`8 HN0Qph MNu@`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`y{} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @`  @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١!Aa!Aa " B b  !"!B!b!!!#!"!""#B"%b"'")"+"-"/#1"#30o#79#;=#?$A"$CB$EG$I$K$M$O%Q"%O%Ub%W%Y%[%]%_&a"&cB&eb&g&iu&m&o'q"'sB'o'w'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+.b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B....///B/b////#0C0c00 0 0 01#1C1c11112!#2#C2%c2'2)2@`  @`! #@%`')+-/1 3@5`79;=?A C@E`GIKMOQ S@U`WY[]_a c@e`gikmoq s@u`y{} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠  @`  @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١!Aa!Aa " B b  !"!B!b!!!#!"!""#B"%b"'")"+"-"/#1"#30o#79#;=#?$A"$CB$EG$I$K$M$O%Q"%O%Ub%W%Y%[%]%_&a"&cB&eb&g&iu&m&o'q"'sB'o'w'y'{'}'("(B(b((((()")B)b)))))*"*B*b*****+"+.b+++++,",B,b,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B....///B/b////#0C0c00 0 0 01#1C1c11112!#2#C2%c2'2)2DAMOCLESSWR\0STOSMANLSWR{TIMEBANDSWR5n#U2_APNDXSWRwAUTO QAMIMATORSWR\O1NIVERS5SWRomUSS_J_Y SWRe3WF_PART1SWRC!WF_PART2SWR .ALL_AMERSWRX>MIMATORSWR`G\APSHAI SWR4_AUTODUELSWR85 A_CALC SWR'BERMUDA SWRo<%BOULDER SWRF@0BUZZWORDSWRS?ZCARDGAMESWRk$CYBRCON1SWR jCYBRCON2SWR9FLOOD SWRFONTWRTRSWRMFOXQUICKSWRGAUNTLETSWRz GFL_FB SWR* HARRIER SWR PROUDLY PRESENTS DAMOCLES Thanks to our fellow CORPORATION members - THE POMPEY PIRATES Cracked and Packed file version by : The Mighty Clog Cracked during Scotland's immense 2-1 defeat of Sweden.... and packed the following day.... about 5 hours work (Including packing time) !!! Thanks to Mike of Trend for the Original, and also to Hal for offering to send me his original the day after he bought it !!!! Also thanks to Tosh for typing in some of this Doc file, and finally thanks to Agnostic Front and my stereo for supplying music while I type this text !! This game had one of the best protections I've yet seen on the ST !!! The disk was unformatted (apart from a couple of tracks at the start), and obviously couldn't be copied ! The protection was mainly encryption, self-modifying code and trace-decoding. The load routines had to be de-crypted every time they were called as they re-encrypted themselves during execution !! Most of the other encryption routines would execute a few pages of code using a trace decoding routine, then when they entered the next encryption routine the previous section of code was erased... Making dumps almost impossible !!! The loading routines ended up at $68000, and the main game code went to $140. Once you got through all that, and actually had everything loaded in and decrypted, you still had to get past a final series of encryption and trace- decoding routines before you actually got into the main game ! Well, it's now packed and into files.... so tough luck to whoever coded the protection routines.... better luck with your next attempt. Could I please encourage everybody to forget (or even lose) my phone number, as I'm getting pissed off with people who have a phone permanently stuck to their ear !! Game Description ---------------- Damocles is a game of exploration and discovery in which you are a 21st century soldier of fortune. You have been invited, by the State President, to the planet Eris for work that offers a rich reward. The comet Damocles, in it's present trajectory, is on a collision course with Eris and will destroy the planet. You will be asked to present this catastrophe. When those originally charged with finding a solution were seen to be failing, the President called for your assistance. Unfortunately, you were delayed en- route and now, on your arrival, there are only a few hours remaining before the comet hits ! And so the game begins - with you having landed at Eris Capital City Spaceport. Your car awaits. The key, which you need to pick up, is in the spaceport building. Board the car and drive along the exit road. The state office is the first building along this road that you can see. For a full briefing, walk in. It's up to you. In Damocles, you choose the action ! .... I've been playing the game for a while, so I'll add a few lines to the above to get you started into the game a bit. Once you've got the key, boarded your vehicle and driven along to the State Office, you should go in through the front door, then through the door to the left. Pick up the document, and read it now if you wish. Leave this room and go to the lifts. Press '2' for the second floor, now go into the rooms on the second floor.... the President will now ask if you want to accept the mission. Press 'O' (for OK), to accept. He will now tell you to collect the key from the basement. It can take a while of just walking around the building before the President contacts you... so be patient. Now go to the lifts and Press 'B' for the basement. The door will now be unlocked and you can enter to get the key. Now go back to the lifts and press 'G' (for Ground). You can now leave the building and try to find your ship. Gameplay -------- In Damocles, the player is never 'Killed'. Your ability to play the game never ends, even if the comet hits Eris. Playfield --------- The Damocles playfield is the Gamma solar system of 9 planets and their 19 moons in orbit around the star Dialis. All of the planets and moons are available to you by flying to them in a suitable spacecraft. Some have seas and islands, others are barren but are cratered or have other features, some are featureless and there are 2 gas giants on which you are not able to land. Transport --------- You arrive in the game able to walk from your craft, which is not refitted for further flight. All transport in the game requires you to be holding it's matching key for you to be able to use it. There is one exception (See 'Quit' later). There are 3 types of craft: 1. Cars and other ground based vehicles 2. Aircraft, which are restricted to the planet or moon they are actually on. 3. Spacecraft for interplanetary flight. All craft have varying capabilities, some are good, some not so good. Objects ------- Your interaction with the game is principally through the objects that are found. Many of these have a use. You can pick up and hold objects to relocate or use at any time by taking these into your inventory. You can generally hold up to a maximum of ten objects at a time. Please note that there is no limit to the number of objects that you can drop in any one place but an excessive concentration of objects will significantly slow down the graphics. Clues ----- Following from the 'State Office' briefing, there is a straight forward 'trail' that leads to a solution, for which you are suitably rewarded. It is rewarding to play and affords a useful insight and experience of some of the gameplay available, but occupies only about 20% of the full gameplay installed. There are a number of interlinked ways to varying solutions and rembering that your objective is to maximise your fortune, the experienced player will want to investigate these other options. Exploration ----------- The Damocles playfield is vast. You can of course explore everywhere, and might eventually find all there is to find. However, this approach is not recommended for example, there are over sixteen million individually numbered but identical pyramids on Midas. Even the most ardent adventurer would find a simple search of these somewhat tedious. In exploring, look for differences. Certainly significant buildings are well worth a look inside, but also a structure that may be commonplace elsewhere, if sited individually, could also be interesting. Similarly, one pink building among many of the same type of green would have a purpose. Trading ------- An important feature of the gameplay is the value of many of the objects that you can find. You must sell an object to be credited with its value. This can be accomplished at any of the Trading Posts that you can find that do not already have an object for sale in the window. You can of course buy the displayed object, if you can afford it. The price is shown on the wall panel. Where you can sell, the money shown on the panel is that offered at these premises for the object currently selected in your inventory. Drop the object and leave the room for the transaction to be complete. Time ---- Your panel clock is tuned to the time countdown to Damocles impact with Eris. If Eris continues to exist when this clock reaches zero, you will have succeeded. Your space travel around the system is at speeds near to the speed of light. Very quick and convenient for you, but note the rapid decay of your Eris based time clock! Compared to the speeds that you can attain, the planet and moon rotations and even the comet, appear to move at a leisurely pace. But beware! This can be misleading. The comet is moving relentlessly. In-Flight Effects ----------------- In space flight, an ecliptic plane operates to encourage your flight to remain within the plane of the system. During rapid space flight, Benson ,in your helmet PC, affords a playable view by compensating for the effects of acceler- ation and for relativistic distortions. Similarly to provide you with simple flight controls, in space your engine speed and direction are regulated to take account of gravitational fields and appropriate decelaration is applied for you to enter above the planets and moons. Above their surfaces, you will move faster at high altitudes. A red panel light shows ground proximity. Controls -------- Communication ------------- With Benson in communication mode, you may be asked to respond. This is indicated by a question mark (?) following text. Press 'O' to respond Yes (OK), otherwise No is assumed. Walking ------- Walking is initiated by use of the joystick. You are able to RUN by pressing the 'R' key. To return to walking pace, press 'R' again. A white panel light indicates 'run' mode. Transport --------- To board a vehicle or craft press 'B'. To leave parked transport (to walk away) press 'L'. POWER forward is selected by pressing a number key on the main keyboard, from 1 to 9 with 0=max. For reverse, select Function key F1 to F10. For fine adjustment to selected speed, press keypad '(' and ')' keys. To stop, or hover in flight press the Space Bar. Ground vehicles are steered by the joystick. Aircraft need sufficient speed to take off. Landing too heavily will result in a crash. On the ground they behave as ground vehicles (above). Spacecraft are flown as for aircraft, but can attain escape velocity. To activate escape sequence, in flight, press the ESCAPE key. Elevators --------- Elevators (lifts) in buildings are generally indicated by a floor number being shown. Stand centrally and select a floor number on main keyboard keys '1' to '9'. 'B' for basement and 'G' for return to ground level. If the number selected does not exist as a floor number, the lift will not operate. Objects and Inventory --------------------- All objects and Inventory controls use the Keypad and the cursor keys. To pick up an object, stand near to it and press the cursor up key. Provided you have inventory capacity available, its name will be shown on your inventory. To review names of objects held, toggle the left and right cursor keys. To drop an object, select its name and press the cursor down key. Where an object has a player controllable use, it can be activated if it is shown selected in the control window and the ENTER key is pressed. An auxilliary central 'control panel' will scroll on giving instructions to operate the object via the keypad keys. The panel will remain active unless the object is dropped, or an alternative object selected. Combat ------ Craft have a defensive missile capability. In general play, you do not have an enemy, but if you do provoke an attack, this is relentless. Unless you can destroy the enemy ship, it will find you and home in for the kill. Depress the joystick 'Fire' button to fire a missile. Quit ---- In all events, bar one untenable situation, you can extricate yourself from any difficulty (eg. loss of a craft) by quitting. You will be re-located near to Dialis in a craft (that does not require a key). Press HELP key. F1 = Save F2 = Load F10 = Quit Other = Return to game You can save 10 games on each disk (first format a blank disk), by pressing the keys 0 to 9. If you want to load a saved game from 'Mercenary', you must load it BEFORE you pick up the key for the car. Follow the re-load procedure, but instead of selecting F2, press F3 for an 'Escape from Targ' save game and F4 for a 'Second City' save game. Keyboard Summary ---------------- O OK (yes) R Toggles run/walk B Board vehicle L Leave vehicle Cursor Up Pick up an object Cursor Down Drop an object Cursor Left Select an item Cursor Right Select an item ENTER To reveal control panel for controllable item selected from inventory In Elevator ----------- 1-9 Floor number B Basement G Ground floor In vehicle ---------- 1-9 Power 0 Max power F1-F10 Reverse power )( (keypad) Fine adjust power Space Stop Help Load/Save/Quit Return Pause SOFTWARE presents STOS BASIC We've covered STOS on earlier DOC DISCS, but this is a new doc that may (or may not?) contain some info we've not covered... STOS ... The Game Creator The Function Keys The upper window contains a brief list of the current function key assignments. Whenever you press one of these keys, the string associated with it will be entered on the screen, just as if you had typed it yourself. You can also assign a separate set of strings to the shifted versions of these keys, which can also be displayed by pressing the shift key. You can also access these function keys by clicking the left mouse button with the pointer over the function key description. Pressing the right hand mouse button has the same effect as pressing the shift key. For further details see the descriptions of the commands KEY and KEYLIST. HELP This displays a rather complex looking dialogue box to which there are three parts. The top section contains a list of the 4 programs held in memory at the moment. The current program is highlighted and this may be moved with the cursor keys to select one of the other three programs. You will see the top line alter to show you which program is being edited. See the section on multiple programs for further information. The second part of the menu displays a list of the accessories loaded. To call up any accessory, press the associated function key. The last line of the help menu displays the amount of free memory left. To exit from the Help menu, press the HELP key again. Editing Keys Control + C Stop the program being executed. Undo Pressing this twice redraws the screen and reinitialises the editor. It then lists the last line that caused an error. Clr Clears the editor window. Up Arrow Moves the cursor up one line. Down Arrow Moves the cursor down one line. Left Arrow Moves the cursor left one character. Right Arrow Moves the cursor right one character. Return Enters the line at the current cursor position. Delete Deletes the character under the cursor. Shift + Delete Deletes the line under the cursor. Control + J Joins two lines together. Backspace Deletes the character left of the cursor and moves the cursor left one character. Home Moves the cursor to the top left hand corner of the editor window. Esc Enter multi-display mode. See the section on multiple programs for further information. Spacebar Suspends a listing. Press the spacebar again to resume. Insert Toggles between insert and replace mode. Insert mode is signified by a slightly thicker cursor. Loading/Saving Basic programs LOAD filename Load the file into memory for editing SAVE filename Save the current program to disk FLOAD "*.BAS" Load a file using the file selector FSAVE "*.BAS" Save a file using the file selector Running a program RUN Runs the program from the first line RUN no Runs the program from line no. RUN file$ Load and run the program stored in file$ CONT Restart a program halted by Control + C or STOP Entering a STOS Basic program AUTO Automatic line numbering AUTO start Start automatic line numbering from the line number start AUTO start,inc Starts from the line start and increments each successive line by the number inc. RENUM Starts by setting the first line number in your program to 10, and then renumbers each succeeding line in units of 10. RENUM number Sets the first program line to number, and renumbers all the other lines in increments of 10. RENUM number,inc Starts at line number and increments each successive line by inc. RENUM number,inc,start-end Renumbers lines from start to end, beginning with line number, and incrementing each pro- ceeding line by inc. LIST [first-last] Lists the current program. SEARCH s$ Search for the position of any string within a Basic program. To repeat the search, enter SEARCH on it's own. SEARCH s$,start-end Will search only within the lines specified. CHANGE a$ TO b$ [,start-end] Will change all occurrences of a$ to b$, a range may also be specified. DELETE [first-last] Deletes some or all of the lines of a program. MERGE file$ Merge a file into the current program. Exi- sting lines will be overwritten by any new lines of the same number. Debugging a program FOLLOW Single step through the program. The next line can be stepped through by pressing any key. FOLLOW [first-last] As FOLLOW but only traces the given range. FOLLOW variable list This takes a list of variables separated by commas and prints them out after every instruction executed. As before, you can step through the program by pressing any key. FOLLOW variable list,first-last As before, but only traces the variables within a given range. FOLLOW OFF Turns off the action of the FOLLOW command. MULTIPLE PROGRAMS STOS Basic allows you to have up to four programs in memory at any one time. These may be completely independent of each other. If you suddenly decide to change the configuration of the editor for instance, you could easily load the CONFIG.BAS program into a separate segment of the ST's memory without interfering with your current program. If you press the HELP key and move the highlighted bar with the cursor keys to one of the other slots and press HELP again, you will see that the program area is empty. You can enter another program, and run it, independently of the program in area 1. MULTI n Displays a number of programs simultaneously. Note, n can take the values 2-4 only. FULL Expands the current program window into the full screen area. Splitting programs in the Editor You can also use the MULTI command to split a single program into a number of seperate sections. This can be done with the Help menu. Position the program cursos over program 1 and press the left and right arrow keys. As you can see, the text cursor is moved between four different boxes on the program line. Move the cursor to the first box and type in 1000 followed by Return. This sets the end point of the first part of the program to line 1000. If you now exit back to the editor and type MULTI 2, thr program will be split into two windows. You can choose between these two windows by using the mouse pointer by moving into the desired window and clicking on the left hand mouse button. Each box on the program line represents a different section of the listing. You can therefore use this technique to split a program into four separate parts. It is important to note that this has no effect on any existing segments, and you can page through each of the programs stored in memory using the Help menu as usual. All four of these programs can be split in exactly the same way without interfering with each other. GRAB Copy all or part of a program segment into the current program. The GRAB command allows you to combine a number of subroutines stored in separate program segments into one complete program. This enables you to test each subroutine in your program independently. The syntax of the GRAB instruction is: GRAB n Copy program number n into the current program, where n ranges from 1 to 4. Any attempt to use the number of the current program in this instruction will generate an error. GRAB n,first-last Only copies the lines between first and last into the current program. System commands SYSTEM Tghe system function is used to quit STOS and return to GEM. RESET Reinitialise the editor and redraw the current screen. NEW Erase the current program UNNEW Attempts to recover the last program erased by NEW. CLEAR Erase all variables and memory banks defined by the current program, also reposition the data pointer to the start of the data. FREE Return the number of free bytes in memory and force garbage collection. ENGLISH Select language to be used by STOS. FRANCAIS FREQUENCY Switch between 50Hz and 60Hz. UPPER Change listing mode to uppercase. Lists commands in upper case and variables in lower case. LOWER Change listing mode to lower case. Lists commands in lower case and variables in upper case. KEYLIST Lists out the Function keys ready for editing Naming conventions for variables Variable names must NOT contain any of the following keywords: TO, STEP, THEN, ELSE, XOR, OR, AND, GOTO, GOSUB, MOD, AS and they must begin with a letter and be no more that 31 characters in length. Types of variables Integers STOS uses these by default since it is faster, and STOS is designed for creating games. Each integer is stored in 4 bytes and can range from 2147483648 Real numbers These are suffixed with the # character. They correspond directly to double precision floating point variables. Each real number is stored in 8 bytes and can range from -1.797692 E+308 to +1.197693 E+307. These numbers are accurate to 16 decimal digits. String variables These variables are always suffixed with the $ character and can range from 0-65500 characters long. They are NOT terminated with a chr$(0). Arrays Any of the above variable types can be made into an array in the usual fashion with the DIM statement and can have any number of dimensions, but each dimension is limited to a maximum of 65535 elements. Constants As default, all numeric constants are treated as integers. Any floating point assignments to an integer variable are automatically converted to a whole number before use. In addition to using decimal notation, you can also use hexadecimal and binary notation. Binary numbers are signi- fied by preceding them with the character % and hexadecimal numbers are always preceded by the $ character. Note that any numbers you type in are converted into a special internal format which is expanded back when you list the program. This will often lead to minor discrepancies between the number you entered, and the number displayed. The value of the number will however, remain completely unchanged. Floating point constants are always distinguished from integers by the presence of a decimal point in the number. If the point is not used, then it will be taken to be an integer. Since STOS has to convert between integer and floating point, and integer numbers included in floating point arithmetic will be calculated over 25% slower. Arithmetic operations The following operations may be used in numeric expressions: (listed in order of priority) ^ Power / and * Divide and multiply MOD Modulo operator (Produces remainder of a division) + and - Plus and minus AND Logical AND OR Logical OR XOR Logical XOR INC var Add 1 to an integer variable. This is considerably faster that using var=var+1 DEC var Subtract 1 from an integer variable. String operations Most basics will allow you to join two strings together with a command, such as: A$ = "STOS" + " Basic" PRINT A$ STOS Basic In addition to this, STOS Basic also lets you perform subtraction with string variables as well. This operation works by removing all occurrences of the second string from the first: PRINT "STOS BASIC" - "S" TO BAIC PRINT "STOS BASIC" - "STOS" BASIC PRINT "A String Of Ascii Characters" - " " AStringOfAsciiCharacters Comparisons between two strings are performed on a character by character basis using the Ascii codes of the characters. Common String Functions LEFT$(v$,n) There are two distinct forms of these RIGHT$(v$,n) commands. The first version is identical to MID$(v$,s,n) the standard Basic uses of this function, resulting in a portion of the string being returned. The second will allow you to replace a section of a string with another. See the example below. 10 A$="** Basic" 20 LEFT$(A$,4)="STOS" 30 PRINT A$ run STOS Basic INSTR(d$,s$[,p]) Search for occurences of s$ in d$. The option of starting at character p is also included. If no match can be found, a value of 0 is returned. Array operations SORT var$(0) This allows you to sort all the elements in an array into ascending order with amazing speed. This array can be composed of either strings, integers or floating point numbers. The var$(0) indicates the starting point of the table to be sorted. This starting point must always be set to the first item in the array (item zero). MATCH(var(0),s) The MATCH function searches through a sorted table, and returns the item number in which the value s was found. If s is not found, then MATCH returns a negative number. The absolute value of this number contains the index of the first item which was greater that s. Providing the array is only one dimension, it can be of type string, integer or real. Before MATCH can be used, the array should always be sorted using the SORT command. Memory banks STOS Basic includes a number of powerful facilities for the manipulation of sprites, screens and music. The data required by these functions needs to be stored along with the Basic program. STOS Basic uses a special set of 15 sections of memory for this purpose called banks. Each bank is referred to by a unique number ranging from 1-15. Many of these banks can be used for all types of data, but some are dedicated solely to one sort of information only such as sprite definitions. Every program stored in the ST's memory has it's own separate set of banks. There are two different forms of memory bank; permanent and temporary. Permanent banks only need to be defined once, and are all subsequently saved along with your program, temporary banks are erased rom memory by the CLEAR command. Types of memory bank Each memory bank can be one of the following different types. Class Stores Restrictions Type Sprites Sprite definitions Only bank 1 (1) P Icons Icon definitions Only bank 2 (1) P Music Music Only bank 3 (1) P 3D Future 3D extension Only bank 4 (4) P Set Holds new character sets Banks 1-15 P Screen Stores a complete screen Banks 1-15 T Datascreen Stores a screen Banks 1-15 P Work Temporary workspace Banks 1-15 T Data Permanent workspace Banks 1-15 P Menu Menu lines Bank 15 (2) T Program Machine-code program Banks 1-15 (3) V Footnotes: (1) Bank is not really general purpose. It is allocated automatically by the appropriate accessory, or when a bank of this type is loaded. (2) Reserved automatically by MENU commands. Usable only by programs which don't use menus. (3) Reserved as either Work or Data. Renamed when program loaded into bank. (4) Reserved for future expansion. (P) Permanent memory bank (T) Temporary memory bank (V) Variable between permanent or temporary. LISTBANK Lists the numbers of the banks currently reserved by a program, along with their location and size. S := Start address of the bank E := End address of the bank L := Length of the bank HEXA ON/OFF Sets the LISTBANK to decimal or hexadecimal notation. RESERVE Any banks used by sprites, music, icons, 3D extensions, and the menus are allocated automatically by the system. The RESERVE command allows you to allocate any other banks which you require. Each different type of bank has it's own individual form of the RESERVE instruction. RESERVE AS SCREEN bank Reserves a temporary bank of memory for a screen. This bank is always 32K long. RESERVE AS DATASCREEN bank Reserves a permanent bank of memory 32K long for use as a screen. This screen is saved along with your program, so it's great for title screens. RESERVE AS SET bank,length Reserves a permanent bank of memory length bytes long for use as a character set. RESERVE AS WORK bank,length Reserves a temporary bank for use as a workspace length bytes long. RESERVE AS DATA bank,length Reserves a permanent bank of memory length bytes long for use as a workspace. Please note that bank may be any number between 1 and 15, but since banks 1-4 are used by the system, it's wise to leave these alone. Length is automatically rounded to the nearest 256 byte page. Copying banks When using these memory banks, it's often useful to be able to transfer the contents of one bank to another. This can be done with the BCOPY command. BCOPY #source TO #dest BCOPY copies the entire contents of bank number source to bank number dest. BGRAB prgno[,b] BGRAB copies one or more banks stored at program number prgno into the current program. Program numbers between 1-4 denote one of the four programs which can be stored in memory at anyone time. Numbers 5-16 represent an accessory. If the optional bank number b is not included, then all the banks attached to program number prgno are copied into the current program, and any other banks of memory which are linked to this program are erased. Otherwise, the bank number specifies one bank which is to be transferred into the current program. All other banks remain unaffected. ERASE b Delete the contents of memory bank b from the program's memory and free the bank. =START([prgno,]b) This function returns the start of bank b from either the current program, or the program specified. prgno can be 1-4 for each of the four programs or 5-16 for the accessories. =LENGTH([prgno,]b) This function returns the length of the bank specified. Saving and loading SAVE This instruction provides general and starightforward way of saving a STOS Basic program on the disc. Unlike the equivalent instruction found in most other versions of Basic, STOS also allows you to save a variety of other types of information. This is determined by the extension of the filename used in the SAVE command. Here is a summary of the various data types, along with their extensions. Type of information Extension Comments Basic Programs .BAS Normal basic program Accessories .ACB Load using ACCLOAD Images .PI1,PI2,PI3 Degas format screen .NEO Neochrome format Memory Banks .MBK One memory bank .MBS All current banks Basic Variables .VAR All current vars. Listings .ASC Ascii format RUN-ONLY programs .PRG GEM programs If none of these extensions is found, STOS automatically adds .BAS .ACB files are simple Basic files which may be loaded as accessories. To create them, write your program in Basic as normal, but save it with the different extension. You can load it either as an accessory using ACCLOAD or a Basic program using LOAD. Image Files. You can also save the current screen, bank or memory address as an image file in degas or neochrome format using this method. SAVE "Filename.???"