................. 61 Paragraph Styling ..................................... 61 Printing .............................................. 62 Rulers and Grids ...................................... 62 Starting up the Publisher ............................. 62 Stories ............................................... 63 Text .................................................. 63 Tips .................................................. 63 Warnings .............................................. 64 -> Pre-call Checklist ...................................... 64 -> Glossary of the Publisher Terms ......................... 65 -> The Font Library ........................................ 70 -> The Art Library ......................................... 71 -> Installing Two Printers ................................. 71 -> Atari Printer Font Reference Sheet ...................... 72 ---------------------------------------------------------------------- SECTION I - GETTING STARTED 1. INTRODUCTION ---------------- Welcome to Timeworks Desktop Publisher ST! Timeworks Desktop Publishing for the ST gives you the power to design, write, add graphics to and print out your documents without all the cost and delay of using a designer and a typesetter. Now you can give all of your documents a nearly professional typeset appearance: -> newsletters -> flyers -> reports -> catalogs -> presentations -> brochures -> manuals Among the features that make the Timeworks Desktop Publisher ST truly special are: -> A GEM User Interface with drop-down menus, icons, scroll bars and dialog boxes to help you learn quickly and easily. -> Page layout flexibility that allows you to overlap, resize and reposition the various art and type elements in your documents. -> Built-in fonts - more than 1200 type-style combinations! In addition to the typefaces included, you may choose to add special effects to any of them by choosing bold, italic, underline, outline, light, superscript or subscript. -> Premium quality printouts, thanks to a special high-density format that lets you get the most from your dot matrix or laser printer. -> Importing capability - incorporate text or artwork from your other word processing or drawing programs. The possibilities are endless! -> Built-in graphics tool box lets you draw circles, lines, boxes and free forms with a variety of built-in fill patterns. -> True typesetting characteristics - you can micro-adjust both the vertical spacing (leading) or the horizontal spacing (kerning). -> Page Sizing - choose half-size, double-size, size-to-fit or two pages view for displaying your document on screen. This ability to zoom in and out lets you see just what you need to. With all this publishing power at your fingertips, the only limits are your own time and creativity. - 1 - SYSTEM REQUIREMENTS In order to use the Publisher, you will need the following: -> An Atari 520 or 1040ST; MEGA ST2 or MEGA ST4 computer -> One or two single-sided or double-sided disk drives; one disk drive plus a hard drive. -> A color or monochrome monitor. For best results, use the Publisher in high resolution on a monochrome monitor. However, you can use the program quite satisfactorily in medium resolution on a color monitor. Low resolution mode is not supported by this program. -> An Epson-compatible dot matrix printer or any of the follow printers: 1. Atari SLM 804 Laser Printer (Only with MEGA ST) 2. Any PostScript compatible printer (Laserwriter or Laserwriter +) 3. Hewlett-Packard LaserJet Plus; LaserJet II or compatible 4. Epson GQ 3500 5. Okidata Laserline 6 (512K) 6. Atari SMM 804 dot matrix printer 7. NEC P6 or P7 WHAT'S IN THE PACKAGE? The Publisher package should contain this User Manual and a binder to put it in, your Software Registration Card, an update and exchange policy card, a set of five Master Disks plus a Samples/Artwork disk and disk labels for your working copies of the Publisher. If you are missing any of the above, contact Timeworks Customer Service Department for a prompt replacement. With the GEM Desktop on screen and Master Disk 1 in your disk drive, double-click (press twice rapidly) the left mouse button with the pointer on the drive icon. You will notice that there will be a file called README.ASC. This file will contain any notes about the program since the manual was published. To view this file, use the mouse to position the pointer on the file icon and double-click the left mouse button or load it into any word processing program. HOW TO USE THIS MANUAL If you're like most of us, you probably can't wait to start using the Publisher to see what it can do. However, before you begin, read "Installing the Publisher" in the next chapter to set up the program with your equipment. NOTE: The Publisher can only be run after it has been properly installed. Once you've finished, move on the Chapter 3, "A Program Overview" and Chapter 4, "The Quick-start Mini-manual" for a quick tutorial in desktop publishing. If you encounter publishing terms that you're unfamiliar with, you'll find definitions of those we use in Chapter 13. - 2 - When you've mastered the basic techniques, you'll be ready to start producing sophisticated documents of your own. The rest of this manual (together with the index) provides you with detailed information to help you really get the best from the Publisher. There's even a chapter on the basics of graphic design. As you read the manual, you will notice that the keys you're instructed to press all appear in rounded corner boxes that resemble the keys on your keyboard. Words you are asked to type in appear in a bold type, selected to resemble typewriter type. Many of the menu commands in the Publisher have three dots (...) after them. The Go to Page... command is one example. This convention indicates that a Dialog Box will follow. HOW DOES THE PUBLISHER WORK? The Publisher works by allowing you to draw containers called "frames" anywhere on your page for holding text or artwork. You'll be able to decide your page size, how many columns you want on each page, the combination of typefaces, text styles and type sizes; the graphics and captions. And when your document is assembled just the way you want it, you can print it out. You won't have to waste paper doing lots of test runs either, because the Publisher is fully WYSIWYG. That means that What You see on the screen Is What You Get when you print out your documents. not only than, but the Publisher is versatile enough to use text and pictures from some of the most popular word processing and art programs on the market. This means that you can continue to use your favorite word processor and drawing or painting package and import your text and graphics into the Publisher. The first step in creating a document is to draw rectangular frames on your page. Frames are not printed out, but act rather as "containers" for text and graphics. When you move a frame, the text and graphics in the frame will move right along with it. You can create fully formatted text with your word processor and import it straight into the Publisher without having to restyle it. Or, you can import text in plain ASCII format and the restyle it in the Publisher. Once you've imported your text, the Publisher not only includes word processing features that let you edit your text on the screen as you go, but automatically hyphenates your text at the right margin for you. With your text on screen, you can begin creating styles for the different types of paragraphs in your document. Each paragraph style takes care of a host of typographical and layout features such as: justification, bullets, indents, tab stops and much more. Once you've defined a paragraph style (say for a heading), you can use it over and over again to make the headings in all your documents look exactly the same. You can also include pictures in your document from DEGAS, Neochrome, GEM Draw, GEM Paint and Easy Draw. Once a picture is loaded into a frame, you can edit it (if it is a bit-mapped image file) using the Publisher's drawing facility. The key to pulling document creation all together is the style sheet. The style sheet is the "blueprint" for the document and contains all the page layout information and the paragraph styles. - 3 - The Publisher combines your text and pictures according to the style sheet to create your final document. Using a style sheet helps assure that your documents have a uniform professional appearance. Now that we've introduced you to the Publisher, let's get you up and running! 2. THE PRELIMINARIES --------------------- Before you begin using the Publisher, you will need to install the program. The first step is formatting some disks. Before beginning, however, let's review mouse procedures. USING THE MOUSE Some of the terms used in this manual tell you to do something with the mouse: CLICK - Press and release the left mouse button once. DOUBLE-CLICK - Click the left mouse button twice quickly. If the icon that you double-click on just reverses color, but nothing appears to be happening on your screen or in the disk drive, you need to double-click more quickly. Try double-clicking again. DRAG - Press and hold down the left mouse button while you move a pointer. You might use this function to move a frame from one part of the page to another. SELECT - Position the pointer where you want it and click the left mouse button. You can still use the keyboard even if you're using the mouse. Instead of clicking on some of the menu commands, for example, you can use "Quick key" shortcuts. For more about these shortcuts, see Chapter 10. THE GEM ICONS Before using the Publisher, you should become familiar with the Atari 520ST, 1040ST or MEGA ST computer manual, which you received with your computer. That manual will tell you all about the GEM Desktop. The Desktop consists of the pictures (called "icons") that you see on the screen when you turn on your computer. Some of these icons represent your hardware, while others represent files or programs. You can select an icon using the mouse. Connect the mouse to joyport 0 on your computer. Then watch the pointer on your screen move as you move the mouse across your work surface. After you move the pointer to an icon, you can select that item by clicking on the left mouse button. (The right mouse button is inactive in the Publisher.) Sometimes you can skip a step in the program by "double- clicking" on the button. - 4 - A NOTE ON DESK ACCESSORIES Because the Publisher is a very large program, it is not recommended that you use desk accessories such as the Control Panel or Partner ST with a 512K computer. The STARTUP disk created will not have any desk accessories on it. If you have a computer with a hard disk, you should disable any accessories on Drive C by renaming them or copying them to another disk or folder. The Publisher is a powerful program - it can use all the memory you can give it. BACK UP YOUR DISKS! Before you do anything else with the Publisher, we strongly recommend that you make spare copies (called back-up copies) of the Master Disks. This is to make sure that you will always have a usable version of the program should anything happen to any of your disks. You will find instructions for copying disks in your Atari manual. Once you've made your back-up copies, store the original disks away from heat, dust and magnetism - as in audio speakers - and use your new copies to install the Publisher. FORMATTING DATA DISKS If you have a double-sided (drive(s), you must prepare three disks for use with Publisher ST. Single-sided drive users will need to prepare four. This process is called "formatting". To format a disk, follow these steps: 1. Turn on your computer, monitor and disk drive. The GEM Desktop will appear on your display. 2. Place a blank disk in your disk drive. Use the mouse to move the arrow to the icon for your drive and click the left mouse button once. 3. Use the mouse to select the "Format" option on the FILE menu. You will see a Dialog Box with a warning message. 4. If you clicked on OK, you will see a second Dialog Box. The cursor will be on a line labeled "Disk Label". Type in a name for this disk, such as "Data" or "Startup". Do not press RETURN. 5. Move the arrow to "Single Sided" or "Double Sided" at the bottom of this box. If you are using an Atari SF354 disk drive, or if you are using an SF314 disk drive with a single-sided disk, click on "Single Sided". If you are using an SF314 disk drive with a double-sided disk, click on "Double sided". (The 1040ST's built-in drive is double-sided. 520ST with built-in drives have single-sided drives. 6. Click on "Format" to start the formatting process. When the disk is formatted, you will see another Dialog Box telling you how many bytes are available for storage on this disk. Click on the OK box. You will return to the Format Box (the box asking for a "Disk Label"), and you will be able to format another disk. To return to the Desktop, click on "Exit". - 5 - INSTALLING THE PUBLISHER One of the strengths of the Publisher is its ability to be used with a wide variety of hardware combinations. To ensure that the Publisher is tailored to fit your computer, printer and disk drive, you must first "install" it. NOTE: You cannot run the Publisher with the Master Disks. Use them to install the program onto blank, formatted disks or a hard disk. Before You Start... Before you start the installation process, you will need the following: -> For one or two single-sided drives - four blank formatted single- sided disks labeled STARTUP, WORK, FONTS, and DATA. -> For one or two double-sided drives - three blank formatted double- sided disks labeled STARTUP & WORK, FONTS and DATA. -> For a hard disk - at least one megabyte of free space, plus one blank formatted disk labeled STARTUP. The floppy disk will not be necessary if your hard disk autoboots. If you have one single-sided drive and one double-sided drive, install as if for two single-sided drives. You will also need the Master Disks supplied with the Publisher labeled MASTER DISK 1, MASTER DISK 2, MASTER DISK 3, MASTER DISK 4, MASTER DISK 5, and a SAMPLES DISK. RUNNING THE INSTALL PROGRAM From the GEM Desktop, insert your MASTER DISK 1 into the disk drive and open a window showing the files on the disk. Double-click on INSTALL.APP and wait a short time while the program loads. After the program has loaded, you will see the Installation Form displayed on the screen. Select the options for your disk drive(s) and printer. When you are satisfied that you have selected the correct options for your computer system, click on INSTALL. The program will carry out the installation and prompt you from time to time to swap disks. Installation will take a few minutes. So that you know what is happening at all times, status messages are displayed on the top line of the screen. When installation is complete, the program will reset the system. At this stage you will have the STARTUP disk in Drive A (and the FONTS disk in Drive B on dual disk drive systems). You are now ready to start the final part of the installation process by running the FONT WIDTHS program. This creates a file for the screen and printer fonts so the program knows the correct width of each character in each font. - 6 - RUNNING THE FONT WIDTHS PROGRAM From the GEM Desktop, for a one or two-drive floppy system, place the FONTS disk in a drive and open the appropriate drive icon. If you have a hard disk, open a window into the PUBLISH folder. Find FONTWID.APP, double- click on it and then answer the prompts. The Font Width program will ask you if you have a PostScript compatible laser printer. If you answer "Yes", you will be asked about the type of fonts recognized by your printer: "Does your PostScript printer have standard fonts or LaserWriter Plus fonts?" MODIFYING YOUR CONFIGURATION If you upgrade your equipment at some time in the future, or if you make a mistake now during installation, you will need to reinstall the Publisher. To avoid the possibility of running out of disk space, you should reformat your work disks before reinstalling. 3. A PROGRAM OVERVIEW ---------------------- LEARNING THE ICONS AND TERMS - The Desktop - The Desktop is much like a designer's layout board and contains the tools you'll be using to move around the screen, around the program and around your documents. It will appear automatically right after the program title screen and looks like this: - The Menu Bar - At the top of the screen is the Menu Bar, which contains the names of the drop-down menus in the Publisher. Simply move the pointer up to the name of a menu. The menu options will drop down in view. When you want to remove the menu from the screen, click anywhere outside of the menu. To select a command, click on the mouse with the pointer on the command name in the menu. To see each complete menu with the choices defined in order, see Chapter 10. - The Title Bar - Just below the menu bar is the Title Bar. This shows you the name of the document you're working on and the folder and disk it was loaded from. - The Full Box - On the right-hand side of the title bar is the Full Box. Click on the Full Box to make the work area fill the entire screen. When the window is full, the Tool box and the Library will be hidden from view. If you want to return the work area to its previous size and reveal the Tool Box and Library, you can do one of the following: - 7 - -> Click on Show Tools in the OPTIONS menu, or -> Press ALT-H, or -> Click on the Full Box again. - The Close Box - On the left-hand side of the title bar is the Close Box. Click on the Close Box to abandon any edits you have made to your document or to load a style sheet. Another way of doing this is to select New... in the FILE menu. Whichever method you use, you'll be given the option of saving your document, abandoning your edits or canceling the command. - The Tool Box - The Tool Box is used to switch among the Publisher's four work modes: Frame, Paragraph, Text and Graphics. Located in the upper left corner of the screen, the tools appear as follows: Position the pointer and click on the mouse on the mode you want to work in. For example, to use the graphics drawing package, click on the Graphics tool. You can also switch among modes by pressing ALT-M. Note that the tool you choose will appear in reverse video. -The Library - The contents of the Library vary according to which mode is currently selected: -> In Frame mode, it will contain the names of the text or picture files in your document. -> In Paragraph mode, it will contain the names of the paragraph styles in the style sheet you're using. -> In Text mode, it will contain a list of text styles. -> In Graphics mode, the Library will contain the icons representing the various graphics drawing tools. You will never see more than one of the above at once on your screen, but to help you get the idea, we have superimposed libraries from the paragraph, text and graphics modes onto an original in the Frame mode: - The Page Icon - The page icon at the bottom left-hand corner of the Desktop tells yu which page(s) are currently displayed on the screen. If you have chosen to make separate left and right Master Pages, the folded top corner of the page is displayed on the left for a left-hand page and vice versa. Pages can be "turned over" by clicking on the arrows to the left and right of the icon. - The Work Area - The work area is the large area in the middle of the screen where your document is displayed. Depending on the size view you have selected, you may see a whole page, part of a page or two whole pages. More on this in a minute. - 8 - THE PROGRAM POINTERS The shape of the pointer will change when it is in different areas of the screen or is being used for different functions: Icon Where Used --------------------------------------------------------------- Pointer Outside of work area Pointing Hand Resizing frames or graphic objects Open cross Frame mode (double line) Paragraph mode I-Beam Text mode Crosshair Graphics mode Scissors Cropping graphics Grabber Hand Dragging frames or graphic objects There is also a special "busy bee" icon which replaces the pointer when the computer is carrying out a command you've given it. You won't be able to do anything with the Publisher while this icon is on screen. In addition, the Publisher will display a floppy disk icon when it is performing disk operations. A black disk indicates reading from disk while while disk signifies writing to disk. FINDING YOUR WAY AROUND YOUR DOCUMENT This section tells you how to move quickly around your documents and to view just the portion of the page you're working on. - The Scroll Bars - To the right of and beneath the work area are the GEM scroll bars. The scroll bars are used to move different areas of the page into the window. The stippled area on each scroll bar shows you how much of the page is outside of the window. To move the page, you can do any one of the following to the right-hand or vertical scroll bar: -> Click on the down arrow to see the next line down. -> Click on the shaded area to see the next whole screenful down. -> Drag the white Scroll Box down until the area you want is in view. -> To move towards the top of the current page, do exactly the opposite. -> You can move the page from left to right by doing the same things in the bottom or horizontal scroll bar. - Page View Sizing - Select these options from the PAGE menu. At Actual Size the view size is WYSIWYG (What You See Is What You Get). However, some lines of text will appear to be spaced differently on the screen than on the printed page because screen fonts and printer fonts are not exactly the same. In reduced views, very small text may appear "greeked" because the program is unable to display the actual shape of the letters. Other choices of Page Size are: Half, Double, Size to Fit and Two Pages. - Moving to Another Page - You can move from page to page within your document by doing one of the following: - 9 - Click on Go to Page... in the PAGE menu or press ALT-G to display the Go to Page... Dialog Box or click on one of the arrows on the Page icon. When the Go to Page... Dialog Box appears, type in the number of the page you want to move to and click on OK. If you don't type in a number, you'll go to the first page of your document. To display your document's Master Page, click the mouse on the check mark to the right of Go to Master Page in the Go to Page Dialog Box. - Moving the Cursor - When in the Text mode, you can move the cursor a character at a time using either the cursor keys or the mouse. Press CTRL-(left arrow) together to move the cursor left a word and CTRL-(right arrow) to move the cursor right a word. Before moving right into the Quick-start Mini-manual, let's get acquainted with an important menu. HOW TO GET HELP The Publisher will provide instant help information if you move the pointer to the HELP drop-down menu and click on one of the entries. You will see a from like this in the middle of the screen. Click on the NEXT "button" or press RETURN to look at the next page of Help text, and click on PREVIOUS to look at the preceding page. NOTE: Pressing RETURN always has the same effect as clicking on the button with the heavy black border. Once you have read as much of the Help text as you want, click on CANCEL. Now that you know your way around, let's start working with documents. 