[,address of screen] Memory Banks: SAVE "Filename.MBK",b SAVE "Filename.MBS" Variables: SAVE "Filename.VAR" Listings: SAVE "Filename.ASC" Blocks: BSAVE file$, start TO end Save the memory from start to end as a binary file. (All of the above saves can be re-loaded into STOS by replacing the LOAD or BLOAD with SAVE or BSAVE.) BLOAD file$,addr The file file$ will be loaded into the address specified. BLOAD file$,#bank The file file$ is loaded into the specified bank. The accessories ACCLOAD Loads any of the accessories into memory. Either specify which file to load, or use "*" to load all the accessories from disk. ACCNEW Erases all the accessories from memory. ACCNB Returns the value of zero if the program is not an accessory, else it returns a number between 4 and 15 Sprite Commands SPRITE n,x,y,p Display sprite number n on the screen at coordinates x,y using image p. n is the number of the sprite, which can range from 1-15. It is the number which will be used to identify the sprite in any subsequent calls to MOVE and ANIM instructions. x and y are the coordinates of the point on the screen where the sprite is to be drawn. Unlike normal screen coordinates, these can take negative values. The x coordinate can vary from -640 to +1280, and y coordinate from -400 to +800. This allows you to move a sprite off the screen without causing an error. p specifies which of the images in bank 1 is to be used for a particular sprite. The only limit to the number of these images is the amount of available memory. Each sprite has an invisible handle through which it can be manipulated, called a Hot Spot. Whenever we draw a sprite, we always specify the coordinates of the hot spot. Moving a sprite MOVE X n,m$ This defines a list of horizontal movements which will be subsequently performed by sprite number n. m$ contains a sequence of commands which determine the speed and direction of the sprite: "(sp,st,ct)[A]" SP is the speed of the sprite in 50ths of a second and can range from 1 (v.fast) to 32767 (v.slow) ST is the step size, i.e. how many pixels it will be moved. CT is the number of times that this particular set of commands will be obeyed. 0 indicates that the movement is to be repeated indefinately. This can range from 0 to 32767. E.G. The command MOVE X 1,"(1,5,60)(1,5,-60)" will move sprite 1, 5 pixels to the right every 50th of a second, 60 times, then move it 5 pixels to the left every 50th of a second, 60 times. Movement will then stop. The optional A can take either L to signify that, once the command list has finished, it is to be restarted or Looped. It may also be followed by a number (e.g. L100) which will cause the sprite to be restarted from this coordinate. Additionally, it can take the form of Ex which will cause the sprite to stop when it reaches point x on the screen. NOTE that the sprite must actually reach point x exactly for this to work. If the sprite passes this point without stopping on it, it will not work. e.g. MOVE X 1,"(1,2,100)E150" will work whereas MOVE X 1,"(1,2,101)E150" will not as the sprite uses points 149 and 151, but not 150. MOVE Y n,y$ Acts in the same way to MOVE X but will move the sprite along the Y coordinate. Both commands may be used together to cause a sprite to move diagonally. MOVE ON/OFF [n] Before any sprite movements you have defined by MOVE X and MOVE Y commands will be performed, they need to be initiated by the instruction MOVE ON. n specifies the sprite whose movement is to be switched on or off, and if omitted, the command affects all sprites. MOVE FREEZE [n] This command can be used to temporarily halt one or all of the sprites on the screen. This can then be restarted with the MOVE ON command. =MOVON(n) Return the state of a sprite. If the sprite is currently stationary, it will return 0 (False). =X SPRITE(n) Return the X coordinate of the sprite n. =Y SPRITE(n) Return the Y coordinate of the sprite n. LIMIT SPRITE [x1,y1 TO x2,y2] This command allows an area of the screen to be used to display the sprites rather than the entire screen. If any sprites leave this area, they will disappear from the screen. The x1,y1 coordinates define the top left coordinate of the rectangle and the x2,y2 coordinates define the bottom right. All the X coordinates specified are rounded down to their nearest multiple of 16. To cancel this command, use LIMIT SPRITE with no parameters. Animation ANIM n,m$ This enables you to page through a chain of sprite images one after another. This sequence will be executed at the same time as your sprite is being displayed, even if it is also being moved. n refers to the number of the sprite to which the animation is to be applied. m$ holds the animation control string in the same way as the movement commands do. This takes the format: "(Image,Delay)[A]" Image specifies which image is to be used by the sprite (refer to parameter p of SPRITE) to be displayed during each step of the animation. Delay specifies the amount of time that the image will be held on the screen before the next image is displayed. This delay is specified in 50ths of a second. Again, then optional parameter A can be used to specify that the animation string is to be repeated upon completion by including L. ANIM ON/OFF [n] This command is used the same way as MOVE ON/OFF to turn the animation control on or off. ANIM FREEZE [n] This command is used to temporarily suspend animation until ANIM ON is reissued. Controlling the sprite using the mouse CHANGE MOUSE m This allows you to completely redesign the shape of the mouse cursor. m gives the number of the image to be used, as follows: 1 Arrow (Default) 2 Pointing Hand 3 Clock If you specify a value greater then 3, then this is assumed to refer to sprite image m-3. =X MOUSE Return the X coordinate of the mouse. =Y MOUSE Return the Y coordinate of the mouse. =MOUSE KEY Return the state of the mouse buttons: 0 No button has been pressed 1 Left button pressed 2 Right button pressed 3 Both buttons pressed LIMIT MOUSE [x1,y1 TO x2,y2] Restricts the mouse pointer to a rectangle defined by x1,y1 as the top left hand corner and x2,y2 as the lower right hand corner and also positions the mouse in the centre of the box. LIMIT MOUSE with no parameters will cancel this command. HIDE [ON] Will hide the mouse pointer and maintain a count of how many HIDE commands have been used. The equivalent number of SHOW commands must be used to restore the mouse. HIDE ON will override the count and always hide the mouse. SHOW[ON] Will show the mouse in the same way as HIDE will hide it. Reading the joystick (Port 1) =JOY Returns a bit pattern showing which way the joystick is being moved. BIT No. Significance 0 Up 1 Down 2 Left 3 Right 4 Fire button pressed =JLEFT Returns TRUE if the joystick is being moved left. =JRIGHT Returns TRUE if the joystick is being moved right. =JUP Returns TRUE if the joystick is being moved up. =JDOWN Returns TRUE if the joystick is being moved down. =FIRE Returns TRUE if the fire button has been pressed. Detecting collisions with a sprite =COLLIDE(n,w,h) Test sprite number n for collisions with other sprites. The collision is detected from the Hot Spot of the sprite over an area w wide and h high. The return is a bit pattern with the appropriate bits 1-15 set if collision with these sprites has been detected. Detecting collision with rectangular blocks SET ZONE z,x1,y1 TO x2,y2 Defines one of 128 rectangular zones which can then be tested using the ZONE command for the presence of either the mouse or a sprite. z specifies a number from 1-128 which represents the zone to be created. x1,y1 and x2,y2 denote the top left and bottom right coordinates of the zone. =ZONE(n) This searches the zones for the presence of sprite n. n can range from 0-15 with 0 representing the mouse. This function will return 0 if no zone can be detected, or else it will return the zone number the sprite is currently in. Note, only the first zone may be found. RESET ZONE [z] Reset one or all zones. Detecting collisions with an irregular shape =DETECT (n) Return the colour directly under the Hot Spot of the sprite specified (0-15). PUT SPRITE n Place a copy of sprite n on the screen directly under the sprite's current position. This doesn't affect the sprite in any way. GET SPRITE x,y,i[,mask] Grabs an image off the screen from coordinates x,y to image i in the sprite bank. This image must already exist in the sprite bank as it's dimensions are used during the grab. The optional mask allows you to set which colour is to become transparent. This is usually colour 0 (the background), but some interesting effects can be made by altering this. Sprite Priority PRIORITY ON/OFF Determines which sprite priority system is to be used. ON is used to give priority to the sprites with the largest Y coordinate. If you are using this method, it is advisable to set the hot spot of the sprites to the bottom of the sprite. OFF is the default system which gives priority to sprite 0..1..2... ...15 The Background AUTOBACK ON/OFF ON (default) causes all graphics commands to operate on the foreground and background screens. OFF causes these operations to be performed on the foreground screen only. (Use this mode only if you are not using the sprites or the mouse.) Miscellaneous sprite commands UPDATE [ON/OFF] Turn on or off the automatic updating of the sprites. UPDATE used on it's own will redraw any sprites which have changed their position since their last update. REDRAW Redraw all the sprites regardless of whether they have changed position. OFF Turn off all the sprites. FREEZE Temporarily freeze all sprite movement and music. UNFREEZE Resume any sprite movement and music suspended by FREEZE. Music and Sound PLAY [voice,]pitch,duration Plays a pure note of pitch for the specified duration (in 50ths of a second). If voice (1-3) is omitted, then the note will be played on all three voices simultan- eously. Octave 0 1 2 3 4 5 6 7 Note Pitch C 1 13 25 37 49 61 73 85 C# 2 14 26 38 50 62 74 86 D 3 15 27 39 51 63 75 87 D# 4 16 28 40 52 64 76 88 E 5 17 29 41 53 65 77 89 F 6 18 30 42 54 66 78 90 F# 7 19 31 43 55 67 79 91 G 8 20 32 44 56 68 80 92 G# 9 21 33 45 57 69 81 93 A 10 22 34 46 58 70 82 94 A# 11 23 35 47 59 71 83 95 B 12 24 36 48 60 72 84 96 VOLUME [v,]intensity Allows the volume of one or all of the voices (1-3) to be altered from 0 to 15 CLICK ON/OFF Turn key click on or off MUSIC n Play tune number n from the music bank by interrupt. MUSIC OFF Turn the music being played off. MUSIC FREEZE Temporarily suspend the playing of the music. MUSIC ON Resume playing the music temporarily frozen. TEMPO s Change the tempo of the music from 1 (v.slow) to 100 (v.fast). TRANSPOSE df Transpose a piece of music from -90 to +90 (1 corresponds to a semi-tone). =PVOICE(v) Return the position within the specified voice, the music is currently at. VOICE ON/OFF [v] Turn one or all of the voices on or off. Predefined sound effects BOOM Generate a noise sounding like an explosion. SHOOT Create a sound like a gun firing. BELL Simple bell sound. NOISE [v,]p Produce white noise of frequency 1 (v.high) to 31 (v.low) on one or all of the voices. ENVEL t,s Activate one of the 16 envelopes (t) to the speed (s) which may range from 1 (v.fast) to 65535 (v.slow) Graphics Functions INK index Set the colour of all subsequent graphic drawing operations. (0-15 in low res, 0-3 in medium res, 0-1 in monochrome). COLOUR index,$RGB Set the colour of a specific pen to a $RGB setting. =COLOUR(index) Read the current colour setting of a specific pen. PALETTE list This allows you to set the entire palette to a list of colours, like an expanded COLOUR command. Note that the number of parameters taken varies with each if the resolutions. PLOT x,y[,index] Plot a single point in the current or specified pen colour. =POINT(x,y) Return the current colour (pen) of a specific point on the screen. DRAW [x1,y1] TO x2,y2 Draw a line between specified coordinates, or the last point plotted. Note that this line is always solid and unaffected by SET LINE for speed. For styled lines, use the POLYLINE command. BOX x1,y1 TO x2,y2 Draw a hollow box with the top left and bottom right hand coordinates being specified. RBOX x1,y1 TO x2,y2 Draw a hollow box with rounded edges. POLYLINE [x1,y1] TO x2,y2 [TO x3,y3....] Draw a polygon using the current line style. ARC x1,y1,r,s,e Draw an arc centre x1,y1 radius r from s to e. Note that angles are calculated in radians (0- 3600) and start from the 3 o'clock position and travel anticlockwise. EARC x1,y1,r1,r2,s,e Draw an elliptical arc as above. SET LINE mask,thickness,startpoint,endpoint Set the current line style to mask which is a 16 bit binary pattern for the line, thickness is the thickness of the line and can vary from 1 to 40. The startpoint and endpoint are the line end styles and can be either: 0 : SQUARED 1 : ARROWED 2 : ROUNDED PAINT x1,y1 Fill and enclosed area in the current colour. BAR x1,y1 TO x2,y2 Draw a filled bar. RBAR x1,y1 TO x2,y2 Draw a rounded filled rectangle. POLYGON x1,y1 TO x2,y2 [TO x3,y3....] Draw a filled polygon. CIRCLE x1,y1,r Draw a filled circle. PIE x1,y1,r,s,e Produce a pie chart ELLIPSE x1,y1,r1,r2 Draw an ellipse. EPIE x1,y1,r1,r2,s,e Produce a filled elliptical pie. SET PAINT type,pattern,border Select a fill pattern. Type can range from 0 to 4:- 0 Surface is not filled at all 1 Surface is filled with the current INK 2 Surface is filled with one of the 24 dotted patterns 3 Surface is filled with one of the 12 line patterns 4 Surface is filled with a user-defined pattern Pattern can range from 1 to 24 or 1-12 depending on the type. Border has only 0 (no border) or 1 (border) SET PATTERN address of pattern This is used to install a user defined fill pattern for the user-defined fill option of SET PAINT. The address of pattern refers to where in memory the new pattern is to be found. Each pattern is 16 points high by 16 points wide and takes up two byte words for each colour plane. The easiest way of creating them is to define a 16 by 16 sprite and then use the following routine to find the address of the sprite. if mode=0 then PLANES=4 if mode=1 then PLANES=2 if mode=3 then PLANES=1 s=1 : rem sprite to be indexed SP=leek(start(1)+4*(mode+1))+start(1)+4 SPB=SP+(S-1)*8 POS=leek(SPB)+SP+32*PLANES set paint 4,1,1 set pattern POS Another way is A$=SCREEN$(physic,1,1 to 16,16) SET PATTERN A$ FLASH index,"(colour,delay)(colour,delay)...." Set any of the 16 colours to flashing. Index is the colour number to be animated. Delay is the number of 50ths of a second which must elapse before the next colour is used. Colour is the standard RGB format. SHIFT delay[,start] This command allows you to produce colour rotation. Delay is the number of 50ths of a second which must elapse before the colour palette is rotated. The optional start allows you to specify which is the first colour in the palette to be rotated, if omitted, the value of 1 will be used. GR WRITING mode This sets up the mode which will be used whn writing graphics text. Four modes are available: 1 : Replace (Overwrite anything) 2 : Transparent (Put only the ink colour on screen) 3 : XOR (Combine with existing graphics) 4 : Inverse Transparent (Plot only colour zero) POLYMARK x1,y1[;x2,y2[;x3,y3......]] Place a polymark on the screen at the specified coordinates. SET MARK t,s Set the current polymark to the required type (t) and size (s). Type can be : 1 : Point (1 size only) 2 : + 3 : * 4 : Square 5 : Diagonal cross 6 : Diamond Size can be any one of eight, ranging in 11 point increments from 6 to 83 pixels wide. MODE n Change screen to mode (n) : 0=low res, 1=med res. =MODE Return the current mode, 0-3 DIVX/DIVY Hold the width and height of the current graphics screen according to the current mode. CLIP x1,y1 TO x2,y2 Define the tope left and bottom right of the clipping rectangle. Any graphics drawn outside this area will not be shown. CLIP OFF Disables the clipping rectangle. The Screen Multiple Screens STOS Basic holds two screens in memory at any one time. The first is called the physical screen, and is the screen which is actually displayed. There is also a separate background screen which is used by the sprite commands. BACK is a variable which holds the address of the background screen. PHYSIC Is a variable which holds the address of the physical screen currently being displayed.. If you load a different address into this variable, the screen will be immediately redrawn using the screen stored at this address. The value assigned can either be an address, or the number of the memory bank in which the screen is stored. LOGIC This is the screen which text and graphic commands operate on. Normally, this and PHYSIC hold the same address so that you can see what is being drawn to the screen. However, it is sometimes useful to have the pictures drawn on a separate screen and then displayed. This can be done by setting LOGIC to the address of an area or memory bank onto which the image can be created, and then, when it is finished, display it with PHYSIC=LOGIC. SCREEN SWAP This swaps the addresses held in the variables PHYSIC and LOGIC. This enables you to instantly switch from one screen to another. DEFAULT Returns the initial value of one of the three screens. DEFAULT BACK Returns initial value of BACK DEFAULT PHYSIC Returns initial value of PHYSIC DEFAULT LOGIC Returns initial value of LOGIC When you are using multiple screens, it is easy to lose track of the original screen addresses. This function is often used to restore these values. PHYSIC=DEFAULT PHYSIC BACK=DEFAULT BACK LOGIC=DEFAULT LOGIC Reserving a screen STOS can have any number of screens held in memory at any one time. The following instructions allow you to allocate a memory bank to hold one of these screens. RESERVE AS SCREEN n Reserves the bank number n as a temporary screen 32768 bytes long. RESERVE AS DATASCREEN n Reserves the bank number n as a permanent screen 32768 bytes long. This will be saved along with your program. Loading a screen STOS lets you load a screen directly into an address or a memory bank from either a DEGAS or NEO format. LOAD filename$,scrn Where filename$ is the name of the file on disk, complete with ".NEO",".PI1",".PI2",".PI3" extension. scrn can either be a memory bank or an address. GET PALETTE(n) Load the colour settings of the screen stored at bank n into the colour palette. CLS scr[,col[,x1,y1 TO x2,y2]] Clear the screen. The optional parameters allow you to specify the colour that the screen, or portion of the screen, is to be filled with. ZOOM scr1,x1,y1,x2,y2 TO [scr2,]x3,y3,x4,y4 Magnifies any rectangular section of the screen stored at scr1. scr1 and scr2 can be either an address or a memory bank. The coordinates specify the top left and bottom right coordinates of the area to be magnified from and to. REDUCE scr1 TO [scr2,]x1,y1,x2,y2 Compresses the entire screen stored at scr1 to a rectangle x1,y1,x2,y2 either in the background screen, or the screen stored at scr2. Note that scr1 and scr2 can be either memory banks or addresses. SCREEN COPY scr1[,x1,y1,x2,y2] TO scr2[,x3,y3] This command allows you to copy either entire screens from scr1 to scr2, or portions of the screen, as specified by the coordinates. Note, however, that the x coordinate is always rounded down to the nearest multiple of 16. These coordinates can also be negative in the ranges shown below. Areas off the screen will simply not be copied. Graphics mode X Range Y Range Low -320 to 320 -200 to 200 Medium -640 to 640 -200 to 200 High -640 to 640 -400 to 400 =SCREEN$(scrn,x1,y1 TO x2,y2) Load an area of the screen into a string. SCREEN$(scrn,x,y)= Load a screen held in a string to the screen. Scrolling the screen DEF SCROLL n,x1,y1 TO x2,y2,dx,dy This command allows you to define up to 16 zones for scrolling. n denotes the number of the zone from 1-16. x1,y1,x2,y2 denote the upper left and lower right coordinates of the zone. dx,dy hold the number of points that the zone is to be scrolled, either up, down, left or right. SCROLL n Scroll zone number n in the direction specified. Screen synchronisation The screen is updated by the hardware every 50th of a second.. Once the screen has been drawn, the electron beam turns off while it returns to the top of the screen again. This is called a vertical blank, or VBL for short. When this takes place, STOS performs a number of tasks, such as moving the sprites, playing music, shifting the colour palette, etc. Since a 50th of a second is a long time for STOS basic, this can lead to a serious lack of coordination between your program and the screen. This is where these commands come in. WAIT VBL Waits for the next vertical blank to occur. This is generally used after PUT SPRITE or SCREEN SWAP, as this is when these commands are executed. SYNCHRO Synchronise scrolling with sprites. STOS performs all sprite movements every VBL. This generally works fine, but occasionally it leads to an irritating synchronisation problem. Supposing you want to place a sprite a a fixed point on a scrolling background. Whenever the background moves, the sprite will move along with it. It should be easy enough to produce a set of MOVE X and MOVE Y commands which precisely follow the movement of the background. Unfortunately, this wouldn't quite work as the SCROLL instruction would not be executing at the same time as the sprite commands. The sprites would therefore tend to drift jerkily around the screen. STOS, however, supplies you with a command that will allow you to move all the sprites on the screen at the exact time that you want them to: SYNCHRO ON Turn off the normal sprite interrupt which moves the sprites every 50th of a second. SYNCHRO Execute all the sprite movement commands once. SYNCHRO ON Reverts the sprite movements to normal. The sprites will now be moved automatically every 50th of a second. Compacting the screen STOS comes with a handy accessory which allows you to compact part or all of the screen, "COMPACT.ACB". The following commands are also supplied: UNPACK bnk,scr Unpacks a screen stored in bank number bnk to the address or bank number scrn. PACK scr,bnk Pack the screen stored at address or bank scr into memory bank bnk. Special screen effects APPEAR x[,y] This command allows you to produce fancy fades between a picture stored in x to the current screen. The parameter y can specify which of the 79 fades you wish to use. Fades 1-72 always result in a complete image being copied, whilst fades 73- 79 leave the final screen slightly different from the one stored at x. FADE speed This command allows you to fade the colours between two screens. FADE speed Fades all the colours on the screen to black in the specified 50ths of a second. FADE speed TO bank Fades the present colours to those specified in the screen stored in bank FADE speed,c1,c2,.. Fade seperate colours to a new value. The first two should speak for themselves, the last one isn't quite so obvious. Speed is the number of VBL's which are to occur between each colour change. The list which follows is the new colours you require for colour1, colour2, colour3, etc. Any colours you don't wish to change are left blank. e.g. FADE 5,$777,$777,,$777,,$777 Will, using speed 5, fade the current pens 0,1,3 and 5 to white ($777). Colours 2 and 4 are left unchanged, as are colours 6-15. Text and Windows STOS basic allows you to print text on the screen in a number of ways. It also allows up to 13 windows each with it's own unique character set. PEN index This allows you to specify which of the pens (0-15 in low res, etc.) all subsequent text operations are to be performed in. PAPER index This, like PEN designates all future background colour. INVERSE ON/OFF This mode switches the text and background colours selected by PEN and PAPER. SHADE ON/OFF This fades out all subsequent text. UNDER ON/OFF This switches the underline mode on or off. WRITING effect This allows you to specify the writing mode of all subsequent text operations: 1 Replacement mode (default). 2 OR with existing screen. 3 XOR with existing screen. LOCATE x,y Locates the cursor at coordinates x,y. =XTEXT(x) Converts the x coordinate from graphic format to text relative to the current window. =YTEXT(y) Converts the y coordinate from graphic format to text relative to the current window. =XGRAPHIC(x) Converts the x coordinate from text format to an absolute screen coordinate. =YGRAPHIC(y) Converts the y coordinate from text format to an absolute screen coordinate. SQUARE wx,hy,b Draws a rectangle on the screen at the current cursor position specifying the width and height (minimum of 3) in character positions with any one of 15 different border types (see BORDER). HOME Sends the cursor to the top left hand corner of the current window. CDOWN Moves the cursor one space in the requested CUP direction. CLEFT CRIGHT XCURS Variables holding the current text coordinates of YCURS the cursor. SET CURS t,b Set the text cursor size specifying the top and bottom of the cursor (1-8). CURS ON/OFF Enable/disable the text cursor. CENTRE a$ Print a line of text centred on the screen. TAB(n) Used with the print instruction to move the cursor forward n spaces. Unlike the usual basic command, this produces a string of cursor rights, and can be assigned to a string if required. X$=TAB(7) =SCRN(x,y) Returns the ascii code of the character found at the text coordinates relative to the current window. Windows WINDOPEN n,x,y,w,h[,b[,s]] Create a window number n (1-13) at x,y (text coordinates of the top left corner of the window), width w and height h. The options allow you to specify one of 15 borders (see BORDER) and one of several character sets. There are 16 character sets available: 1 : 8x8 (Default for low resolution) 2 : 8x8 (Default for medium resolution) 3 : 8x16 (Default for high resolution) Sets 4-16 are your own character sets. TITLE a$ Define a title for the current window, centering it. This will remain until the BORDER command is issued with no parameter. BORDER [n] This allows you to choose one of 16 possible borders for the current window. The variable n can range from 1-16, and the borders are made up from characters 192-255 in the current character set. These may be changed if necessary. Note that if you use boder on it's own, the current border will be redrawn and the title of the window erased. WINDOW n Set the window n to the top, make it the current window and redraw it's contents. Note that if the window is already fully visible, it's quicker to use the QWINDOW command. QWINDOW n Activate window n without redrawing it. WINDON Returns the number of the currently active window. WINDMOVE x,y Move the current window to new x,y coordinates. WINDEL n Delete window n. CLW Clear the current window. SCROLL ON/OFF Switch window scrolling off. SCROLL UP/DOWN Scroll all the text in a current window up or down one line. Character Sets RESERVE AS SET n,l This reserves a bank n in memory as character set storage l bytes long. This bank is permanent and will be stored along with your program. CHARLEN(n) This returns the length of a character set specified by the number n. CHARCOPY s TO b This copies the character set s (1-16) to bank number b. ICON$(n) Generate an icon at the current cursor position. This will effectively draw icon number n from the bank defined. It may also be used in menu bars. Menu Commands STOS provides you with a number of clever facilities for creating and using menus. Although different from their GEM equivalents, they are considerably more powerful. Creating a menu MENU$(x)=title$[,paper,pen] This allows you to specify the main titles that will appear on the top line. Title$ holds the title of your menu, and you are also given the option to specify the paper and pen colours if you wish. You can define up to 10 titles this way (1- 10). MENU$(x,y)=option$[,paper,pen] This allows you to specify the options that will appear in each drop down menu. x is the menu (as specified by the MENU$(x) command, and y is the option number within the menu. Again, paper and pen options are available to you. e.g 10 menu$(1)="ACTION" 20 menu$(2)="MOUSE" 30 menu$(1,1)="QUIT" 40 menu$(2,1)="ARROW" 50 menu$(2,2)="HAND" 60 menu$(2,3)="CLOCK" MENU ON [b][,m] Activates the menu with any one of 16 borders (see BORDER). The mode is either 1 for the standard drop down menus, or 2 for pull down menus. 70 MENU ON 5,2 Generates a pull down menu with border 5. MENU OFF Permanently switches the menu bar off and erases it from memory. MENU FREEZE Temporarily freezes the menu bar and can be restarted with the MENU ON command. MENU$(x,y) OFF Disables one of the menu items. MENU$(x,y) ON Re-enables a menu item disabled with the above. MNBAR These variables hold the menu title and the menu MNSELECT options you have chosen. ON MENU This provides you with an interrupt driven method of selecting the menu bar. This will allow you to run a program as normal, but when an option is selected, it will jump to one of a list of line numbers in the same way an ON GOTO would, using the title number returned. ON MENU ON Sets the entire process in operation by activating the ON MENU command. ON MENU OFF Turns the menu off. Icons can also be included into menu bars as well. menu$(2,1)=icon$(3) menu$(2,2)=icon$(4) menu$(2,3)=icon$(5),2,4 Other Commands Control Structures GOTO line number/expression NOTE: STOS doesn't use labels for lines, equations and variables may be used, but they will not renumber. GOSUB line number/expression RETURN POP Trash the return address generated by a GOSUB statement. FOR..TO..STEP NEXT Note that multiple NEXT statements cannot be combined. WHILE...WEND REPEAT...UNTIL STOP END IF..THEN..ELSE Note that this is one line ONLY. ON...GOTO ON...GOSUB ON ERROR GOTO line This allows you to trap errors within the program by ordering the computer to jump to a specific line if one occurs. RESUME Jump back to the command that caused the error and retry. RESUME NEXT Jump to the command following the one generating the error. RESUME line Jump to a specific line. ERN and ERL Variables holding the error number and line number. ERROR n Generate an error and exits back to STOS. BREAK ON/OFF Disables or enables the Control+C checks. KEY(x)=a$ Assign a string to one of the 20 function keys (1- 20). Note that the ' character is interpreted as CHR$(13). INKEY$ Return a key press, but don't wait. SCANCODE Holds the scancode of the last key pressed. CLEAR KEY Clear out the keyboard buffer. INPUT$(n) A function which reads n characters from the keyboard and echos them to the screen before returning. FKEY Is a special form of INKEY$ which will return a value between 0 and 20 to indicate which of the function keys has been pressed. WAIT KEY Waits for a keypress. KEY SPEED r,s Sets the repeat speed (r) in delays of 50th of a second and the delay between the initial keypress and the start of the repeat sequence (d) in 50ths of a second. PUT KEY a$ Writes a string to the keyboard which will be 'typed' when the computer next has chance. Note that the ' character works the same way as pressing the return key. INPUT [prompt;]variable list LINE INPUT [prompt;]variable list PRINT and ? PRINT USING format$;variable list The format can consist of any characters with the exception of ~#+-.;^ Their meanings are as follows: ~ Insert a character from the following string. # Insert a digit from the following number. + Add a plus + or - sign to the number. - Add only a - sign to the number. . Align with decimal point. ; Align with decimal point, but don't print it. ^ Print number in exponential form. Disk Access OPEN IN #channel,filename$ OPEN OUT #channel,filename$[,attribute] Open files for input or output only. Channel can be from 1-10 and it is this channel that all data will be sent to. Filename$ is the disk filename holding the data, if output, then the existing file on the disk will be erased. The optional attribute allows you to specify the type of file to be created (see DIR FIRST$). OPEN #channel,"R",file$ Opens a random access file. OPEN #channel,"MIDI" Opens a channel to the MIDI interface. OPEN #channel,"AUX" Opens a channel to the RS232 port. OPEN #channel,"PRT" Opens a channel to the printer plugged in the parallel port. CLOSE#channel Closes a file and writes any buffered data. PRINT#channel,list Prints a list of data, like the normal print function, to the specified channel. INPUT#channel,list Like input, but allows you to read information from a channel. LINE INPUT#channel[,seperator$],list This acts like INPUT, reading data from a channel, seperated by a rather that a comma. The optional seperator$ is included if something other that a seperates the data. INPUT$(#channel,count) Inputs count characters from the file. EOF#channel A variable used to test for the end of a file. LOF#channel Return the length of a file. POF#channel The variable holding the current position of the pointer within a file. This may be altered to move the pointer. FIELD#channel,length1 AS field1$,length2 AS field2$.... Field allows you to define a record which will be used for random access files. This record can consist of up to 16 alphanumeric fields and can be up to 65535 bytes long. PUT#channel,r Writes the record created by FIELD into record position r in the file. GET#channel,r Reads the record r from the specified channel into the field set up by the FIELD command. PORT#channel Test to see if an input device is waiting for information. The Printer LLIST As List, allows you to send your listings to the printer. LDIR List the directory on the printer. LLISTBANK List the memory bank information on the printer. LPRINT Print all thet follows to the printer (see PRINT) HARDCOPY Dump the screen as would Alternate+Help. WINDCOPY Unlike hardcopy, this command prints out the text in the current window. Directories DIR [path$][/W] Lists the current directory. DIR$= Sets the current directory. =DIR FIRST$(path$,flag) This returns the first file that satisfies the pathname. The flag is a number of binary bits which indicates which types of file are to be sought. Bit 0 : Normal Read/Write files Bit 1 : Read only iles Bit 2 : Hidden files Bit 3 : Hidden system files Bit 4 : Volume labels Bit 5 : Folders Bit 6 : Files which have been written to and closed. If you aren't sure which type you want, use -1. If no file exists, then a null string is returned, elsewise a 42 character string is returned with the following format. Characters Usage 1-12 Filename 13-21 Length of file 22-32 Date file saved 33-41 Time file saved 42 File type DIR NEXT$ Returns the next file found as per the setup in DIR FIRST$ PREVIOUS Drops back one level in the subdirectories. =DRIVE= Variable holding the drive number (0-...) =DRIVE$= Varianle holding the drive letter (A-...) DRVMAP Variable holding a list of the drives connected in binary. DFREE Holds the amount of free space left on a disk. MKDIR folder$ Creates a folder RMDIR folder$ Removes an empty folder from the disk KILL file$ Erase a file, or series of files from the disk. RENAME old$ TO new$ Renames a file. Trigonometric functions DEG(x) Convert an angle expressed in radians to degrees RAD(x) Convert an angle expressed in radians to degrees SIN(x) COS(x) TAN(x) Sine, Cosine and Tan ASIN(x) ACOS(x) ATAN(x) Arc Sine, Cosing and Tan HSIN(x) HCOS(x) HTAN(x) Hyperbolic Sine, Cosine and Tan PI LOG(y#) Log base 10 of y# LN(y#) Natural Log of y# EXP(y#) Exponential of y# SQR(y) Square Root ABS(y) Absolute value INT(y) Integer Rounded down SGN(y) Find the sign of y MAX(x,y) Return largest value MIN(x,y) Return smallest value SWAP x,y Swap variables x and y (also strings) DEF FN name[(variable list)]=expression Define a function FN name[(variable list)] Call a user defined function. RND(y) Return a random number from 0-y inclusive LET Yes, this is still to be found! FIX(n) Set the precision of any real numbers that are to be printed out on the screen. If 016 the printout will be proportional and any trailing zeros will be removed. If n<0 then all floating point numbers will be expressed in exponential format. =UPPER$(n$) Convert n$ to upper case. =LOWER$(n$) Convert n$ to lower case =FLIP$(n$) Reverse the order of the letters in n$ =SPACE$(n) Creates a string full of spaces. =STRING$(a$,n) Create a string full of a$ =CHR$(n) Return ASCII character. =ASC(n) Return ASCII code. =LEN(n$) Return length of n$. =VAL(n$) Convert n$ to a number. =STR$(n) Convert n to a string. =TIME$= A variable holding the time in hours:minutes:seconds =DATE$= A variable holding the date in the format DD/MM/YYYY =FILE SELECT$(path$[,title$[,border]]) Request for a filename using the file selector. =HEX$(n,l) Convert n to a hexadecimal number. The optional l requests for it to be padded out. =BIN$(n,l) Converts n into a binary number. ROL[.B/.W/.L] x,y Rotate y left by x places. The optional .B, .W and .L tell the instruction to treat is as a byte, word or longword. ROR[.B/.W/.L] x,y Rotate Right =BTST(x,y) Test bit x of number y BSET x,y Set bit x of number y BCHG x,y Change the status of bit x in number y BCLR x,y Clear bit x of number y PEEK POKE DEEK DOKE LEEK LOKE Read or change the contents of memory locations. VARPTR(variable) Returns the address of the variable stored in memory. COPY start,finish TO destination Copy a block of memory. FILL start TO finish,longword Fill an area of memory. =HUNT(start TO finish,A$) Hunt through memory for a string. WAIT x Wait for x 50ths of a second. =TIMER= Timer counted in 50ths of a second. =NOT(x) Logical NOT operation. REM remark DATA variable list Numbers, strings, variables and formulae can be included. READ variable list RESTORE [line] TRUE Variable holding -1 FALSE Variable holding 0 Appendix A Error Messages Error Code Error name 0 Not Done A procedure has been attempted, but due to some condition, it has not been carried out. 1 Bad File Format A file to be loaded cannot be recognised by STOS as it is not of the correct format. 2 Out Of Memory STOS has no more memory left for allocation. Take out all the accessories and excess programs to free more memory. 3 This Line Does Not Exist This error occurs when you have tried to delete a line which does not exist so the delete operation is aborted. 4 This Line Already Exists The Auto function reports this error when it comes across a line which is already in your program. 5 Search Failed A string has been searched for in the current program, but it does not exist. 6 Line Too Long You have attempted to enter a line more than 700 characters long. 7 Can't Continue STOS can't continue from the previous break. 8 See Error 6. 9 Follow Too Long STOS has been told to trace too many parameters. 10 Printer Not Ready The printer is not on line. 11 Can't Renum STOS has attempted to renumber a section of your program and this action would result in a conflict of line numbers. 12 Syntax Error The syntax of the error line or statement is not correct. 13 Illegal Function Call You have tried to use a function with an illegal set of parameter. 14 Illegal Direct Mode A command input in direct mode is not recognised by STOS. 15 Direct Command Used A command which is only available in direct mode has been used in the program. 16 In/Out Error An error has occurred during an input/output operation 17 Break You have pressed Control+C. 18 Non Declared Array An array has been referenced which has not been set up with the DIM statement. 19 Type Mismatch An illegal value has been assigned to a variable. 20 Function not implemented A function entered in STOS is not recognised. 21 Overflow Error A calculation has exceeded the size of a variable. 22 For Without Next A FOR command does not have it's mandatory next listed later in the program. 23 Next Without For STOS has come across a NEXT instruction which has no FOR. 24 While Without Wend The WHILE instruction has no mandatory WEND after it. 25 Wend Without While A WEND instruction has been encountered that has no matching WHILE. 26 Repeat Without Until A REPEAT instruction exists but has no corresponding UNTIL. 27 Until Without Repeat The UNTIL instruction has no preceding REPEAT command. 28 Array Already Dimensioned An array has been re-dimensioned at the error line. 29 Undefined Line Number A GOTO, GOSUB or RESTORE has been encountered which indexes a non-existent line. 30 String Too Long A string has exceeded the limit of 65000 characters. 31 Bus Error An internal error has occurred possibly due to incorrect addressing using the PEEK and POKE commands. 32 Address Error An odd memory address or invalid address has been accessed using the PEEK and POKE commands. 33 No Data On This Line The RESTORE instruction has tried to restore a line of data. In this case, the line did not contain a DATA command. 34 No More Data The READ command cannot get any more data because it has all been read. 35 Too Many Gosubs STOS cannot store any more RETURN addresses. 36 Return Without Gosub The program has reached a RETURN but no GOSUB has been used. 37 Pop Without Gosub The POP instruction cannot be executed outside a subroutine. 38 Resume Without Error A RESUME instruction cannot be executed unless an error has occurred. 39 User function Not Defined A user function has been accessed that has not been set up with DEF FN. 40 Illegal User-Function Call The list of parameters you inpt does not match the list you specified in the DEF FN. 41 Memory Bank Already Reserved An attempt to reserve a memory bank has failed because it is already reserved. 42 Memory Bank Not Defined As Screen A command has accessed a memory bank which must be reserved as screen and thus cannot find the information required. 43 Bad Screen Address A screen address has been used which is invalid for a proper screen start address. The address must be on a 256 byte boundary. 44 Memory Bank Not Reserved A memory bank has been accessed and has not been reserved for use. 45 Resolution Not Allowed MODE cannot be used in high-resolution monitors. 46 Division By Zero 47 Illegal Negative Operand Some functions cannot process negative numbers. 48 File Not Found You have tried to open or load a file not on the current disk. 49 Drive Not Ready A disc drive is not ready for use. 50 Disc Is Write Protected 51 Disc Full 52 Disc Error 53 Bad Filename A filename has been used in an input/output procedure which is not legal. 54 Bad Time The user has attempted to set an illegal time using TIME$. 55 Bad Date The user has attempted to set up an illegal date using DATE$. 56 Sprite Error Parameters for a SPRITE command have been set which do not fall inside the legal limits. 57 Movement Declaration Error The MOVE instruction has not been set properly. 58 Animation Declaration Error The ANIM string command has not been properly set. 59 File Not Open 60 File Type Mismatch A file command has been used which does not correspond to the correct filing system. 61 Input String Too Long An incoming string is too long for a dimensioned variable. Or you may have tried to INPUT# a string more than 500 characters long. 62 File Already Open 63 File Already Closed 64 End Of File 65 See Error 61. 66 Field Too Long The size of the record you have created with FIELD is greater than 65535 bytes. It's also possible that you have used more than the maximum 16 fields. 67 Flash Declaration Error The FLASH command has been incorrectly called. 68 Window Parameter Out Of Range 69 Window Already Open 70 Window Not Opened 71 Window Too Small An attempt has been made to open a window smaller than 3x3. 72 Window Too Large 73 Character Set Not Defined 74 No More Text Buffer Space If you open over 10 windows the size of a fill screen in either mode 1 or mode 2 then the space reserved for the data in each window gets used up and causes this error. 75 Music Not Defined 76 System Window Called The system windows have been used in one of the commands. These are 0, 14 and 15. 77 System Character Set Called You have attempted to replace a system character set with a custom designed one. 78 Character Set Not Found 79 Menu Not Defined 80 Bank 15 Already Reserved This bank is already reserved and must be erased if you wish to reserve it for another purpose. 81 Bank 15 Is Reserved For Menus Menus are used in the current program and thus you cannot use this bank for anything else. 82 Illegal Instruction When STOS is running a machine code program this error will occur if it finds that the code is invalid. 83 Drive Not Connected 84 Extension Not Present This occurs when you try to run a program which incorporates new STOS Basic commands without loading the relevant extension file first. 85 Subscript Out Of Range 86 Scrolling Not Defined The SCROLL command has been used but STOS doesn't have the information necessary to scroll the screen. 87 String Is Not A Screen Block A string has been used in SCREEN$ which has not been designed as a sprite block string. Appendix B Using Assembly Language CALL address or bank CALL allows you to execute any assembly language program held in the ST's memory. address can be either the absolute location of the code, or the number of the memory bank that the code is held in. Calling a machine code program 1 Reserve some memory for your routine using the RESERVE AS DATA, e.g. RESERVE AS DATA 7,10000 2 Load the program, e.g. LOAD "file.prg",7 NOTE that the code must be in TOS relocatable format and must NOT summon any of the GEM routines. 3 Pass any input parameters using the pseudo variables DGRE(0) to DREG(7) and AREG(0) to AREG(6) 4 Call your program, e.g. CALL 7 Your assembly language program may subsequently change any 68000 registers it likes with the sole exception of A7, and it must always be terminated with a RTS. It must never call GEMDOS traps SET BLOCK, MALLOC, MFREE, KEEP PROCESS or any other memory management functions. TRAP n[,parameters] TRAP allows you to call one of the numerous 68000 TRAP functions. These traps are really just large libraries of assembly language functions. n refers to the number of the TRAP; 0,1,13,14 are the GEMDOS functions 3,4,5,6,7 are the STOS functions. The optional parameters specify the data which is to be placed on the 68000's stack before the TRAP function is executed. As a default these are assumed to be of size WORD. You can set the size directly from the TRAP instruction by using a statement such as: W.expression L.expression One useful bonus is that you can also include a string variable in the expression, such as A$. In this case, the address of the string is placed on the stack and a CHR$(0) is automatically added to the end of the variable to convert it into the correct format. Appendix F Structures of the Banks Structure of the Sprite Bank Offset Meaning 0 Sprite Bank ID code ($19861987) 4 4-byte offset to address of sprite parameter block in low resolution 8 4-byte offset to address of sprite parameter block in medium resolution 12 4-byte offset to address of sprite parameter block in high resolution 16 Number of sprites in low resolution 18 Number of sprites in medium resolution 20 Number of sprites in high resolution Typical Sprite Parameter Block Offset Meaning 22 4-byte offset to sprite data 26 Width of sprite (in units of 16) 27 Height of sprite 28 X coordinate of hotspot 29 Y coordinate of hotspot 30 Start of next sprite parameter block.... Sprite Data Structure The Sprite Data Block Data for Mask (one bit plane) Sprite Data (organised in bit planes) Structure of the Icon Bank Offset Meaning 0 Icon Bank ID code ($28091960) 4 Number of icons in bank 6 Start of data for icon 1. This is 84 bytes long, and uses the same format as the LINE-A sprites. 92 Start of data for icon 2.... Structure of the Music Bank Offset Meaning 0 Music Bank ID code ($13490157) 4 Offset from start of the bank to music number 1. Set to zero if no music with this number. 8 Offset to music number 2.... 124 Offset to music number 32 (Maximum of 32 pieces of music) 128 Length of this memory bank 132 Name of music 1 (8 letters) 140 Name of music 2 (8 letters)..... 380 Name of music 32 (8 letters) 388 Start of music 1... Inside the music definitions Offset Meaning 0 ID code that this is music data. ($19631969) 6 Offset to music in voice 1. 8 Offset to music in voice 2. 10 Offset to music in voice 3. 12 Definition of first tremelo/envelope (36 bytes long) 48 Definition of second trememlo/envelope Start of voice 1 The Music Commands Each note is stored as a teo-byte word ranging from 0-32767. The lower half of this word contains the pitch of the note (0-96). See PLAY for more details. The upper byte holds the length of the note in 50ths of a second. The Music commands are held in either two or four bytes. In order to distinguish them from normal notes, the highest bit of these commands is set to 1. Here is a list of the various commands and the numbers used to represent them in the music. Number Size Command Meaning $8000 2 bytes END Signifies the end of music for this voice $A000 2 bytes MUSIC Use pure tones for music. $A100 2 bytes NOISE ONLY Use noise for music. $A200 2 bytes STOP NOISE Turns off noise. $A3xx 2 bytes NOISE xx Plays noise with pitch xx $A400 2 bytes STOP NTREMULO Stop mixing tremulo with noise $A500 2 bytes STOP ENVEL Stop using current envelope $A600 2 bytes STOP TREMOLO Stop using current tremolo $A7xx 2 bytes VOLUME xx Set volume of sound to xx $C000 4 bytes NTREMULO Mix TREMULO with noise. Bytes 2&3 hold offset to tremulo definition $C100 4 bytes ENVEL xx Use ENVEL xx. Bytes 2&3 hold offset to envelope definition $C200 4 bytes TREMULO xx Use TREMULO xx. Bytes 2&3 hold offset to tremulo definition. $C3nn 4 bytes REPEAT nn,note Repeat music starting from note, nn times. Note held in bytes 2&3. Screen Banks The format of the screen banks is very straight forward indeed. The first 32000 bytes of this memory hold the actual screen data, and the next 16 words from numbers 32000 to 32032 contain a copy of the colour settings for this screen. Note that bytes from 32032 onwards are free, and can be used for your own purposes. Appendix G Accessing The Programmable Sound Generator PSG(r) The Atari ST incorporates a special piece of circuitry which it uses to generate a wide range of sounds. Access to this chip is via the PSG register, which may be read from, or written to. WARNING: This function is dangerous! Incorrect usage can cause serious damage to any disc in the disk drive. Here is a brief list of the various sound registers and their uses: Register Function 0 Bits 0-7 set the pitch in units of a single step for voice 1. 1 Bits 0-3 set the size of each frequency step 2 Fine control for voice 2. As register 0 3 Coarse control for voice 2. As register 1 4 Fine control for voice 3. As register 0 5 Coarse control for voice 3. As register 1 6 Bits 0-4 control the pitch of the noise generator. The higher the value, the lower the tone. 7 Control register for sound chip. Bit 0: Play pure note on voice 1 (1=ON, 0=OFF) Bit 1: Voice 2 tone ON/OFF Bit 2: Voice 3 tone ON/OFF Bit 3: Play NOISE on voice 1 ON/OFF Bit 4: Play NOISE on voice 2 ON/OFF Bit 5: Play NOISE on voice 3 ON/OFF 8 Bits 0-3 control volume of voice 1. If bit 4 is set to 1 then the envelope generator is being used, and the volume bits are ignored. Since this corresponds to a volume of 16, this explains why you need to set VOLUME to 16 before you can use the ENVEL command. 9 As register 8 but for voice 2 10 As register 8 but for voice 3 11 Bits 0-8 provide fine control of the length of the envelope 12 This register provides coarse control of the length of the envelope. 