4. THE QUICK-START MINI-MANUAL ------------------------------- If you are new to desktop publishing, this chapter will give you a hands-on tutorial of the basic features of the Publisher. We'll teach you how to create a document, import text or graphics, and format text. You should be able to finish this section in about 45 minutes. Let's get started. The Quick-start Mini-manual contains precise directions for each step you must take, but don't hesitate to try out your own ideas, too. However, if you do, remember where you left off so that you can finish the Mini-manual later. STARTING THE PUBLISHER If you haven't installed the Publisher yet, do so now! You will find instructions on installing the program in Chapter 2. How you start the Publisher depends on whether your system has a hard disk or floppy disk drives. Check the boldface headings below and follow the loading instructions for your disk drive set-up. - 10 - - On a Single-Sided Disk Drive - 1. Insert your STARTUP disk in the drive and press RESET. 2. Double-click on PUBLISH.APP 3. Follow the prompts for disk placement while the program loads. - On a Double-Sided Disk Drive - Follow the above procedure. - On Two Single-Sided Disk Drives - To start the Publisher on a system with two single-sided disk drives, follow these steps: 1. Put your STARTUP disk in Drive A and your FONTS disk in drive B and press the reset button. 2. Double-click on PUBLISH.APP 3. When prompted, put your WORK disk in Drive A. NOTE: You should not remove the WORK disk from Drive A once the Publisher is loaded. However, when the drive light is off, it is safe to change the DATA disk in Drive B, and you can have as many DATA disks as you like. - On Two Double-Sided Disk Drives - To start the Publisher on a system with two double-sided disk drives, follow these steps: 1. Put your STARTUP disk in Drive A and your FONTS disk in Drive B and press the reset button. 2. Double-click on PUBLISH.APP NOTE: You should not remove the STARTUP disk from Drive A once the Publisher is loaded. However, when the drive light is off, it is safe to change the DATA disk in Drive B, and you can have as many DATA disks as you like. - On a Hard Disk - 1. Put your STARTUP disk into Drive A and press the reset button. (Just press reset if your hard drive autoboots.) 2. From the GEM Desktop, open a window for the PUBLISH folder on your hard drive. 3. Double-click on PUBLISH.APP NOTE: No matter what your hardware configuration, the GEM Desktop will clear itself; and after a short while, you will see the Publisher's title screen which indicates that the program is being loaded into your computer's memory. When the program has finished loading, this screen will disappear, revealing the Publisher Desktop. - 11 - STARTING A DOCUMENT Whenever you load the Publisher, the program starts in the Frame mode. (Notice how the pointer changes to an icon that looks like an open cross.) If you look at the tool in the top left-hand corner of the screen, you will see that the Frame tool is highlighted in reverse video. NOTE: If you are not sure about any of the terms used in this manual, consult the Glosssary in Chapter 13. The reason that the Publisher starts up in Frame mode is because the first step in creating a document is to draw the frames, or boxed areas, which will hold your text and pictures. In this section you are going to create a one-page document containing text and a picture. If you want all the pages in a document to have the same layout, it is a good idea to draw the frames on the Master Page. This page then acts as a "template" for any new pages you create in your document. DISPLAYING THE MASTER PAGE To display the Master Page, first select Go to Page... in the PAGE menu. When the Dialog Box appears, click on the checkmark to the right of Go to Master Page. The page icon at the bottom left-hand corner of the screen will show you when you have the Master Page on screen. At the moment, you will only be able to see part of the Master Page on screen. This is because you are seeing the page at actual size. Move the pointer up to the PAGE menu. You will see that the menu command Actual Size has a check by it. To see the whole Master Page, choose Size to Fit in the PAGE menu. Notice that the Master Page has six dotted boxes on it called Column Guides. The Column Guides are there to help you draw Frames and then position them precisely. You'll be drawing three Frames on the Master Page, each one the same size as two of the Column Guides. - Drawing Frames - Remember, frames are nothing more than "containers" for text, graphics and pictures. Since everything on a page has to be in a frame, we begin our pages by drawing them. To draw Frame 1, position the pointer at the top left-hand corner of the first Column Guide. Now drag the mouse to the right and down to create a frame which covers the first two Column Guides. When you have drawn Frame 1, draw a second identical frame across the middle two Column Guides. The illustration shows you Frame 1 in place, and Frame 2 being drawn. You've now drawn two of the frames. Since the three frames on this page will be identical, why not try making a copy of one of these frames instead of drawing the last one? - 12 - - Copying and Moving Frames - First, make sure that one of the frames is selected by positioning the pointer on it and clicking the mouse button. (You will see when a frame is selected because it will have eight little boxes called "handles" around its edges.) Now choose Copy in the EDIT menu to make a copy of the selected frame. Then select Paste in the same menu to paste it onto the page. The copy is pasted on top of and slightly overlapping the original frame. Move the copied frame into position on the two right-hand columns as follows: 1. Select the new frame by clicking on it with the mouse button. When the frame is selected, its handles will show. 2. Position the pointer within the frame. 3. Press and hold down the left-hand mouse button. 4. When the "grabber hand" appears, drag the frame into position and release the mouse button. - Sizing Frames - If you need to, you can change the size and shape of a frame by using its "handles". The handles are the small boxes on the edges of the frame. Simply position the pointer on one of the handles, then drag the frame by the handle until it is the size and shape you want - dragging a corner handle will reduce or enlarge the frame both vertically or horizontally; dragging a center handle will lengthen or shorten the frame either vertically or horizontally. You will know that you are doing this correctly when the open cross changes to a pointing hand. ADDING TEXT Now that you have created your Master Page, you need to go to Page 1 in order to add text to your frame. This time let's use a "Quick Key" to get there. Press ALT-G and the Go to Page... Dialog Box will appear. Type 1 to indicate Page 1 and press RETURN. The Page icon at the bottom left corner of the screen will now say "1" instead of "Master". A copy of the Master Page will have been placed on Page 1. NOTE: If you make changes to the layout of the Master Page after its specifications have been copied to subsequent pages, these changes will not be reflected on the subsequent pages. You must delete the subsequent pages in order to force an update. Now you can load in or "import" text or pictures created with another program, such as a word processor or a painting program. Actually, you can "import" text any time, that is, load it into your computer's memory and place its file name in the Library. In this example, however, we are importing text after we have created frames to hold it. Let's import a text file or "story" created with Word Writer ST. - Importing a Story - Just follow these steps to import the story into your document and have it "poured" into the frames you have created. - 13 - 1. Make sure that the frame is selected by clicking on it. 2. Choose Import Text... from the FILE menu. 3. When the Dialog Box appears, click on WW ST, then click on OK or press RETURN. If prompted, insert your data disk. 4. Click on the STORIES folder in the Item Selector. 5. Click on the story name EXAMPLE.DOC to select it. 6. Last, click on OK or press RETURN to load EXAMPLE.DOC into your computer's memory and pour it into the frame on Page 1. Alternatively, you could import the document first, then select the frame, and then select the story from the Library. The Library is a list of all the stores (text files), drawn pictures (line art files), and painted pictures (image files) which have been imported into the document. Try clicking on the title "STORIES" at the top of the Library and notice how it changes to "LINE ART". The Line Art list is empty because you have not imported any line art files into this document. Click again on the title, and it will change to "IMAGES". Once again the Images list will be empty because you haven't yet imported any images. Now click once more on the Library title to return it to "STORIES". Select Frame 2 and click on EXAMPLE.DOC in the Library to pour the rest of the story into the frame. - Zooming In and Out - At the moment you are in Size to Fit view, which is fine for drawing frames, checking your page layout and other full-scale work. However, if you want to edit any text or do detail work, you will need to zoom in on the page. The Publisher provides you with three zoom sizes or magnifications. Try zooming in on the page by clicking on Half Size in the PAGE menu, then on Double Size. Zoom back out again by clicking on Actual Size again. - Editing the Story - Two of the three frames on the page now hold the story which you have just imported. The page is already displayed at Actual Size, so you should be able to read it quite clearly. You will notice that the story has retained the text styles (bold, italic, etc.) inserted with Word Writer ST. How about doing some simple text edits on the story? If you look closely at frame 1, you'll find a misspelling in the second paragraph. The text should say performance instead of performance. Let's correct that. 1. Switch to Text mode by clicking on the Text tool in the Tool Box. Notice how the pointer changes to look like an "I" with curly ends (called an I-beam) when you move it into the work area. 2. Click on the mouse with the pointer on the word "performance:" to place the text cursor within it. The text cursor is a thin vertical line which marks the place on the page where any text you type in will appear. - 14 - 3. Position the text cursor just before "-ence" using the "arrow" keys. 4. Press DELETE, then type an "a" so that the word becomes performance. You can think of Text mode as a way of editing the text in your the Publisher document without affecting the text in the original word processing file. If you've got a lot of changes to make to your text, do the edits with your word processor before you import the story! -Typing in a Headline - To finish off, how about adding an impressive looking banner headline at the top of the page? First, you'll need to draw a frame to hold the headline text. Go to a page view by clicking on Half Size in the PAGE menu. Check the scroll bars on the right to be sure you are looking at the top half of the page. Then, switch back to Frame mode by clicking on the icon in the Tool Box. Now draw a long thin frame at the top of the page so that it overlaps the other three frames. Notice how the text in the first two columns moves down to make room for the headline frame. We call this text runaround because the text will "run around" the headline frame. Don't worry too much about getting it to be exactly the right shape and size. You can always resize it or move it if you're not happy with it. Why not add a distinctive border to your headline frame? Make sure the headline frame is selected, the choose Frame Border... in the OPTIONS menu. When the Dialog Box appears, select the double-line border style at the bottom. The position buttons will toggle from None to All Around. since this is what we want, click on OK. Now you can type in the headline text itself. To see what you're typing, click on Actual Size in the PAGE menu. Switch back to Text mode and click inside the headline frame to place the text cursor in it. Press CAPS LOCK and type in the words TIMEWORKS DESKTOP PUBLISHER. The appearance of the headline may not seem just right at this stage. Next, you'll learn how to make it bigger, center it in the fram, and so on. So far, you have imported a Word Writer ST story from disk, "poured" it into two of the frames and edited it. You also drew a banner frame and typed a headline into it. Now you'll learn how to work with paragraph styles. FORMATTING TEXT WITH A PARAGRAPH STYLE Every paragraph of text in a Publisher document is "tagged" with a single paragraph style. The paragraph style controls a host of different typographic features, some of which are: -> The typeface or font used for the text. -> The point size of the text. -> Whether the text is hyphenated or not. -> The justification format (justified text, centered text, etc.). - 15 - How do you know what a paragraph looks like? The answer is that a paragraph can be anything from a single character to a full page of text, as long as you have separated it from the rest of the text by pressing RETURN at the end of it. We've already said that each paragraph of text is controlled by one of the paragraph styles. As a result, whenever you change any of the features of a paragraph style, all of the paragraphs tagged with that style will automatically change along with it. If you're a newcomer to desktop publishing, that may be a lot to take in at one time. Let's make it clearer by actually trying it out on your example document. - Changing Fonts and Point Sizes - To  begin with, switch into Paragraph mode by clicking on the upper right icon in the Tool Box. Notice how the pointer changes shape into a paragraph symbol when you move it into the work area. Now click on a few of the paragraphs and watch the list of style names that appears in the Library. You will see that every paragraph in the story is tagged with the style called Body text. Let's try tagging some of the paragraphs with a different style and see what happens. To begin, select the section heading "Another First from Timeworks" and then click on the style name "Subhead" in the Library. This section heading is now in 20 point Swiss bold. Repeat the tagging process with the other section headings: Breakthrough It's Packed with Features! Fonts, Point Sizes and Text Styles NOTE: You may have to use the scroll bars to scroll the document in the window to see some of the section headings. How about emphasizing each of the small paragraphs outlining the features with a bullet? You do this in exactly the same way as you tagged the section headings. Select the small paragraph which says "Frame-based page layout". Then click on the style name "Bullet" in the Library. Again, repeat the tagging process with as many of the other feature paragraphs as you like. Now let's tag the headline with its own paragraph style. Bring the whole headline frame into view by clicking on Half Size in the PAGE menu and then scrolling up to the top of the page. Tag the headline text with the style "Headline" in the usual way. The headline text is now in a large "display" point size (36 point Dutch) and may not all fit into the frame. If this is the case, go back to the Frame mode, position the pointer in the headline frame and select it by clicking on the mouse. Size the frame by pulling the lower right handle downwards until all the text is visible within the frame. - 16 - - Turning Hyphenation Off - Whenever you load any text into a frame, long words are automatically broken and hyphenated at the right margin and wrapped to the next line. Try turning hyphenation off for the paragraphs tagged with Body text: 1. Switch back to Paragraph mode and Actual Size. Find a paragraph with a hyphenated word in it (e.g. break-through in the second Body text paragraph) and select it. 2. Select Paragraph Style... in the TEXT menu. 3. When the Paragraph Style... Dialog Box appears, click on Justification. 4. Turn Hyphenation OFF, the click on OK. 5. When the Dialog Box reappears, click on OK. Notice how the word breakthrough has been moved onto a new line, while the line it was on has had extra space inserted between the words to make it fully justified. -Changing the Justification Format - At the moment, all the Body text paragraphs are justified, with straight left and right margins. Let's change the justification format for Body text to flushed left or "ragged" text: 1. Click on one of the paragraphs of Body text. 2. Select Paragraph Style... in the TEXT menu. 3. When the Paragraph Style... Dialog Box appears, click on Justification. 4. Select Flushed Left, then click on OK. 5. When the Dialog Box reappears, click on OK. Notice how all the Body text paragraphs now have straight left margins and uneven right margins. You've learned how to use paragraph styles to control the look of your text, including changing font and point size, turning hyphenation off and changing the justification format. Next, you'll add a picture, cut it to size by cropping it and scale the cropped area to its original proportions. ADDING GRAPHICS Now that you've finished creating and styling the text in this document, how about making it look a bit more lively by adding a picture? Let's import a familiar image and do some work on it. - Pasting in a Picture - First, switch back to full page view by choosing Size to Fit in the PAGE menu. Click on Frame mode in the Tool Box. Now draw a frame on the right- hand side of the page to hold your picture. When you drew this new frame, the text in the frames underneath moved out of the way to make room for it. This characteristic of a frame is called "text runaround". Since there is less room now in the first two frames, pour the rest of the story into Frame 3. - 17 - Now follow these steps to load a picture into the frame: 1. Select Import Picture... in the FILE menu. 2. When the Import Picture... Dialog Box appears, select GEM Paint; then click on OK or press RETURN. 3. Click on the PICTURES folder in the Item Selector to open it up. 4. Click on the picture name MONALISA.IMG to select it.  5. Last, click on OK or press RETURN to load the picture into the selected frame. This picture is an "image file" created with a painting program, so the Library title has changed to IMAGES. - Cropping the Picture - Imagine for a moment that you are Leonardo da Vinci. Having finished this master piece, you have decided (against your better judgement) that the only part of it you want to keep is the eyes. It is simplicity itself to crop a picture simply by taking a pair of "scissors" to "cut out" only the portion of the picture you want. Here's how you do it: 1. Select Actual Size in the PAGE menu to see the picture in more detail. (You may have to scroll the document in the window to bring the picture into view.) 2. Select Crop Picture in the GRAPHICS menu. 3. The pointer will change shape into a pair of scissors. 4. Position the scissors over and to the left of the eyes and drag a dotted box around the eyes. 5. Release the mouse button, and the portion you have cropped will fill the frame. - Scaling the Picture - You will notice that the portion of the picture in the frame looks rather long and thin. This is because the proportions of the original picture have been distorted to make it fit exactly into the frame which you drew. Let's restore the original proportions or aspect ratio of the part of the picture in the frame: -> Select Scale Picture... in the GRAPHICS menu. -> When the Dialog Box appears, select Preserve Aspect Ratio, then click on OK or press RETURN. The picture will shrink in the frame, since the original relationship between its width and its height has been restored. You could now try seeing what the whole of the original picture looks like by clicking on MONALISA.IMG in the Library. SAVING, PRINTING AND QUITTING When you've finished, you may want to save your document before printing. - 18 - - Saving Your Document - The Publisher always starts up by naming your document with the default name UNTITLED.DTP. Why not give the document you've just created its own special name? Here's how you go about it: 1. Select Save As... in the FILE menu. 2. When the Item Selector appears, click on the DTP folder to open it up. 3. Press ESC to clear the selection line; then type in your own name (up to 8 characters). The Publisher will append the suffix .DTP automatically. 4. Click on OK or press RETURN to save your document to disk. - Printing - To print your sample document, follow these steps: 1. Select Print... from the FILE menu. The Print Dialog Box will appear. 2. Be sure that your printer is turned on and that the paper is properly aligned. 