13 Bits 0-3 choose which of the 16 possible envelopes is to be used. SOFTWARE of THE CORPORATION presents Time Bandits! The Hints for Travellers On The Go By Dip Switch SPACE SECTOR: Excalibur : When on the Klingon ship, get the codes to lower the shields. The passwords for the door are as follows: Level 1--DEATH, 2--DESTROY, 3--DESTROY, 4--DECIMATE. When Lt. Moore asks for his foot, give it to him. On 4D he will give you something. Blowing the Klingons away on 4D just takes some thinking. *** ARTIFACT RECOVERED 3/16/87 *** Darkside Dare : Highest level completed: 4D. Little is known about this zone or its reason for existence. This is a very hard level. *** No artifact found *** Welkin Island : Highest level completed: 4D. *** No artifact found *** TECH SECTOR: The levels in this sector are just space-age shoot-em-ups... No artifacts were found on any. Omega Complex : Highest level completed: 4D. Major Hazard : Highest level completed: 4D. Gridville : Highest level completed: 4D. EGYPTIAN SECTOR: Sentinel : Find the ANKH on level 2A. It is needed to read a scroll in the Guardian, and is used to enter 3A on Cheop's. Highest level completed: 4D. *** No Artifact found *** Cheop's Curse : To enter level 3A, you need the ANKH from the Sentinel. To enter level 4A, it asks for the SCEPTRE from the Guardian. When in Cheop's room, use the ankh and the sceptre at the north and south altars. Then use the switches to bend the light into the eye. *** ARTIFACT RECOVERED 3/17/87 *** Guardian : Read the scrolls every level to find info on THE DOOR. A GOLD SCEPTER is on level 2B. Indiana Jones' map is full of @#$%. Highest level completed: 4D. ** NO ARTIFACT FOUND ** MIDEVIL SECTOR: Arena : Highest level completed: 4D. Learn how to run the Guantlet in the early rounds. It will help you later. *** No artifact found *** King's Crown : Find the crown on level 4D in the deepest dungeon. Give it to the King when asked. *** ARTIFACT RECOVERED 4/1/87 *** Castle Greymoon: You can reach the Mad Hermit on C levels by using the four warpers. His games' solutions are as follows: Clubs--TORCH, Hearts--BLOOD, Spades--GRAVE-DIRT, Diamonds--?. To get the blood, give wine to the shepherd. Be Honest! For grave-dirt, use rubble at the grave. At the unicorn, answer the questions: NO, NO, NO, YOU. Highest level completed: 4D. *** Artifact recovered 11/10/86 *** WESTERN SECTOR: Old Bomb Factory : Highest level completed: 4D. Hotel California : Highest level completed: 4D. *** No artifact found on either *** Ghost Town : On most levels, be on the look out for ghosts. They lead you to outlaws that must be buried. Don't forget to get thier letters and BURY them! The combination to the safe is in a book on around level 3A or so. There are nine letters and they form a word when unmixed. Use the word in the crook's hideout. The artifact is across the pit. *** Artifact recovered 4/1/87 *** MISTY SECTOR: Timegates Signpost: Used to keep track of the ares that you have been to. It is also the only place where you can load and save the game. Shadowland : This zone resembles PAC-MAN, and its only main purpose is to gain you points. On level 4D, the Shadowland Artifact, a red ghost, appears. Highest level completed: 4D. *** Aritfact Recovered 10/21/86 *** When and if you finish the game, (And the program "INVINCIBILITY" which makes you superhuman, helps alot), goto the signpost. There you will be greeted by the Gods... My best was : 871,190 pts. Daring, 7 artifacts My best without the Invincibility program was : 215,980 pts. Daring, 3 artifacts. (Shadowland, Greymoon, Cheop's) Castle Greymoon: The Mad Hermit's lair is only open on C levels (1C, 2C, etc.) to those who prove worthy. The first task is simple enough, but if you fail, there is still hope; you only need to win 3 out of 4 of the strange "card" hands. The other three hands are a bit different. For hearts, do business with the shepherd. You'll need something to bargain with, but the Hermit's lair contains a couple well hidden objects... Ghost Town: About every other level, a spectre appears to help you find an Outlaw. The Outlaw's tags form a 9-letter word when unscrambled. Its use will be obvious. Missing a spectre, or failing to meet your agreements at any particular level does not mean that you can never solve the puzzle. The spectres will patiently await your return, so that you may complete your task a level later. It can be solved as early as 3C, or as late as 4D depending on your success... The Excalibur: The levels in this land actually skip from 1A to 2B to 3C and finally to 4D, letting you complete the adventure without too much repetition. The first problem the Bandit faces, is that in 2B, there seems to be one more lock that the Bandit has keys. To find the second key, the Bandit must solve a portion of the text-adventure. Vital information lies behind the golden security door, but you must be enlightened on the uses of wire before you can take the captain's place. The Klingons change their password every level. In 1A it's DEATH, but keep a dictionary handy for the others because they are very devious (and that's not a clue)! Remember: if you are ever stuck, you're never really boxed in. And finally: some messages change if you read them more than once... And now to darker news... It seems that the Evil Guardians have been inserting bugs and glitches in the path of otherwise perfect Time Bandit 2.0 programs. If you are not experiencing trouble, there is no need to worry. If you are having trouble with Time Bandit version 2.0, this section may explain why, and let you know how to fix it. Old TOS: An error in the old TOS on disk causes the program to crash immediately after loading. If you have the old TOS (identified by a file length of over 200K), you should either get a copy of the new TOS or send for the update: Time Bandit 2.1 (see below). Keyboard Quirk: Some older computers have "different" keyboard processors. As a result, those few are victims of "phantom" keypresses. When a joystick is used, the computer presses random keys as the Bandit plays. Occasionally, it even hits Q for Quit and the game ends, returning to the title screen. Version 2.1 corrects this by requiring Q to be pressed twice before the game is aborted. King's Quest: This one's our fault. In level 1A there is a scroll which asks you to "utter the number" to sooner meet the "Spirits of Zardoz." If you type more than three characters, the program will crash. The remedy: don't type more than three characters. Version 2.1 corrects this. Version 2.1: If any of the above problems give you cause for worry, you can get version 2.1 of Time Bandit. Not only does Time Bandit 2.1 make these minor corrections, but it also includes (due to overwhelming demand) a most unprecedented feature for an arcade game; it now has a Save Game option. The game may only be saved or loaded from the Timegates Journal: the sign in the Timegates which lists all the lands and the levels. As printed at the top of the screen, you must enter S to Save or L to Load. "Enter" is the key word; you must press Return after your choice. It will then ask which buffer you wish to use: 1-6. Up to 6 different games can be stored at any one time. You must have the correct number of players to load a game: a single Bandit may not load a Two-Bandit game, and vice versa. Note: To save games, the Time Bandit Master disk must remain in the drive, un-write-protected. Attempting to use any other disk may destroy the data on that disk! SOFTWARE presents UNIVERSE II Here's yet another 100K+ doc from our good friend The Scribe .... These docs were originally supplied in many small parts, but I've put them all together into one larger file because I think it's easier that way. Sorry if anybody doesn't agree, but we can't expect to please everybody all the time. *** UNIVERSE II *** (appendix) <<< CULTURE TYPES >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All cultures go through a distinct evolution. This evolution can be broken up into 9 parts or culture types. They are: CULTURE TYPE 1 PRE-CULTURAL -- Clans and tribes. No universal political authority. No organized Art, Religion or Science. CULTURE TYPE 2 FUEDALISM -- Warriors and the Priesthood in power. Art as a response to Nature. CULTURE TYPE 3 BREAKDOWN OF FUEDALISM -- The Reformation. Early types of art disappear. CULTURE TYPE 4 FORMATION OF ARISTOCRATIC STATES -- Growing political absolutism. Art begins to mature along with Philosophy. The rise of puritanical religions to oppose the new absolutism. CULTURE TYPE 5 ABSOLUTISM -- The Aristocracy is controlled by the King and the Middle Class. Art becomes intellectual. The great conclusive Philosophies. The zenith of Mathematical thought. CULTURE TYPE 6 REVOLUTION AND NAPOLEONISM -- The Middle Class combats alliance of the Aristocracy and King. The victory of Money over Blood. Exhaustion of Art forms. CULTURE TYPE 7 CONTENDING STATES -- Dominance of Money. Rational social ethics replace Religion. Conceptual Art. Final Thought in Mathematics. CULTURE TYPE 8 CAESARISM -- The victory of Force Politics. Nations decay into a formless mass, soon to be forged into an Imperium of gradually increasing despotism. Archaic, exotic Art. CULTURE TYPE 9 THE FINAL POLITICAL FORM -- The word as a Spoil. Barbarians at the borders. Political control falls into a permanent rut of ineffectual leaders. Primitive human conditions thrusting up into the highly civilized way of living. ILLEGAL IMPORTS BY CULTURE CULTURE | ILLEGAL PRODUCT TYPES: | | 1 | Food/Spice, Information | | 2 | Art/Artifact, Entertainment, Information | | 3 | Art/Artifact, Narcotics, Jewelry, Entertainment | | 4 | Art/Artifact, Entertainment, Clothing, Information | | 5 | Weapons | | 6 | Weapons, Transport, Information | | 7 | Food/Spice, Lifeforms, Narcotics | | 8 | Weapons, Information | | 9 | Information | ~~The Scribe *** UNIVERSE II *** (appendix) <<< PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HYPERDRIVE DAM. EU RANGE BRAND NAME PTS. SIZE PER LY IN LY SOPH. COST ================================================================= Cee Squared 15 5 21000 12 70 40000 | Interspace Products 8 5 11000 19 79 64000 | Jonisiodal E1 12 7 12500 24 88 72000 | Franklin Lab Aria 16 6 9800 36 99 98000 | EU per LY = Energy units used per lightyear. Range in LY = Hyperdrive range in lightyears. ***************************************************************** SUB-LIGHT DRIVE DAM. EU PER MAX G. BRAND NAME PTS. SIZE G./HR. ACCEL. SOPH. COST ================================================================= Rynox NRN 12 5 .030 488 70 23000 | Vromus 820 9 3 .186 820 74 45000 | Hinto/Koto Co 16 6 .168 854 84 54000 | Athik Tech 918 21 6 .236 1011 88 71000 | Franklin Lab Fergent 23 6 .306 1895 99 98000 | EU per Grav/Hour = Energy units per gravities acceleration per hour. Max Gravs Acceleration = Maximum gravities of acceleration. ** NOTE ** If this system's damage points are zeroed, your ship will be destroyed. This is a partial operation device. ***************************************************************** GRAVITY GENERATOR DAM. MAX G. BRAND NAME PTS. SIZE COMP. SOPH. COST ======================================================= Gelt Industries 4 3 570 66 19000 | Athik Technical 7 3 850 74 27000 | Melbourne TF 9 3 1100 88 48000 | Franklin Lab Gee 11 5 2500 99 64000 | Max Gravs Compensated = Maximum acceleration in gravities that the generator can withstand. ** NOTE ** If this system's damage points are zeroed, your ship will be destroyed. This is a constant drain device. This is a partial operation device. <<< PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CONVERTER DAM. EU PER BRAND NAME PTS. SIZE ORE IV SOPH. COST ======================================================= Vromus MassCon 3 1 2 17 85 15000 | Doestovski Sol 3 3 3 21 88 18500 | Athik Technical LTMC 5 3 26 91 26000 | Franklin Lab Cashir 5 5 30 99 32000 | EU per Ore IV = Energy units generated per unit of Ore IV converted. ** NOTE ** If this system's damage points are zeroed, your ship will be destroyed. This is a partial operation device. This is a constant drain device. ***************************************************************** ACCUMULATORS DAM. EU/MAX BRAND NAME PPT. SIZE STORAGE SOPH. COST ============================================================ Alkis Group 6 3 640000 85 34000 | Vromus Storage Sys 9 4 1500000 88 44000 | Axian Corprate 4/4 9 3 2870000 91 56000 | Franklin Lab HCX 10 5 3900000 91 99000 | Voltac Group Bota 10 5 6000000 99 145000 | ** NOTES ** If the system's damage points are zeroed, your ship will be destroyed. This is a partial operation device. ***************************************************************** ORE STORAGE DAM. MAX. UNITS BRAND NAME PTS. SIZE PER ORE TYPE SOPH. COST ============================================================= Baynus Pelican 8 6 400000 74 17000 | Voltac Group MDM 8 8 600000 74 28000 | Aciladies OreStar 8 10 900000 85 36000 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BRIDGE DAM. BRAND NAME PTS. SIZE SOPH. COST ================================================== Sealex Commander 8 7 85 12000 | Hinto/KotoCo Lambda 11 9 88 15000 | New Caledonian B 13 9 91 24000 | ** NOTES ** If this system's damage points are zeroed, your ship will be destroyed. This is a constant drain device. <<< PARTS LISTS >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CREW QUARTERS DAM. CREW BRAND NAME PTS. SIZE CAPACITY SOPH. COST ============================================================= Sealex Voyageur 13 7 13 85 12000 | Hinto/KotoCo CACMC 16 9 21 88 16000 | New Caledonian B 20 9 30 91 24000 | ** NOTES ** This is a constant drain device. This is a partial operation device. ***************************************************************** COMPUTER DAM. PRG. TEVOPS BRAND NAME PTS. SIZE CAP. /MINUTE SOPH. COST ================================================================= Alkis 12/3 2 1 6 11.4 72 17000 | Gedvex Quartz 2 1 11 16.8 84 23000 | Intellect 200 3 1 15 19.8 88 46000 | Intelligence Engine 2 1 15 24.0 99 95000 | TEVOPS PER MINUTE = Trillions of program operations executed per minute. ** NOTES ** If this system's damage points are zeroed, your ship will be destroyed. This is a constant drain device. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AUTODOCTOR MAX % DAM. HEALTH HEALTH BRAND NAME PTS. SIZE REST. PER HR. SOPH. COST ================================================================= Salven Mark 7 3 2 75 8 88 15000 | Trithens Med EWJ 3 2 80 10 88 21000 | Santillo Tipo Quatro 2 1 100 15 99 34000 | MAX HEALTH RESTORED = The maximum health percentage that can be restored. % HEALTH PER HOUR = The percentage health restored per hour of use. <<< PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HIBERNACULUM DAM. PASS. REV. BRAND NAME PTS. SIZE TOTAL LOST % SOPH. COST ================================================================ Kintopir'tern K/L 9 5 59 8 88 20000 | Santillo Tipo Equis 12 7 108 6 99 26000 | PASS. TOTAL = Passenger Capacity. REV. LOST % = The percentage of hibernation revivals that die on the average. ** NOTES ** This is a constant drain device. This is a partial operation device. ***************************************************************** VIDCOMM DAM. MAX. BRAND NAME PTS. SIZE KM RANGE SOPH. COST =========================================================== Thuke Victor 1 1 24000 85 8000 | Giaperelli Marconi 1 1 55000 91 5600 | Psion WF 1964 1 1 90000 99 11000 | MAXIMUM KM RANGE = The maximum range (in kilometers) for message reception. CARGO HOLD DAM. MAX CARGO BRAND NAME PTS. SIZE SIZE UNITS SOPH. COST ============================================================= Colombia Storage Co 5 2 100 65 8000 | Sehvalese Number 9 7 3 220 66 5600 | Durkess Loadmaster 8 4 310 74 11000 | MAX CARGO SIZE UNITS = The maximum number of cargo size units which can be held. ** NOTE ** This is a constant drain device. ***************************************************************** ATMOSPHERICS DAM. BRAND NAME PTS. SIZE SOPH. COST ================================================== Yop Company Cli-Mate 5 2 85 5400 | Gas Technology AC#12 6 1 88 7900 | Franklin Lab Dezzo 8 1 99 13000 | ** NOTES ** If this system's damage points are zeroed, your ship will be destroyed. This is a constant drain device. ****************************************************************** << PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SOLAR/PLANETAL SCANNER DAM. EU BRAND NAME PTS. SIZE PER SCAN ECCM% SOPH. COST ================================================================= Tolbien Scout 4 3 1100 3 79 12000 | Hinto/KotoCo Heiki 9 4 1100 5 84 14000 | Electroscanner S/O3 10 3 2200 12 88 19000 | Psion Worldfinder 7 3 3500 26 99 27000 | EU PER SCAN = Energy units used per scan. ECCM% = The percentage chance of overcoming an enemy ECM jam. ** NOTES ** If this system's damage points are zeroed, your ship will be destroyed. ***************************************************************** RESOURCE SCANNER E. ACC. DAM. PER RANGE +/% BRAND NAME PTS. SZ SCAN KM ERROR SOPH COST ================================================================= Petroscan Assayer 2 1 2000 2500 20 85 12000 | Axian Corprate 3 1 8000 7500 11 88 17000 | Psion SRS 2 1 7600 10000 2 99 25000 | E. PER SCAN = Energy used per scan. RANGE KM = Maximum resource scanner range in kilometers. ACC. +/% ERROR = The range of the scanner inaccuracy. ***************************************************************** HIGH DEFINITION SCANNER DAM. ENERGY RANGE BRAND NAME PTS. SIZE PER SCAN KM SOPH COST ================================================================= Thuke Gravitic Scope 2 1 8000 10000 85 17000 | Melbourne GravScan 1 3 1 12000 26000 88 21000 | Psion Interegator 3 1 13500 85000 99 42000 | RANGE KM - Scanner maximum range in kilometers. ***************************************************************** ORBITAL SHUTTLE DAM. E. MAX C. ORE BRAND NAME PTS. SIZE CAP. PAS CAP MAX SOPH COST ================================================================= Quentrix II E 25 3 37k 10 18 40k 79 21000 | Icarus E 27 3 56k 8 25 40k 85 23000 | Axian Corprate ES 32 3 75k 20 21 78k 85 29000 | Voltac Group ES 35 4 140k 50 99 102k 91 36000 | Franklin Lab FS 35 4 200k 65 123 111k 99 44000 | E. CAP. = Energy required to launch. (37k = 37000) MAX PAS = Maximum number of passengers which may be carried in the shuttle. C. CAP. = Maximum number of cargo size cargo which may be carried in the shuttle. ORE MAX = Maximum capacity of ore by type. <<< PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MISSILE LAUNCHER DAM. EU PER SALVO BRAND NAME PTS. SIZE MISSILE MAXIMUM SOPH COST ================================================================= Giaperelli Ballista 10 2 6000 35 85 17000 | Letmilkin Sys. MZR 11 3 8300 60 88 23000 | Woden Arma VII 11 2 9000 85 99 29000 | EU PER MISSILE = Energy units required to fire each missile. SALVO MAXIMUM = Maximum number of missile size units per salvo. ***************************************************************** MISSILE RACK DAM. MSU BRAND NAME PTS. SIZE CAP. SOPH COST ======================================================= Milbourne Sagitarius 12 3 195 85 29000 | Franklin Lab Siddnar 15 5 250 88 34000 | Woden Vigilant 17 4 410 99 41000 | MSU CAPACITY = Missile size unit capacity. ***************************************************************** ENHANCED BEAM WEAPON (EBW) E. PRE DAM. PER HEAT DAM. R. BRAND NAME PTS. SIZE PULSE TIME INF. KM SOPH COST ================================================================= Zeus Penetrator 11 6 54k 11 30 5k 85 19k| Sunstorm HF 2 11 5 70k 8 36 7.2k 88 24k| Sunstorm HF 3 13 5 88k 6 46 9.8k 91 26k| Woden EBW+ 13 7 260k 3 54 110k 99 31k| E. PER PULSE = Energy units per EBW firing. PREHEAT TIME = Delay between firings. DAM. INF. = Damage inflicted. R. KM = EBM maximum striking range in kilometers. ** NOTE ** All values containing (k) are to be multiplied by 1000. (19k = 19000) ***************************************************************** SHIELD GENERATOR DAM. EU PER DP MAX DP BRAND NAME PTS. SIZE DEFLECTED BLOCKED SOPH COST ================================================================= Hinto/KotoCo Ronin 10 2 90 12 72 18000 | Voltac Group Gen 8 23 3 120 19 74 26000 | Deflect Tech. 25 3 200 26 85 31000 | Franklin Lab Tor. 29 4 260 32 99 38500 | Woden Plate+ 40 7 400 47 99 56000 | ** NOTE ** This is a constant drain device. This is a partial operation device. <<< PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DOCKING ADAPTER DAM. BRAND NAME PTS. SIZE SOPH COST ============================================== Toloollo A/5 4 1 84 2500 | Hinto/KotoCo A/9 6 2 84 2800 | ***************************************************************** ELECTRONIC COUNTERMEASURE (ECM) DAM. BRAND NAME PTS. SIZE JAM % SOPH COST ======================================================= Voltac Group T/ECM 3 1 46 91 20000 | Entrohaad Stattek 4 1 67 99 28000 | Woden Confounder 3 1 83 99 34000 | ** NOTE ** This is a constant drain device. ***************************************************************** ASSAULT CAPSULE DAM E. A. C. DP C. BRAND NAME PTS SZ CAP. CW STR BLK RNG SOPH COST ================================================================= Axian Corprate DSL 32 4 83k 2 12 6 2 88 29k | KotoCo Conquerer 46 4 104k 3 14 6 4 88 33k | Voltac Group Ares 61 5 126k 3 17 7 7 91 38k | Woden Assault Four+ 78 5 198k 4 20 9 9 99 49k | E. CAP. = Energy needed to launch. A. CW = Attack Crew C. STR = Cannon Strength DP BLK = Damage Points blocked by shield. C. RNG = Cannon range ***************************************************************** ORE PROCESSOR DAM E. M. HR/ EU/ ORE BRAND NAME PTS SZ CAP. CW TON TON CAP SOPH COST ================================================================= Datar Dirtpro 13 4 80k 3 9 9500 32k 85 21k | Wertun Fiollage 16 4 120k 3 8 11000 54k 88 29k | Aciladies OreMaster 18 5 230k 3 5 15500 61k 91 32k | Voltac Group Creft 29 5 300k 2 5 14000 75k 99 41k | Franklin Lab New. 31 5 460k 2 3 12000 86k 99 56k | E. CAP. = Energy needed to launch. M. CW = Mine crew HR/TON = Hours per ton EU/TON = Energy Units used per ton. ORE CAP = Amount of ore it can carry. <<< PARTS LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RAMSCOOP DAM. U. ORE IV BRAND NAME PTS. SIZE PER MINUTE SOPH COST ============================================================== Wertun Infudibula 18 1 13 91 28000 | Voltac Group DDS 24 1 16 99 31000 | Franklin Lab Yonal 33 2 22 99 39000 | UNITS ORE IV PER MINUTE = The average number of units of Ore IV collected per minute of use. ~~The Scribe *** UNIVERSE II *** (appendix) <<< PLANET LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PLANET STARSYSTEM SOPH. CULT. PORT DOCK GOV. ================================================================= Arbest Eros 99 7 yes yes UDP | Aurei Ise Douglas-Ouyang 24 1 no no UDP | Axia Hope 88 7 yes yes FW | Bahnir Pyxis 65 8 yes yes UDP | Baliolsol Nilock 60 5 no no UDP | Benison Zhisou 66 6 yes yes UDP | Cetus Amicus Icharr 85 7 yes yes FW | Fevvel Pyxis 74 7 yes no UDP | Grotto Pyxis 79 6 yes no UDP | Imperial Beurn Icharr 49 9 yes no FW | Ivilose Prisa 31 1 yes no FW | Miga Kambut Douglas-Ouyang 56 8 yes no UDP | Milokarr Toascella 56 9 yes no UDP | Myl Pyxis 37 3 yes no UDP | Rouvchorra Toascella 31 4 yes no UDP | Schrelos Phobos 29 4 yes no UDP | Serendip Kochab 70 7 yes yes FW | Sirrial Douglas-Ouyang 64 3 yes no UDP | Stowe Twain 72 2 yes no UDP | Vromus Prime Vromus 91 7 yes yes FW | Zeath Prisa 84 7 yes yes FW | ~~The Scribe *** UNIVERSE II *** (appendix) <<< STARSYSTEM LIST >>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STARSYSTEM STAR TYPE GOVERNMENT HYPERDRIVE LOC. NAME AFFILIATION X Y Z ================================================================= Hope Main Sequence FW 0 0 0 | Icharr Main Sequence FW 4 5 4 | Kochab Main Sequence FW -6 0 0 | Prisa Main Sequence FW 2 -1 -3 | *** UNIVERSE II *** (appendix) SPACECRAFT DESIGNS SIZE AND VISIBILITY MODIFIERS OF COMMERCIALLY AVAILABLE DESIGNS AGORA CLASS SUTTER CLASS SECTION SIZE V. MOD. SECTION SIZE V. MOD. ============================== ============================== Drives 13 -2 | Drives 12 +2 | Energy 15 +2 | Energy 20 -4 | C & S 29 +2 | C & S 24 -4 | Scanning 5 0 | Scanning 5 +4 | Landers 12 0 | Landers 8 +4 | Weapons 11 -2 | Weapons 24 0 | Mining 1 0 | Mining 16 -2 | MORGAN CLASS EXPLORER 9 CLASS SECTION SIZE V. MOD. SECTION SIZE V. MOD. ============================== ============================== Drives 15 -4 | Drives 15 +2 | Energy 18 0 | Energy 20 0 | C & S 39 -4 | C & S 42 -2 | Scanning 5 +4 | Scanning 6 -4 | Landers 8 +4 | Landers 12 +2 | Weapons 25 0 | Weapons 38 0 | Mining 1 0 | Mining 8 +2 | AL VEXAN CLASS KOTOR CLASS SECTION SIZE V. MOD. SECTION SIZE V. MOD. ============================== ============================== Drives 13 0 | Drives 17 +4 | Energy 14 +2 | Energy 18 -4 | C & S 32 -2 | C & S 34 -4 | Scanning 5 -2 | Scanning 6 -4 | Landers 10 -2 | Landers 8 +8 | Weapons 27 +2 | Weapons 14 0 | Mining 1 +2 | Mining 1 0 | DESIGN DESCRIPTIONS Commercial Classes Agora Class - The Angora Class spacecraft is a basic commercial vessel of modest capacity. Its chief disadvantage lies in its lack of C&S and weapons systems space. Sutter Class - The Sutter is a mining vessel without peer in the Local Group. Its enormous energy and mining systems space make it the only ship for serious mining expeditions. Morgan Class - There is a continuing debate as to which Morgan the shipyard was honoring: J. P. or Bloody. Spacious drives and weapons sections would make it an excellent mining or trade ship, except that it lacks capacity in the mining and lander sections. It has been said that it is "suspiciously over-powered." Explorer 9 Class - The Explorer 9 Class ship is the largest and most versatile of all the commercially available ships in the Local Group. Al Vexan Class - The Al Vexan is another basic commercial vessel, albeit of greater capacity than the Agora. Kotor Class - The Kotor has the largest drives section of any commercial spacecraft, making it the ideal high-speed transport vessel. Research/Exploration Classes Chen Class - The Chen is a small research/exploration vessel, used by many of the universities in the Local Group. Dirac Class - The Dirac is a large research/exploration vessel, purchased and operated chiefly by large corporations and commercial research schools. Warship Classes Bowie Class - The Bowie is an all-round scout ship. Almost every government has a few, using them for everything from officialm couriers to a main line of defense on some of the less sophisticated worlds. Moloverov Class - The Molovorov is a tanker and troop transport, used in conjunction with some of the larger warships. It is not much more than a few fuel tanks and a couple of holds with an engine. Odysseus Class - The largest of any ships in the Local Group. The Odysseus Class is almost invariably seen with escorts of Moloverov and Hideyoshi ships. The Odysseus will out-gun any other type of ship. Only the most sophisticated planets use this design. Privateer Class Dagger Class - The Dagger is a design which appeared rather mysteriously around 2350. It is very powerful and designed with only two purposes in mind: raiding other spacecraft and destroying other spacecraft. No shipyard will take credit for this abomination, but it is believed that the UDP has been financing the manufacturer. It is not known where these ships are based. ~~The Scribe Vromus Main Sequence FW 9 -4 -7 | Douglas-Ouyang Main Sequence UDP 4 21 13 | Eros Main Sequence UDP -29 -9 13 | Nilock Main Sequence UDP -1 -9 9 | Phobos Main Sequence UDP -11 19 -4 | Pyxis Main Sequence UDP -1 5 -3 | Toascella Main Sequence UDP -7 -2 -10 | Twain Main Sequence UDP 8 -7 3 | Zhisou Main Sequence UDP 16 7 13 | Ce Ente Calad Giant None -2 13 -10 | Clytios Giant None 8 -7 -3 | Deimos Neutron None -10 18 -5 | Evrytion Giant None 1 -10 -11 | Godel Main Sequence None 12 4 -7 | RCJ2336B Giant None 2 -5 8 | Zworzykyn's Star Dwarf None 1 2 -18 | ~~The Scribe *** UNIVERSE II *** (appendix) MISSILES DAMAGE RANGE BRAND NAME INFLICTED ACCURACY % KM MSU COST =============================================================== PN Pritchard SBR -- 78 8000 19 5200 | Melbourne FU8 21 92 17500 17 3500 | Giaperelli FU9 32 84 14000 21 4700 | Franklin Lab FE -- 80 16500 18 4500 | Woden FE -- 86 9500 27 5700 | Thiodyne P/PD 48 71 13000 23 8900 | Woden Nova 61 62 10000 27 10500 | Llliya Nova 74 46 9000 29 11800 | MSU = Missile Size Units ** NOTE ** PN Pritchard SBR's damage shield generators directly for up to 5 dp's (damage points). Shield blockage does not count against this type of missile. Franklin Lab FE's are anti-personnel weapons. They will not work at all if the shield level of the ship is above 3 dps. If they do pass through, they will destroy up to 300% health of the enemy crew. Woden FE's are anti-personnel weapons. They will not work at all if the shield level of the target ship is above 9 dps. If they do pass through, they will destroy up to 500% health of the enemy crew. Thiodyne P/PD's have a tendency to hit sub-light engines more than any other part of a spacecraft. ***************************************************************** EXOSUITS BRAND NAME BLOCKS % MOVE COST =============================================== Articulated Sys EXG 30 5 7800 | KotoCo Absorber 52 2 12000 | Woden Chain+ 41 3 16500 | BLOCKS % = Percentage health damage the exosuit blocks. MOVE = Marine movement bonus. ***************************************************************** PORTABLES BRAND NAME RANGE HEALTH DAM% COST =================================================== KotoCo FireJet 2 58 1200 | Voltac Group VE12 4 51 5600 | Voigt Syndicate MM5 3 67 9000 | Woden Blaster 5 88 13000 | RANGE = Range in bridge squares. HEALTH DAM% = Health damage