3. Since this is just a one-page document, you can accept the default settings presented and simply click on OK. 4. You may be prompted to swap disks as the program prepares to print out. Follow the prompts on your screen. There! You've done it! - Quitting the Publisher - To exit from the Publisher and return to the GEM Desktop, just click on Quit... in the FILE menu. An Alert Box will warn you to save the document if you haven't already done so. You've now learned all the basics for creating and laying out your own Publisher documents. The rest of this manual helps you really explore all you can do with the Publisher. Good luck and have fun! - 19 - SECTION II - THE FIVE STEPS TO DESKTOP PUBLISHING 5. STEP 1 - PAGE LAYOUT ------------------------ STARTING A DOCUMENT AND LOADING A STYLE SHEET There are two ways you can begin a document in the Publisher: either by starting a new one from scratch or by modifying an existing document to meet your needs. When you first load the Publisher, the work area contains an empty page and the title line displays the "default" document name UNTITLED.DTP. Once you've created your document, you can give it a name using the Save As... command in the FILE menu. To start a document from scratch, first click on New... in the FILE menu. The Publisher will ask you if you want to load a style sheet. If you answer YES the program will display an Item Selector so that you can load in a style sheet from disk. Loading a style sheet will remove any documents currently in memory. Select the style sheet you want to use and click on OK. Click on CANCEL if you want to create a new style sheet. The Page Format Dialog Box will then be displayed so that you can set up your page format. Alternatively, if you answered NO to the Dialog box which is displayed after selecting New, you will also see the Page Format Dialog Box. The page format controls your document's paper size, orientation as well as other characteristics. We'll discuss these at length in a moment. - Opening an Existing Document - To reload a document which you have previously saved onto disk, click on Open... in the FILE menu. When the Item Selector appears, select the name of the document you want to load and click on OK. The document will be loaded with its original style sheet. - Finding the Status of a Document - Choose Status... in the FILE menu to display information about your computer and the document in memory, including the number of pages and words in the document, the amount of RAM (working memory) available and the amount of free space left on the selected disk. If you have more than one drive, you can check space remaining on the other(s) by clicking on the right and left arrows. SETTING UP YOUR PAGE FORMAT When you're starting a new document using the New... command, the Page Format Dialog Box is displayed so you can design your page format. Select your paper size, its orientation, and whether or not you want different right and left formats for your document, by clicking on the relevant boxes. The Dialog box shows you the default page format settings. These are the settings you'll get if you don't make any changes. - 20 - NOTE: You MUST set up your page format correctly before you do ANY other work on your document, as you will not be able to change it later on without starting the document from scratch. - Paper Size - You can choose from four different paper sizes with the Publisher: -> US Letter - 8.5 x 11 inches -> US Note (half) 8.5 x 5.5 inches -> US Legal - 8.5 x 14 inches -> A4 - 210 x 297 mm (Foreign) The paper size that you choose limits the maximum possible size of each page in your document. Note that some printers may have built-in limitations as to the maximum size of a document. Consult your printer manual for details. - Page Orientation - The program uses the terms "portrait" and "Landscape" to describe page orientation. Portrait means that the type will print straight across normally. Landscape, on the other hand, is a mode in which the type is turned 90 degrees and prints sideways. - Right and Left Pages - If your document is going to be reproduced professionally on both sides of the paper like a book, select Left and Right. The margins will then be wider on the inside margins of facing pages to allow for binding. Otherwise, select All Alike. THE MASTER PAGE If you want a document to look really professional, you should try to use the same basic layout on every page. The Publisher simplifies this process by letting you put repeating elements on the Master Page. These elements can range from non-printing column guides that let you align frames precisely to details such as a graphic which you would like printed on every page. The Master Page acts as a "template" for any new pages you insert into your document. Consequently, any changes you make to the Master Page won't affect any existing pages, but will affect pages you insert afterwards. If you are beginning a new document and haven't added anything to Page 1, a copy of the Master Page will be placed on it. - Displaying the Master Page - To display your document's Master Page, first click on Go to Page... in the PAGE menu. When the Dialog Box appears, click on the box to the right of Go to Master Page: -> If you have selected All Alike on the Page Format Dialog box, just click on the check. -> If you have selected Left and Right on the Page Format Dialog Box, then click on the left or right arrow. - 21 - -> If you have selected Left and Right, you can display both master pages together by clicking on Two Pages in the PAGE menu. Alternatively, you can select Full Page view and move between the two master pages by clicking on the arrows to the left and right of the page icon. (The folded-down corner on the page icon will show you whether you have a left or right page on screen. - Adding and Deleting Pages to Your Document - To add a new, blank, copy of the relevant Master Page after the current page, click on Add Page in the PAGE menu. To add a new, blank, copy of the relevant Master Page before the current page, click on Insert Page in the PAGE menu. Click on Delete Page in the PAGE menu to delete the page displayed on screen from your document. Delete Page is disabled when you have selected Two Pages view from the PAGE menu. All subsequent pages will be renumbered and moved up a page in your document. NOTE: When using both left and right pages, be aware that deleting a page may cause all subsequent pages to become missaligned at the binding margin. FRAMES Text, pictures and graphics in a document are always placed in frames. Frames are not printed out unless you select a frame border or shade for them (see "Frame Borders and Tints"). Each frame can be sized, moved, copied and deleted as necessary. The maximum number of frames which you can have on a single page is 100, and the maximum number of frames which you can have in one document is 8,192. To make designing your pages easier, the Publisher provides a system of layout aids to help you position frames quickly and accurately on the page. - Frame Placement Aids - The Publisher offers several features to help you position the frames which hold the various elements of your document exactly where you want them. Let's explore them. Displaying the Rulers You can use the rulers at the top and left-hand edges of the work area to help you draw and position frames exactly. Thin hairlines on the rulers follow the pointer movements to show you its current position. To display the rulers, select Show Rulers in the OPTIONS menu. This command is activated and a check mark will appear when the rulers are displayed. You can change the units of measurement used on the rulers by selecting Ruler Spacing from the OPTIONS menu. The units available are: -> Inches and eights -> Inches and tenths -> Picas and points -> Centimeters The unit you have selected is indicated by the small letters in the corner where the rulers meet (e.g. cm for centimeters) and is used throughout the program (for example, in the Set Column Guides... Dialog Box). - 22 - Setting up the Column Guides You can also use the Column Guides to help you position frames on the page. These are boxes with dotted outlines which appear on each page of your document, but which are not printed out. To set the Column Guides, choose Set column Guides... in the OPTIONS menu. The following Dialog Box is displayed, allowing you to select up to nine Column Guides on each page. You can also specify the margins you want on each of the page borders and the gap to be left between the guides. The Column Guides, as well as the Frame outlines, may be hidden from view by clicking on Show Frames and Columns in the OPTIONS menu. This command is checked when the Column Guides are displayed. Snapping Frames to the Column Guides If Snap to Guides is selected, frames will automatically "snap" to the Column Guides when sized or moved. This means that the left or right edge of a frame near a column guide will jump to align itself exactly with the guide. The top and bottom edges of each frame will snap to the current ruler divisions when this command is turned on. Click on snap to Guides in the OPTIONS menu to turn this function off. This command is checked when Snap to Guides... is turned on. - Frames - Frames, remember, are the "containers" which hold the various elements of art and text in your document. Let's learn how to use them. Drawing Frames To draw a frame, first position the pointer on the Frame tool and click the mouse button to switch to the Frame mode; then position the pointer where the upper left corner of the frame should begin and drag the pointer right and down to draw the frame. Frames can be drawn anywhere on a page, even within or overlapping existing frames. You cannot, however, draw a frame inside another one which is already selected. You must "deselect" the frame first by clicking with the pointer somewhere outside it. Sizing Frames To change the size or shape of a frame, first click anywhere inside the frame. Eight small boxes called "handles" will appear around its sides. Position the pointer on one of the handles. Then, drag the frame edge by the handle until it is the size and shape you want. A pointing hand will appear to indicate resizing. Dragging a corner handle will reduce or enlarge the frame both vertically or horizontally, while dragging a center handle will lengthen or shorten the frame either vertically or horizontally. A frame can be sized even when it is partly hidden behind other frames. When a frame is selected, the handles become visible through any frames on top of it and can be used to size the frame in the usual way. - 23 - Moving Frames To move a frame, click within the frame to select it. Then, drag the frame to its new location. As you begin to drag the frame, a grabber hand will appear to indicate frame movement, much as the pointing hand graphically illustrates resizing. A dotted ghost of the frame will follow  your movements and serve as a placement guide. Release the mouse button when the frame is repositioned where you want it. Stacking Frames If you move a frame into a position where it overlaps another frame, you can use the Bring to Front and Send to Back commands in the PAGE menu to stack them properly. Be careful using Send to Back, as it will place the selected frame behind all the elements on that area of the page. If you then deselect that frame, it may be completely covered over. When it's out of sight, it may be difficult for you to find without first moving the other frames out of the way. When a fram overlaps a frame containing text, the text can be made to wrap around the frame and remain visible. For further details see "Text Runaround" in Chapter 6. Cutting Frames To cut a frame out of the page, make sure it is selected, then click on Cut in the EDIT menu or press ALT-X. You can then paste the frame anywhere in your document, leave it deleted or paste it into a different document. If the frame contained text that was not part of a story in the Library, that text is pasted along with the frame. If the frame contained text from a story, the text will be returned to the Library or reflowed to other frames in the story. Copying Frames To copy a frame, make sure it is selected, then select Copy in the EDIT menu or press ALT-C. A copy of the frame is placed in the buffer, in the same manner as in Cut, allowing you to paste the copy in at different points or into a different document. Pasting Frames To paste a frame into a document, select Paste in the EDIT menu or press ALT-V. The contents of the buffer will be pasted into the current document. Precision Placement of Frames You can adjust the size and position of your frames to the 100ths of an inch either by double clicking on the frame or choosing Size and Position... from the OPTIONS menu. This will display a Dialog Box showing the exact dimensions and position of the selected frame. You can adjust these values as needed. - 24 - - Frame Borders and Tints - You can add a variety of frame borders and tints by selecting a frame and then clicking on Frame Border... and Frame Tint... in the OPTIONS menu. Four different types of frame borders are available, and you can choose to have the border on individual sides of the frame or on any combination of sides. These borders will actually be printed on the document page, unlike the original outline of a newly created frame which only appears on the screen. NOTE: On a color monitor, frames are shown in red and frame borders in black. There are eight background shades available, and you can also choose a visibility of either clear or opaque. Clear visibility will allow the contents of the underlying frames to show through. The default setting is an opaque white background. NOTE: Imported bit-mapped artwork is always opaque, even in a clear frame. 6. STEP 2 - ADDING TEXT ------------------------ IMPORTING TEXT To import a story, select Import Text... on the FILE menu. A Dialog Box will appear asking you to select the type of document you want to import. When you have made your selection, click on OK, and an item selector will appear allowing you to select the story you wish to import. Stories can be imported from any of the word processing programs listed or from other word processing programs which allow the user to save documents in ASCII format. Word Writer ST documents can be imported using the Word Writer option. Users of Word Writer ST will find that all the text styles available to them can be carried across into their Publisher document. However, tabulation will be lost and double line spacing will revert to single line spacing. Multiple blank spaces will be reduced to single spaces, but line returns entered using RETURN will be retained. Page breaks from the original document will be ignored, as will printer control codes. Any unrecognized characters, such as Control characters, will be converted to question marks. Users of 1st Word Plus will find that footnotes are retained by may need repositioning on the page. Automatic hyphens inserted at line breaks will be recognized and taken out if appropriate. When preparing text for importing in ASCII format, there are some guidelines which should be followed. - 25 - It is important to type RETURN twice in your word processor whenever a paragraph break is required. A single RETURN will be ignored, and all the text will be formatted into one block. Text composed in the Publisher, however, accepts a single RETURN as an end-of-paragraph marker. Here, however, are some cautions: -> The use of double line spacing throughout a document may result in each new line becoming a separate paragraph. -> Multiple blank spaces will all be reduced to single spaces. -> Tabs will be preserved, but the original alignments will not be kept. This is due to the varying character widths of the different fonts. Type styles such as Bold and Italic will be lost. Since automatic hyphens inserted at line ends in your word processor will become fixed hyphens in the Publisher even if the word is no longer at the end of a line, it is better to turn automatic hyphenation off if your word processor allows you to do so. - Special Features of Importing Text - It is more efficient to write your text in a word processor like Word Writer ST and import it into the Publisher. There are certain special features of the Publisher that you may take advantage of even while you are in your word processor. No matter which word processor has been used to create the original story, the file is preserved on disk. The original file is not altered in any way and remains available for future use if required. If you had selected a frame before importing the story, the text would flow directly into that frame until either all the text has been poured in or the frame is full. The name of the story will be added to the contents of the Library. If a frame was not selected, the new story's name will be added to the Library, ready to use. When you are ready to use a story, select the frame you want to put it in; then click on the story's name in the Library, and the text will appear in the selected frame. Paragraph Tags If you place a paragraph tag in < > directly before its text, the paragraph will be tagged with that style automatically when it is imported. If you use a paragraph tag that has not been defined, a new tag will be created for you, using the selections of the current Body Text tag. When the program sees a carriage return mark (or two of them in a row in an ASCII file), it will change to the default Body Text. For example: Timeworks Times Timeworks Introduces Atari Desktop Publisher This text will be in the currently selected Body Text style. NOTE: The tile within the brackets must match the name in your style sheet or a new paragraph tag will be created instead. - 26 - Fixed Spaces, Soft Hyphens and Characters If you enter < - > in a word in your text, a Soft Hyphen will be inserted at that point. Entering < _ > will place a Hard Space into the text. You can enter the ASCII value of a character in the same way. < 42 > will enter a *. Quote Characters The Publisher will automatically translate your plain text single and double quote characters into opening and closing single or double quote marks found in standard typesetting. EDITING TEXT Existing text can be edited in several ways. To insert new text, make sure that you are in Text mode. Then move the I-Beam to the point where you wish to insert the new text. Click the mouse button, and the text cursor will appear at this point. You may now type in new text. Text to the left of the cursor can be deleted one character at a time by pressing BACKSPACE, while text to the right of the cursor can be deleted by pressing DEL. Whole blocks of text may be cut by first highlighting it and then pressing DELETE or ALT-X. - Find and Replace Editing - Click on the Text tool. Use the Find... command in the TEXT menu to look through your story for a string of text. If the Publisher finds the string, it is marked as a block. Find and Replace... works very much like Find except that you can ask the Publisher to replace one string of text with another. To continue a Find... or Find and Replace... after locating the string, click on the Find Again command. NOTE: Find, Find and Replace..., and Find Again can only be used when you are in Text mode and they only work in one direction (from the position of the cursor to the end of your story). TYPING IN NEW TEXT You may, at times, wish to type a short amount of text directly into a frame. However, for text which will exceed the capacity of your frame, you should create it in your word processor and then import it into the Publisher. To type in a new story, select Text mode in the Tool Box, and when the I- Beam appears, click in an empty frame. A narrow cursor line (the text cursor) will then appear at the point where the new text will strt. Text can then be typed in until the frame is full. Once it has been typed, the text can then be edited in the same way as any other text. Text entered in this way cannot be made to flow from frame to frame. It "belongs" to the frame it was typed into. No Library entry will be created for text typed directly into the Publisher. - 27 - You can set the style for highlighted text by clicking on a style in the Library; choosing it from the STYLE menu; or using the Quick Keys. The current style selected will be shown in reverse video in the Library and marked with a check in the STYLE menu. If a new style is selected while the text cursor appears in the text, with no text highlighted, text typed in from that point on will be in that style. If the cursor is moved elsewhere, however, any new text will take on the style of the surrounding text unless a new style is selected. The STYLE menu and Library items act as toggles. Unwanted styles can be turned off by a second click on that style option. The STYLE menu also contains a Normal style option which will turn off all other options selected. USING A STYLE SHEET Every document you create with the Publisher is formatted using a style sheet. The style sheet is a file which contains the page format you have chosen, the Master Page (together with any frames, text, graphics, etc. on it) and the paragraph styles you have designed. By preparing a suitable style sheet, and then creating documents using the same style sheet, you'll be able to maintain a consistent look to all your documents. Remember, every document carries its own style sheet as part of the file, so opening any document will replace the current style sheet with the one being loaded. Let's see how to save your page format and Master Page before going on to designing paragraph styles. - Saving the Style Sheet - Click on Save Style Sheet... in the FILE menu to save your current page format and paragraph styles to disk. When the Item Selector is displayed, type in the name you wish to use for your style sheet on the selection line and click on OK. ADDING HEADERS AND FOOTERS Header and footer lines can be added to your document at any time. To create a header or footer, select Headers and Footers... in the TEXT menu. A Dialog Box will appear allowing you to enter the Header or Footer text. First, select whether you wish to create a header or a footer by clicking in the appropriate box. The left and right boxes let you add different headers and footers on right and left pages if you have set up left and right pages. For example, you may choose to have a header only at the top of left pages and a footer only at the bottom of right pages. NOTE: If your document has been set up so that the Master Pages are all alike, headers and footers will be the same on all pages. You can prevent a header or footer from appearing on a specific page by selecting Header on This Page or Footer on This Page from the TEXT menu. Headers and Footers will appear if this option is checked. These two options are not active in the Show Two Pages view. - 28 - When the header or footer has been added, a new paragraph style labeled Header or Footer will be appended to the Styles list in the Library. You can change the appearance of your header or footer by changing the attributes of the Header or Footer Style or by tagging your header or footer with a new style entirely. The following section will explain paragraph styles in greater detail. DESIGNING PARAGRAPHS Each paragraph of text within a document is "tagged" with a style name. The default paragraph style is Body Text. When Paragraph mode is selected, the paragraph styles which are currently available will be shown in the Library. If you are in the Paragraph mode and click on a paragraph, the whole paragraph will appear highlighted. The name of the paragraph style being used for the selected paragraph will also be highlighted in the Library. - Creating a New Paragraph Style - To create a new paragraph style, double-click in the Library on the name of the existing style which is closest to the style you want to create. A Dialog Box will appear giving you a list of choices that affect paragraphs. Click on New Style... Another Dialog box will appear showing you the name of the selected style. Delete the old name by pressing ESC and type in the name of the new style. You will be returned to the previous Dialog Box providing you with an opportunity to modify the attributes of the new style. - Changing the Tag of an Existing Paragraph - To change an existing paragraph's style or "Tag", first select the paragraph you wish to change while in the Paragraph mode. The current paragraph style will be highlighted in the Library. Now