percentage inflicted per shot. ~~The Scribe WEAPONS SUB-MENU SHIP TO SHIP The Ship to Ship section allows you to scan and fire upon other ships in orbit. There are three steps to shooting at a target: target selection, target analysis, and weapon firing. The menus TARGET, SCAN, and FIRE handle these steps respectively. The screen is broken up into four windows. They are: Planetal Scan, Ship In Orbit, Target Ship Data, and the Target Ship Schematic. The Ships In Orbit window lists the spacecraft in orbit in the same order as the Sub-light Object Menu and the Target Menu at the top of the Weapons screen. STATUS indicates whether or not the other spacecraft can see your ship. RANGE is in kilometers. The Target Ship Data window displays the damage point levels for the critical systems, the current crew count (excluding marines), and the current marine count, for the last ship you have examined using the high resolution scanner. The abbreviations for the dp levels are, from left to right, row by row: hyperdrive, sub-light drive, gravity generator, converter, accumulators, ore storage, bridge, crew quarters, computer, atmospherics, solar/planetal scanner, missile rack, missile launcher, EBW (!), and shield generator. Damage to these systems will affect the target ship in the same fashion as they would yours. You must have an on-duty gunner in order to enter this section. TARGET -- To pick a target, select it from this menu. If you are using a mouse, you may select a target by "clicking" its class on the Ships In Orbit window. SCAN -- This will make a high definition scan of the current target vessel. Scanning takes time, and it is not automatically updated, so you will have to use this function sparingly and carefully during combat. You must have a target selected in order to make a high definition scan. A high definition scan is not necessary to do prior to firing at a target ship. FIRE -- Once a target has been selected, the Fire Menu will list all of the weapons which are available and in range of the target ship. MISSILES -- When selecting a missile, the Missile Data window will appear, showing the type of missile, the quantity in the missile rack, energy to power-up each missile, the missile's base accuracy, the current gunner's grade, and the combined (final) accuracy of the missile, which is based on the missile's accuracy and the gunner's grade. Next, enter the number of missiles in a salvo. It is more effective to fire missiles in a salvo, because their destructive forces are combined. For example, if the target ship has a shield level of 15 and you were to fire 3 salvos of missiles that inflicted 8 dp each, none of the damage would get through. But if you were to fire all three missiles in one salvo, they would strike with 24 dp, and 9 dp would pass through the target ship's shields. After the salvo has been entered, the computer will confirm your firing one more time and then fire the salvo. You will need to scan the target ship to observe the effects of your salvo. EBW -- After the EBW has been selected, the EBW Data window will appear. It provides information on the EBW type, energy consumed per firing, dp level, range, dp inflicted, and preheat time (minutes between firing). Next, the computer will confirm the EBW firing and then fire. ** NOTE ** You can move directly from the Weapons section to the Drives section by selecting "Drives" in the Misc Menu. BOARDING The objective of deploying a boarding squad is to capture the target vessel and remove all of its valuables. Preparing the boarding squad can be important if some of the marines are much faster and skillful than the others. During the combat phase, the marines will move in the order of the boarding squad list. It may prove advantageous to put the faster, more powerful marines in front. MARINES: NEXT -- Displays the next marines on the crew roster. PREVIOUS -- Moves to the previous marine on the roster. SELECT -- Places the marine currently in the Marine Data window onto the squad list. SELECT ALL -- Places all of the marines on the ship onto the squad list. REMOVE -- Removes the marine currently in the Marine Data window from the squad list. DEPLOY -- Causes the docking adapter to burn a breach through the target ship's outer hull. All of the marines on the squad are moved into position, ready to board. Now the fight begins! BOARDING SQUAD COMBAT: The object of boarding is to capture 30% of control panels on the bridge or destroy the target ship's entire complement of marines. The Combat Screen is divided into three sections: The Marine Data window, the Combat Status window, and the Bridge Layout window. The Marine Data window shows the current marine's name, health, maximum movement allowance, expended movement allowance, combined weapon accuracy, and weapon range. The Combat Status window shows the current combat phase, the number of marines left in the boarding squad, the number of enemy marines, and the number of control panels needed for a surrender. Combat ends when: All of your marines in the squad have died, none of the squad in on the bridge ant the end of the movement phase, 30% of the enemy control panels have been captured, or all of the enemy marines have been killed. Your marines will enter from the extreme right of the bridge layout window. The breach is represented by tow adjacent clear squares. It will appear in a random vertical position. All of your marines will enter through the breach. Enemy marines may occupy breach squares but they may not enter your ship through them. Combat takes place in phases. Each phase represents 1 minute of game time, although you may take as long as you wish to move or fire. The phases are: OWN MOVEMENT --You may move all, some, or none of the marines in your boarding squad. They will appear in the Marine Data window in the same order as on the boarding squad list. Once a marine has appeared in the Marine Data window, he will not reappear until the next phase. All living marines have an opportunity to move, even those not on the bridge. ENEMY MOVEMENT -- The enemy moves his marines. OWN ATTACKS -- You may have all, some, or none of your marines attack the enemy. Only marines on the bridge may attack. Once a marine has appeared in the Marine Data window, he will not reappear until the next phase. If all of the enemy marines are killed during this phase then you have successfully captured the target ship. ENEMY ATTACKS -- If all of your marines on the bridge are killed during this phase then the boarding sequence ends. If 30% of the enemy control panel squares are occupied by your marines at the end of this phase then you have successfully captured the target ship. CURSOR MOVEMENTS -- Left, Right, Up, and Down Arrows move the cursor one square in the desired direction. The cursor will not move beyond the maximum movement allowance during the movement phase and it will not move beyond the portable range during the attack phase. MARINE: MOVE -- Moves the current marine onto the square indicated by the cursor. If the marine has not yet entered the bridge, then MOVE will place him on one of the empty breach squares (if there are any). The function can be called until the current marine has insufficient movement points or you have have finished moving him. Movement point costs per square are: Empty Square = 2 movement points to enter. Control Panel = 3 movement points to enter. Door Square = 3 movement points. Diagonal Movement = 1 additional movement point. For example, moving diagonally onto a door square would cost 4 movement points (3 for the door + 1 for the diagonal move). Movement onto wall squares, friendly or enemy marines, and accessway squares is not allowed. If a marine ends his movement phase on a breach square, he is removed from the bridge. Players using a mouse may simply "click" any legal adjacent square and the marine will move into it (given sufficient movement points). FIRE -- Fires the current marine's portable into the square indicated by the cursor. You cannot shoot through walls or doors, although you may shoot an enemy marine that is standing in a door square. Your shots will safely pass through squares containing friendly marines. NEXT -- Advances to the next marine. This works in either the Movement or Attack phase. END PHASE -- This ends the current phase, Own Movement or Own Attack and skips any marines who have not yet participated in the phase. Following a successful boarding, all of the target ship's ore, credits, and products will be moved onto your own ship, after which, the enemy ship will be destroyed by a converter overload. ASSAULT CAPSULES Assault capsules are used when it is desirable to mine on a planet with a population sophistication greater than 40. After a site has been found by the resource scanner, the assault capsules are sent down. Once on the surface, they must destroy any and all defense stations found near the mining site. Defense stations are fixed gun stations manned by the planet's militia. The number, strength, and range of the defense stations is directly proportional to the planet's sophistication. Although towns near the landing site may not attack you directly, each is capable of sending out 2 militia squads. These squads are approximately equal in strength to your own assault squads. Once your assault capsules have landed in the potential mining region, you can attack the enemy militia and defense stations with assault capsule cannons and assault squads. CAPSULE: CAPSULE 1, 2, & 3 -- Selects the assault capsule. The functions in the Load Menu will affect this capsule. LAUNCH -- Launches all capsules with a "go" launch status. For a "go" status, the capsule must be loaded with energy, have a pilot, and a full complement of marines. (CURSOR) -- The cursor appears for the capsule movement, squad movement, ranged combat, and close combat assault phases. LEFT = Moves cursor one square to the left. RIGHT = Moves cursor one square to the right. UP = Moves the cursor one square up. DOWN = Moves the cursor one square down. MOVE -- Moves the current assault capsule to the square indicated by the cursor. The assault capsule can move anywhere on the battle grid at an initial cost of 5,000 eu plus 1,000 eu for every kilometer (grid square). The assault capsule may only move onto empty squares. If you are using a mouse, you can simply click the square you wish to move onto. A beep indicates that your capsule has insufficient energy or the square is occupied. FIRE -- Fires the current assault capsule's cannon at the square indicated by the cursor. This costs 3,000 eu. Your capsules have 100% accuracy against defense stations and a limited accuracy against enemy squads. Your assault capsules are equipped with shields which block enemy shots at the rate of 80 energy units per damage point, up to the assault capsule's shield maximum. RETREAT -- The current assault capsule will leave the battle grid and return to the main ship. If the assault capsule's squad is not inside, then they are left behind. However, the abandoned squad will continue fighting until they die, the site is secured, or there are no more capsules on the battle grid. Retreating may only be done during the capsule movement phase. END PHASE -- Ends the capsule's current phase (capsule movement or ranged combat). SQUAD: MOVE -- Moves the current marine onto the square indicated by the cursor. A squad may only move 1 square per phase. The square must be unoccupied with exception of the base capsule. Squads enter the battle grid inside of their base capsules (ex., Squad 1 lands inside of Capsule 1). To reenter the base capsule, simply move the squad onto the same square. If you are using a mouse, simply click the square you wish to move into. The computer will beep if you try to move into an invalid square. FIRE -- The squad will fire their weapons at the square indicated by the cursor. The square must be adjacent. END PHASE -- Ends the current squad phase (squad movement or close combat). ~~The Scribe *** UNIVERSE II *** ASTROGATION Astrogation is the art of steering a spacecraft from planet to planet. Yours comes equipped with two types of engines: the hyperdrive and the sub-light drive. HYPERDRIVE The hyperdrive uses multi-dimensional physics to propel your spacecraft faster than light. The hyperdrive "kicks" the spacecraft into another continuum called hyperspace. From hyperspace, all points in normalspace are equidistant. So, no matter the length of a hyperspace jump, it always takes 6.8 days to do. When a ship in hyperspace "breaks-out" and reenters normalspace, there is some positioning error, such that you can aim for a particular starsystem, but not a particular planet. The hyperdrive is too inaccurate to use for travelling from one planet to another. SUB-LIGHT DRIVE The sub-light drive is used for travelling from planet to planet within a starsystem. Since it operates at entirely sub- light speeds, travelling from one starsystem to another would take decades. Moving from one object or planet to another using the sub-light drive is called a transfer. A sub-light drive's ability to accelerate your spacecraft is measured in gravities (gravs). A grav is an acceleration of 9.8 meters/second2. The drives with higher accelerations will move your ship faster. A transfer calculation, or course plot, is very complicated. Usually the ship is moving to a target, which is also moving. This means that many times there is only one "best course" to follow at a certain acceleration, seldom the maximum acceleration of the drive. In short, although the more powerful sub-light drives will often move the ship from one point to another the fastest, that isn't always the case. SCALES There are two different scales used when operating the sub- light drive. One is the solar scale, which gives a view of the entire starsystem, with the sun in the center and the planets orbiting it. The other view is the planetal scale. This shows the planet that you are currently orbiting and all the objects in orbit about it. The objects include other spacecraft, orbital drydocks, and the hyperspace booster. If you are currently not orbiting a planet, then the planetal scale is not available. SOLAR SCALE The solar scale is used to move from one planet in a starsystem to another or, after a hyperspace jump, move from an empty point within the starsystem to a planet. There is only one kind of transfer that you can make in the solar scale. PLANETAL SCALE There are a variety of transfers which can be made in the planetal scale. They are: ESCAPE ORBIT -- To use the hyperdrive around a planet, your ship must be sufficiently far away from the planet's center. Escape orbit will move you to that point. LOW ORBIT -- The lowest possible orbit your ship can make under ordinary circumstances. This is the ideal spot from which to launch orbital shuttle, ore processors, and assault capsules, as it allows the landers to use the least amount of energy necessary. APPROACH ORBIT -- Used for moving close to other ships and drydocks. Approaches require that you enter a distance from 1 to 17,000 kilometers, which will be the distance between your ship and the target ship. To dock with an object such as a drydock, you must use approach orbit to move within 100 kilometers first. SKIM ORBIT -- This is a special orbit which can only be used around gaseous type planets. Move into this orbit when you wish to use an orbital ramscoop to mine ore IV. DOCK ORBIT -- When you are within 100 kilometers of another object in orbit, use this orbit to dock with it. Your ship must have a docking adapter and the other ship must not have a working shield generator. In addition, there cannot be any crew alive (but their may be marines) or the target ship's sub-light drive has been destroyed. Your ship does not need a docking adapter to dock with a drydock. ~~The Scribe *** UNIVERSE II *** C & S MENU LOGISTICS Use the Logistics section to check supplies and move ore between the ore processors, ore storage, and orbital shuttles. STORES: PROVISIONS -- Shows the current amount of provisions and the number of days they will last before the crew starts starving. Since one provision will feed one crew member for one day, the "day supply" figure is calculated by dividing the by the number of provisions by the number of crew. CREDITS -- The number of credits on had and the number of credits owed to your crew. PASSENGERS -- Displays the number of passengers you have in the hibernaculum, their destination, and the amount you will receive for each passenger successfully delivered. MISSILES --A list of all the missile types and the quantity of each in the missile rack. PROGRAMS -- A list of all the programs in the onboard computer. ORES -- Displays the location and quantity of all the ore on the ship. LOAD/UNLOAD: LOAD -- Moves ore from the ore storage unit to the selected lander (either an ore processor or shuttle). Enter the ore type as a number from 1 to 4 and the quantity. To cancel a transfer, enter zero for the quantity. UNLOAD -- Moves ore from the selected lander to the ore storage unit. This works the same way as Load. CREW Use the Crew section to examine a crewman's dossier, repair his health, and change his watch. The Crew Data window show all of the crew members, including the captain, and their watch, health percentage, and specialty. The specialty abbreviations are: Astr ---- Astrogator Capt ---- Captain Engr ---- Engineer Gunr ---- Gunner Mari ---- Marine Minr ---- Miner Pilt ---- Pilot DOSSIER -- A list of all of the crewman's personal characteristics, including his yearly income, grade, the number credits owed to him next pay day, and the date of his next promotion. AUTODOCTOR -- If you own an autodoctor and the autodoctor program, the currently highlighted crew member's health will be brought up to the autodoctor's maximum health repaired percentage. The autodoctor will not affect crew whose health is already above the maximum repaired level. If a crewman's health is below 70%, there is a risk that he will die from untreated injuries. CHANGE WATCH -- This function is only for the crew that stand watches: astrogators and gunners. You may not change the watch of a crewman currently on duty. You may not change the watch of a crewman to the current watch. Changes watches always reduces the crewman's health by 10% of its current level. For example, Mesdee, an astrogator with 80% health, has his watch changed to Watch 3. His health after the change will be 72%. ENGINEERING The Engineering section gives you the capability to examine individual parts for damage and even repair them, if you have an engineer. Only the parts that are on your ship will be listed. The %Oper column indicates the operational percentage of the part. For example, if a hyperdrive with 15 damage points (dp) maximum is at 12 dp, then its operational percentage is 80% (12 dp divided by 15 dp). DETAIL -- Displays the part's brand name, size, visibility, sophistication, and original cost. REPAIR -- This function is only available if you have an engineer. The engineer's grade determines the maximum sophistication of the parts he can repair. The maximum sophistication can be determined by the formula: (60 + (Engineer's Grade x 2). Engineers cannot repair a part above its original catalog damage point level. VIDCOMM The Vidcomm is your main source of news and the primary system of contact for new mission assignments. The Vidcomm will operate automatically when you enter the section. If you receive the out of range error message, go into Drives Menu and move the ship into a low orbit. This should put you within range. You will only receive messages that originated on a planet of the same affiliation as the one you are above when trying to use the vidcomm. For example, messages left on the FW vidcomm network will not reach you if you only go to UDP planets. Once you have read a message, you have the option of marking it as read. If you do, the message will be "thrown away" and you will not receive it again. If you do not mark the message, it will appear next time you enter this section. Thus, you can save important messages for rereading. ATHENA IRS The Athena Information Retrieval System is a computerized catalog of facts and figures concerning the Local Group. You must have the Athena IRS program in order to use this section. At the "Keyword" prompt, enter a subject of interest. Case (upper or lower) does not make a difference. The keyword can actually be many words (ex., airless planet). If the keyword is found, the number of entries will appear, along with the first page of the first entry. A next button will appear, along with a continue button if there is more to the current entry. Continue will display the rest of the entry (if it runs more than one page). Next will go on the next entry if more exist, otherwise, it will return you to the keyword prompt. To exit this section, hit RETURN at the keyword prompt. ~~The Scribe *** UNIVERSE II *** THE ON-BOARD COMPUTER In order to operate, your spacecraft must be equipped with an on-board computer. The computer controls many of the other systems on your ship. The speed of the computer is measured in tevops per minute (trillions of operations per minute). Program size is measured in the number of operations which must be executed in a complete run. So, to find the amount of time it takes for a program to completely run, divide the program's size by the computer's tevops per minute figure. This will give you the time in minutes. The following is a list of the programs available for your computer: HYPERSPACE NAVIGATION - Calculates the course, energy, time, and distance required to make a hyperspace jump. This program must be available for the hyperdrive to work. NORMALSPACE NAVIGATION - Calculates the course, energy, and time required to move your ship anywhere within a starsystem. This program must be available for the sub-light drive to work. AUTODOCTOR - Controls the autodoctor. This program must be available for the autodoctor to work. HIBERNACULUM - Controls the freezing and thawing of passengers in the hibernaculum. This program must be available for the hibernaculum to work. SOLAR/PLANETAL SCANNER - Interprets the data gathered by the solar/planetal scanner. This program must be available for the solar/planetal scanner to work. RESOURCE SCAN - Interprets the data gathered by the resource scanner. This program must be available for the resource scanner to work. HIGH DEFINITION SCAN - Interprets the data gathered by the high definition scanner. This program must be available for the high definition scanner to work. SHUTTLE GUIDANCE - Controls the ascent and descent of orbital shuttles. This program must be available to launch orbital shuttles. ORE PROCESSOR GUIDANCE - Controls the ascent and descent of ore processors. This program must be available to launch ore processors. ASSAULT CAPSULE GUIDANCE - Controls the ascent and descent of assault capsules. This program must be available to launch assault capsules. MISSILE TRACK - Aims and launches missiles at a target object. This program must be available to launch missiles. EBW TRACK - Aims and fires the EBW at a target object. This program must be available to fire the EBW. ECM - Controls the ECM unit. The program must be available for the ECM to function. ATHENA IRS - The information retrieval system program. This program contains hundreds of important facts and figures which can be recalled by typing a key word. *NOTE* When you sell a computer, all of the programs you have purchased for it will be lost. Once a program has been purchased, there is no way to remove it short of selling the computer. ~~The Scribe *** UNIVERSE II *** CREW: USE AND MAINTAINENCE Running a complex starship of the 24th century requires the aid of many skilled technicians. Although you are initially provided with a few crewmen, as you expand your ship you will find the need to hire more. Each crewman has a number of characteristics on which they should be judged. Hiring the right crewman can make the difference between winning and losing. The characteristics for each crewman are: HEALTH ---- A measurement of a crewmember's ability to perform his duty. If the health percentage reaches 0, the crewmember dies. Reduced health may result from battle damage, injury when moving dangerous cargo, and changing watch. A crewman with a health percentage of less than 70% may die of untreated injuries during any given watch. This is especially true of older crewmen. AGE ------- In the time period that Universe II depicts, a crewman's age runs from 20 to 130. All crewman automatically retire when they reach 130. On a dossier, the promotion date is also the birthdate. Age primarily determines a crewman's ability to resist death from injuries. Older crewmembers are more likely to die from untreated (below 70% health) injuries. SPECIALTY -- Every crewman has a specialty, which they may not switch. They are: Captain - The supreme authority on a spacecraft. Captains are invariably asomnigenated and technically always on duty. Astrogator - The person responsible for getting the spacecraft from one place to another. An astrogator's grade is especially important for hyperspace jumps. The higher grade astrogators will break the ship out of hyperspace much closer to the habitable zone of a starsystem, thus saving a great deal of time and energy. Gunner - The gunner is an expert on all the various forms of weaponry that your ship may carry. A superior gunner has a greater accuracy with missiles and more skill in using ECM's. Pilot - The pilot is the person who flies the orbital shuttles, ore processors, and the assault capsules. All lander-type vehicles require one pilot to operate. The higher- grade pilots' ships will receive less damage when descending through the atmosphere. In addition, when an assault capsule is on the ground, the pilot mans the cannon and the higher grades are better shots. Pilots also move cargo to and from the cargo hold. Miner - They are the crewmen who land on habitable and airless worlds to mine the various ores. They are required to launch ore processors. The higher-grade miners above) will recover even more ore than the resource scanner indicated for the mining site. Since miners work in gangs, it is important to realize that their grades are averaged and that it is the average which determines a particular ore processor's ore recovery rate. Marine - Marines are used in two circumstances: boarding and ground assaults. When boarding an enemy spacecraft, the marine works as an individual, neutralizing enemy marines, providing cover fire, or capturing control panels. During ground assaults, the marines move as a squad, neutralizing enemy ground squads and attacking enemy defense stations. All marines are outfitted with various types of exosuit armor and portable cannons. As a marine's grade rises, his ability to move and his accuracy of fire improve. Engineer - The fix-it man for your ship. Engineers are very expensive to keep, being the highest paid of all the specialties. As an engineer's grade rises, his speed and ability to repair the various ship-board systems improves. GRADE ------ A measurement of a crewman's knowledge of his specialty. Grades run from 1 to 20, grade 20 being the highest. Once a crewmember has been hired, his grade will rise once a year. To speed things up, a crewman can be left at a technical school, where it will take much less than a year per grade (and several thousand credits!). PROMOTIONS - Promotions happen once a year, on the crewman's birthday. A promotion increases the crewman's grade and income. Once a crewmember's grade reaches 20, promotion day only signifies his next birthday. INCOME ----- Income is based on the crewman's grade and specialty. The pay scales are: Specialty / Base Income / Raises per Grade Captain / N/A / N/A Astrogator / 15,000 / 750 Gunner / 10,000 / 600 Pilot / 7,000 / 250 Miner / 8,000 / 300 Marine / 4,000 / 1,300 Engineer / 19,000 / 1,000 Crew can be paid when entering a drydock, in the Pay Day section. Any crew member which has not been paid in over 60 days will quit. WATCH ------ Watch determines which part of the day the crewman is on duty. The day is broken up into three 8-hour watches. Astrogators and gunners stand regular watches. Pilots, miners, marines, and engineers have special watches: they only work when their duties are needed. You, as the captain, have undergone a process called asomnigenation. Asomnigenation alters the body's chemistry and makes it unnecessary for you to sleep. Astrogators and gunners can also be asomnigenated. Anyone who is asomnigenated is on a "full" watch and are always available. PROVISIONS - One provision includes enough food, water, etc., to keep one person alive for one day. Usually it is convenient to think of the provisions supply in terms of days, that is, with the current complement of crew, how long before they starve. To calculate the number of provision/days divide the number of provisions by the current number of crew. ~~The Scribe *** UNIVERSE II *** S P A C E C R A F T S Y S T E M S This section of the manual illustrates the functions of the various components (or systems) of a state-of-the-art spacecraft. There are seven different types of systems. They are: Drive, Energy, Command & Support (C&S), Scanning, Lander, Weapon, and Mining. Notice that each spacecraft design available to you has these seven sections in it. The capacity of each of the sections determines the spacecraft design's primary role. For example, ore processors and the ramscoop may only be placed in the mining section. If a spacecraft has a large mining section, such as the Sutter, then it is primarily suited for mining. All systems have several common characteristics. They are: Damage Points (DP) - This is a measure of the amount of damage that a part can take before it is destroyed. The higher the damage point level, the more likely the part will survive an attack. Damaged parts can be brought back to their original damage point level by an engineer or by the repair crew at a drydock. Size - The measurement of a part's bulk. The larger the part, the more room it will take to fit it in a section. Visibility - The measurement of how likely a part is to be hit during an attack. This is based upon two factors, the part's size and the visibility modifier of the spacecraft section the part is inside. To calculate the part's visibility, the appropriate section's visibility modifier is added to the part's size. For example, if you have a hyperdrive of size 5 in an Agora class spacecraft, the visibility would be 3., because the visibility modifier for the drive section is -2. This means the the drive section is concealed enough so that anything inside of it 'appears' smaller to the outside than it really is and thus presents less of a target. The actual visibility of a part may never go below 1. Sophistication - This is the same as the sophistication of the drydock where the part was purchased. Only high-grade engineers and high sophistication drydocks can repair the most sophisticated parts. Typically, the high sophistication parts are the best (and costliest). In addition, some systems have the following characteristics: Partial Operation - Any system marked as such will operate at a fraction of its normal efficiency if damaged. The percentage of efficiency is calculated by dividing the current dp level of the part by its maximum dp level. For example, if a sub-light drive with 15 dp maximum and 500 gravities of acceleration is reduced to 11 dp, the its top acceleration is reduced to 367 gravities. Note: partial operation will affect all of a part's functions adversely. Constant Drain - If a system has the note "constant drain" in the Parts List, it will consume power at the rate of 3.038 energy units per minute constantly. The system will consume power even if it has been severely damaged, although it will stop draining if it is removed or destroyed. <<< DRIVE SYSTEMS >>> HYPERDRIVE - Used for interstellar travel. The only way to move from one starsystem to another is to use the hyperdrive. The hyperdrive is too inaccurate to use for moving from planet to planet. SUB-LIGHT DRIVE - Used to travel between planets within a starsystem. Unable to propel your spacecraft faster than light, the sub-light drive is too slow to be used for moving between starsystems. GRAVITY GENERATOR - Generates gravity for environmental and protective purposes. The gravity generator will also protect you from acceleration caused by the sub-light drive. <<< ENERGY SYSTEMS >>> CONVERTER - A power generator that transforms Ore IV into energy units. ACCUMULATORS - Stores energy units made by the converter. This system is primarily used when another system, such as the hyperdrive, requires a large amount of energy at a rate much faster than the converter can produce. Essentially a large collection of batteries. ORE STORAGE - Holds the 4 different types of ore (I-IV). <<< COMMAND & SUPPORT SYSTEMS (C&S) >>> BRIDGE - The command center of your ship. If the bridge is destroyed, the game ends. CREW QUARTERS - The living quarters and off-duty stations for your crew. COMPUTER - The central computer for your spacecraft. It is very powerful, but not a true machine intelligence. AUTODOCTOR - An automatic medical repair unit, used for raising you and your crew's health percentage. HIBERNACALUM - A cold-storage unit for transporting passengers. The process is dangerous and you should expect to lose a certain percentage of the passengers upon revival. VIDCOMM - The video communications device for your spacecraft. In this game it is limited to receive only. Messages are stored by repeater units in orbit around all of the habitable planets, so you won't miss any messages that you might need. CARGO HOLD - Stores cargo that you purchase down at the starports or that you capture from enemy vessels. ATMOSPHERICS - The environmental control for your spacecraft. If this system is destroyed, everyone on the spacecraft will die. <<< SCANNING SYSTEMS >>> SOLAR/PLANETAL SCANNER - Scans the starsystem that you are in or the planet that you are currently orbiting. RESOURCE SCANNER - Scans the surface of habitable or airless planets for the best available mining site. HIGH DEFINITION SCANNER - Provides a detailed scan of any spacecraft within your range. <<< LANDER SYSTEMS >>> ORBITAL SHUTTLE - Used to travel to and from starports, which are found on the surface of almost all of the habitable planets. <<< WEAPON SYSTEMS >>> MISSILE LAUNCHER - Powers and launches missiles at enemy ships. MISSILE RACK - The system of racks and conveyors used to store missiles and load them in the Missile Launcher. ENHANCED BEAM WEAPON (EBW) - A type of highly destructive particle-beam weapon. SHIELD GENERATOR - Generates a sphere of disruptive gravity waves around your spacecraft, lessening the effects of EBW or missiles hits upon your spacecraft. DOCKING ADAPTER - Used only for docking and boarding an enemy spacecraft. It will adhere to the other spacecraft's hull and, if marines are deployed, burns a breach right through the outer hull. ELECTRONIC COUNTERMEASURE (ECM) - A variety of jamming equipment which renders your ship invisible to enemy scanners. ASSAULT CAPSULE - A lander used on habitable planets with a population sophistication of 40 or greater when you wish to mine ores illegally. The capsules are similar to the orbital shuttles, but they carry marines, are covered with armor, have a cannon mounted on top, and can land almost anywhere. <<< MINING SYSTEMS >>> ORE PROCESSOR - Another lander, this one greatly resembles a flying off-shore oil rig of the 20th century. Used to mine ores on habitable and airless planets. RAMASCOOP - A recently invented device which allows you to collect Ore IV directly from the atmosphere of a gaseous planet. ~~The Scribe *** UNIVERSE II *** DRYDOCK PAY DAY Pay Day is encountered every time you enter a drydock. At your option, you can pay all, some, or none of your crew. Any crewmembers that are owed more than 59 days pay will quit when you exit the section. PAY... -- Pays the currently selected crewmember the amount you enter. PAY-UP ALL -- Pays all of the crew the amount they are owed. ** NOTE ** When crewmembers quit because they haven't been paid, you will be unable to hire new crewmembers at the drydock. Always be sure to pay at least one of your astrogators! SUPPLIES Use the Supplies to purchase provisions, Ore IV, programs, and missiles for your spacecraft. CURSOR: NEXT -- Used in conjunction with the Programs and Missiles Menus. Moves the highlight to the next program or missile on the list. PREV. -- Used in conjunction with the Programs and Missiles Menus. Moves the highlight to the previous program or missile on the list. OPTION: PURCHASE -- Used in conjunction with the Programs and Missiles Menus. Purchases the currently highlighted missile or program. DONE -- Used in conjunction with the Programs and Missiles Menus. Removes the missile or program list and allows you to select another supply or exit the section. SUPPLY: PROVISION -- Displays the total number of provisions on your ship, the number of days the supply will last, and the amount the drydock is charging per provision/day. Provisions are purchased in terms of provision days. ORE IV -- Shows the amount of Ore IV on the ship (which includes any Ore IV on the shuttles or ore processors). Enter the number of units you wish to purchase. 1 unit of Ore IV cost 1 credit. PROGRAMS --Displays all of the programs available. Any programs that you already own are marked "have" under the Cost column. With the mouse, a program type can be selected by simply "clicking" its name. MISSILES -- Lists all of the available missiles, their cost, the amount you already own, available missile rack space, and our on-hand credits. With the mouse, a missile type can be selected by simply "clicking" its name. PARTS Use the Parts section to purchase new parts, repair old parts, or sell parts for some quick cash. The screen is divided into three windows. They are: the Part Data window, the Details window, and the Credits Data window. Part Data lists all of the parts that you have or are available for your spacecraft. If you own a particular part, it will have its operational percentage listed next to it. This is calculated by dividing the part's current damage point level by its maximum damage point level. For example, a part at 13 dps with a maximum of 15 dps would have an 87 operational percentage. The Details window shows the currently highlighted part's name and resale value if you happen to own the part. A quick reminder: part and system are synonymous terms. PARTS: NEXT -- Highlights the next system on the Parts Data list. PREV. -- Highlights the previous system on the Parts Data list. When using the mouse, you may simply "click" the part's name to highlight it. REPAIR -- Repairs the currently highlighted system. The amount of damage, the cost, and the repair duration are displayed before you give the drydock the ok to repair it. The sophistication of the part must be less than the sophistication of the starport in order to have it repaired. PURCHASE: LIST -- Displays the Parts For Sale window which lists all of the different brands of parts available for the currently highlighted system. A highlight will appear on the first item of the list. Use the Parts Menu or a mouse to move it. PURCHASE -- Purchases the currently highlighted part on the Parts For Sale Window. You may not purchase a part if you already have one of the same system. SELL -- Sells the currently highlighted part for the resale value displayed in the Details window. ** WARNING ** Some of the less sophisticated drydocks do not have certain critical parts for sale. Make sure that new critical systems are available before selling your old one. If you do get trapped at the drydock, you will have to restart the game. LABOR MART Labor Mart is the section where you can hire, fire, and asomnigenate crewmembers. The Crew Data window list all of the crewmen on your ship, their current watch, their grade, and their specialty. The specialty abbreviations are: Astr = Astrogator Capt = Captain Engr = Engineer Gunr = Gunner Mari = Marine Minr = Miner Pilt = Pilot CURSOR: NEXT -- Moves the highlight to the next crewmember on the Crew Data and Hiring Data windows. PREV. -- Moves the highlight to the previous crewmember on the Crew Data and Hiring Data windows. CREW: RELEASE -- Releases the currently highlighted crewman from your employment. Releasing does not cost anything and any back-pay owed to the crewman is voided. Unfortunately, once a crewman has been released, it is highly unlikely that he will reappear on the Hiring Data window. ASOMNIGENATE -- Asomnigenates the current highlighted crewman. This process is only available for the gunners and astrogators. It always costs 25,000 credits. HIRE: LIST -- Displays the Hiring Data window. Use the Cursor Menu or the mouse to move the highlight. HIRE -- Hires the currently highlighted crewman. Current labor regulations require that you pay 25% of the crewman's yearly income upon hiring. DONE -- Removes the Hiring Data window. ** WARNING ** Do not release all of your astrogators unless there are more available on the Hiring Data window or you will not be able to leave the drydock. Once a crewman has been released, he cannot be rehired. Also, try not to lose all of your astrogators by failing to pay them. If there aren't any on the Hiring Data window, you will not be able to leave the drydock. GEAR Use the Gear section to outfit your marines for boardings and ground assaults. NEXT -- Finds the next marine on the crew roster and displays his data in the Marine Data window. PREV. -- Finds the previous marine on the crew roster and displays his data in the Marine Data window. PORTABLE -- Select the name of a portable to purchase it for the marine currently displayed in the Marine Data window. If the marine already has a portable, you will be given a trade- in allowance. EXOSUIT -- Select the name of an exosuit to purchase it for the marine currently displayed in the Marine Data window. If the marine already has an exosuit, you will be given a trade- in allowance. SPACECRAFT The Spacecraft section allows you to purchase a new spacecraft. The screen has two windows: the Spacecraft Data window and the Schematic window. The Spacecraft Data window lists the design name, builder, cost, and the visibility modifiers for each of the ship's sections. VIEW -- Allows you to view the selected spacecraft design. The ship data, along with a schematic, are displayed. PURCHASE -- Purchases the selected spacecraft and moves all of your parts into it. If the size totals of any of the sections are too high for the new ship, you will be informed and the sale will be cancelled. When you purchase a new ship, your old one is taken by the drydock. You man not own more than one ship at a time. ~~The Scribe *** UNIVERSE II *** TIME AND ENERGY ENERGY All of the systems on your ship need energy to operate. Energy is produced by transforming Ore IV into energy via the conveter. The converter draws Ore IV directly from the ore storage system as needed. Some systems need more energy at one time than the converter can produce. Your ship is also equipped with accumulators. These are essentially high-efficiency batteries, which can gradually store energy to release it all in one instant. Constant Drain Rate is a measurement of the energy which some systems in your ship use constantly. For example, atmospherics is a constant drain system because it uses energy continuously to maintain the ship's climate. In the Parts List section of Appendix, all of the constant drain systems are marked as such under Notes. Each constant drain system on your ship draws 3.038 energy units per minute. Available energy units is the measurement of all the energy available on your ship. This is calculated by multiplying the total Ore IV reserves by the converter efficiency and adding it to the energy in the accumulators. TIME The Local Group uses the standard years, days, hours, and minutes of Earth. The calendar even includes the correct leap- years. The minimum unit of time used in Universe II is the minute. Any event which takes less than one minute is considered one minute in length. The ship's work day is divided into 3 equal sections, or watches, of 8 hours. In the program section C & S you can advance the clock by waiting until the beginning of the next watch. Almost everything that you do, besides moving around the menus, takes up time. ~~The Scribe *** UNIVERSE II *** TRADE - MINING MANIFEST The Cargo Manifest allows you to examine all of the cargo in the cargo hold and in the shuttles, and move cargo from area to area. The screen is divided into two windows. The Shuttle/Hold Data window shows the total cargo size units (CSize) and the maximum cargo size units for each of the areas. Cargo size units are a measurement of an item's bulk. Some items are so bulky that only the largest orbital shuttle can carry them. The second window is the actual manifest. It lists the product's name, type, csize, sophistication, price and location. The following table explains the cargo type abbreviations: TYPE ABBREVIATION Food/Spice Food Art/Artifact Arti Lifeform Life Narcotic Narc Medicine Medi Jewelry Jewl Tool Tool Weapon Weap Transport Tran Entertainment Entr Clothing Clth Information Info AREAS: CARGO HOLD, SHUTTLES 1, 2, & 3 -- Selects the destination area. For example, if you wish to move a product from the cargo hold to shuttle 2, select shuttle 2. PRODUCTS: TRANSFER -- Transfers the currently selected cargo item (in the Cargo manifest window) to the currently selected area. The currently selected area will be inverted on the Shuttle/Hold Data window. Note: Products of the weapon (weap) or lifeform (life) type may occasionally injure one of the crewmembers moving them. UNLOAD ALL -- If a shuttle is currently selected, unloads all of its contents into the cargo hold. NEXT -- Advances to the next item in the Cargo Manifest window. PREV. -- Moves to the previous item in the Cargo Manifest window. DUMP -- Dumps the currently selected item into space. Note: Once an item has been dumped, it cannot be retrieved. SHUTTLES Shuttles is the section used for landing your orbital shuttles at starports. There are three windows on the Shuttles screen. The Orbital Shuttle Data window shows the energy status, damage points, pilot status, the amount of ore on the shuttle, the amount of passengers on the shuttle, and the launch status. The Pilot Data window shows the current pilot's name, grade, health, and load status. If the pilot is already on a shuttle, the status will be "loaded" followed by the shuttle number in parentheses. The Passenger Data window shows the total number of passengers on the ship (either in a shuttle or the hibernaculum), the maximum number of passengers, their destination, and the fare to be collected for each one delivered. If you cannot enter the Shuttles section, your spacecraft may be in too high an orbit. Make sure that you are in a low orbit around a habitable planet with a starport. SHUTTLE: SHUTTLE 1, 2, & 3 -- Selects the shuttle and makes it current. The current shuttle's number in the Orbital Shuttle Data window will be inverted. LAUNCH -- Launches the orbital shuttles. Only those shuttles with a "go" launch status will be launched. A shuttle must have energy and a pilot for a "go" status. Shuttles may lose damage points during their descent, particularly over planets with a high natural hostility. If a shuttle's damage points go to zero, it is destroyed. Any shuttle destroyed on the descent to a starport is considered to be the one you are in. So, if you lose a shuttle on the way down, the game ends. If you successfully land at a starport, return to the Section Menu and select STARPORT to enter the starport. LOADING: LOAD ENERGY -- Loads the currently selected shuttle with energy. LOAD PILOT -- Loads the pilot in the Pilot Data window onto the currently selected shuttle. This will move the pilot even if he is already in another shuttle. NEXT PILOT -- Moves the next pilot on the crew roster into the Pilot Data window. PASSENGER... -- Enter the number of passengers to load into the currently selected orbital shuttle. It may not be more than the shuttle's capacity. This function adds the specified number of passengers to the shuttle's current count. For example, if a shuttle has a maximum capacity of 10, and 8 passengers have already been loaded, then the maximum number of passengers that could be added is 2. UNLOAD ALL -- Unloads the energy, pilot and passengers from the currently selected shuttle. RESOURCE SCANNER The Resource Scanner is used to find the best apparent mining site on either habitable or airless planets. The Resource Scan Summary window shows the mining site's concentrations of Ores I-IV, the planet's natural hostility, the population sophistication, the number of defense stations, and the number of towns on the planet. The population sophistication, number of defense stations, and number of towns only apply to habitable planets. What makes a good mining site are high ore concentrations. A good rule of thumb is that each type of ore is ten times as plentiful as the previous. For example, 1 unit of Ore I per ton of rock is a good concentration. This means that for Ore II, 10 units of ore per ton of rock is a good concentration and 20 units/ton of Ore II is spectacular. If you are out of the resources scanner's range, move into a low orbit. With some of the larger planets, even moving into a low orbit may not be close enough, because the low orbit is proportional to the planet's radius. ORE PROCESSORS Ore Processors are used for mining ore from the surface of airless and habitable planets. There are three steps to mining: preparation, descent, and mining. The preparation and descent stages are almost identical to stages in Shuttles. The first screen shows the Ore Processor Data window, the Pilot Data window, and the Miner Data window. The Ore Processor Data window shows the energy status, damage points, hours per ton of raw rock processed, energy units per ton of rock processed, the pilot status, miners loaded, and the ore processor launch status. The Pilot Data window shows the current pilot's name, grade, health, and load status. If the pilot is already on an ore processor, the status will be "loaded" followed by ore processor number in parentheses. The Miner Data window shows the current miner's name, grade, health, and load status. If the miner is already on an ore processor, the status will be "loaded" followed by ore processor number in parentheses. MINING ORE: Ore concentrations are measured in units per ton. This means that, using miners with an average grade of 15, there are x units of Ore for every ton of raw rock processed. With higher grade miners, you will recover even more ore than the resource scanner indicated. Depending on the hostility of the planet, your mining crew(s) will be subjected to attacks by natural forces. These attacks range from sandstorms to crushing plant vines. Attacks affect the ore processors and their associated miners. PROCESSOR: PROCESSOR 1, 2, & 3 -- Selects the ore processor and makes it current. The current ore processor's number in the Ore Processor Data window will be inverted. LAUNCH -- Launches the ore processors. Only those ore processors with a "go" launch status will be launched. An ore processor must have energy, a pilot and the required number of miners for a "go" status. Ore processors may lose damage points during their descent, particularly over planets with a high natural hostility. If an ore processor's damage points go to zero, it is destroyed. LOADING: LOAD ENERGY -- Loads the currently selected ore processor with energy. LOAD PILOT -- Loads the pilot in the Pilot Data window onto the currently selected ore processor. This will move the pilot even if he is already in another ore processor. NEXT PILOT -- Moves the next pilot on the crew roster into the Pilot Data window. LOAD MINER -- Loads the miner in the Miner Data window onto the currently selected ore processor. This will move the miner even if he is already in another ore processor. NEXT MINER -- Moves the next miner on the crew roster into the Miner Data window. UNLOAD ALL -- Unloads the energy, pilot, and miners from the currently selected ore processor. ON THE SURFACE: After a brief landing sequence, you will be on the surface of the planet. Each ore processor has a separate window. The window is divided into several sections. They are for the processor data, the ore collected data, and the miner data. PROCESSOR: PROCESSOR 1, 2, & 3 -- Selects the ore processor and makes it current. All commands issued from the Mine and Liftoff Menus will affect the selected ore processor. MINE: ORE I, II, III, IV -- The current ore processor begins mining the selected ore type. Any ore collected will appear in the Ore Data window. IDLE -- Makes the current ore processor stand idle. All ore processors consume energy,even when standing idle. LIFTOFF: LIFTOFF -- Sends the currently selected ore processor back to the main ship. If the ore processor's energy falls below the liftoff minimum, the the ore processor is considered lost. Once the ore has been collected and refined, bring it to a starport, where it can be exchanged for credits. RAMSCOOP The ramscoop is designed to collect Ore IV from the atmospheres of gaseous planets. To use the ramscoop, your ship must be in a skim orbit above a gaseous planet and there must be one astrogator and one miner available. If these conditions are met, the shield generator will shut down and the ramscoop will immediately begin mining. As the ramscoop collects ore, there is a slight chance that the ship will be damaged by the friction of the atmosphere. If any damage does occur, a standard damage warning will appear. In the Ramscoop window, the total reserve of Ore IV, the collected Ore IV, the collection rate, elapsed time, and maintenance energy are shown. Maintenance energy is the number of energy units per minute required to hold your ship in the proper orbit while the ramscoop is operating. To stop the ramscoop, "click" the Stop button. ~~The Scribe *** UNIVERSE II *** *** COMMERCE IN THE LOCAL GROUP *** In the Local Group, the basic unit of currency is the credit. The credit has been fixed by the Interworld Trade Commission, at the famous Meeting of 2167, as being equivalent in value to one unit of Ore IV. Since Ore IV is a common substance, but tedious to refine, it provides a stable monetary base. Your primary goal, as an interstellar merchant, is to earn money. The four sources of revenue available to you are: trading, passenger transport, mining, and orbital piracy. TRADING The object of trading is to buy an item on a world where it is commonplace and relatively inexpensive and bring it to a world whose sophistication is from 1 to 10 points lower. Suddenly, your product becomes state-of-the-art and highly desirable. Multiply your profit times the 10 products you can carry per trip and you have a sizable amount of credits. Certain products are even more marketable. Not only will food/spice, lifeforms, narcotics, and jewelry sell at a starport 10 sophistication points lower than the point of purchase, they can be sold at starports up to 10 sophistication points higher than the point of purchase. This reflects the fact that these product types have a more universal appeal and that they are not as dependent on local technology. Products have several characteristics. They are: Name - This is the product's brand name. Type - The product's classification. Almost every culture has product types which are illegal to import. In the appendix is a list of the cultures and their illegal products types. Cargo Size - A measurement of the product's bulk. Sophistication - A measurement of the product's complexity. This figure is