click on the style you want in the Library. The highlighted paragraph will be "tagged" with the attributes of the new paragraph style. Alternatively, you may highlight the paragraph using the Paragraph tool and press the function key for the desired tag. Changing Text Style Individual paragraph style features can be selected or changed using the TEXT menu without first re-tagging the paragraph. First, select the style name in the Library, as described in the previous section. Choose Paragraph Style... in the TEXT menu to display the Dialog Box. Alternatively, you can double click on the paragraph whose style you'd like to change or on the style you want in the Library. You can double-click on a style name in the Library or the highlighted paragraph itself to display the Paragraph Style... Dialog Box without using the TEXT menu. - Deleting an Unwanted Paragraph Style - Click on the Delete Style Box to delete an unwanted paragraph style. An Alert will be displayed giving you an opportunity to change your mind. - 29 - - Assigning Function Keys - Choosing Function Key... allows you to allocate a function key for each paragraph style. Press the relevant function key in Paragraph or Text mode to tag the selected paragraph with a style name. This is a powerful feature of the Publisher. It allows you to switch paragraph styles without having to exit the Text mode. PARAGRAPH INDENTS AND MARGINS The Dimensions Dialog Box is used to specify the margins, the amount of leading (space) which will occur between lines and the amount of space above each paragraph. A hanging indent (the first line extending further left than the others) can be created by making the first line indent less than the indent for the other lines. The first paragraph within a frame will be placed immediately below the frame border, with no space above it. The amount of space after a paragraph is always determined by the amount of space above the next paragraph. The leading or inter-line space is measured in points. Variations in the leading can be used to space the lines of text vertically, that is to adjust the amount of white space between text lines. JUSTIFICATION Click on the Justification... option in the Paragraph Style Dialog Box to specify the justification format, whether or not hyphenation and letter spacing will be used and what sort of bullet symbol (if any) will appear at the start of a paragraph. Four different styles of justification are allowed: -> fully justified at both ends, -> flush at either the right or left side, -> ragged at either the right or left side, or -> centered on the page. It is also possible to construct a table by selecting Table format, then setting up the necessary tabs using the Set Tabs option. The desired format is selected by clicking on its name. If the amount of space inserted between each word to justify text exceeds the maximum you have defined, then extra space is added between letters in each word. If you do not want the space between the letters to vary, you can disable Letter Spacing by clicking on the Letter Spacing Off Box. BULLETS You may wish to have a "bullet" as the first item in a paragraph. This is particularly suitable for lists of features or step-by-step instructions which are not numbered. Select your bullet character by clicking in the appropriate box on the Options Dialog Box after selecting Justification. A bullet will always appear as the first character on the first line of the paragraph, and on that line only. If you wish bullets to appear in other places you will have to type them in individually using the keyboard as described in "The Character Set". - 30 - SETTING TABS Tabs are a part of the paragraph style "TABLE" only. In order to use tabs, enter Paragraph mode and select the paragraph style you wish to place tabs in, or select the one most similar to the kind you want. Select Paragraph Style... from the TEXT menu. If you wish to create a new tag, click on New Style... and enter its name. Notice that the paragraph format Set Tabs... is dimmed (not selectable) if the paragraph tag does not have "TABLE" justification. To select "TABLE", click on Justification and select the text format "TABLE", then click on OK. Now select Set tabs... and you will see the SET TAB POINTS Dialog Box. The Publisher uses tabs much more powerfully than a typical word processor. Each paragraph formatted in the Table style may have up to nine tab points. This format is commonly used to align text into columns. This cannot be accomplished just by entering spaces because individual characters may be very different widths. The simplest form of tab is to just enter the position from the left edge of the frame, tab type "Left", and leave "Leaders" as "Spaces". These are like the tabs you use in your word processor. When you press TAB, the cursor will move to the tab position you set, and further text will be entered from that point. - Aligning Text at a Tab Point - You must choose from one of the three basic tab types: Left, Center, and Right. These control how the text is aligned at the tab point. For example, if you press TAB and type "Timeworks", the word "Timeworks" can either be left aligned, centered or right aligned about the tab point. Example: Left Tab Center Tab Right Tab | | | Timeworks Timeworks Timeworks The remaining tab type is decimal. Decimal tabs are used for entering numbers. If you press TAB and move to a tab point you have defined as decimal, then the number you enter will be automatically aligned at its decimal point. Even if you do not enter a decimal point, the Publisher will still align the number properly. - Using Leaders - Another powerful feature of tabs in the Publisher is the ability to set Leader characters and spacing. When you press TAB, normally the cursor moves to your tab point. The distance from where you press TAB over to the tab point is "filled" with empty spaces. In the Publisher, you can have this space "filled" with dots or underscores. This makes it easier for your reader's eyes to "follow across" from one column to another. to do this, bring up the Set Tab Points Dialog box and click on either "...." or "- - - -" under "Leaders". You can adjust the space between leaders as needed. Now when you press TAB, the space will be filled with the leader character you chose. - 31 - Example: Clothing....................123.45 Gasoline & oil...............88.50 | decimal tab with......leaders NOTE: For tabs to work properly, the tab positions should be placed such that Tab 1 is less than Tab 2, and so on through Tab 9. CONTROLLING TEXT SPACING - Spacing Between Two Characters (Kerning) Kerning is a printer's term for adjusting the spacing between letters on a line. Because of their shape some letters can look unbalanced when spaced an even distance apart. This is especially noticeable when sloping sided characters form part of a headline and are in upper case. You can see an example of this in the spacing between the letters of the word "A W A Y". You may wish to move the letters of the word "AWAY" closer together. To do this, place the text cursor between the letters you wish to move, then press ALT-K as many times as necessary to reduce the space between the letters by the desired amount. Kerning can also be carried out using the Kern... command in the TEXT menu. When using this method, the space between letters can be increased or decreased by points, so excessive kerning produced with the ALT-K keys can be corrected. You must first place the text cursor between the letters you wish to adjust and then select the Kern... command. A Dialog Box will be presented allowing you to select the amount of kerning required at that point. The symbol in the small box to the left of the measurement represents the direction of the kerning, + to increase the space, - to decrease it. You can alter these form one to the other by clicking on the box. No matter what value the Kern... Dialog Box contains, ALT-K will always adjust the two letters .5 points closer together each time you press it. - Hyphenation - The layout of text between the margins is also affected by hyphenation. The Publisher uses a system of automatic hyphenation rules to decide when and where to break words in the text. Automatic hyphenation can be turned off by clicking on Hyphenation OFF. You can do this be selecting the Paragraph Style... from the TEXT menu and choosing Justification... A Dialog Box will appear with an option to turn hyphenation on or off. click on the appropriate button. - Soft Hyphens - The normal hyphenation rules in the program for use at the ends of lines can be overridden by inserting a soft hyphen into the text at the point where you would prefer a word to be broken. The word into which the hyphen is inserted will then be split only at the position of the soft hyphen. You may have more than one soft hyphen in a single word. If the word does not need to be broken the hyphen will not be used and will not appear on the screen. - 32 - There are two methods of inserting a soft hyphen. In either case, you must be in the TEXT mode and the cursor must be moved to the selected position. The hyphen itself should then be inserted either by pressing CTRL - or by selecting Soft Hyphen in the Text menu. If you would prefer not to allow a particular word to be split at all, you can place a soft hyphen in front of its first letter. Automatic hyphens will not be placed in that word if it falls in the normal hyphenation zone at the end of a line. - Fixed Spaces - use a fixed space to link words or numbers which you do not want to be split over different lines during justification. Press CTRL SPACEBAR to insert a fixed space. Fixed spaces will not be stretched during justification - they will always be the width of a digit. - Spacing Between Words - Spacing between words is controlled by values entered into the Word Spacing... Dialog Box. Click on the Paragraph tool. Then, choose Paragraph Style from the TEXT menu. The Word Spacing Dialog Box allows you to select the maximum and minimum space in ems which you wish to appear between the words in each paragraph style. The hyphenation hot zone is also set using the same Word Spacing Dialog Box and is again measured in ems. The hot zone is the area at the end of a line of text within which the line break will be placed when a ragged right margin is being used. If automatic hyphenation is turned on, the hyphen will be placed within this zone. - Spacing Between Lines - You may adjust the spacing between lines of text (leading) by clicking on the Dimensions... button from the Paragraph Style Dialog Box. Type in the number of points you want from one baseline to the next. The default value is dependent upon the current font you have chosen for that paragraph style. For example, when using a 14 point font, the default value will be 17 (14 points for the character itself plus 3 points of leading between the lines.) CHANGING FONT AND POINT SIZE If you select Font/Size... from the Paragraph Style option in the TEXT menu, the Dialog Box which appears will be headed "Font and Point size for Style name". As before, you can select the new font and size which you require by clicking on the appropriate boxes. - The Character Set - The number of different fonts available will depend on the equipment you are using. Users with PostScript compatible printers can select custom point sizes. - 33 - In addition to the normal keyboard characters, a range of other characters is available, such as a leading bullet to highlight items in a series. Within a block of text, these characters are obtained by selecting Font/Size... in the STYLE menu, then choosing the Bullets font. The keys for lower-case "a" to "o" will then represent the 15 bullets, and if pressed, one of the bullet characters will be entered. LINKING STORY FRAMES TOGETHER If an imported story is too long to fit in a single frame, it can be "poured" into subsequent frames. To do this, select the next frame, then click on the name of the story in the Library. The next part of the story will flow into the frame, either until it has all appeared or until the frame is full. Stories flow into frames in page order. For example, all the frames allocated to one story on Page 1 will be filled before the frames on Page 2. If you already have frames linked to a story on Pages 1 and 3 and then decide to include some of that story in a frame you have selected on Page 2, you will find that the text which was in the frames on Page 3 will automatically move over into the new frame on Page 2 when you click on the story's name in the Library. Subsequent sections of the text will also automatically flow in to replace the contents of the frames on Page 3. In this way the story will always retain a logical order within the document. When several frames containing the same story appear on the same page, text will flow into them i the order in which the story was poured into them, no matter where they are placed on the page. If the story occupies more space than is available in the frame(s), the bottom edge of the last frame will be dashed to indicate that there is more text than can be shown. If existing frames are sized, the test will be reformatted to fit. If less or more text can be accomodated, the text in subsequent frames will also be adjusted. Information about the length of a story, how many frames it currently occupies and how much of it remains to be placed can be obtained by double clicking on the story's name in the Library. A Dialog Box will then be displayed giving these details. You also have an opportunity to rename the Library entry for the story at this point. TEXT RUNAROUND When a frame is placed over another frame which contains text, that text will wrap around the edges of the overlying frame. The text will be "pushed aside" by the top frame so that it always remains visible. This option can be selected by choosing Text Runaround in the OPTIONS menu. If the option is not selected, any text which lies behind a frame with an opaque tint will be hidden from view. Remember that if you type text into a frame without having first imported it, there is no Library entry. Therefore, the text entered cannot be made to flow from frame to frame. This is important because text that has run around the edge of an overlying frame may now exceed the size of the frame into which it was entered. If it is not linked to another frame, you will have to resize the frame to display any text that is not visible. - 34 - WORKING IN BLOCKS OF TEXT After marking a block of text, you can move it, delete it, copy it or restyle it. Before you can try these options out, you will need to mark your block. To mark a block of text, drag the mouse from one end of the block to the other end of the block. The marked block will be highlighted in reverse video. A quick way to mark a whole word is to double-click on the mouse while the pointer is on any letter of it. The word and the space following it will be marked as a block. - Cutting a Block of Text - To cut a selected block of text to the "buffer" you can do one of the following: -> Press DEL, -> select Cut in the EDIT menu, or -> press ALT-X. WARNING! Each time a block of text is cut to the buffer it replaces any text which was previously cut. - Copying a Block of Text - To copy a selected block of text into the buffer without deleting it from the document, select Copy in the EDIT menu or press ALT-C. Again, anything on the buffer will be replaced by a copy of the marked block. - Pasting a Block of Text - To paste the contents of the buffer into a document, position the text cursor and do one of the following: -> Press INS, -> select Paste in the EDIT menu, or -> press ALT-V. You can paste in as many copies of the same block of text into as many documents as you like. - Restyling a Block of Text - You can alter the style of a block of text in much the same way that you preset the style when inserting new text. In the Text mode, once the block has been marked, the STYLE menu, Library or the quick keys can all be used to select a style or combination of styles for that block. You can also change the typeface and size of the block. First, make sure that the block has been marked. Then click on Font/Size... in the STYLE menu to display the Font and Point Size Dialog Box. Make the selections you want and then click on OK. The marked block will take on the characteristics you have chosen. These selections will override any font or style attributes set with Paragraph Tagging. Custom sizes of fonts can only be selected by using PostScript compatible - 35 - printers. (See also Paragraph Mode for details of how to change text characteristics on a paragraph-by-paragraph basis.) Should you increase the size of your text to such an extent that even the first character will not fit into the chosen frame, you will be left with a frame which will not allow you to enter any text, even though it appears empty. To make the text appear again, you will have to size the frame until at least one of characters will fit into it. DELETING OR RENAMING A STORY To remove a story from the Library, double click on its name. You will be presented with a Status Dialog Box. This dialog will present you with various facts pertaining to the story - number of frames, number of words, number of words placed, number of words remaining to be placed. At this point, you can change the name of the story or delete it altogether from memory. (The story file on your disk will not be affected.) (End of part 1....) (Desktop Publisher Part 2.....) 7. STEP 3 - ADDING GRAPHICS ---------------------------- With the Publisher you can include pictures in your document from DEGAS, Neochrome, GEM Draw, Easy Draw, and many other popular art packages. You can use two sorts of picture files in your document. A drawing program such as GEM Draw or Easy Draw will produce a "line art" file, while a painting program like GEM Paint, DEGAS or Neochrome produces an "image" file. You can select a line art or image file to be loaded in and added to the list of pictures for your document. In addition, the Publisher also comes with drawing tools, so you can create artwork right within the program. IMPORTING PICTURES To load a picture into your document, select Import Picture... from the FILE menu. When the Dialog Box appears, select the type of file you want to import and click on OK. An Item Selector will be displayed. Find the name of the picture and click on it; then click on OK. The name of the picture will be added to the contents of the Library. If a frame has been selected, the picture will be placed in that frame. If no frame has been selected, just click on an empty frame to select it and then click on the picture name. It will appear in the frame. Once a picture is listed in the Library, it can be used again and again in as many different frames and on as many different pages as you like, simply by selecting a frame and clicking on the picture name. HIDING THE PICTURES Hiding pictures covers the picture in the frame with an X; this will considerably increase the speed at which the screen is redrawn. To use this feature, select Hide All Pictures from the OPTIONS menu. This command is checked when your pictures are turned off. - 36 - EDITING IMAGES - Scaling a Picture - This option is for use only with painted or bit-mapped art. click on scale Picture... to display a Dialog Box which allows you to choose whether to preserve the Aspect Ratio of the picture or to ignore it. Aspect ratio is the relationship between the picture's height and width, as measured in pixels. Here are your other scaling options: -> Whole Pixel Scaling only horizontally, -> Whole Pixel Scaling only vertically, -> Whole Pixel Scaling both horizontally and vertically, or -> No scaling. Whole pixel scaling prevents the "tartan" patterns which occur when an image file is made larger or smaller by an irregular amount e.g. x 1.3. If you select "whole pixel scaling" or "preserve aspect ratio", the picture may not completely fill the frame. If this happens, it will be centered in the frame. We recommend that you experiment with these options in order to obtain the shape and fill pattern you want. - Cropping a Picture - Select Crop Picture from the GRAPHICS menu in order to select only a portion of a picture. Only that portion selected will fill the frame. The pointer will change to a pair of scissors, and you can then drag a "rubber box" inside picture to mark the portion to be shown. The original picture remains unaffected. To undo the cropping, select the frame. Then, click on the picture name in the Library. The entire picture will again be shown in the frame. - Touching Up a Picture - Use the Edit Picture command from the GRAPHICS menu to edit an image in the selected frame. The Publisher will open a new window for you showing the entire picture enlarged four times (not just a cropped portion). You can then add and delete individual pixels using the mouse. Click on the Close Box to display a Dialog Box giving you the choice of saving the edited picture back onto the page or abandoning your changes. NOTE: You can only use Scale Picture..., Crop Picture and Edit Picture when you are in Frame mode and have selected a frame holding an image file. DELETING A PICTURE To delete a graphic, double click on its name in the Library. You'll be presented with a Status Dialog Box. You may rename the picture or delete it by clicking on Delete. The file on disk is not affected. WORKING WITH OBJECTS In the Publisher objects are Frames or anything created with the Graphic tools. They are not the pictures or bit maps you imprt from other drawing programs. You will recognize objects because they will have "handles" around them when selected. - 37 - - Sizing Objects - To change the size or shape of a graphic object within a frame, first click on it with the arrow tool to select it. Position the pointer on one of the handles and drag the object by the handle until it is the size and shape you want. Drag a corner handle to lengthen or shorten an object both vertically and horizontally. Drag a center handle to lengthen or shorten an object either vertically or horizontally. If you stretch a fram containing graphic objects, the objects will be stretched along with the frame. If you don't want them to be stretched, hold down the SHIFT key while stretching the frame. (This does not work with imported images, however.) - Moving Objects - Objects which you have drawn can easily be moved within their frame by selecting them with the arrow tool, and when the grabber hand appears, dragging them to the required position. Note, however, that graphic objects cannot be dragged outside the frame borders nor from one frame to another. If you want to move a graphic object to another frame, you must copy it via the buffer. - Cutting and Pasting Objects - You can cut and paste graphics objects within frames or between frames by selecting them with the arrow tool and then using the Cut, Copy and Paste commands in the EDIT menu or the appropriate Quick Key. - Stacking Objects - Graphic objects in a drawing normally are stacked in the order in which they were created. If you wish to change this order, you can do so using the Bring to Front and Send to Back commands in the PAGE menu. Select the object that you wish to change the stacking order of and then select the appropriate command in the PAGE menu or its Quick Keys. DRAWING GRAPHICS Use Graphics mode to draw simple pieces of line art in your document. If you want to do more complex drawings, use your favorite art program and then import them as pictures. When Graphics mode is selected, the Library will be replaced by the drawing tools. - Selecting a Frame - You can draw graphics in any selected frame. Switch to the Graphics mode by clicking on the Pencil Tool. Then, click in the frame to select it. When a frame is selected in the Drawing mode, it will be filled with small dots forming a grid (unless you have turned of the Grid display). - Using the Drawing Tools - Having selected a frame, you are ready to use the drawing tools. First, select the drawing tool you want by clicking on its icon in the Library. You can draw straight or free-hand lines or a variety of shapes such as squares, circles, or polylines. From left to right, they are straight line, graphic pointer (for moving & sizing), box, rounded corner box, circle, ellipse, connected lines or polyline, and freehand. - 38 - You can control whether or not the drawn graphics will snap to the grid by using the Snap to Grid... option on the GRAPHICS menu. To draw a straight line, choose the Line tool and position the pointer in the frame at the point where you wish the line to begin; then drag across to the pointer where you wish the line to end. A straight line will be drawn joining the two points when you release the mouse button. To draw a free-hand line, choose the Freehand Line tool and hold the mouse button down at the point where you wish the line to begin. Then use the pointer to "draw" a path. Release the mouse button at the line's end. To draw a polyline, choose the Polyline tool and click the mouse button at the point where you wish the shape to start. Move to the next corner of the shape and click again at that corner and at each subsequent corner until the shape is complete. Double click to mark its end. Shapes such as circles, ellipses and rectangles can be drawn in a similar way. Select the icon for the tool you require, then drag diagonally across from your starting point to the opposite edge and release the mouse button. If you wish to add text to your drawings, we recommend that you place the text in a separate frame from the drawn objects and then superimpose the text frame on the drawing. NOTE: Size and position of graphic objects is presented relative to the frame in which it appears, not the page. - Changing the Line Style - The Line Style... command in the GRAPHICS menu lets you to choose the thickness and style of line you want to draw. Whatever type of line style is selected will also be applied to the borders of any shapes you may draw, although the arrowheads will only be used on lines. Varying thicknesses of line and line styles such as "dotted" can be chosen. Lines can be drawn either in black or white. The style of an existing line can be changed by selecting it and then choosing the desired style from the menu. -Changing the Fill Style - Click on Fill Style... in the GRAPHICS menu to select one of 36 patterns to fill any shape you draw. You can also select whether or not you wish the border of a shape to be drawn in, whether you want the fill style to be clear or opaque and whether you want the pattern to be drawn in black or white ink. Make your selections by clicking in the appropriate boxes. Note however, that you cannot fill a shape that was drawn using the straight line, free-hand line or polyline drawing tools. You may use fill styles in two ways: either on a previously drawn shape (by selecting it and then choosing a Fill Pattern from the menu) or by first choosing a fill style and then drawing the shape. Any subsequent shapes will also use the new Fill style. - 39 - 8. STEP 4 - ADDING THE FINISHING TOUCHES ----------------------------------------- When personal computers first came on the scene, some people thought we were headed for a paperless society. But, as everyone who owns a computer knows, the wastebaskets fill up faster, not slower when there's a computer around. For one thing, when revisions are so easy to make, we set higher standards for ourselves. For another, we set more ambitious projects for ourselves when we're computer-aided. The difference between an "okay" looking document and a "great" looking document is often nothing more than a slight adjustment here and there and one more pass through the printer. So, consider your first print-out a draft. Look it over and see what you could do to make it better. Don't be afraid to experiment. With practice, each draft will be better than the one before! If you are not already an experienced designer, you may want to skip ahead to Chapter 11, "An Introduction to Graphic Design". Here you will find specific hints for improving the appearance of your documents. With the elements of graphic design in mind, review your document one more time. Is there a harmonious but interesting variety of type treatments? Would adding some special effects help? Could the elements be rearranged to improve the flow of text and graphics? Only you can decide, and now's the time to do it. 9. STEP 5 - PRINTING YOUR DOCUMENT ----------------------------------- The number of typefaces and sizes of fonts available to you depends on your printer. A listing of these for the most commonly used printers appears in the Appendix. To print the document in your computer's memory, use the Print... command in the FILE menu. A Dialog Box will be displayed allowing you to select various options, such as the number of copies to print, page range, forward or reverse order, whether to collate and pausing between pages. If you select Collate, each copy of your document will be printed in the order 1,2,3... 1,2,3... etc., rather than 1,1... 2,2... etc. Follow any disk placement prompts that appear. SOME NOTES ON LASER PRINTERS HP LaserJet and Epson GQ-3500 laser printers can be driven at either 150 or 300 dots per inch. The Publisher is provided with drivers for both resolutions, but will only operate successfully at 300 dots per inch if your printer has enough memory for a full page. The Okidata Laserline requires at least 512K of memory in order to work properly with the Publisher. If you are using a 520ST, 150 dots per inch are recommended, or only a limited number of fonts will be available. A full page of data at 150 dots per inch requires around 256Kb, and this increases to around a megabyte at 300 dots per inch. A LaserJet compatible printer will take about three minutes to print a page at 150 dots per inch and up to 12 minutes at 300 dots per inch, depending on page density. PostScript printers are also faster when printing text because their fonts are held internally and do not need to be sent from the computer. - 40 - The number of fonts and point sizes supported on your system depends on the type and resolution of your printer and the memory size of your computer. All printers except PostScript will have seven typefaces: -> Swiss (sans serif) -> Dutch (roman serif) -> Rockface (slab serif) -> Drury Lane (display caps) -> Ravinia (script) -> Madison (display) -> Bullets (symbols) The range of point sizes will vary depending on your printer and memory size, up to a maximum of 96 point. On the Apple LaserWriter Plus, additional fonts are available: Avant Garde, Bookman, Century Schoolbook, Zapf Chancery, and Palatino. PostScript printers provide Helvetica, Times and Courier fonts at sizes up to 99 point. ADJUSTING THE PRINTING POSITION The printing position on the page varies for different printers and depends n whether you are using continuous paper or a sheet feeder. The Publisher software cannot tell what each printer will do, so there may be a difference between the position on screen and on paper, the printed version being moved down and right compared with its screen position. You can adjust the printing position by using the test card document provided as follows: 1. Load the Publisher. 2. Select Open... in the FILE menu. Select TESTCARD.DTP which you will find in the DTP folder on your DATA disk (the DTP folder is inside the PUBLISH folder on your hard disk). 3. Select Show Rulers in the OPTIONS menu. 4. Select Print... in the FILE menu to print TESTCARD.DTP. 5. Measure how far up and to the left the print position should move to match the screen. 6. Select Set Column Guides... in the OPTIONS menu and enter the values you measured into the Vertical Page Offset and Horizontal Page Offset fields. 7. Print the document again and repeat the process until the output looks just right. 8. Select Save in the FILE menu to save TESTCARD.DTP. When you are happy with the print position, it is a good idea to modify your default style sheet so that all new documents have the correct print position. Follow these steps: 1. Click on New... in the FILE menu. - 41 - 2. click on the Yes button when asked if you want to load a style sheet. 3. Select DEFAULT.STY which you will find on your STARTUP disk if you have double-sided disks or on your OVERLAYS disk if you are using single-sided disks or in the PUBLISH folder on your hard disk. 4. Select Set Column Guides... in the OPTIONS menu and enter the position adjustments into the Vertical Page Offset and Horizontal Page Offset fields. 5. Select Save Style Sheet... from the FILE menu to save DEFAULT.STY to disk. Now every time you create a new DTP document it will use this style sheet, so your documents will be printed in the correct position. SAVING YOUR DOCUMENT AND QUITTING THE PUBLISHER - Saving Your Document with the Same Name - Select the Save command (or press ALT-S) to store your document on your data disk without changing the name. The document will remain unchanged in your computer's memory for further editing. -Saving Your Document with a New Name - The Save as... command allows you to change the name of your document before you save it. As with the Save command, the document will remain in memory so that you can continue using it. Click on Quit... to exit from the Publisher back to the GEM Desktop. If you have not previously saved the current document, a Dialog Box will provide you with an opportunity to do so. SECTION III - PROGRAM REFERENCE GUIDE 10. THE MENU COMMANDS ---------------------- This chapter recaps all of the Publisher menu options and commands. They are presented in screen order from left to right and top to bottom. If you're hesitant to try a feature you're unfamiliar with, check here for an explanation. As you use the drop-down menus in the Publisher, you will notice that some of the menu commands appear "dimmed". This means that you cannot select these commands at this time, but they will become available when you move to another mode. - 42 - THE DESK MENU The Timeworks DTP... option on the DESK menu contains the Publisher title page, which includes the program version number. If you need to contact the Timeworks Customer Service department, have the version number ready when you call. Any other items that may appear in this menu are the Desk Accessories that were loaded in with the GEM Desktop. THE FILE MENU When you pull down the FILE menu, you will see the following list of commands: The letters next to the Save As..., Print... and Quit... commands stand for the "quick keys" which you can use instead of selecting the command with the mouse. The diamond shape stands for the ALT key. Press ALT and a quick key together to choose the relevant command. For a complete list, see "Quick Keys". The FILE menu enables you to work with the files on your data disk, print them out and quit the Publisher. - Opening a Document - Click on Open... to load in a previously created document from your data disk. - Saving a Document (ALT-S) - Select the Save command to store your document on your data disk without changing the name. The document will remain unchanged in your computer's memory for further editing. WARNING!! To safeguard against losing your work due to power failure or equipment problems, you should save your documents to disk at regular intervals (every 15 to 20 minutes). - Renaming a Document before Saving It - The Save As... command allows you to change the name of your document before you save it. As with the Save command, the document will remain in memory so that you can continue to edit it. - Saving the Style Sheet - Selecting the Save Style Sheet command displays an Item Selector, allowing you to save your document's style sheet with its own name e.g. DOCUMENT.STY - Reloading Your Last Selection - The Revert to Last... command wipes out any changes you have made to your document, then reloads the original document from your data disk. An Alert will be displayed to give you the chance to cancel the command. - 43 - - Creating a New Document - Use the New... command to create a new document. A Dialog Box will be displayed asking you if you want to load a style sheet. If you don't load a style sheet, you will also have the chance to set up a new page format. NOTE: You MUST set up your page format correctly before you do ANY other work on your document, as you will not be able to change it later on. - Erasing a Document from Your Data Disk - Use the Erase... command to delete unwanted files from your data disk. This will free space on the disk so that you can, for example, save a document. - Loading Text - Selecting the Import Text command allows you to load a word processing file from disk into your document. A Dialog Box is displayed asking you which word processor the file was created with: Word Writer ST, 1st Word, 1st Word Plus, Word Perfect or ASCII text. You can then select a text file to be loaded in and added to the list of stories for your document. - Loading Pictures - Selecting the Import picture command allows you to load a picture file from disk into your document. A Dialog Box is displayed asking you which drawing program (GEM Draw, Easy Draw) or painting program (DEGAS, Neochrome, GEM Paint) was used to create the picture file. You can then select a file to be loaded in and added to the Library for use in your document. - Printing a Document (ALT-P) - Use the Print... command to print the document in your computer's memory. A Dialog Box will be displayed allowing you to select various options, such as the number of copies to print, page range, forward or reverse order, left and right pages and collating. - Finding the Status of Your Document - Select Status... to show you information about your computer and the document in memory, including the number of frames and words in the document, the amount of RAM (working memory) left in the computer and the amount of memory left on the selected disk. If you are in Frame mode, you can find out information about a story or picture by double-clicking on its name in the Library. The Status... Dialog Box also allows you to delete a story or picture from your document or to rename the story or picture. - Exiting from The Publisher (ALT-Q) - The Quit... command is used to exit from the Publisher back to GEM. If you have not already saved any changes to your document when you select Open..., New... or Quit..., the Publisher will display an Alert giving you three choices: - 44 - -> ABANDON - Go ahead without saving any changes made since you last saved the document. -> SAVE - Save the document with its existing name. If it is a new document, an Item Selector will be displayed so that you can give it a name. -> CANCEL - Disregard the command. THE EDIT MENU When you select the EDIT menu, you will see the following list of commands: The commands in the EDIT menu let you delete, move and copy: -> In Frame mode, whole frames. -> In Text mode, blocks of text. -> In Graphics mode, individual graphics items. - Cutting Out a Frame, Text or Graphic (ALT-X) - The Cut command removes the selected frame, text or graphic from the work area and places it in a buffer. It can then be pasted back in anywhere in your document. NOTE: The Publisher has separate buffers for frames, text and graphics. If you cut out a frame, for example, it will not affect any text you may have previously cut out. However, each buffer can only hold one item at a time. - Copying a Frame, Text or Graphic (ALT-C) - The Copy command copies the selected frame, text or graphic to the "buffer" but does not delete it from the page. - Pasting in a Frame, Text or Graphic (ALT-V) - The Paste command takes the item on the buffer and places it on the currently selected page. In Frame mode, the copy is pasted in on top of and slightly overlapping the original frame. In Text mode, the text is inserted at the cursor position. In Graphics mode, the object is drawn at the same position in the selected frame as when it was cut. THE OPTIONS MENU When you select the OPTIONS menu, you will see the following list of commands: Most of the commands in the OPTIONS menu allow you to toggle screen format options in the Publisher on and off. - Showing the Tool Box (ALT-H) - This command expands the document window to cover the entire screen (so that the tools are hidden) or it shrinks the window down so the tools are revealed. Clicking on the Full Box or using the ALT-H combination will accomplish the same thing. When the Tool Box is hidden, use ALT-M to change tools. - 45 - - Showing/Hiding the Rulers - Click on Show Ruler to display the rulers at the top and left-hand edges of the work area. When the rulers are displayed, the position of the pointer is indicated by thin hairlines moving along them and Show Ruler is checked on the menu. - Changing the Ruler Spacing - The Ruler Spacing... commands lets you choose from four different measurement units used on the rulers: -> Inches and eights -> Inches and tenths -> Picas and points -> Centimeters The chosen units will be used in dialogs that deal with measurement. - Changing the Frame Border - The Frame Border... command allows you to select a border in four different styles for the currently selected frame. you can have lines all around the frame or on any portion of it. - Changing the Frame Shade - The Frame Tint... command allows you to choose a background shade for the currently selected frame and whether the background is opaque or clear. - Flowing Text around Frames - By default, all frames created with the Publisher force text to flow around them. By clicking on Text Runaround, you can allow text to flow under the currently selected frame. You can also specify an extra area of "padding" around the edge of the frame into which text cannot cross. This command is checked when it is switched on. - Size and Position - Used to show the exact size and position on the page of the selected object in the unit of measure selected. - Showing/Hiding the Frames and Columns - Click on Show Frames and Columns to display the outline of the frames and columns on each page. This will not only help you to align frames but will let you see how much space is left at the bottom of each column. When the frames and columns are displayed, this command is checked. If frames and columns are turned off, what you see on the display is what will be printed. - Setting up Your Column Guides - When you select Set Column Guides..., a Dialog Box is displayed which allows you to specify the following: - 46 - -> The top, bottom, inner and out margins on each page. -> The number of column guides on each page. -> The amount of white space between columns. -> Print Page offset (see Adjusting the Printing Position). - Snapping Frames To the Column Guides - Select Snap To Guides to control whether frames snap to the column guides when created, moved or stretched. When Snap To Guides is switched on, the top and bottom edges of each frame will snap to the currently selected ruler spacing (centimeters, inches and tenths, etc.) to allow you to align frames horizontally. The left and right edges of each frame will snap to the left and right edges of the column guides to allow you to align frames vertically. This command is checked when it is switched on. - Showing/Hiding Your Pictures - To turn the pictures in your document off and considerably increase the speed at which the screen is redrawn, select Hide All Pictures. the command is checked when you pictures are turned off. THE PAGE MENU When you select the PAGE menu, you will see the following list of commands: The PAGE menu lets you insert and delete pages, enables you to move to a particular page quickly and provides five different ways to view your document on screen. - Displaying a Page at Half Size (ALT-0) - Half Size displays the page at half of its actual size when printed. Use this size for checking the overall layout of your document. - Displaying a Page at Actual Size (ALT-1) - Actual Size is used for text editing. This size gives you the most accurate view of the final printed page, since text is displayed on screen at its printed size. - Displaying a Page at Double Size (ALT-2) - Double Size displays the page at twice the size it will be printed at. This size is useful for detail work on pictures and graphics or very small text. - Displaying a Whole Page on Screen (ALT-3) - Size to Fit adjusts the size of the current page so that it is all visible on the screen. - Displaying Two Pages on Screen (ALT-4) - Two pages adjust the size of a pair of facing pages so that they are both visible on the screen. NOTE: With Half size, Size to Fit and Two pages, text which is too small to display legibly is "greeked" (shown as a series of squiggles). Whichever view size is selected will have a check by it in the PAGE menu. - 47 - - Bringing a Frame/Graphic to the Front (ALT-5) - Bring to Front takes the selected frame or graphic and places it on top of any frames or graphics covering it. - Sending a Frame/Graphic to the Back (ALT-6) - Send to Back takes the selected frame or graphic and places it behind any other frames or graphics it may be covering. - Inserting a Blank Page after the Current Page - Click on Add Page to create a blank copy of the Master Page and insert it after the current page. - Inserting a Blank Page before the Current Page - Click on Insert Page to create a blank copy of the Master Page and insert it before the current page. - Deleting a Page - Delete Page deletes the current page and all the frames on it. If you delete the only page (Page 1 in a one-page document), it will be replaced with a copy of the Master Page. NOTE: The above three commands can only be used while in the Frame mode. - Moving to a Given Page (ALT-G) - Click on Go to Page... to go directly either to a selected page in your document