always the same as the product's origin. At best, products appeal to a range of 20 sophistication points. This reflects the fact that products too simple for the buyer have been out-moded (no one buys grindstones anymore) and products that are too complex do not have the other supporting technologies required (an ancient Egyptian would not have any use for a television set). Price - The value of a product is based upon its sophistication and its original manufacturer's price (a figure you will never know exactly). Note that products up for sale at their planet of origin or on planets outside of the sophistication's range of appeal will be worth 0 credits. MINING Mining is a fairly straightforward way of earning money. It requires at least one ore processor, a mining squad, a resource scanner, a scanner program, and patience. In addition, depending on how intent you are in the pursuit of ore, you may need some assault capsules and their paraphernalia. Once the ore has been collected and refined, it is brought to a starport, where it can be exchanged for credits. The disadvantages of mining are numerous. High concentrations of ore are difficult to find. Landing on airless worlds is usually very dangerous. The start-up costs in mining are very high, typically above 50,000 credits. PASSENGER TRANSPORT At every starport in the Local Group there are people waiting for flights to other planets. You, as a merchant, are continually hopping from planet to planet. Equipped with a hibernaculum, you can carry these people for a fair amount of profit, which is based on the distance and sophistication of the destination from your current starport. ORBITAL PIRACY In many of the less-developed starsystems, complete anarchy in orbit is the rule. Properly outfitted, you can profit from this situation. Capturing another spacecraft, though, is not a simple process. You need to select a suitable target, scan it, and destroy its entire complement of crew and marines, all without destroying the ship. If it isn't possible to destroy all of the marines, you will have to send over some of your own and hope they can secure the ship. Once the target ship is captured, you will be able to take all of the credits, ore, and products on board...if you survive. ~~The Scribe *** UNIVERSE II *** 24 CENTURY WARFARE Warfare in the 24th Century is mainly limited to conflicts between individual spacecraft owners. Weaponry is openly available through out the Local Group and can be acquired without trouble. The systems of defense are the ECM and the shield generator. For offensive purposes, there are missiles, EBWs, boarding squads, and assault capsules. ECN & ECCN The electronic countermeasure system (ECM) is a sophisticated sensor-jammer which renders your ship "invisible" to other ship's scanners. The advantage of using this system is that the rate of unprovoked attacks upon your ship is reduced. In addition, you can make a high definition scan of another ship, without the possibility of drawing enemy fire. Other ships that you meet may also have an ECM. This means that in orbit around a planet, there may be spacecraft which you cannot detect. Jamming a ship is not simply a matter of using the ECM, however. Every solar/planetal scanner has electronic counter-measure (ECCM) capability. This means that even if you jam a target, it has a small chance of un-jamming. The warships and the more powerful private designs have a high level of ECCM, which means that it is very difficult to jam them. SHIELD GENERATOR Your primary defense against enemy ships is the shield generator. The shield generator prevents other ships from forcibly docking and it reduces the amount of damage caused by EBW and missile hits. The shield can only be damaged by a direct hit on the shield generator or by a PN Pritchard SBR missile. Under the shield generator entry in the Parts List section of the Appendix, there is a column labeled "Maximum Damage Points Blocked". This is the amount of damage which the shield will subtract from any incoming attack. Any damage that is received above that amount will pass through and damage systems on the ship. For example, your ship is equipped with a Deflect Technologies shield generator and it receives a 30 unit hit. Since the shield blocks up to 26 damage points, the systems on your ship will only be hit with 4. EBW The EBW is useful for destroying enemy ships and inflicting partial damage. It is difficult to use the EBW to destroy the shields and crew without destroying the entire ship. This, however, is not a disadvantage if you don't intend on boarding the attacking ship. The EBW only needs energy to operate. This means that you have a virtually unlimited supply of shots. Unfortunately, the strength of the EBW may not be varied, which means that your EBW shots may not be powerful enough to penetrate the target's shields. Every EBW has a pre-heat time. This is the number of minutes required to build up sufficient particle density for firing. In practical terms, the EBW preheat time is the delay between firings. With the "fast" EBW's, it may be possible to strike a target twice for every shot received. An EBW may not be deployed against the drydock or the hyperspace booster due to a programmed inhibition. MISSILES There are a wide variety of missiles which fall into three major catagories. They are: SBR, Field Effect, and General Damage. SBR -- This type of missile attacks the shield generator directly. The shield will not block this type of missile. For example, if your shield generator has 13 damage points and you are hit with a SBR which does 3 points of damage (it can do up to 5), the generator will be left with 10 damage points. If an SBR hits a ship without shields, nothing happens. FIELD EFFECT -- Field Effect missiles are the perfection of a raider's dream: how to kill people without hurting the loot. Field Effects will only damage crew and marines. The disadvantage of FEs is that the target ship's shields must be below a certain level in order to work. For a Woden FE to work, for example, the target ship's shield must be at 9 dp or lower. Otherwise, the missile is considered completely deflected. If an FE is fired at an unpopulated ship, nothing happens. GENERAL EFFECT -- This type of missile will destroy any system and damage crew as well. It is not as specific a weapon, and used in large quanitity, it will invariably destroy the target ship. Note: Thiodyne P/PD missiles have a tendency to concentrate their effects upon sub-light drives although they will damage other systems as well. Missiles can be fired in groups, or salvos. It is much more effective to fire missiles in a salvo, because their destructive forces are combined. For example, if the target ship has a shield level of 15 and you were to fire 3 salvos of missiles that inflicted 8 dp each, none of the damage would get through. But, if you were to fire all three missiles in one salvo, they would strike with 24 dp, and 9 dp would pass through the target ship's shields. All missiles have a base accuracy (which may be found in Weapons List of the Appendix). This accuracy is further modified by the gunner's grade and the distance to the target. Long range shots will dramatically reduce missile accuracy. A low gunner grade will also reduce the missile's accuracy. Each missile within a salvo has an individual hit/miss determination, which means that partial salvo hits are possible. Missiles may not be deployed against the drydock or the hyperspace booster due to a programmed inhibition. BOARDING SQUAD The boarding squad is used when you have destroyed a target ship's shields and killed all of the regular crew, although not necessarily all of the marines. Your marines enter through a breach created by a docking adapter, which is used only for this purpose. Once on board the target ship, your marines must either destroy the enemy marines or capture at least 30% of the ship's control panels. If this has been successfully done, you will collect the credits, ore, and products on the ship. Each marine carries a portable, which is a hand-held energy cannon, and each marine wears an exosuit, which is a powered exoskeletal armor. A marine's accuracy with a portable is based upon his grade and health. As a marine takes health damage, his accuracy will go down. A portable's health damage indicates the amount of damage an unprotected human would receive if hit. The portable's range indicates the maximum target distance in board screen squares (approx. 1 meter square). Exosuits are important for their movement bonuses and health damage protection. The number of movement points available to a marine determines the distance he can travel in one turn. Different types of terrain (clear squares, doors, diagonal movement, etc.) require different amounts of movement points and thus affect the speed of travel. The movement factor is dependent upon the marine's health, his grade, and the exosuit movement bonus (some suits are "faster" than others and give correspondingly greater movement bonuses). For example, a marine with a base movement factor of 4 has an exosuit with a movement bonus of 4. This means that the marine could expend a maximum of 8 movement points in a turn. The exosuit's health damage protection measures the amount of incoming health damage blocked by the exosuit. It works in much the same way as the ship's shield generator. For example, if a marine wearing an exosuit that protected 24% health damage were hit with a 50% damage portable shot, he would lose 26% health. An exosuit is not damaged by portable shots, just the contents. Frequently, an exosuit outlives its owner! ASSAULT CAPSULES Assault capsules are used when it is desirable to mine on a planet with a population sophistication greater than 40. Assault capsules carry a squad of marines, which may move and attack separately from the capsule once it is on the ground. Assault capsules also carry a Voigt-effect cannon, which is operated by the pilot. After a site has been found by the resource scanner, the assault capsules are sent down. Once on the surface, they must destroy any and all defense stations found near the mining site. Defense stations are fixed gun stations manned by the planet's militia. The number, strength, and range of the defense stations is directly proportional to the planet's sophistication. Although towns near the landing site may not attack you directly, each is capable of sending out 2 militia squads. These squads are approximately equal in strength to your own assault squads. The assault capsule's mission is to clear out all of the ground defense stations in the target area, so that ore processors may land there without interference from the natives. Assault capsules may not be launched against starports or population centers, only mining sites. GROUND COMBAT Any force on the battle grid may attack any other enemy force. This means that you can deploy your assault squads against a defense station, or your assault capsules against enemy militia squads. When one of your assault squads attacks an enemy squad, each member of the enemy squad receives an equal portion of the damage. The damage your squad inflicts is the sum of all of the marine's portable health damage. This damage is distributed evenly among all of the members in the enemy squad, of which there are usually 3 or 4. The enemy wears exosuits too. When one of your assault squads attacks a defense station, the squad's health damage total is converted into damage points, at the rate of 1 damage point per 100% of health damage. This means that if your squad has a health damage total of 384%, it will damage a defense station for 4 damage points (round the percentage to the nearest 100). Assault capsules work in the opposite fashion against enemy militia squads. Every point of damage the capsule's cannon inflicts is converted into 100% health damage against an enemy squad. ~~The Scribeattacks an enemy squad, each member of the enemy squad receives an equal portion of the damage. The damage your squad inflicts is the sum of all of the marine's portable health damage. This damage is distributed evenly among all of the members in the enemy squad, of which there are usually 3 or 4. The enemy wears exosuits too. When one of your assault squads attacks a defense station, the squad's health damage total is converted into damage points, at the rate of 1 damage point per 100% of health damage. This means that if your squad has a health damage total of 384%, it will damage a defense station for 4 damage points (round the percentage to the nearest 100). Assault capsules work in PROUDLY PRESENT ALL ABOUT AMERICA By Unicorn Software Doc typed by DR J .... LOADING PROCEDURES Insert the All About America Disk #1 in drive A, double-click on the floppy disk A icon, then double-click on the AMERICA.PRG icon to start the program. Once the title and introduction screens have appeared (press any key or mouse to continue), you will be asked whether you have 1 or 2 drives. If you have 2 drives, insert the All About America Disk #2 in drive B and IGNORE any on-screen prompts for disk swapping between All About America Disks #1 and #2. However, you will be prompted to insert the All About America Disk #3. When asked to do so, make sure you insert Disk #3 in Drive A. If you have 1 disk drive, just follow the on-screen prompts for swapping disks. All About America runs only in the color mode. INTRODUCTION After viewing //////////////////////////////// /// //// ///// ///// /// /// //// //// ///////// //////// /// //// ///// ////// //// /// //// //////// ///////// /// /// //// ////// /// //////////////////////////////// J O H N Y O U N G D O C S B Y S Y C O N NOTE: These are AMIGA docs....I don't know whether this game is available on the ST yet....ya takes your chances! SP These instruction are in the Pirate Domain, some rights are reserved by Sycon. (k) Nasty Boyz Inc. WHOEVER MODIFIES OR ALTERS THESE DOCS WILL GET HIS/HER ______________ PLEASE LEAVE IT INTACT! ---------------------------------------------------------------------------- Ok, so I'm back with new docs, and again for a war game. USS John Young is navy war ship simulation that is similar is someway to the good old board game of 'Battle Ships'. Great grafx (over 700K packed!) and a big range of enemy vessels, including civilian and military planes, submarines, oil rigs, and even your own sea port! Enough of this...lets get to the game... Upon booting you will be asked a question to verify if you have the original or not (thanks to Vision Factory we don't have to worry about that) just hit return. There is a whole bunch of gadgets, gauges, switches, lights etc that are not used inthe game, so if you think I missed something, think again. [*] Main menu [=] Name - Enter your New or if you played previously choose old. [=] Mission Select - Select your mission from these choices: [1] - Convoy Attack [2] - Platform Attack (oil rig) [3] - Submarine Attack [4] - Battle Fleet War [=] Map Select - Select your battle ground from these choices: [1] - Strait of Hormuz (Middle East, between Persian Gulf and Gulf of Oman) [2] - Persian Gulf (Middle East, between Iran and Saudi Arabia) [3] - Falkland Islands (group of British Islands close to Cape Horn in South America) [4] - Tanaku (unknown) [=] Day or Night Scene, fight at night or day (no real difference in difficulty) [=] High Scores, displays the best players, with their name, rank and score. [=] Resume Game, resume a previously saved game. Numbered 1 to 8, just click on the GAME # (the # of your game) and put SAVE GAME disk in df0: [*] Bridge, this the control panel from where you control your ship. __________________ ______ [1] Torpedo |____________[]____| | | [2] Gun/Missile \ | | [3] Depth Charge go staight direction bar |______| [4] Motor Control \ |Speed | [5] Damage Report /___ _\_ ___\ Compass |------| [6] Navigation \ / | | [7] Area Map move move |______| [8] Score left right [9] Abort Mission [0] Bridge To get to one of the rooms you can either use mouse to click on the text, or use number keys either above your keyboard or on the numeric keypad. Also, the Speed and Direction Bar can be moved with mouse by clicking on the Move Left and Move Right arrows, you can use a joystick to move (move it to the right or left) and up to accelerate and down to deccelerate. There is also compass, which I didn't include on the diagram above (try to make a circle using letters or '/' '\' !!!!) It lets you see in what direction you're going (below it, degrees are given) use compass together with radar (more info on radar below) when you see a ship north-east on the radar turn your ship, so that the compass is pointing north-east. [1] - Torpedo, there are four torpedo tubes on your ship. [=] Fire - to launch a torpedo. [=] Load - to load a torpedo into a tube and prepare it to launch. Colors of the light above the LOAD button: Yellow - empty tube (not loaded) Dark Green - ready to fire (already loaded) Red - Firing (right now!) Blue - wait, in the process of firing (!?) /___ __ ___\ Left arrow - aim left \ / Right arrow - aim right Middle - aim middle (home position) To sink a ship: Move the direction pointer (located on the top of the control pannel) so that it is pointing at the target, to see if you have him in range look on the bottom under Target Info where is says (in green): DI (distance) HD (heading) SP (speed) If you move the pointer on the target and you see orange numbers appear on next to DI,HD,SP, hit LOCK, that will follow the target. !! Few tips here: Never fire torpedos if 'DI' number is higher than 6000! (you have to experiment with that number, because you might actually hit a ship from that far) the torpedo will not reach it. Also, if the SP and HD is zero (0) forget about it, it is either a mine or a marker, it is not moving! If the objective of the mission is to destroy Mines, use missiles, because I never sank a mine with a torpedo (or maybe I did but didn't pay attention to it.) ********* AT LEAST THREE TORPEDOS ARE REQUIRED TO SINK A SHIP ******** [=] Auto - Automatic 'Follow Target' after torpedo is fired. [=] Lock - Lock on to a target, follows it as the target moves. [=] Un - Unlock the lock feature. [2] - Gun/Missile You have two gun shells, 180 mm, and 410 mm. Click on the gadget that shows a small shell and a bigger one, to switch sizes. The 410 is more effective, and if you want to use it, use it on a ship or a rig that has no weapons. Timing is crucial in this game. If you're too slow in deciding what to use you're dead! I used the 180 mm gun to shoot down and airplane (by the way, it was a civilian plane! ooops! but who to hell flies in a war zone!?) | - + This is used to specify how far you would like the | - === cannon shell to go. Set it up just above the middle | - - for best shots. You might want to expriment with that | - to get the desired distance. [=] Sh - tells you how many shells you have left. [=] St - Status, either RDY for READY, or LAD for LOADING. [=] Computer Missile ON - turns the launcher on, OFF - turns the laucher off. Raises the missile launcher, aim at a target (using joystick) make sure it has a black box around it, and hit a button. BOOOOOOMMMM! 100% Effective. Shame you get so little of them...(keep on reading to find out how to get more missiles!!!!) Remeber to turn OFF the launcher when you're finished! [3] - Depth Charge Not much here, hit LOAD to load the depth charge, hit DROP when it says READY. The bar in the middle is used to specify the depth where you want to drop the charge. Next to is is a sonar, that shows you what is underwater. GREEN LINE - on the bottom of the sonar represents the bottom of the sea. RED LINE - Submarine, move the bar on the side so that the two lines are inbetween the RED LINE and Drop Depth Charges, when the line disappears it means you sunk the sub. [4] - Motor Control Whole bunch of gadgets, switches etc. The only thing that is useful here are the ON/OFF switches for the radio. By pulling the second switch down to the ON position you turn the radio on. REC - receives the message, which is all scrambled. You can change the frequency by clicking on the numbers (Mhz.) [5] - Damage Report What do you mean I have to repair the ship? Yes, this is a simulation, remember! Here are the things you'll have to repair after a attack: Gun, Deck, Radio, Radar, Pumps, Motor, Echo-Sounder, Leakage, Computer, Weather (?), Missile, Satellite, Scanner, Torpedo, Sonar, Depth-Charges, Screw (?), Compass, Rudder. All those things are used on the ship in some way. For example, lets say you attacked a convoy and got shot few times, after you sank the ships you go on radar and you don't see shit! Well, go and repair Radar, or you might go on AREA MAP and won't see any changes...fix satellite! Also, it fucks you up alot when you're ready to fire missiles at a BattleShip and you can't turn the missiles on! Computer fucked up, go and fix it! You can also repair your SEA PORT if you got that far...sometimes you can see it is on fire then fix it. [=] Super Structure - tells you in % the condition of your ship, 100% Excellent, 60 % you're dead! [=] Sp. Parts - spare parts, needed to fix your ship. [6] - Navigation There is a weather map on the left side, beats the hell out of me what is the use for it since Weather has no effect on the game play. You're a little dot in middle of the Radar (circle), the crosses (+) around you are the enemies. [=] Radar, the most important tool on your ship! Has three (3) bars on the right side from which, two (2) are yellow and one (1) red. Used to see objects from different distance. (Like in F/A-18 Inteceptor) Top bar is the closest, lets say 5 miles range, second is 10-20 miles, third 50 miles. You switch the range by clicking on the bar. [7] - Area Map Satellite view of the area you're in. Shows you the land, sea, your harbors (red), you (black), enemy ships on the whole map (white dots) From here you decide where you wanna go. Maybe to your harbor, or for some BIG FISH! [8] - Score Tells you how much money, points, and ships sunk you've got. Next to each ship it tells you how many you sank. Here are the ships I sunk before I wrote these docs: Tank Ships 8 Military aircraft 1 Civil Ships 5 Civil airacraft 1 Cannon Boats 3 Submarines 7 Cruisers 14 War Ships 9 Battle Ships 6 Mines 7 Mine Layers 0 Destroyers 0 Tank Ships 7 All these numbers are real, and I have the game saved for later retrieval. You might say, well you don't even have that many weapons! Next section tells you how to get more of them... [9] - Port control This is a neat feature of USS John Young, I didn't expected this to be included. You can go to your own harbor and BUY weapons, food, men, spare parts, fuel, oil etc...you can also fix your harbor if you see it is on fire. There is a long and frustrating procedure to get into the harbor. Perfect timing, and coordination is required. First, locate the closest harbor to you using the AREA MAP. Then go there. As you get closer and closer to the land you will see green land, and harbor slowly appearing. Go straight at it! not too fast not too slow. When you get really close to the harbor so that you can see the ship and the crane in the harabor, slow down and stop. It is very important that you don't just crash into the harbor (I did once) REMEMBER: YOU'RE NOT SUPPOSE TO GO ALL THE WAY DOWN, STOP BEFORE THE HARBOR, AND CLICK THE "PORT CONTROL BUTTON TO SEE IF YOU'RE CLOSE ENOUGH!!! IF IT DOES NOT WORK MOVE CLOSER, SLOWLY!!!!!!! UNTIL A NEW MENU APPEARS!!!! When the menu appears there is a keypad there that looks like this... ----------- ----------- 7 8 9 BA 4 5 6 1 2 3 TR 0 RET BR There is a whole bunch of tools on the right side, gun shells, oil, fuel, men, food, spare parts etc...click on the item you would like, then click on the numbers on the keypad to say how much you want, then click on the TR (I believe) button to buy, and BR to sell. BA used for BACK SPACE. That is it...wish ya good luck...- Sycon SOFTWARE of THE CORPORATION presents WORD FLAIR Another monumental typing effort from the bruised finger of Chuckles This document consists of: 137 Pages 7,652 Lines 35,459 Words 284 K _________________________________________________________________ Wordflair The Integrated Document Processor User Guide Table of Contents INTRODUCTION Intro-1 Using this User Guide Intro-4 Hints, Notes, and Warnings Intro-6 Keystroke Notation Intro-6 CHAPTER 1 Getting Started 1-1 System Requirements 1-1 Disk Contents 1-1 Setting Up Your Computer 1-2 Making a Backup Disk 1-3 Loading Wordflair 1-3 The Wordflair Screen 1-5 The Input, Text, and Arrow Cursors 1-5 The Input Cursor 1-6 The Text Cursor 1-7 Selecting Text 1-7 The Arrow Cursor 1-8 Menu Bar 1-9 Accessing a Wordflair command 1-9 Background Write Region 1-10 Close Box 1-11 Write Icon 1-11 Creating a Fixed Write Region 1-12 Calc Icon 1-14 Creating a Fixed Calc Region 1-14 Graph Icon 1-15 Creating a Fixed Graph Region 1-16 Region Manipulation 1-17 Moving a Region 1-17 Moving a Group of Regions 1-19 Copying a Region 1-19 Sizing a Region 1-20 Reference Bar 1-21 Making a Region the Active Region 1-21 Title Icon 1-21 Grid Icon 1-22 Page View Icon 1-23 Help View Icon 1-24 Using the Help Window 1-25 Using the Document Window 1-25 Drawing Icon 1-26 Drawing a Line 1-26 Deleting a Line 1-27 Rotating a Line 1-28 Moving a Line 1-28 Vacuum Icon 1-29 Removing a Region 1-29 Page Icon 1-29 Going to a Specific Page 1-29 Record Icons 1-30 First Record Box 1-31 Previous Record Box 1-31 Current Record Box 1-31 Next Record Arrow 1-31 Last Record Box 1-31 The Rulers 1-31 Margin Markers 1-32 Changing a Margin 1-32 Indent Marker 1-33 Changing Paragraph Indent or Hanging Indent 1-33 Tab Marker 1-33 Obtaining and Setting a Tab Marker 1-34 Moving a Tab Marker 1-34 Removing a Tab Marker 1-34 Scroll Bars 1-34 Scrolling a Little 1-35 Scrolling More Quickly 1-35 Going to the Next Page 1-35 CHAPTER 2 Wordflair Practice 2-1 Basic Tutorial 2-1 Loading Wordflair 2-1 Typing Text 2-2 The [Backspace] Key 2-4 The [Arrow] Keys 2-5 The [Delete] KEY 2-5 Changing Margins 2-6 Turning on the Grid 2-9 Creating a Write Region 2-10 The Active Region 2-12 Moving a Region 2-13 Copying a Region 2-15 Resizing a Region 2-16 Deleting a Region 2-16 Closing a File 2-17 The Intermediate Tutorial 2-17 Loading a File 2-18 Getting a Different View 2-19 Turning on the Grid 2-20 Turning on Snap to Grid 2-20 Importing a Text File 2-21 Creating a Tab 2-23 Using the Scroll Bars 2-25 Creating a Calc Region 2-26 Creating a Graph Region 2-29 Saving Your Work 2-35 Turning Off Region Boundaries 2-35 Printing a File 2-36 The Advanced Tutorial 2-37 Creating a Record File 2-38 Adding Records to the Record File 2-45 Preparing the Target Document 2-49 Creating a Linked Graph 2-55 Importing a Metafile 2-56 Merging the Record File Into the Target Document 2-57 Printing Merged Documents (Mail Merge) 2-59 Closing the Tutorial File 2-59 CHAPTER 3 Wordflair Reference 3-1 The Menus 3-1 The Desk Menu 3-2 About Wordflair 3-2 The File Menu 3-2 New [Control][N] 3-2 Open [Control][O] 3-4 Close [Control][W] 3-5 Save [Control][S] 3-6 Save As [Control][D] 3-6 Revert to Saved [Control][L] 3-7 Page Setup [Control][A] 3-7 Paper Type 3-8 Text Columns 3-9 Margins 3-10 Paragraph Indent 3-10 Print [Control][P] 3-11 Number of Copies 3-12 Print Pages 3-13 Merge Record File 3-13 Word Wrap 3-14 Import File [Control][T] 3-16 Export ASCII [Control][E] 3-17 Save Setup 3-18 Quit [Control][Q] 3-18 The Edit Menu 3-19 Undo [Undo] 3-19 Cut [Control][X] 3-19 Cutting Text 3-20 Cutting a Region 3-20 Copy [Control][C] 3-20 Copying Text 3-21 Paste [Control] 3-21 Pasting Text 3-21 Pasting a Region 3-21 Clear [Control][Y] 3-22 Find [Control][Z] 3-23 Find: 3-23 Whole Word/Partial Word 3-24 Match Case/Ignore Case 3-25 All Write Regions/Active Regions 3-26 Start Find 3-26 Find Same [Control][F] 3-27 Replace [Control][U] 3-27 Replace Same [Control][R] 3-30 Show Clipboard [Control][K] 3-30 The Format Menu 3-31 Draw Ruler [Control][=] 3-31 Draw Boundary [Control][ [ ] 3-31 Snap to Grid [Control][.] 