or to one of the master pages. THE STYLE MENU When you select the STYLE menu, you will see the following list of commands: This menu contains commands which change the text attributes (text style, font and point size) for: -> In Paragraph mode, entire paragraphs. -> In Text mode, marked blocks of text or newly-typed characters. In Paragraph mode any changes to text style, font or point size apply to the selected paragraph style, so that all paragraphs tagged with the same style name will be affected. In Text mode text in a marked block is automatically changed to the new text style, font or point size. If there is no block marked, the new attributes will apply to any text typed in afterwards. NOTE: Text or font attributes selected in Text mode always override any attributes set with Paragraph mode. - Changing Font and/or Point Size - Use the Font/size... command to select a font and point size for the text or paragraph. - 48 - - Selecting Normal Text (ALT-N) - In Text mode, Normal resets the text in the marked block to the font, point size and text style for the current paragraph. In Paragraph mode, Normal resets the paragraph style and turns off all text style options such as bold and italic selected in the STYLE menu. All of the other commands in the STYLE menu are toggles which affect the text style. Selecting Bold Text (ALT-B) - Select Bold to select bold text. Selecting Underlined Text (ALT-U) - Select Underlined to select underlined text. Selecting Italic Text (ALT-I) - Select Italic to select italic text. Selecting Light Text (ALT-L) - Select Light to select light text. Selecting Outlined Text (ALT-O) - Select Outlined to select text which as an outline around a "hollow" center. Selecting White Text (ALT-W) - Select White to select white text on a black background (if the frame is shaded). Selecting Superscript Text (ALT-+) - Select Superscript to select superscript text. Selecting Subscript Text (ALT-minus) - Select Subscript to select subscript text. You can combine text attributes as much as you wish, to create, for example, text in 18 point Dutch Bold Italic. THE TEXT MENU When you select the TEXT menu, you will see the following list of commands: The TEXT menu allows you to carry out search and replace operations, control various typographic options (including hyphenation) and set the headers and footers for your document. The letters next to the Soft hyphen command stand for the "quick keys" which you can use instead of clicking on the command with the mouse. The caret symbol stands for the CTRL key. Press CTRL and - together to select Soft hyphen. - Searching Your Text (ALT-F) - Using the Find... command to look through a story for a string of text. If the Publisher finds the string, it is marked as a block. - Search and Replace (ALT-R) - Find and Replace... works very much like Find, except that you can ask the Publisher to replace one string of text with another. - Repeating a Find or Find and Replace... (ALT-A) - To continue a Find... or Find and Replace..., click on the Find Again command. - 49 - NOTE: Find, Find and Replace and Find Again may only be used when you are in Text mode with a cursor and only work from the cursor to the end of a story. - Inserting a Soft Hyphen (CTRL -) - Click on Soft Hyphen to insert your own hyphenation point into a word. A soft hyphen will always be placed at the position of the text cursor and will take precedence over any hyphens inserted by the Publisher. You may place a soft hyphen at the start of a word to prevent it from being hyphenated at all. - Creating Paragraph Styles - Selecting the Paragraph Style... command in Paragraph mode displays a Dialog Box allowing you to create new paragraph styles, to delete unwanted ones and to control the various elements of a paragraph style. Double- clicking on the name of a paragraph style in the Library also brings up this Dialog Box. The following options are accessed through the Paragraph Style... Dialog Box. - Creating a New Paragraph Style - Click on the New Style Box to create a new paragraph style. Another Dialog Box will appear, allowing you to type in the name of your new paragraph style and assign it to one of your computer's function keys. Function keys which have already been assigned appear dimmed. The new style's attributes will be copied from the currently selected style or from Body Text if none is selected. - Deleting an Unwanted Paragraph Style - Click on the Delete Style Box to delete an unwanted paragraph style. An Alert will be displayed to give you the chance to cancel the command. The Body Text style cannot be deleted. - Selecting a Paragraph Layout - Click on the Justification... Box to display a Dialog Box enabling you to specify the justification format for the paragraph: justified text, ragged text (flushed left), centered text, right-aligned text (flushed right) or tabulated text; the symbol to be used for the bullet at the beginning of the paragraph (if any); whether the text is to be hyphenated or not; and whether the letter spacing (additional space added between letters when justifying text) is to be used or not. - Specifying Paragraph Dimensions - Click on the Dimensions... Box to display a Dialog Box enabling you to specify: -> The amount of white space above the paragraph. -> The size of any indent on the first line of the paragraph. -> The size of the left paragraph indent. -> The size of the right paragraph indent. -> The amount of space between lines of text (the "leading"). - 50 - - Word Spacing - Click on the Word Spacing... Box to display a Dialog Box enabling you to specify: -> The minimum amount of space between words in the paragraph in ems. -> The maximum amount of space between words in the paragraph expressed in ems. -> The size of the hyphenation "hot zone" at the end of each line in the paragraph. If you enter a minimum space value which is greater than the maximum space value, both values will be replaced by 0.3 ems and 1.0 ems respectively. - Setting Paragraph Tabs - Click on the Set Tabs Box to display a Dialog Box enabling you to specify the following for up to nine tab stops: -> The kind of tab stop it is (left tab, center tab, right tab, or decimal tab). You must select this before you can enter a position for the tab stop or set any additional tab stops. -> The leader character to be used (spaces, dots, underlines). -> The position of the tab stop. -> The amount of space to insert between each leader character. NOTE: You can only set tabs if you have selected Table format for the current paragraph style. - Changing Font and/or Point Size - Click on the Font and Size Box to select a font and point size for the paragraph style. - Assigning a Function Key to a Paragraph Style - Click on the Function Key Box to assign a function key to one of your paragraph styles. Function Keys which have already been assigned appear dimmed. You can free up a previously defined function key be deleting the Paragraph style associated with it. - Adjusting the Space between Two Characters (Kerning) - To move two characters closer together or further apart, click on the Kern... command. When the Kern Two Characters Dialog Box is displayed, specify the amount of kerning in points at the cursor position and whether it is to be + (apart) or - (together). NOTE: Using the quick key (ALT-K) for this command always moves the characters together by 0.5 of a point without displaying the Dialog Box. - Entering Headers and Footers - Select the Headers and Footers... command to display a Dialog Box allowing you to set your headers and footers. Each header and footer can have up to three sections (one left-aligned, one centered and one right-aligned) and can appear on left pages only, right pages only or on both. You can also - 51 - use this Dialog Box to set the distance from the top/bottom of the page and the page offset number. If the character CTRL-J is typed into a header or footer, it will be replaced on each page with the current page number. To set the text style, font, point size, indents, etc., used in your headers and footers, you should configure the paragraph styles called Header and Footer. These styles are created for you when enter a header or footer. Header and footer text created using this command cannot be edited directly. - Switching the Header On and Off - To turn the header off for the page currently displayed, select Header on this page. This command is checked when the header is turned on. - Switching the Footer On and Off - To turn the footer off for the page currently displayed, select Footer on this page. This command is checked when the footer is turned on. THE GRAPHICS MENU When you select the GRAPHICS menu, you will see the following list of commands: The GRAPHICS menu allows you to create integrated graphics, move them around, change their line style, fill style, and toggle a grid to which your graphics will snap. - Selecting a Line Style - Use the Line Style... command in Graphics mode to choose: -> The color if the "ink" to be used (black or white). -> Whether the line is dotted, dashed, or solid: for solid lines, you can also select from several line widths. -> The shape of the ends of the lines (blunt or arrowhead). If a line is already selected, then the new style applies to that line. If there is no line selected, the style will be used for the next line drawn. - Selecting a Fill Style - Use the Fill Style... command in Graphics mode to choose: -> Whether to display an object's outer edge or not. -> Whether the fill pattern should be clear (letting the graphic objects behind it show through) or opaque (hiding parts of other graphic objects behind it). -> The color of the "ink" to be used (black or white). -> Which one of the 36 patterns to fill the object with. If a solid object is already selected, then the new pattern will fill the object. If there is no object selected, the pattern will be used for the next solid object drawn. - 52 - - Making a Picture Larger or Smaller - Select Scale Picture... in the GRAPHICS menu to display a Dialog Box allowing you to choose whether or not to preserve the Aspect Ratio of the picture; whether to select Whole Pixel Scaling horizontally, vertically, in both directions, or neither. The default is to ignore aspect ratio. This means that the picture will be stretched to fill the frame. If you choose the preserve the aspect ratio, the original proportions of the picture will be restored. Whole pixel scaling prevents the "tartan" patterns which occur when an image file is made larger or smaller by an irregular amount e.g. x1.3. - Cutting a Picture to Size - Select Crop Picture to cut out with a "scissors" only the portion of a picture you want. The pointer will change to a pair of scissor so you can drag a "rubber box" inside the picture to mark the portion to be shown. - Editing an Image - Use the Edit Picture command to edit an imported image in the selected frame. The Publisher will replace the desktop with a window showing the picture enlarged four times. You can then add and delete individual pixels by clicking on the pixels you wish to reverse from white to black or vice versa, using the mouse. Select the Close Box to display a Dialog Box giving you the choice of saving your changes or abandoning your changes. (The file on disk is not affected.) NOTE: You can only use Scale Picture..., Crop Picture and Edit Picture when you are in Frame mode and have selected a frame holding an image file. - Showing/Hiding the Graphics Grid - Select Show Grid when you are in Graphics mode to turn the display of the graphics grid on and off. - Snapping Graphics to the Grid - Select Snap To Grid when you are in Graphics mode to control whether graphics snap to the grid or not. Snapping to the graphics grid helps to align different graphic objects with one another. THE HELP MENU The Publisher can provide instant help information on a topic without your having to consult this manual. Simply select the HELP menu and select one of the entries in the following list: Documents Drawing tools Frames Keyboard Pages Paragraph styles Pictures Style sheets Text - 53 - Once you have read the help message, remove it from the screen by clicking on OK. MOVING THE TEXT CURSOR Up, down, left, and right arrows move the cursor in that direction. CTRL (right arrow) moves the cursor right one word. CTRL (left arrow) moves the cursor left one word. TEXT EDITING KEYS BACKSPACE - Delete the character to the left of the cursor. DEL-1 - Delete the character to the right of the cursor, or DEL-2 - Cut out a selected block of text, frame or graphic. CTRL SPACEBAR - Insert a fixed space. CTRL - Insert a soft hyphen. INSERT - Paste in text, a frame or a graphic. QUICK KEYS ALT-A Repeat the last Find or Find and Replace (TEXT menu). ALT-B Bold text (TEXT menu). ALT-C Copy a frame, text, or graphic (EDIT menu). ALT-F Find a string of text (TEXT menu) ALT-G Go to page (PAGE menu) ALT-H Show/hide the Tool Box (OPTIONS menu). ALT-I Italic text (STYLE menu). ALT-K Kern two characters together by 0.5 a point (TEXT menu). ALT-L Light text (STYLE menu). ALT-M Switch between tools (Frame/Paragraph/Text/Graphics). ALT-N Normal text (STYLE menu). ALT-O Outline text (STYLE menu). ALT-P Print a document (FILE menu). ALT-Q Quit the program (FILE menu). ALT-R Find and replace in your text (TEXT menu). ALT-S Save file (FILE menu). ALT-T Presents the Font and Size Dialog Box (STYLE menu). ALT-U Underlined text (STYLE menu). ALT-V Paste in a frame, text, or graphic (EDIT menu). ALT-W White text (STYLE menu). ALT-X Cut out a frame, text or graphic (EDIT menu). ALT-0 Display the page at half size (PAGE menu). ALT-1 Display the page at actual size (PAGE menu). ALT-2 Display the page at double size (PAGE menu). ALT-3 Display a whole page on screen (PAGE menu). ALT-4 Display two pages on screen (PAGE menu). ALT-5 Bring a frame/graphic to the front (PAGE menu). ALT-6 Send a frame/graphic to the back (PAGE menu). ALT + Superscript text (STYLE menu). ALT - Subscript text (STYLE menu). - 54 - 11. AN INTRODUCTION TO GRAPHIC DESIGN -------------------------------------- Designing a letterhead, invoice, announcement, advertisement, business report - in fact, virtually anything you intend to print - is a matter of personal taste. There are a few "musts", however, that cannot be ignored. For example, Name, Address, City, State, Zip Code and Telephone Number, are essential information on a letterhead. Amount Due is essential on an invoice. Who, What, When, Where, and Why are essential to most announcements. But where to position these essentials on the page, in what typeface and type size, with what graphics, and what size paper, is up to you. Whether your publishing project is a simple letterhead or an important presentation, there are some guidelines that professional layout artists and graphics designers use all the time. We'll give you just a quick synopsis here, but if you intend to get into extensive desktop publishing and don't have artistic training, you'll probably want to do some further reading on the topics of layout, design and type selection. What follows here are twelve rules which reflect the conventional wisdom of graphic design: TIPS TO REMEMBER 1. All emphasis is no emphasis. If you're a writer, you've probably been advised to use exclamation points sparingly. The reason, of course, is that not everything is amazing, and that trying to make it so only deprives you of an effective punctuation mark to use when something truly is amazing. The same is true with design. Strive to have the read's eyes focus first on the most important part of your page. Use "bomb bursts" and reverses sparingly. 2. Avoid clutter. Too many element son a page are difficult to wade through. Just as you wish your words to flow in orderly fashion, so also do you want your page to flow. 3. Don't mix too many type fonts and faces. One rule of thumb is not to mix serif (those with "feet" on the letters) and sans serif faces. Another is not to have more than three sizes of type per page. Of course, rules can be broken, but resist the temptation of trying to use as many faces and fonts as possible per document. We hope you'll be using the Publisher for a long time, so save some of your choices for another document. 4. Strive for contrast. Gray pages, like gray laundry, are not very appealing. Leave some white space. Break up long columns of text with white space and bold face lead-ins. Add a high-contrast graphic. 5. Avoid negative white space. White space is that portion of the page where nothing appears. As refreshing as white space can be, surrounded by gray or black space, it tends to look like a donut hole. Have your white space open into your margins, rather than be surrounded by text or art. 6. Position artwork so it faces into the page. Artwork, especially of people, should not face into the blank beyond. If possible, make it face into the text. - 55 - 7. Don't overuse rules and lines. Text columns create their own shape and form. They probably don't need vertical separation lines. Try using text rules only between unrelated blocks of copy. 8. Strive for a three-dimensional look with your artwork. The Publisher allows you to overlay graphic elements to give the effect of having art in the foreground, middle ground and background. Experiment with this capability to achieve a more interesting look. 9. For multi-page documents, establish a style sheet. Handle page numbers, headings, captions and text in a uniform manner from page to page. 10. Consider the artful arrangement of all the elements on the page. Does the eye naturally flow from upper left to lower right? Is there a balance of black, gray and white space? Is the page symmetrical or pleasingly asymmetrical? Is there a focal point? One trick you might try is to hold your page up to a mirror. It should look good inverted as well. 11. Is it complete? Set your document aside for awhile and come back to it fresh. Does your document contain everything it needs to and nothing that it shouldn't. 12. Is there anything you can do to make it better? While you're designing your document, think about ways you can vary the final output to add excitement and interest. Print on color stock? Have it professionally printed with different colored inks? Have it folded in an interesting way? Now, that's the creative challenge! The Publisher makes it simple to create, resize and move text columns and graphic frames around until you find a layout you like. Then, once you've decided how you want your document to look, the Publisher makes it possible for you to create professional looking, printed material. Use the convenient tools included in the program to draw perfect rectangles and circles and align them precisely. Create graphs for which you would pay a professional graphics designer a large fee. Make use of the numerous type fonts and special effects to give your document variety and sparkle. As you continue to use the Publisher, you will discover new applications for the various layout, text and graphic tools included in the program. 12. SAMPLE PUBLICATIONS ------------------------ We thought about calling this chapter "Inspiration" because that's what it's supposed to provide. We're confident that the more you work with the Publisher, the more creative you will become. But to help get the creative juices flowing, we've included some sample publications you might want to adapt for your own use. There are no step-by-step instructions included, as we did in the Quick- Start Mini-Manual, but rather ideas put on paper and disk that illustrate some of the possibilities of the Publisher. - 56 - You may find the sample documents stored on the disk labeled SAMPLES/ARTWORK. Open these files into the Publisher and explore the techniques that were used to produce them. You will get many ideas that you can apply to your own publications. Listed below are the samples and their disk file names: File Name Contents --------------------------------------------------------------- AD.DTP A sample advertisement. APT-NEWS.DTP A sample newsletter page. FYI.DTP A sample four-page newsletter. INVOICE.DTP A sample invoice form. LETTER.DTP A sample letter. LETTERHD.DTP A sample letterhead. REPORT.DTP The main page for a report. RESUME.DTP A sample resume. See Chapter 5 for details on how to open a file. Below we will discuss the major points of each document and give you some hints on how to produce your own documents. An important factor in improving your skills with this program is to experiment. We have included these publications to give you a starting point for your own publications. So, open these files and experiment. Move the objects around the screen. Try to discover the steps we took to create these documents. You'll learn how to get even more from the Publisher and from your Atari ST as well. A SAMPLE LETTER Even your personal correspondence can look better when you use the Publisher! Open the file called LETTER, and you will see a personal letterhead with text and an interesting graphic. A SAMPLE RESUME We have included a sample resume with this package to show you how a little creativity can make a resume find its way to the top of the stack. Open this file to see how varying type sizes and boldface text can help to present your qualifications in an interesting and informative way. A SAMPLE LETTERHEAD Each business should have its own unique letterhead. This is the first thing people see when you send them a letter. Open the file LETTERHEAD to see a sample letterhead. We have combined the company name with a graphic element and a promotional tag line at the top and placed the address and phone number information at the bottom. Select 12 to look at Page Two. This only has a small amount of information because we do not want to repeat the entire letterhead on the second and subsequent pages of the document. To use a letterhead with the Publisher, you can either print out a number of blank sheets and use them with your typewriter or you can load the letterhead and compose your letter right in the Publisher. - 57 - A SAMPLE INVOICE Forms are the driving force behind most businesses. Forms help you record and present information in an organized fashion. You can use the Publisher to produce all the forms you will need for a variety of tasks. As with the letterhead, you can either print out a blank form and fill in with a typewriter or pen, or you can fill out the form right in the Publisher. You can even bring a printout of the blank form to your neighborhood printing house and have it reproduced onto forms that can be run through your printer. The invoice form on the Publisher disk uses shaded boxes to separate the headings from the information to be entered into the form. The company address and logo are at the top of the form as in the letterhead. A SAMPLE NEWSLETTER This is a simple one-page newsletter. This type of newsletter might be circulated on a daily or weekly basis. Since little information is required for this newsletter, we can keep it down to one page. The title of the newsletter, call the masthead, appears at the top so the reader can immediately know what they are reading. We have also headlined the articles in the newsletter with boldface type, to help the reader find articles of interest. A vertical rule (line) adds to the readability of the newsletter. ANOTHER SAMPLE NEWSLETTER This is a multi-page newsletter. When you load this publication into the computer, you will see how to continue articles onto subsequent pages. This newsletter also has a masthead, and we have included a box at the top for the date and edition number of the newsletter. At the lower right corner, in a box, we have included a table of contents. Inside the newsletter, on Page 2, you will see lines of text pulled out from the article that appear larger than the regular text. These lines recap passages from the article and are widely used in magazine production. On the last page you will see a blank white area. Thisis where the address label will be attached. In publishing terms this is called the indicia. When this newsletter is ready for production, you will print out each of the four pages and either you or your printing house would paste them in order for final printing. You may want to print this on a single 11 x 17- inch sheet with a fold in the middle. Your printer will help you with these details. AN ADVERTISING SAMPLE Two important elements of a good advertisement or "flyer" are eye appeal and simplicity. You must have some element that will draw the reader into your ad, hold his attention and gain his commitment to purchase. The message must be simple and direct. - 58 - This ad is a replica of an actual ad that Timeworks has used in magazines for our Evelyn Wood Dynamic Reader program. The white space at the left of the ad is significant. Most advertisers try to fill every inch of the ad with text. The white space adds contrast. We have used a provocative headline to get the potential customer to read the ad. This ad includes two graphic elements: a photo of the program package and an illustration of one of the program screens which will be dropped in by the printer. These art elements help to show more information about the program and also break up the flow of the text. A SAMPLE REPORT The Publisher provides the tools you need to produce interesting, informative reports with a flair that only desktop publishing can deliver. In the report below we have used graphics to show various statistics. A clean graphic always enhances a report. The graphics are layed out in such a way that they will complement the text and lead the reader through the document. We have used three different types of graphics in order to add variety to the document. We created the graphics with a drawing program and imported them into the report. We created large headings to set off the sections of the report. This invites the reader to go directly to a sections of interest. Adding headings also breaks up the monotony of having only one type size and style throughout a report. Now that we've shown you the kinds of documents you can create with the Publisher, let your creativity be your guide! 13. APPENDIXES --------------- TROUBLESHOOTING This section includes tips and common "pitfalls" to watch out for. If you experience a problem, please read through this section to see if the solution is here. The general tips appear first, the remainder in alphabetical order by subject name. - General - -> To change your paper size, you must start a new document. Select New... from the FILE menu; then click on NO and set your paper size. -> When you use Revert to Last, be sure to have the same data disk in the drive you began with.  Otherwise, if the disk in the drive has a file of the same name, it will be loaded instead of the file you wanted. -> Status will show the current amount of free disk space, including any temporary files the Publisher may have created. - 59 - -> You may notice a short delay in invoking some desk accessories while running the Publisher. Generally, you should avoid having accessories that are not necessary in memory to achieve maximum performance. -> The only way to reach the Master Page is to choose Go to Page... from the PAGE menu and then clicking on Go to Master Page in the Dialog Box. - Fonts - If you see the message "Please insert your Fonts Disk" after you have placed your Fonts Disk in the drive it can mean... -> You did not run FONTWID.APP after you installed. -> Your Laser printer is not connected, on-line and ready (when using a PostScript or Atari Laser). -> You are using disks installed for a monochrome system on a color monitor or vice versa. -> There is not enough memory for the printer driver. Remove all desk accessories, ram disks, etc., especially if you are using a MEGA ST2 with the Atari SLM 804. If your fonts do not all print out properly (i.e. if text is printed in Swiss rather than the font you selected) it is probably due to insufficient memory. Remove all Desk Accessories, Ram disks, etc., and try again. There is a maximum of eight fonts that can be installed in the Publisher. The Publisher does not support Font Cartridges in dot matrix or HP type Laser Printers. - Frames - Remember that if you use Send to Back, your frame can become completely covered by other frames and may not be visible. To correct this, select the top frame and send it to back until you can select the frame you wish; then select it and select Move to Font. If you type text, import text or import a graphic into a frame, that frame will permanently be of that type. If you want to change the type of information in a frame, you must cut that frame and create a new one. (Paste will not change the type of a frame.) If you type text directly into a frame, deleting all the text will not change the frame type, and you will not be able to link a story or place a graphic in that frame. Even if there is room in a frame, you cannot link more than one story to a frame. To achieve this effect, reduce the size of the frame, create a new one in the vacated area and link in your new story. If you click on OK after bringing up the Size & Position Box for an object, the object may move very slightly due to numerical roundoff considerations. - 60 - - Graphics - Degas .PC (compressed) format is not currently supported. use Degas Elite to save the art in an uncompress format (.PI1, .PI2, .PI3). Easy Draw or GEM Draw files (line art) cannot be scaled or cropped. If you place line art graphics in a frame in the Publisher's Graphics mode, and re-size the frame, the graphics will all re-size proportionate to the frame. If you hold down the SHIFT key while you re-size the frame, this will not occur. The SHIFT key does not function on imported graphics from Easy Draw. Edit Picture works only on image files (not line-art) and will edit the entire picture, even if you have cropped the picture. To delete a graphic from memory, double click on the name of the graphic in the Library, and then click on Delete. This will not delete the graphic from disk, only the copy of it in memory. Recall that any frames linked to the graphic are still only usable for linking in another graphic. You cannot type text directly into them or link them to a story. You should not recrop images more than three times. It is better to select the frame, click on the picture name in the Library to place the whole picture back in the frame, and then crop again. - Importing - If text does not reformat properly after you have imprted it, check to see that you imprted the correct file type. You cannot link or import text to a Master Page, but you may type or paste text directly into a frame on the Master Page. When the Item Selector Dialog Box is displayed on the screen for you to choose a file, you may click on the Directory at the top of the box and change the directory or requested extension (ex. A:/PUBLISH/STORIES/*.ASC to D:/MODEM/*.DOC) and continue your import. You are not required to use the three letter extension (.ASC for ASCII) which the program suggests. If you use Save as ASCII in Word Writer St, be sure to load that document as an ASCII file, not a Word Writer ST file. (Also recall that many formatting considerations would have been lost, and it would probably be better to import the Word Writer text directly.) - Paragraph Styling - If you alter the font/size of a Paragraph Style and it does not change all or any portion of the text, it could be because you have applied a new font/size/style in Text mode which overrides the changes in the paragraph style. To correct this, go to the Text mode and highlight the text which did not change. Click on Normal in the STYLE menu. Bullets inserted due to paragraph tagging always use the size as defined in the Paragraph Style. Bullets typed in from the keyboard use the size selected when the bullets font was chosen. - 61 - Text styles (Bold, Italics, etc.) can be set in paragraph tags. Simply go to the the Paragraph mode, click on the paragraph name in the Library and then click on the appropriate style(s) in the STYLE menu or use the appropriate Quick Key. Headers and footers are the only items which do not have frames. Keep in mind that each field of a header or footer can have its own paragraph style attached by simply clicking on it in paragraph mode and assigning a style, like any paragraph. - Printing - While printing image files, temporary files are created on your data disk. If you have too many image files on the same page (eight is the suggested limit) you may need to make more space on your data disk to be able to print. The Publisher will present a Dialog Box allowing you to skip the picture or cancel printing if this occurs. The Atari SLM804 Laser Printer requires a MEGA ST2 or 4 computer. If some of your text is missing in the printout, near the edge of the page, it is probably a limitation of the printer. Some printers will not print closer than about a quarter of an inch from the edge of the page. Adjust the Page offsets under Set Column Guides. - Rulers and Grids - The "grid" is a template the frames "snap to" when drawn (if Snap to Guides is on), and line graphics "snap to" (if Snap to Grid is on). It is based on the ruler markings (the ticks you see on the ruler bars). The finest ruler markings are for centimeters, then picas and points, then inches and tenths, and last, inches and eights. If you want the snap positions to be closer together or further apart, you should try a different ruler spacing. When you draw a frame with Snap to Guides on, the frame will horizontally snap to the nearest guide if the point moves close to the guide. Vertically, the frame will snap to the nearest ruler marking, even if rulers are not displayed. If you change your ruler spacing, this also changes the grid, which can make it difficult to align a new object beside objects created before you changed the spacing. - Starting up the Publisher - If you run out of disk space when installing the program, reformat your Startup, Fonts, Overlay and Data disks and try again. Be sure you have al least one megabyte free on your hard drive. When you install the Publisher, a file called "ASSIGN.SYS" is placed on your Startup Disk, which may also be your hard drive. If you then install another GDOS application, you may over-write the Publisher's "ASSIGN.SYS". If this occurs, make a copy of the other application's "ASSIGN.SYS", and re-install the Publisher. Make a copy of Publisher's "ASSIGN.SYS" in case it becomes overwritten again. If you do not see the message "ATARI GDOS RELEASE 1.1 resident" when your system boots, the program will not run. Use the correct startup disk or re-install the Publisher. - 62 - If you change your monitor, number of drives or amount of memory in your computer or printer, you must re-install the Publisher. The Publisher begins with the default file name "UNTITLED.DTP". This is an arbitrary name. If you have a file called "UNTITLED.DTP" on your drive, it will NOT be loaded at startup. When installing on a Hard Drive that does NOT autoboot, the program places a copy of Atari's "AHDI.PRG" in the AUTO folder on your Startup disk. If you are using a Supra or other hard drive, you should replace this with your manufacturer's equivalent. - Stories - To delete a story from memory, double click on the name of the story in the Library, and then click on DELETE. This will not harm the story on the disk, only in memory. Recall that any frames linked to the story are still only usable for linking in another story. You cannot type text directly into them or import graphics into them. When you double click on the name of a story in the Library, the word count will be for the story as it currently exists. If you have cut a section of the story and not pasted it back in, those words will not be counted. - Text - If the font is so large that a character from it will not fit in your frame, no character will show in the frame, and you will not be able to enter text in that frame. Enlarge the frame until you can see your text. Other things that can cause text to not be displayed in a frame are too much "Space Above" set for the paragraph or lines with too much leading. The only place to turn off automatic hyphenation is in the Justification Dialog Box inside the Paragraph Style Dialog Box. You can place a soft hyphen before first letter of a word to override hyphenating the word entirely or between any two letters to specify your won hyphenation points. - Tips - The Publisher is completely compatible with Timeworks IBM desktop publishing program, so you may freely exchange files between the two programs. To move to the last page in your document, select Go to Page... (ALT-G) and enter a page number which must be greater than the last page number. Printing will be faster if you do not select Collate. Use Space Above in the Dimensions Box under the Paragraph Style Dialog Box to adjust the space between paragraphs, and use Leading (in the same dialog) to adjust spacing between lines in a paragraph. Avoid setting Leading to zero. Use the Left Indent in the Dimensions Box under the Paragraph Style Dialog for paragraph indentation. Do not attempt to use spaces as tabs or invisible bullets. - 63 - The line-art that you draw in the program's Graphics mode can be used in any type of frame. Your style sheet is always saved with your document. It is not necessary to save them separately. - Warnings - WARNING! To safeguard against losing your work due to power failure or equipment problems, you should save your documents to disk at regular intervals (every 15 to 20 minutes). WARNING! Each time a block of text is cut to the buffer it replaces any text which was previously cut. PRE-CALL CHECKLIST Before You Call... 1. Have you investigated the README.ASC file and your manual thoroughly (Troubleshooting, Facts at Your Fingertips and the Index) for the answer to your question? 2. Has the problem ever appeared before? What procedure did you use to produce the problem, and can you reproduce the situation? Have you tried reproducing the problem with hardware other than your own? 3. Are you using any additional equipment with your system, such as desk accessories, cartridges or enhancers? If so, disconnect the additional hardware/software and try to repeat the problem. If you cannot, did you change your hardware or software configurations before you first experienced the problem? 4. If the problem is related to printing, have you checked your printer manual or contacted your printer manufacturer for the answer? You might try re-installing the program on a fresh set of disks, making sure your printer choice is correct. 5. Have you returned your Registration Card to Timeworks? If You Call... 1. Which Timeworks product are you calling about, and what is the version number? (For example, the Publisher ST, version 1.10) You will find the version number by selecting the Timeworks DTP... option from the DESK menu. 2. What system are you using - for example, 520ST, 1040St, or Mega ST? 3. Have your user's manual with you when you call, and keep your manual and any other pertinent materials by the phone in case we need to call you back. If You Write... Include a phone number where you can be reached during the day. - 64 - GLOSSARY OF THE PUBLISHER TERMS Alert Box - A message box on the screen which asks a question. Answer the question by clicking on one of the buttons. ASCII Text - Acronym for American Standard Code for Information Interchange. A computer code to represent letters and numbers. Aspect Ratio - The ratio of height to width of the pixels (dots) which make up the images shown on the screen. It is this ratio which is important in keeping circles "circular", for example. Baseline - An imaginary horizontal connecting the bottoms of the capital letters. Binding Margin - Extra space added to the inside of a printed page to allow for punching or binding: usually the left-hand side of a right page and the right-hand side of a left page. Bit Map - A series of dots created with a "painting" program. Body Text - The normal words in a document. Boilerplate - Text or graphics that are used over and over without change. Bold Text - A weight of text characterized by thick heavy lines. Compare with Light text. Buffer - A temporary holding place in memory for a block of text, a frame or a graphic which has been cut or copied. Bullet - A heavy dot or other symbol used as an ornament before a paragraph or before items in a list. Busy Bee - A GEM icon that appears on the screen to indicate that the computer is busy working. Button - A word in a box which represents a choice for you to make. Click on the button to make your choice. Centered Text - Text which is positioned halfway between the left and right margins. In the context of this program, centering will occur between the right and left margins of a frame. Character - Any single letter, number, punctuation mark or symbol. Clear - A frame which may be seen through, as opposed to opaque. Click - A press and release of a mouse button which executes a function. Close Box - A small square in the upper left border of a window. Clicking on this button has the same effect as choosing New... from the FILE menu. Column Guides - Dotted lines only visible on screen used to help position frames on each page. Crop - To select part of a picture for display by eliminating the unwanted parts. - 65 - Cut - To remove a block of text, frame or a graphic from a document and place it in the buffer. Decimal Tab - A kind of tab stop which allows columns of decimal number to be aligned at the decimal point. Delete - To remove text, layout elements, artwork or a page from a document, or a file name from saved files. Desktop - The default operating environment in which you run the Publisher. Dialog Box - A box which comes on the screen after you choose any menu option which is followed by "..." The box will ask you for additional information about your choice. Dimmed - Those menu options which appear in a lighter shade to indicate that they are unavailable to you in the present working mode. Drag - To press and hold down the left mouse button while you move a pointer. You might use this function to move a frame from one part of a page to another. Em - A unit of measuring width which is equivalent to the width of the letter "M" in the point size of the typeface in question. Fixed Space - A space used to keep words together on the same line which is never "stretched" during justification. Flush - Formatting text to the right or left margin. Font - A complete set of characters of the same point size in a typeface. Footer - A line of text which is automatically inserted at the bottom of every page, or perhaps, alternate pages. Format - The visual appearance of a page of text, including its shape, size, margins and type characteristics. Frame - A rectangular box used to hold text, pictures or graphics. Full Box - A small box in the upper right border of a window. Clicking on the mouse with the pointer in this box will toggle the size of the window - reduce it if it is full-screen size, enlarge if it is at its regular default size. Grabber Hand - A pointer which appears on the screen to indicate that frame is being "dragged". Graphic - A line or filled shape created with one of the Publisher's Graphic Tools. Greeking - A method of representing text by a series of lines. Used when text is too small to be displayed on screen. Grid - A piece of "graph paper" within a graphics frame. All graphics are fastened to the grid points on this graph paper when they are drawn or moved. - 66 - Handle - Small open squares on the edges and corners of a selected frame or graphic which are used for sizing. Hanging Indent - A paragraph type where the first line is flush with the left margin and subsequent lines are indented. (The left indent is longer than the first-line indent.) Header - When used, a line of text which can appear at the top of every page or on alternate pages. Highlight - To emphasize an area of text in some way, for example in reverse video. Hyphenation - Placing a hyphen where a word has been split at the end of a line. Hyphenation "Hot Zone" - An invisible area at the end of every line which is used when setting ragged text. If a line has a long word at the end of it and is in the hot zone, the Publisher will try to hyphenate the word. Icon - A small on-screen picture that implements a function in the program when a pointer is positioned on it and the mouse is clicked. Image File - A picture consisting of dots, created with a "painting" program or a scanner. Import - To load text or a picture created with another program. Indent - The gap between the left or right-hand margin of a frame and one or more lines of text. Italic Text - A style of text characterized by letters slanting to the right. Compare with roman text. Justified Text - Text which is flush with both the left and right margins. This is achieved, if necessary, by adding extra space between the words, or even letters, in each line. Kerning - Adjusting the spacing between pairs of characters to create a more pleasing effect. Leader - A row of characters, usually dots, used to guide the reader's eye across the page. Leading - The distance in points from the baseline of one line of text to the next. Letter Spacing - When text is justified, extra space is inserted between the words in each line (see justified text). If this space exceeds a user- defined maximum value (see word spacing), then extra space is added between the letters in each word. Library - Contains a list of text or art files, paragraph styles or typefaces, or the graphic tools. Light Text - A weight of text characterized by thin light lines which appear gray. Compare with bold text. - 67 - Line Art File - A picture consisting of lines, curves, etc., created with a "drawing" program, such as Easy Draw. Marked Block - A highlighted section of text which can be cut or copied. A marked block can also have a new style or font applied to it. Master Page - A single or double-sided page which acts as a "template" for any new pages added to a document. Master Pages will not be printed. Menu - The program options which drop down from the titles across the top of the screen. Menu Bar - The titles across the top of the screen from which the program choices drop down. Opaque - A frame which cannot be seen through is said to be opaque. Opposite of Clear. Page Layout - The arrangement of text, pictures and graphics on a page. Paragraph Style - The name for a particular type of paragraph with its own set of features: font, point size, bullets, indents and justification. Paste - To insert the contents of the buffer into a document. Pica - A horizontal unit of typesetting measurement equal to 1/6 of an inch. Picture Format - The kind of file (line art or image) in which to store a picture. Point - A vertical unit of typesetting measurement equal to 1/72 of an inch. Pointing Hand - A pointer displayed when a frame is being sized. Point size - The height of a font measured in points. Quick Key - The combination of the ALT key with another key to execute a command. Often, using quick keys is faster than dropping down menus and selecting options. Ragged Text - Text which is flush with the left margin an uneven on the right margin. Reverse Video - With black and white reversed, so that black characters are displayed on a white background (or vice versa). See Highlight. Right-aligned Text - Text which is flush with the right margin and uneven on the left margin. Roman Text - A style of text chracterized by upright letters. Compare with italic text. Rubber Box - When cropping a picture it encloses the desired portion. Rulers - Guides marked in inches, picas or centimeters along the top and left edge of the work area. - 68 - Sans Serif - A typeface which has no ornaments or cross strokes at the bottoms of the letters. Scale - To increase or decrease the size of an image file within a frame. Scroll Boxes - Part of the window border, used for scrolling through a document. Serif - The ornaments or cross strokes at the bottoms of letters in some typefaces. Shade - The underlying pattern of a frame. Slab Serif - A typeface characterized with bold serif. Snap - To make a frame or a picture only positionable on the current Ruler Divisions or Column Guides. Soft Hyphen - A hyphen inserted by the user which overrides any automatic hyphenation by the program. A soft hyphen placed at the beginning of a word indicates that the word is not to be hyphenated at all. String - A series of characters and/or spaces of variable length. Style Sheet - The Master Page, paragraph styles and other pertinent information for a given document. Subscript - Text, in a reduced point size, which is dropped below the baseline of the surrounding text. Superscript - Text, in a reduced point size, which is raised above the baseline of the surrounding text. Tab Stop - A marked position for aligning text in columns. Text Cursor - A thin vertical line which indicates where text editing can take place. Text Runaround - To make text run around the outline of an overlying frame. Text Style - A characteristic of text printing that can be toggled either on or off, such as italic, bold or underline. Toggle - An option which is like a light switch i.e. it can be either on or off. Tool Box - A group of four icons in the upper left corner of the screen which, when selected, switch you among the text, paragraph, drawing and frame modes of the program. Typeface - A family of fonts which share the same visual characteristics. Variable Space - A space inserted by pressing SPACEBAR, which may be "stretched" during justification. Compare with Fixed Space. Visibility - Whether a frame is opaque or clear. - 69 - Whole Pixel Scaling - A method of scaling an image file so that all of the dots are scaled equally. This will produce a picture two or three times larger than the original. Word Spacing - The adjustment of the minimum and maximum amount of space allowed between words. WYSIWYG - Acronym for What You See Is What You Get. It refers to the ability to show you on screen what will be printed out. THE FONT LIBRARY The typefaces and fonts available to you in the Publisher vary depending on your printer. Most are actually drawn at each stated point size, but some are scaled up from smaller sizes. A complete listing of what is available for each printer appears on a separate sheet at the back of this manual. What appears below is a representation of what each typeface looks like. - Bullets - Know in the typesetting industry as "dingbats", these art devices are used mostly to highlight short phrases or listings. - Drury Lane - This is very similar to an Art Deco typeface called Broadway Engraved. It is very dramatic and would be a real attention-getter on a sign or invitation. - Dutch - This is a classic typeface for setting large amounts of body text. Note how similar it is tot the typeface used for the body of this manual. It is easy to read and is characterized by graceful, weighted lines. - Madison - Note how similar this is the Drury Lane shown above. They are "related" typefaces and would complement each other if both were used in the same document. - Ravinia - Ravinia is an elegant typeface that you might choose to announce a more formal invitation. it is a very artistic typeface which would combine well with artwork of flowers or musical instruments. - Rockface - This is a strong, emphatic type, characterized by slab serifs. It would go very well with either Swiss or Dutch body text. - Swiss - Swiss is a clean-cut, unornamented typeface which is similar to Univers. We recommend it for business writing and for instructions. - 70 - THE ART LIBRARY The Publisher comes with approximately 200 separate pieces of art stored in 23 files. There's everything from birthday cakes to vacation spots. These files are reproduced, in alphabetical order by file name, over the next few pages. BALLOONS.IMG HOUSE.IMG SCROLL.IMG BILLBORD.IMG MEMO.IMG SIGNS.IMG BIRTHDAY.IMG MUSIC.IMG SKYLINE.IMG BORDER.IMG NOTICE.IMG TIME.IMG FLAGS.IMG OUTDOORS.IMG TRAVEL.IMG FLAGS2.IMG PHONE.IMG VACATION.IMG HANDS.IMG PLANTS.IMG XMAS.IMG HOLIDAY.IMG ROBOT.IMG INSTALLING TWO PRINTERS This version of the Publisher does not contain any specific support for using more than one printer. For those people who often need to switch between different printers (or different resolutions on the same printer) this section will help explain the basic steps. - Floppy Drive Users - If you install the program on two sets of disks, you may use your data disks with either version. Be sure to clearly label the Startup and Fonts disks to indicate which printer they are installed for. - Hard Drive Users - It is always possible to change printers by re-installing the Publisher on your hard drive. If you are a relative newcomer to the Atari Computer, you will probably find this is the easiest thing to do. If your hard drive does NOT autoboot, install the program for each printer you need. BE SURE to label the Startup disks clearly so that you know which printer each Startup disk is for. After you have installed the program for each printer you wish, place the Startup disk for the printer you have connected in Drive A and press RESET. Then, open the PUBLISH folder on the drive on which you installed the program and run FONTWID.APP. Remember, each time you change your Startup disk (to use a different printer) you MUST run FONTWID.APP. If your hard drive autoboots, you will probably wish to simply re-install the program to change printers. If you are an experienced user and need to do this often, you may install the program onto two different partitions of your drive. After the first installation, find the file ASSIGN.SYS on the root directory of Drive C. Rename it to describe the printer you installed, for example, ASSIGN.HP. Then, install the program again on another partition for another printer an rename the new ASSIGN.SYS. In order to change printers, make a duplicate of one of the renamed files and name the new file ASSIGN.SYS. Reset your system and run FONTWID.APP. - 71 - ATARI PRINTER FONT REFERENCE SHEET The font sizes available in each typeface vary according to printer. In each of the smaller sizes the characters are "hand-drawn". The largest sizes, however, are scaled-up versions of the smaller sizes. Experiment to see which ones provide you with the most suitable output for your needs. The scaled fonts are indicated in parentheses. 9-PIN EPSON OR SMM 804 - 520ST and/or single-sided disks Bullets 7, 10, 14, 20, (28, 40) Drury Lane 20, (40) Dutch 7, 8, 10, 12, 14, 20, (24, 28, 40) Madison 24, 48 Ravinia 18, 36 Rockface 20, (40) Swiss 7, 8, 10, 12, 14, 20, (24, 28, 40) - 1040ST with double-sided disks Bullets 7, 10, 14, 20, (28, 40, 56, 72) Drury Lane 20, (40) Dutch 7, 8, 10, 12, 14, 20, 28, 36, (40, 56, 72) Madison 24, 48, (96) Ravinia 18, 36, (72) Rockface 20, (40) Swiss 7, 8, 10, 12, 14, 20, 28, 36, (40, 56, 72) LASER PRINTERS AT 150 DOTS PER INCH - 520ST and/or single-sided disks Bullets 7, 10, 14, 20, (28, 40) Drury Lane 20, (40) Dutch 7, 8, 10, 12, 14, 20, (24, 28, 40) Madison 24, (48) Ravinia 18, (36) Rockface 20, (40) Swiss 7, 8, 10, 12, 14, 20, (24, 28, 40) - 1040ST with double-sided disks Bullets 7, 10, 14, 20, 28, 36, (40, 56, 72) Drury Lane 20, 36, (40, 72) Dutch 7, 8, 10, 12, 14, 20, 28, 36, (40, 56, 72) Madison 24, 36, (48, 72) Ravinia 18, (36, 72) Rockface 20, 36, (40, 72) Swiss 7, 8, 10, 12, 14, 20, 28, 36, (40, 56, 72) 24-PIN PRINTERS AT 180 DOTS PER INCH - 520ST and/or single-sided disks Bullets 8, 12, 18, (24, 36) Drury Lane 18, (36) Dutch 8, 10, 12, (16, 20, 24) - 72 - Madison 20, (40) Ravinia 15, (30) Rockface 18, (36) Swiss 8, 10, 12, 14, (16, 20, 24, 28) - 1040ST with double-sided disks Bullets 8, 12, 18, 24, 30, (36, 48, 60) Drury Lane 18, 30, (36, 60) Dutch 8, 10, 12, 14, 20, 24, 30, (40, 48, 60) Madison 20, 30, (40, 60) Ravinia 15, 30, (60) Rockface 18, 30, (36, 60) Swiss 8, 10, 12, 14, 20, 24, 30, (40, 48, 60) LASER PRINTERS AT 300 DOTS PER INCH - 520ST and/or single-sided disks Bullets 7, 10, (14, 20) Drury Lane 10, (20) Dutch 6, 8, (12, 16) Madison 12, (24) Ravinia 9, (18) Rockface 10, (20) Swiss 6, 8, 10, (12, 16, 20) - 1040ST and/or double-sided disks Bullets 7, 10, 14, 18, (20, 28, 36) Drury Lane 10*, 18, (20*, 36) Dutch 6, 8, 10, 12, 14*, 18, (20, 24, 28*, 36) Madison 12*, 18, (24*, 36) Ravinia 9, 18, (36) Rockface 10, 18, (20, 36) Swiss 6, 8, 10, 12, 14*, 18, (20, 24, 28*, 36) * Not available on the Mega 2 with an Atari Laser NEC P6/P7 PRINTERS AT 360 DOTS PER INCH - 520ST and/or single-sided disks Bullets 6, 8, (12, 16) Drury Lane 8, (16) Dutch 6, 7, (12, 14) Madison 10, (20) Ravinia 7, (14) Rockface 8, (16) Swiss 6, 7, 8, (12, 14, 16) - 1040ST and/or double-sided disks Bullets 6, 8, 12, 15, (16, 24, 30) Drury Lane 8, 15, (16, 30) Dutch 6, 7, 8, 10, 12, 15, (16, 20, 24, 30) Madison 10, 15, (20, 30) Ravinia 7, 15, (30) Rockface 8, 15, (16, 30) Swiss 6, 7, 8, 10, 12, 15, (16, 20, 24, 30) - 73 - (Phew !! ... is the printer still breathing ?) . .. DOC_27 PRG LTexA}Ugrnd6uColoursMkZ5gle/x)usicOn/OfAlrnate/Q<.k_ExitBackToainMenu:8%@0r1{J.J' UJD6,0`w'q :?Ntd'G:?֑2t =+& <] JG&Aq ٤&x^n'`& 3^v: 4؝@,\x"~V 9NE@)c [: x :d r` A؀H&p`;r:'s`N9' jl@XuDMl(/stN44 / p\F & "P^FAY5#Wc6 . f=PN26'`NX/F 6 AtF8D ;'pñfrp'NgC'y DN''fC!.ib$ n1/P <-Q'`M5`MP 8Yv2AlxXN ܮi r.&:xrH H 8$q#:\N 8솤`Y<6! :Hv83rp'(@ @^M L_:4 stnvM#Ikp/N'`/@ 0M\)y9@Gf&XG8 ֙9 %@'pYtADuu:XN 8GD6IsрM@vxHv p2s8㱼Y1 N '6 BJ6MXaDV `a:P7b#Ga[bZ8^d ـ"<&5 20ք0YsBPOxf|?) >-! Kl!$9tp|A|8l, *!NɲtGd:?'NtpL Q/ D] JI*Aq ٬&^ng`& 5bv: 4؟@,\x"~V A9NE@9c ]: x :d r` ؀X&ސ`;r:'`N9'' T@&ǎ! '7BL4 . p]J &`"p^F$jN+gd3`Z13qWA0N''^ ¹DŽ:r!y89GGaؓ8' TmMXλsG'5+!@^7Cxn@8lL jM_ñ `` pVpI?hu0'9Ō@M( ?`"@^=^')  M5%'Ȭ QC ƀB8B@Β l@NѠNAv:l Ɍ&$Nt8' (&]2uN;7G@TH.9@P. ,&8`tG##h8p <.:$Nn0 ǐрM@nɇT q~b\b;-xN,@cdl Q  qkCqc -FX;ga; 2,9GQ`Iu6aa B M =.)s2ؠ5,CGQ(aÖNG Ē $a$IiLMЁ$@FQ 2G ׋Ntd'G:?tN&c&@] J( qH٨A &G`& ^n` v4 ؞:4@x",\ ~9VE@Nc1: \ xr`:d؀ P&`;:r`'9'N j@&T7BL 'JBN5'=k^(d ¤.vB6f sM,x0' q8 pr*xFN()J '0 Q :tp#s8p*:8@&$uBq8: p,M tqxnMlfF@p$ $~lbH|1,Ntd'G:?tNcM/L @] J( qH٨A &G`& ^n` v4 ؞:4@x",\ ~9VE@Nc1: \ xr`:d؀ P&`;P:r`'9'N @&T!7BL 'LBN5'=k^(d °.vB63f sM,x0' q8 pr*xN()J '0 Q :tp#s8p*:8@&$uq8: q,P tqx9GS$9 ϔp$wA&7k$a&&v5!  = t(C m{{|{{QF{{FS{{{TmQ{{F{{TmQ{{QF{{{Tm{{mQF{{FT{{{TmQ{{F{{TmQ{{QF{{{Tm{{mQF J T||ڣjnnpnnnnꍬnn۪##HȍH44#t#H6#H5mX- #:ze|G/0kiEFfi9g8` Cr1"XS.ܱR,^(0/z8KHPX/z`hpKޭx#P#o#X7 EBb;-" 쌬4[ss#=ҶqS9v#*2atKpRȪB7BR4D(0#H-8HPX`H4hpx4##HHBhѠQ YNu6nmlkjigeca_][XUROLIEA=q0}J:741.+'$! ݈!n3p !$'+.147:<>BDEFGyHGFEDB><9630.,*)('()*,.0369=AEILORUX[]_gijklmnopqqqqzy u]`^7X6:^ B`,/]` .\ar &)t%\MP PtEvաt"&Ni;*VZ.2;ߤ386i;>:FZNB/V!? NuN۵k$GBT@B4_ a aPT@a@aaVj[UaJE,B2)ZOUG,<|AS6/PpSPACEY,9G* :t@gsVvob# @PA&2]YILOA7l'[$DOCKȱNUMcTVBR*.nGHGFYu4c(|t2Q2'INSIR3S_T-D7@O'NMPIӢPEXUVNAG TIMF0ETLKG9UDYINGψOFgLAA*O}EAPOHSE6`L7QCe AWHOEVEJ}UNIFH$04ULSU] bTDO@jIRWSTb9,THEYALWAYS}׵DBEFORE#(RUSH@~ MHAKWTANPROJECT) ].|j`pȁ_&0H^7DL8B Y9V npVj.96̳L϶3.a }NH qՏl  lH3 5O N6, ~,$qfx("j`F~x |3lA >{l`ߟ8Q౸7ސ?aepk/0X3m6pͥ+^>58 r"ya(ŹHfN6IElymy n…c(9 JsT6mT,K?NG! YGh$T f NA25N#fP UNqTe( *B\"\€ȸ.TW WQس:n|t"Pj=FvisQ]Et}AhF';c9-*#fMCR.Kެ/ 01ޫ2GܶK&B*#9LqpFn/A3I?<N\NujHHA |G0/DѽHLPѽTX#O7ѽ&|F PI ^rV. d%N^LGQF%N24DITNaX|J 2;_&Tk`pJPL`JtAb!K,E$,88"CH` #\6 U !8t|a"ճ3H8(Ea@]0a!:CPX 6ZЖ_fI`ɑ P[ &9 wbSr0U%͒DH33jEi4("DnI% QQ T\lH~nLlS&xg,ΓҀ!(`d/՜2yP7*TX#Жz\X t0$_B9J!6J#2obYXNs5yeachv d"9bnoi',@uscal{9cjikBn4deskpub!1d?dG11_K|p1e2wp3ols٠9rwhMldebfot(h&jx>m(zrtEXmitaB$ml#8upsychi zilfrork O9)wsexvixenpace_co"?selmwinrgmPGw_karate.swrfEc8 < _Y9`A A(d#Ĩ$B%3^yf! r# "fP3&@$1$$$e b" 2BR bbqq qqb RRC @,DE47'P@rA+2rubI0 @P6`H pppH pp @p1p qrst  uvP@(wgAW BG s?5}z>`] \۠> 4A~w1; n 㿨wQP\]k<CPN; ϱbvO] Zܳ GՀ\8(NRNAc. V( 3 K;Y2GLA,C}`W~HK[sl Y u`_ØI؎,g(A]0>a5/ EvPeFvkSԉ.Oô#mxK,3"n}"8=0;"` ձv *ctv;[X$l}PPAIV`*ct\ vsgǬ_ I4fƝLEt] ӥl F՛K J2:q?[Vc.4i,9ɚv.Ht#l%FB Q.|rxi? 4̔* V!vE4~7aJxgP(4*mt4zk5]a}KFT*C(X(dk_ThFR { ݙ`5X<pnF!$΀Уj]h"(5 ItFf>f]b*6!cv |dczv#MVYf3KAWsdz`EZ ;gL$!l`c`PbL UP].( NS37&C, Bߔ4:w?Uh*$ :w5𜙃LR">xNEw FI3K#U"Tg#d+ [*zVɞ,dMp3xXʨ+7pxq:V%.,B(EF\У0/®F7BVWL G෡UdJ* ?$g`!Pv K[]?>UV8d|U2! a% nJ[ Avkg@  lWsw̜&!vdu @q00Y$ bPw{ 8H6db X*0YZ„␃Ç<C? SW{wW`x/>3o&?#8N6V7A44JSDJXkW?)t1ル)]/]B VvsŻ`&!($(]B,5!$"h<}?XE$E#3W\[{aKk gEGBiogL"GBA+og"@"+q*+WL:'(*)㇃"oq|&謃!TYuq*X,]R F܃B\](cv5@?gbrT*@z U*b~;o`hB]U: :i s L) MXo]R0E(HHFW#Hf;BٴA7v,*b i6?Î P7t#PA d0ÃDjW]&q<.;Å:o 'O@m`49636a<Btވ9vA p 44I~uo<#c7Nq.!} yDd {?t܏ on:zu <̀ }7 A|u6-sx rX Jy a ̌]B "ypAavt9Jsx7 ]8^ |67`Axsx 0AZ9\DX7Hm `'O@n{ 'ݼ [+ڀ7N݁.\h @auxx/s' q&x`@; ]6`A˰ܙ71 ۖ x k%һ rv 6:UQ1x q75n]; rW/ ]1  O P߀0o:zvBT&o;7  8u67`A3>pH^}mt' ݀:99vtX<%7s{6Q\&o7AɰA 7`A۵}86~_* g䃯}|&  t0eH8nDAuT vՙl5ѷFU=z<xM pw躔۰&px8:ACo D^P N΀`7Oox\Ctri{ Hqw}76jL6z5#*y  x+ۂnAx Alk[8vU:yoBoFyf$i(JVޏ]r P@" =x$653_vg~ޏړ?w c&o=ιςPopBoFanNCaM ;{|3VoG&N?N?.XM&pr*rP??߄ޏ  XmGދ V&~/Wﳁ7xK}xx{w>Aby}a'?̲ 7AG&ڽCM>{|7ʏ扽_x:}x@UяsTrЧXi>tiNȃ݀xQxF{ {}ǣ&|Ǘm~7]!{e\r U{hc> C!nv݋tvm@!տy~ޏ6e Pg;(ЛX?ǺhM[?w`!]<6ս&;S|ѷdϯuϻf *&=DޏvKOt sC$7 uuq?cKF`(?ʻx :Uu\7T|Ф+!0qy ?{_~y޿ mɟ_%Bay~r>ł<Z%z{Qx% ~s}ay$L LW^`9d!QD `l}bP+&I!QPB`^BA8*v~MU&BJh ^Mh8aªoƄ-!"psT )%2B y5D?G SDJk@NWJ(q $U@Ҋ"!0y_NP 0u&#I+4 ᤅy q a3JA?8TLm`O$zxj (:6 KYh0$"'uJ3n`'2$diGFc{H.a^–Z5:0ac|D>'|:$Dac0~!AȉC5 !uBTćpl^ _è SK>l*K !@  (1yAavU C.pPC$Ba{HaT"p1 !Ub I d 8VN J4Xa d]3D' ,(9U"p Є: L82 AaFaIA! HBt o Ȁ g3(N"y='4(@1xWb]d@`^7S {`c\+~D+>YeA`" I? 0o|%eH1 SKWX_`߽RI&, #>x lBa~aa,9K,^<imB9 0oԀk,ӃK+i8>؃ ٌ8xc!tj< ӈ@-H E#B9m `Ex";yYչBQ\q1~B{ v$j%,B.ࢮDcs ^*S R/B-V,$hE..uVA(Nc @+JZ+? x> D.A^@?|4(+Z @tJryaB0´[Lm* ݁]h8F Q RߡEpPu'n˜|@/I u`?~dȔ o 5!c: a 'Ἂxt0 _pBdR8v?7/G@A\PV /@c*P3,Z!P, fh]/VÉJ!G . BR!P@Jo0Y]S= *qAM,PBqQg| v&$+мydZ&,O;P(+U1ëa Z@Q a)|*}a%bYe j Ps$`F+FUhUl@Kn0Dj!8Zh+$F"t F<([daՅP@6 + ! vG-<$ F+y&|Baa aP$t% G4XL+18.>m 'p*{ !jЕ"K;+/ a3?| Mx8`}Au%˪a3/ +aPs L+1PiVhxI]H^C%$(NA5p"uv y &Дi"j2a; x ,(9Uj(0xL])@^''/tK! B oao ȃX0YV0^0*>͙A.A\X] d;[ĺn$&  ,,Kz 51p]r%ȖYXx<Ӏ㬉 0o|%eH1Sap)a" 9+b Tw  *`߳YF+ Pb[XV``ߩ Ye[Ih P$þEոA܃)?/S- RB$hV..,uEAVc(N+Z @+J >? xA D@.4(^?|@+JZ tBra´L[  T ]h8]F ´ R EQpPu'˜|@/n u`I?duB~ ԇ펠t, W,p9 Sá1eHR#H\fpH4_z̞N$]_:t|;Sw]Tv$U 4hB+`F7f^GQӯ'aUT;;kkv#0 PJON ^URArGYu G6YIIIRc"8\?R+ke 䰤kGkA~H)dZ_Ө]L—r^U ;BU0:(U!. jBYN+tMI"9dVKc`N5~xF7݁V@F'BIGQ)>w@0`Wi-F,HX9ٮE4'Abfط(]l!HTquo )GANA1OwʲfR[jOCTJ(sXAYPdMa^VѰ^TB*D-i% `M_I3ZHlv)Cl,vN'iQP`M6Dεl%zO(PABrS58w1GͼMY:ֻ\LITRD)\s㸤 :SC0e0V`RAZ:Tt]$\W.EJ .SKj=`LfXؐa*[KI vAg>欰!pZMWZKFLUzK) KXPjU~~ta)3dGX@_ Ua wJ''!!Ήt$C3X }SU\"e:#Wj'فդ$~+#cE|(nUS||pa#|OPŞCLFEYcJY_vM+!RYU;# MM4%P[NݧSsIr2g_KX,#IEI _F՝sZ-BB49EP,JWOψ"RWZEa"YbML^w KzSSjGt ~4RBՏTxSI`+7{쐬9TU ECXL~Rvz*P/hE]ؑCOk-us8,!8 YA2CL^"L6v(6uGerAUob B :vB+urYj"';URvd9 *C+XFtEAVί0FTQJSUk逬`KNA3+\'biR~LBIDR~aTNHT;WnZ03Ee' B6LE[] KGO.1"OSOU%̥SA)m2I'n+GyO,D;4v$PI䛟UL߈+(N\SKIPSH}pF2L@F#[FRjT5j@!vJkM_#y@HJ-:GS!SءOHM;CAK'W:w.mI',)Y}STS'WNXRGO bUNOU,8v\L*ڟB-KI8'?XKXCI-3g 'HUГR..7CVY~ S C*L 2%Lv_ġb?[GGL]BS I,YcoMQҿ{/gqt2ATRI%-RECqRYftKGWi*~)`>piX~)çśBMU1PHw~-!`LKy Ew+UGHԹ#Y?nD$J^ RV!rSCOW)(LB?RnWݓSOJQS,#`$P TYǚP1YVU;U'XVie!z)GMOQUPcϳXSa` Zj' "GtPIEhAype#KEBܬ|*NuBS`E%S:LExeEa,,'Wo*e62I6z)Bm<Y'dtR9b\eMWFJ*YO, Q$]SzG3YNXHI;VUNFSFsX,Rc O'Gf,YS'#/ŋFW~OsLIN(ABE'Z‚iIbANVyѕ3,SBcICAUTOM7ɬ+!WIZ(lBB$(]V5NKBpPUOY LL_.JS.fSNUFt5qL͛HR5.OwDM*AduYD)(V)EQU=OFǺ-UAN\FEPQE6PFPn~TR}ṶG`aC SPH0NuG ZUSwaORLEJZMaqT u=)GU.KM.YOMNX7HI&iXտ!6D.S!#OLDMH2,`BHΏdP0vJPAUtWSD2SOCI6NEX{7FҎWS]H\>*~TUW_vDV U` B"$w4*TT.O.I.PU apHD)lʷ4ung<2 ;LO[eDBOYW Mfa;P_FPo`kRV%IC#uBҴNI MA[;EVORIPLH"B(NORGI&TDcjQVL!DTIGOJ蹮KYE!9SCIEN!,JJLMPUuCLUBmZODACm|&ZBQ|i|#v[xI9v]RE8 MPJ%[r# 3 K$?"\vUi6X{)SE]"*AMJi(C 3 /"YaFZbDB|X՞Ei0;nBÅPiAа;N2Hc=2 ;Œ"E$.PjpAby)ty)X#:BP W'u`;R^e1Gq%:DBF}G򾛑",g(aP]G&)@A Ӈ)U1R,K=s IN)ңI.T.vLNg|e5t*SeB< Ί&Ily& O87Q~{Ed.AGDz?N3>!΃N( p ?=)}B~o~A~~sԒ|>xAR`ݝq{fNvX]BFFii ְːִHFiiȤiFiFFFiHZIC#ChlWSA+TWATHKrRPATI+_OUDLP+SENTXwKnM1NUM27BE$ CVLEYZˌ_0*AXBREAKOIXh`WCALAM&x)CK&n1DESKPipUBLISH_PDUNGEDsYșOi1200R:PLUP3OLE#9RANtSGO&1}FBOZ~FH.A.T.E.QJX.e1 MRTt'PURUCKI_!bIH&@MU)ILNIUM2.2nPSYCHOkOcNGOFs\FBZILFR^NKDRIFwQܬEX\CHVIXENSPAC8I CONQUT*HOSELDOCuFIN 3RGAMES&yWORLDKARATE1@P0M3`0FYf3DUfw(oܱPI^L7%° HL*ժ*:56!Q*U|vS°) `VU[(W5vͪU  +߁\%DHRj(<%|dJk['CH`(`!0p40Z0UMcذU]SE7my0~fwQ_X<' @*YXl ,& PATOԱN {_9,EQ&TDY "BƄ VDQ+Unk,5 U!d3  Q 0 T@Q$*LjP=06^N س  ℰ؟ G(L[U+YGU6l-5rţЌEOv' +cL`JȀ鲪a;JP א?z4Yyȸ꺌\E Ua-W mU*,m+UY_Z΢,Ht&W?0ڪ  P```zصV{l0D|#^zSCt8PPPx)/03wF܆X?>0+{lt,0~)|` !?A>vVk qwm[P_PvmvM 0k&x=`=eVinm0fXgManhyN22 -O٣\3ּV)^% V%UyPPp.&gDOﺙymf*PV]e)j.[j C d(F.L &ca~Tivۦ9` @՚JZ˛zQPE{P`7 ?P՟֗g!QFC>wFA073޳ضT?v2 n{3i(Ͱ % ?Wo QPTP('?<` 38)uyHP!r.p6}Q,>uA ypn(lyV~,FIE >PPP;/ aξL103֝B3o c{JQB}Y"Ք. g>6"zp)<&``hލ|'FUV'տ9UQP!P+ٞy$&"Qx`Yan3vQ̻X_- g >3za%5fgp7)pC@*(-jc>_3Zal3~D  lІpW%53/p3 t _[WU#]>g`Yj ]Fe`0$*"޲A":wed%1-Σ0UsYA@2UP@} 2 ":$;Jevw+&u x.$DP> YSD,&Fu !89 vd>vV\$3˶ Iӈ[ A2;O?- ,yn58L]>wQh;¶ "_u! eE 5JקXBCru=u^h4f!eTcQ _^`'$gi1s=pPUH6lU;üu7?g>ZZbJroomQyux&q1?+ 5 l Է;@<6#Dp^sů}qEU)~<ęg`bc`@FU\cbE˸7}ZzܶU_Da#ʵhN9H+~~1n2EPEr~ N1B5+:܆oX6ЦKEm-\Bplϫ]*p֫3ie:d`8"ganO~{@3 @PXA_Vذ)WJT/sQUb ,%PhjVW5?8VPgk ;z?'a:׋Z>28atNf2ٹj;EQ'S9fu ?eF!8 P@9=@E@Yf^U!Ul4+߬!軰?wrGZƗi?rQsq{*UVbh4K_l'X@f %R )>?9D ]WovSG^}-J ^<{]E S==vӠB`p<=n> J2nr)Vj+?>N*G8ې;_YsVWksVA3X4Z)`q @?Ua/)?8`c_pB&)#5Ϭ!:J!=,By9A X)}Y{^$T_@>FtUR'pL~_aHȄ /P?`! uSUh6/x 1!p '+^/S\eI]F)Vto  QbR<ëRz,V @6w[Q?+?U}|H_SvW%# $Ć"X+`4ThJ40'saW uT8,!!Wg<qBRn%TQ})w` < W3!ެUJUN@%Iᆘ,%Iph-꫊B0a+?̻)KZܐ-%P ۴$ hE؈A8X#T|s/PJ1 K% UW@3H6.`X+`*܈B1~LЦ XWJY~!*hܰS/#EF Jv`0]8M0t-^`APP`74!` EF̉닐I c, ~ppCꪮw!K Z!^Σ1  *E`VVp⿇#"{¬4嬰-^Eu*7DX_H ^rۈb 3Fk%L=E(wHg#Vbʴ9C[Q'78Oɠ[~ N7@U^l'nHgT41B,TD*uneh?I?Ɋ@OTޮx'0yAA_\yW3(p @1P Πq1(ʍ~mD+9EUX~}w`t[,Tn.-*8bahFfuVfU)HOl F ?J;lMC>PP/Wg4AX6f3HE~LL%3U))9~efI/UVdZA/]4TN g< arpF>#GZ:u޲~JQ7/M/,u}}_%'CRtf @UXTD kU5ʍKPT0~EۺvA-ŢM#R&&/9Sb4Fxx! MvE{P 1,d P@QM_1{b~dgK8V+:C{=3;Dض_^j:p]=Tђ~X:G;=ǕF<,u*o_4AE 胨`yP1bJ(v$ y FsK8A;?x|MWn]ڠ&A'xD"pQ k agT[݁`*UРp_xr x;#Ar ^uwX:ut[}x"p-'GZ5xHI7z+gMU. L$Qz/iwc,RA W?^ݦp _؈IT#W*[oª#n/ol#1}^gOUM/ܟ]-˺e\"cU0D(gS\RK7+xThJRQ=,a pALK` 13qwA+Bd**MOU*/' @Q}T;@! Eʀ5e`0T `U?qÿ^y} @RIKvj3 _.VO*!ʄ53>s'gEj@2jiq\ګ E9FYEPQ$WS8W___` ?pj-!]Ep -Iv|犿֯zZ~Pwwux TTT:z?ܠ#_% HMuM0E/ W c>?u xݩV}_ 'j*!!!‚<ps~4x*df:>!B|jA>҅ 0V@N 0S% W5, /bf=?~cU pOD_jUUU]RqE]C '!3-Hc Uj43s 1.MCF{#x@,W Uo+ZʦgCP(E߾% >^P,|UͷFomWZ(o( @H Wh 'e(y>eW|* 1UhDA #=EiUv;c+Jf[,B H'"& 8&B=>sN]+UBP]qD"  !&W$E a5FdYR XAk*B ᧪#".A, Fp1^` Fo[p֔ Gg u-"Qp?EU)vWUP>Ў/q(0J P+ aq#0\AXHzr?_oX 5;hϗ%ڠ JcnO_4;( `ࠕNhUﰰ gX$gۘP،`3khUCX%|ۡ2Vpg <cTjwkC$/_H|5&o?/ZR.ԡ<R2#06`bUZ 9m58579uFz4#u%-ê\.O=I~v Mvx%3HD ޥ!x s I w\~3p\~e10xjVp?P0RREC,Z!x`VxǙTE;>WTT x&N-wןXgbˢ-U(ޣevQ53y 0Q ꪊ+*?? &fR<{|30K`Kv ˁw:+9bWHf 0UTHR$Ą->|g5{{ȈO 3o1Y' S묐  (| &`oLE nf% G*Q٢l5`8j#Dϧy,PrLB_#h(d-UO`,U\&?a8 `Y~zx?Edp~, BF!heZG >qM~y_ BxY0`šaß?PJd j3 k1b)!h,v&.# 8 +U4LUS(<&& b!vyߠ_rL&8Fq`5$ߢbȯ |?@#V-HQpldD.Y_0vfPjB);b<S+v}{{h`[c'E`TU?EM\=D){F8|g7X\BB|v ߺ{E , sel@0FGت?h'+PDQ]L^gẑ 5b~b $zfydOP~'@B" +oWVXq<87 }"&Lʗ-5WMmOƄ \@O{/{z ~~ N 8#pwAy #jayu5h<3w.mp`9.:7b2Y [_. `ҩ*UuF]Y`480_T\Lz{,kɀTb󳠬pwip+Cv{{ 1 Bޫzcͫj_m:kTw$ per|Կj[JrV'A޷7_.~QlUtbU8pU/;tX4gUCZ= `-NTu ш>-TQ/DB:b{~p0;U.K6UY8"%ﭛV5]<ȣajZ_ 0:gk? e3|7(5 ̊3%X0#jGIC{˯n?cPѶ~~J/(*bEwp|~Y`a@('Y@Q2wQ \ |E?ދ'#d0 T@/?W#>,\~QIy ޻]EK"Xt0 :8 2њ!|妋W47/,EYł ( s 숄x^ ?~!$,8%V`USJjUWgb֐ xU(/Rw2.Ǚ0zw3 ""PF<(7wk+rKO(yUV"`/$UWUT`/3pR<"N#;Tp B(DUAɜCP_y_X?UTĀU_BI5TU)9T*ɎoI~ *.$v= BqѠLEF/vd)=88_2+,q@&xzU 2PbJ;<# qh--~~q@cU_#"8ONF<4P&Y2@b R@,UOUpUO%.S*>O@/2b '3@Py  )" b#ϥw)7bmF@ _\#pZ@w-{X0~}`EOh AƔ; B0=??U8G.5?7)ܧ/Bf ffxAͷ !H;s[> Aa NRvp\9xDoRZ@sW fIH |d}UҜJQp$۟;`ªU' S%b6"gxQ(t;~ÒlH"Fb YM@~@##ܘHUPeC} 3xvAb@M!v@Z]UqCIfL\7܀, o\\U#- .42lR }Pby  X$`[X@6 6EXJU! XmV50Q++-g0++D%8R{@ hIWEQ(X?> F*y H`[U'vAfh i(dz d4@"B%`:h,@°b]]˱ BHN)bUXN[UE- .} 좨E#*@}T #%,,,^HJ:[:ŐR} (QTq $M@ URujKPHPF'k HQU.Q"^Q UQ"l]!6@,C&X ؐ,,Na"R࠭ެ(IZZpEjNR-%n! ~1v iI QUZxl zJUPGamPD@$a) *`rr3UZ9F*ZݥB$Pdk|BR cK_(\:К6 p8 6YBXHaL# a*JgSv'"z027<۠<SVb>hfXθ,L\Tz޽ @7,͞:5@$*,HP.Aaq⒬4jfBm,>CG@=X?oDېKѵk G]:ҍLH \6,j-v( fMNJHt!fS2j1r-2"#D:p$ U}!UjV,*`> .,`f [f";B@S&zB6snrbX(,yt$+feAfH"zb2X!dQҗcm>$kRZ6Dk$zЙfi4,m*Eg{B6V&.$Q"RA;Nu~r$!gy^7V*'%Q*6Jfp1`fA  ԗ;H V`Y&!WQ|p|&yGn<@I"z02!I1GTv126|pI Չ< ˓ *|x!EY`:׫jfd֜>Tne|N kBA2;Nn%4Hb@NPNu[A1t "`i`T7uQ`#RY }k"Y"C6cиm?1"Fg&fm#`.dg`e2S dA.xeAJdAFFΏg6*HHA$}I.ԁ!.HBB^#$(%j9# rNu ;Yeݸ,af2c,!q g B(" &* X/@&1zψdT.1-$R\]ָgC M  g5aw GGp0S#ˣ}Y8©‘{eQ>,>OȽ(*~w(pjd^(TKޮC;5/Y*&u%!YyjzjN-COSOMԉHlDTFM#@}}5Xakqz(ʨ(\g :M2}4̃ VHHҊ5Q$5=Sg}66+C[h-fuv )M(2QIAxd:ޠ0AԈ%w@,46*T| PTAq2BtNXF-q @ "1Nè Rw:ƴ83 b   fiv9e */:EJUxʾ'4?JZerC,(5:CLY^gty?FVp{M/B-5 / cD J A2ibI~V+S MX-a1a4$v K,+ ,N ) b *3Eσ@`3+t]q Aσ0`QH5X0De D<:$tv+yFKE:Qu2FP:a"MVkfn3WD"]E:F'T2d0tK%EbD)TC;Y rrt> +*9 Y$2$e" t?],OQE".r5 8Vf" 4 jY,TWI'v .f u8aG#aeT `*cLΛ$Ȓ) ji*G®T]9>AR(IY3 ?ZHDM'7ꇐAӮ,[$ +YX&-A/<  H *P/PPD? @2 0$-,B$F.GJ D 0"e%!c#0Ev.E<r0$"0 T"~CH%$XH37; \(D(9B!!p ʄB 5! С &z &9&9Ԅ`C a"H[E.a!PB@)f ae$3ʠhT"E-+ Š<9p4&9wI &9pp4 `MHR:Lu-L:81@J1 .&0OZ[PMXZXN߈Z`r Z!AViPUZbVU!A&x+bU],\ b([d@9.)a$/ *0#6P-E*#&e#3 &4iI'5F%e6\ą7],8d*2,##$%BDl2,rh6.Msj9`&C Pm9`&mC P&9 `mCapUEV|UN1ud8(U8&_|B!WUQ oE@2@DfF;Xe<=XYi9>?Q(:!dA XK`BCDY LFfBIG!!iHJ Er "LH 2;XU0+VbFW1 #.Y (D R!2ST3LR rEQR Z4EB#b&,bb T6Dd&I_0@`^ $W\a] /0Ih_`QIѐE3E"I D "*{$UlB)}]$WhJA&N* g* ՟ ă33h!XC