3-32 Align Vertical 3-32 Align Horizontal 3-33 Space Vertical 3-34 Copying the Spacing Between Two Regions to Selected Regions 3-34 Evenly Spacing Regions Between Two Reference Regions 3-36 Space Horizontal 3-37 Copying the Spacing Between Two Regions to Selected Regions 3-38 Evenly Spacing Regions Between Two Reference Regions 3-38 Setup Pen [Control][J] 3-39 Pen Thickness 3-39 Pen Type 3-40 Frame [Control][M] 3-40 Frame Shape 3-41 Frame Thickness 3-41 Header/Footer [Control][H] 3-41 Even Pages 3-43 Odd Pages 3-43 Add Page Number 3-43 Remove Header 3-43 Float Region/Unfloat Region [Control][B] 3-44 Creating a Floating Write Region 3-45 Creating a Floating Calc Region 3-46 Unfloating a Floating Region 3-46 Setup Region [Control][I] 3-47 Setting Up The Background Write or a Write Region 3-47 Title 3-48 Alignment 3-49 Line Spacing 3-49 Setting Up a Calc Region 3-49 Title 3-50 Format 3-51 Symbol 3-51 Align 3-52 Decimal Places 3-52 Formula 3-52 Linking Calc Cells 3-53 Paste Formula 3-54 Function Parameters 3-55 AVG (list of numbers) 3-55 EXP (number) 3-55 FV (payment, interest rate, number of payments) 3-55 IF (expression, value 1, value 2) 3-56 LN (number) 3-56 NPV ((rate, list of transactions)-initial investment) 3-56 PMT (principal, rate, number of payments) 3-57 PV (payment, rate, number of payments) 3-58 RND (number, number of digits) 3-58 SDV (list of numbers) 3-59 SQR (number) 3-59 SQRT (number) 3-59 Setting Up a Graph Region 3-59 Title 3-60 Type 3-61 V-Axis 3-62 H-Axis 3-62 Data Set 3-62 Linking Calc Regions to a Graph 3-62 Labels 3-63 Graph Regions with Imported Graphics 3-64 The Record Menu 3-64 New File [Alternate][F] 3-66 Open File [Alternate][O] 3-68 Close File [Alternate][W] 3-69 Save Selections 3-69 New Record [Alternate][R] 3-70 Change Record [Alternate][C] 3-73 Delete Record [Alternate][E] 3-75 Select Record [Alternate][S] 3-76 Sort [Alternate][T] 3-79 File Info [Alternate][I] 3-80 The Font Menu 3-82 Specifying a Font for a Region 3-83 Specifying a Font for Selected Text 3-83 The Style Menu 3-84 Plain,Bold,Italics,Underline,Outline, Superscript,Subscript 3-84 Specifying a Style for a Region 3-84 Specifying a Style for Selected Text 3-85 10, 12, 18, 24... Point 3-85 Specifying a Point Size for a Region 3-85 Specifying a Point Size for Selected Text 3-86 The Page Menu 3-86 Next Page [Shift][right arrow] 3-87 Back Page [Shift][left arrow] 3-87 First Page [Shift][up arrow] 3-87 Final Page [Shift][down arrow] 3-87 Page Break [Alternate][B] 3-87 Insert Page 3-88 Cut Page 3-89 Paste Page 3-91 Units [Alternate][U] 3-92 Grid [Alternate][G] 3-93 Graph Paper Grid 3-94 Spacing 3-95 Column Grid 3-96 Spacing 3-96 Number 3-97 The Help Menu 3-97 Introducing Help...[Help] 3-97 Alternate Ways to Get Help 3-98 APPENDIX A Keyboard Equivalents A-1 APPENDIX B Wordflair Templates B-1 APPENDIX C Page Design Guidelines C-1 INDEX Index-1 GDOS Installation Program GDOS-1 ________________________________________________________________ Introduction Welcome to Wordflair! Wordflair is a document processor designed for the Atari ST and MEGA computers that simplifies the creation of documents such as forms, letters, proposals, technical documents, and newsletters. Wordflair lets you combine text, graphics, calculations, and data all in the same easy-to-use package. This means that you can create effective, eye-catching documents without switching among several programs. More than Words Can Say Wordflair creates Calc Regions that perform calculations and display the results. Use Calc Regions in sales letters, invoices, and proposals. Use them to keep track of your finances. Wordflair creates Graph Regions that contain bar, line, or pie graphs, or imported Metafiles and Image files. Use Graph Regions in a proposal to illustrate predicted sales and market share, or in an economic brief to illustrate the percent change in gross national product. You can dynamically link Calc Regions to Graph Regions, so when Calc Region numbers change, so do the associated graphs, automatically. You can move, size, and copy Calc Regions, Graph Regions, and Write Regions (which are regions containing text). If you want to change the position of a graph, just grab the Graph Region and Intro-1 _________________________________________________________________ move it to the desired location. Maybe it's too small; just make it bigger. You're creating a form, and you need a column of text boxes exactly the same size? Create one Write Region and make nine copies of it down the page. You can create Floating Write and Calc Regions if you want regions that move along with text changes and expand and contract to accommodate mail merge information. Mail Merge Wordflair's record file features let you create a record file (database) of names, addresses, and customer data, and merge record file information into documents. Create a form letter and merge different information for 100 clients into 100 copies of the form letter. With Wordflair, business mailings are just that easy! Drawing Conclusions Wordflair's drawing pen draws lines and arrows of varying thicknesses. The frame features can put a rounded or square frame around any Write, Graph, or Calc Region. Putting it All Together Wordflair's Grid feature lets you create an underlying grid that you use to align page elements. The Grid provides a structure that helps you create effective, eye-catching documents. You can create a graph paper type grid, or a column type grid. You can manipulate a document in Reduced View, or in Normal View. Use the Intro-2 _________________________________________________________________ Format menu's Align Vertical, Align Horizontal, Space Vertical, and Space Horizontal commands to align regions automatically, and use the File menu's Page Setup command to create multiple columns of text. Moving Words Cut or Copy text and graphics to the Clipboard, then Paste the text and graphics from the Clipboard to another location in the document. What if you want to delete text or graphics without replacing valuable information on the Clipboard? Simple. Use the Edit menu's Clear command to delete text or graphics without erasing the Clipboard. If you do not remember what's on the Clipboard, have a look with the Edit menu's Show Clipboard command. Word Search Need to find every occurrence of the word "today?" No problem, the Edit menu's Find and Find Same commands lead you right to them. Maybe you want to change each occurrence of the word "today" to "tomorrow". Not a tedious task with the Edit menu's Replace and Replace Same commands. Writing Style Sometimes the Typewriter font just won't do the trick. Add spice to your text with any font loaded into GDOS, Dutch and Swiss for example, and format the text as Plain, Bold, Italics, Underlined, Outlined, Superscript, or Subscript. Put text into a Write Region Intro-3 _________________________________________________________________ and align it flush-left (ragged-right), centered, flush-right (ragged-left), or justified (flush-left and right). Flexible Editing Wordflair lets you try something and reverse the action if you do not like the result. If you cut or backspace over a paragraph and want it back again, click the Edit menu's Undo command to restore it. Measured Words Wordflair has horizontal and vertical rulers. The horizontal ruler lets you set margins, tabs, and paragraph indent. Wordflair can display measurements in inches, millimeters, or picas, the typographer's unit of measurement. Click the Format menu's Draw Ruler command to remove the rulers altogether. Use the T-Bar with the rulers to assist in page layout. Ready Templates Wordflair comes with ten samples to help stimulate your own design ideas. Templates include a letterhead, business card, price list, resume, purchase order, invoice, calendar, organizat- ional chart, newsletter, and a formal invitation. Using this User Guide The Wordflair user guide helps you think of uses for Wordflair, and provides reference for each Wordflair feature. Intro-4 _________________________________________________________________ CHAPTER 1 Chapter 1: Getting Started explains system requirements, Wordflair disk contents, making a working copy of the Wordflair disk, loading Wordflair, and the Wordflair screen. CHAPTER 2 Chapter 2: Wordflair Practice offers tutorial examples of Wordflair features. CHAPTER 3 Chapter 3: Wordflair References explains the function of each Wordflair command in the order they appear on the Wordflair menus, and how to use them. APPENDIX A Appendix A: Keyboard Equivalents list Keyboard Equivalents you can use instead of the mouse and drop-down menus. APPENDIX B Appendix B: Wordflair Templates describes the templates and offers suggestions for their use. APPENDIX C Appendix C:Page Design Guidelines describes a process you can apply to any page design challenge to create an effective layout. Intro-5 _________________________________________________________________ G+plus Documentation The G+plus documentation included in your Wordflair package describes G+plus installation in case you did not install G+plus before getting Wordflair. Wordflair runs with GDOS, or with G+plus. INDEX Index helps you locate terms and procedures described in this user guide. HINTS, NOTES, and WARNINGS Paragraphs marked Hint, Note, or Warning appear throughout the manual. Hints offer helpful shortcuts. Notes contain information incidental to the topic being discussed. Warnings alert you to potential problems and suggest ways to avoid them. KEYSTROKE NOTATION Characters enclosed by square brackets ([]) represent keys on your Atari keyboard. In cases where a process or function requires using two or three keys, the keys appear together in order. For example, [Shift][Delete] means to hold down the [Shift] key while pressing the [Delete] key; [Shift][Control][W] means to hold down the [Shift] and [Control] keys while pressing the [W] key. When the user guide instructs you to click or double click, use the left mouse button unless the user guide specifies the right mouse button. Intro-6 _________________________________________________________________ CHAPTER 1 GETTING STARTED This chapter describes system requirements, Wordflair disk contents, making a backup disk, loading Wordflair, and the Wordflair screen. SYSTEM REQUIREMENTS * Atari ST or MEGA computer (1 Megabyte RAM minimum) * Two Atari floppy disk drives, or one Atari floppy disk drive with a hard disk. * Atari monitor (high resolution monochrome monitor recommended, low resolution color monitor not supported) * GDOS or G+plus WARNING If you do not install GDOS or G+plus, Wordflair will not print your files, and only the System font appears. See the G+plus documentation included in your Wordflair package for GDOS/G+plus installation instructions. DISK CONTENTS The Wordflair disk contains the following files: WF.PRG Wordflair program file WF.RSC Wordflair resource file. 1-1 _________________________________________________________________ WF.HLP Wordflair help file. LOGO.GEM Advanced tutorial metafile. TUT2.TXT Intermediate tutorial ASCII text file. TUT2.WF Intermediate tutorial file. TUT3.WF Advanced tutorial file. CLIENTS.WF Sample Wordflair file. CLIENTS.WFR Sample Wordflair file. CLIENTS.WFK Sample Wordflair file. LETTER.WF Letterhead template. CARD.WF Business card template. PRICE.WF Price list template. RESUME.WF Resume template. PURCHASE.WF Purchase order template. INVOICE.WF Invoice template. CALENDAR.WF Calendar template. CHART.WF Organizational chart template. NWSLTR.WF Newsletter template. INVITE.WF Invitation template. README.WF A Wordflair file detailing last minute changes too late to document in this user guide. .WF files are Wordflair document files. .WFR files are Wordflair record files. .WFK files are Wordflair record key files that are transparent to the user, but used by Wordflair. SETTING UP YOUR COMPUTER 1. Follow the setup instructions in the Owner's Manual supplied with your computer to set up your Atari computer system. 1-2 _________________________________________________________________ 2. Follow the setup instructions in the GDOS/G+plus instructions included with the Wordflair package to install GDOS/G+plus. GDOS/G+plus display custom fonts on screen and supports the printing of screen fonts and metafiles. Without G+plus, Wordflair will not print, and only the System font appears. MAKING A BACKUP COPY To protect your investment, make a backup copy of the original Wordflair disk: 1. Write protect the original Wordflair disk by sliding the write-protect tab on the disk to the write-protect position (so you can see through the notch). 2. Follow the directions under Copying a Disk in your Atari computer Owner's Manual to copy the original Wordflair disk to a formatted floppy or hard disk. 3. Use the backup floppy disk or hard disk copy as your work copy and put the original Wordflair disk in a safe place. LOADING WORDFLAIR Wordflair runs in medium resolution and high resolution video modes. To load Wordflair: 1. Turn on your computer. The GEM Desktop appears. 1-3 _________________________________________________________________ 2. Using the mouse,click the Disk icon or Folder icon containing your work copy of Wordflair. 3. Double-click the WF.PRG file icon. The Wordflair screen appears. 1-4 _________________________________________________________________ HINT Use the GEM Desktop File menu's Sort by Size command to place the WF.PRG icon near the top of the open disk or folder. Use the Sort by Name command to place the WF.PRG icon near the bottom of the open disk or folder. Use the GEM Desktop Options menu's Save Desktop command to save the sort. THE WORDFLAIR SCREEN The Wordflair screen includes the cursors, Menu Bar, Background Write Region, icons, Reference Bar, Rulers, and Scroll Bars. HINT Wordflair periodically re-draws the screen to keep it current with all the changes you make. Press [Alternate][D] to re-draw the screen on the rare occasion that you want to re-draw the screen before Wordflair does. THE INPUT, TEXT, AND ARROW CURSORS Depending on the position of the mouse, the Input Cursor and either the Text or the Arrow Cursor appear when you start Wordflair. 1-5 _________________________________________________________________ You can always see the Input Cursor. The I-beam-shaped Text Cursor appears when you position the mouse within the Background Write Region. The Arrow Cursor appears when you position the mouse outside of the Background Write Region. THE INPUT CURSOR The Input Cursor is the point in the document where editing occurs when you type, select, or otherwise edit. See RELOCATING THE INPUT CURSOR later in this chapter if you want to change the location where editing occurs. ENTERING TEXT Just start typing. The text appears at the Input Cursor location. 1-6 _________________________________________________________________ ENTERING EXTENDED CHARACTERS Wordflair is when you move the mouse, relocates the Input Cursor when you want to perform edits at a different location. RELOCATING THE INPUT CURSOR Point the Text Cursor at the desired location and click. The Input Cursor moves to the selected location. Now you can perform the desired edits at the new location. SELECTING TEXT 1. Position the Text Cursor at the point where you wish to start selecting text. 2. Highlight the desired text by holding down the left mouse button and dragging the mouse over the text. 1-7 _________________________________________________________________ 3. Release the left mouse button. The area remains highlighted, waiting for your edits. NOTE To select a line at a time without having to drag the mouse, position the Text Cursor anywhere on the desired line, then [Control] [Click]. THE ARROW CURSOR The Arrow Cursor appears when you position the mouse outside of the Background Write Region. The Arrow Cursor moves when you move the mouse. It selects icons, drop-down menu headings and commands; changes tab, margin, and indent settings; and moves the Scroll Bars. See MENU BAR, TAB MARKER, MARGIN MARKER,INDENT MARKER, and SCROLL BARS later in this chapter for instructions on 1-8 _________________________________________________________________ selecting a drop-down menu command and changing tab, margin, indent, and Scroll Bar settings. MENU BAR The Menu Bar holds Wordflair's menu headings. Use the Menu Bar to access Wordflair's commands. ACCESSING A WORDFLAIR COMMAND 1. Point the Arrow Cursor to the desired heading. The heading highlights and the corresponding menu drops down. 2. Click the desired command on the drop-down menu (see Chapter 3 for a description of each command on the Wordflair menus). 1-9 _________________________________________________________________ BACKGROUND WRITE REGION The Background Write Region, is the canvas on which you enter text, draw lines, and create Write, Calc, and Graph Regions. If you load Wordflair and start typing, the text appears in the upper left of the Background Write Region. The Background Write Region supports all of the word processing features, allowing you to use Wordflair as a word processor without creating any regions. Text flows freely from page to page in the Background Write Region. Fixed Write, Calc, and Graph Regions; created with the Write, Calc, and Graph icons; remain fixed at the specific place in the document where you create them. Think of the Background Write Region as a sea of text that flows around Fixed Write, Calc, and Graph Regions anchored in the Background Write Region. Floating Write and Calc Regions, created with the Float Region / Unfloat Region command discussed in Chapter 3, float along with Background Write text. Think of Floating Regions as rafts that move along with the flowing text. Floating Write and Calc Regions also expand or contract to accommodate record file information (text or numbers) of varying lengths. This function makes Floating Regions a vital part of mail merge because Floating Regions import the information that personalizes your mail merged form letters and proposals. The 1-10 _________________________________________________________________ Advanced Tutorial in Chapter 2 provides practice making Floating Regions and demonstrates their role in mail merge. See Float Region / Unfloat Region in Chapter 3 for more on Float Regions. You will see the word "Untitled" displayed above the Background Write Region when you load Wordflair. This is the name of the current document. That's right; when you load Wordflair, it opens a blank, untitled document file. When you open a document that has a name, the name appears in place of "Untitled." Use the Setup Region command discussed in Chapter 3 to specify Background Write text alignment and line spacing. Once you set up the Background Write Region, you can use the File menu's Save Setup command discussed in Chapter 3 to save the setup of the Background Write Region. CLOSE BOX Click the Close Box (in the top left hand corner of the screen) to close the current document and open a new, untitled document. The Help window and the Clipboard each have a Close Box that you can click to close the windows. WRITE ICON The Write Icon (the one with ABCD in it) lets you create Fixed Write Regions that contain text you: Enter by typing Or import with the File menu's Import File command (see Import File in Chapter 3). 1-11 _________________________________________________________________ A Fixed Write Region supports the word processing features and maintains its position in the document, regardless of changes to the Background Write text. See Float Region / Unfloat Region in Chapter 3 to create a Floating Write Region that floats along with changes in the Background Write text. CREATING A FIXED WRITE REGION 1. Click the Write Icon. The cursor turns into a letter "A" shape. HINT If you want to cancel region create, click the left mouse button without moving the cursor. 2. Position the cursor to where you want the upper-left-hand corner of the region to appear (within another region if desired). 3. Press and hold down the left mouse button, then drag the cursor down and to the right. A box forms. 1-12 _________________________________________________________________ HINT When nesting a region within a region, take care that the region borders do not overlap, or else an error message appears telling you that regions cannot overlap. 4. Release the mouse button when you like the size of the region. 5. Once the Write Region exists, enter text by typing. If you move the cursor outside of the region, click anywhere within the region, then type. Use the Setup Region command discussed in Chapter 3 or double- click the region to specify Write Region text alignment and line spacing (a Write Region must be empty to accept the double- click). You can move, size and copy any regions created on the Background Write Region (see Moving a Region, Copying a Region, and Sizing a Region below). 1-13 _________________________________________________________________ CALC ICON The Calc Icon (with +-X in it) lets you create Fixed Calc Regions that compute and display: * The result of ready-made formulas * The results of formulas you create You can link these results to graphs, so that when the result in a Calc Region changes, so does the corresponding graph (see Creating a Linked Graph in Chapter 2 and Linking Calc Regions to a Graph in Chapter 3). A Fixed Calc Region maintains its position in the document, regardless of changes to the Background Write text. See Float Region / Unfloat Region in Chapter 3 to create a Floating Calc Region that floats along with changes in the Background Write text. CREATING A FIXED CALC REGION 1. Click the Calc Icon. The cursor turns into a miniature Calc Icon. NOTE If you want to cancel region creation, click the left mouse button without moving the cursor. 2. Position the cursor to where you want the upper-left-hand corner of the region to appear (within another region if desired). 1-14 _________________________________________________________________ 3. Press and hold down the left mouse button, then drag the cursor down and to the right. A box forms. HINT When nesting a region within a region, take care that the region borders do not overlap, or else an error message appears telling you that regions cannot overlap. 4. Release the mouse button when you like the size of the region. 5. Use the Setup Region command discussed in Chapter 3 to customize the Calc Region with a formula (you can also double-click the region to access the Setup Region dialog boxes). You can move, size, and copy any regions created on the Background Write Region (see Moving a Region, Copying a Region, and Sizing a Region below). GRAPH ICON The Graph Icon lets you create Graph Regions that contain: * Pie, line, or bar graphs * Or Metafiles (.GEM) and Image files (.IMG) imported with the File menu's Import File command (see Import File in Chapter 3). 1-15 _________________________________________________________________ A Graph Region maintains its position in the document, regardless of changes to the Background Write text. You can supply the data used to plot the graphs, or Wordflair can take the data from Calc Regions. If you use Calc Regions for graph figures, the graph automatically reflects any changes made to linked Calc Regions (see Creating a Linked Graph in Chapter 2 and Linking Calc Regions to a Graph in Chapter 3). CREATING A FIXED GRAPH REGION 1. Click the Graph Icon. The cursor turns into a miniature Graph Icon. NOTE If you want to cancel region creation, click the left mouse button without moving the mouse. 2. Position the cursor where you want the upper-left-hand corner of the region to appear (within another region if desired). 3. Press and hold down the left mouse button, and drag the cursor down and to the right. A box forms. HINT When nesting a region within a region, take care that the region borders do not overlap, or else an error message appears telling you that regions cannot overlap. 1-16 _________________________________________________________________ 4. Release the mouse button when you like the size of the region. 5. Once the region exists, use the Setup Region command discussed in Chapter 3 to specify a graph type, data, and labels. REGION MANIPULATION You can move, size, and copy regions (see Vacuum Icon below for directions on deleting a region). MOVING A REGION 1. Move the Text Cursor to the region you wish to move. 2. Hold down the right mouse button. The Grabber appears, along with the Size Boxes. 1-17 _________________________________________________________________ 3. Still holding down the right mouse button, drag the region to the desired location, then release the mouse button. NOTE The T-Bar appears when moving a region. The T-Bar helps you move a region to the desired location using the horizontal and vertical Rulers, and the page grid (See Grid Icon later in this chapter, and Grid in Chapter 3 for instructions on using the grid). When manipulating a region, make sure that no region borders intersect; as nested regions must rest completely within the larger region. 1-18 _________________________________________________________________ MOVING A GROUP OF REGIONS 1. Create a Write Region around the desired group of regions, or move the desired regions into a region. 2. Move the largest region. The regions contained by the larger region also move. COPYING A REGION 1. Move the Text Cursor to the region you wish to copy. 2. Hold down [Shift] and hold down the right mouse button. The Grabber appears. 3. Still holding down [Shift] and the right mouse button, drag the region to the desired location, then release the mouse button. A new region appears. 1-19 _________________________________________________________________ NOTE Copying a region with the mouse copies only the size and formatting of the region, not its contents. Use the Edit menu's Cut and Paste commands discussed in Chapter 3 to copy a region and its contents. HINT Because this method copies region formatting also, format the first region before the copy. This way, each region you copy displays the copied region's formatting. SIZING A REGION 1. Move the cursor to the region you want to size and click the right mouse button. 2. Move the cursor to the desired Size Box. The Size Boxes in the corners of the region change the height and width of the region simultaneously. The Size Boxes in the middle of the top and bottom sides of the regions change the height of the region. The Size Boxes in the middle of the left and right sides of the region change the width of the region. 3. Hold down the right mouse button and drag the cursor until you like the size of the region. 4. Release the mouse button. 1-20 _________________________________________________________________ REFERENCE BAR The Reference Bar tells you the Title of the Active Region: * Any editing or formatting occurs or applies to this region (see Making a Region the Active Region below). * You can size the region (see Sizing a Region above). Wordflair automatically creates region Titles, but you can make them more descriptive (see Setup Region in Chapter 3 for instructions on giving a region a descriptive Title). Region Titles are important because they link document files to record files and create graphs that dynamically update themselves (see Record Menu and Creating a Linked Graph in Chapter 3). MAKING A REGION THE ACTIVE REGION * Move the cursor within the region and click the left mouse button. The Size Boxes appear and the Title of the region appears in the Reference Bar. TITLE ICON The Title Icon toggles between displaying the names of regions in a document, and the content of the regions. Click the Title Icon, and the Title of each region appears within the region. 1-21 _________________________________________________________________ Click the Title Icon again and the content of each region appears. You can give any Wordflair region a descriptive Title up to twenty characters, such as First Quarter Sales, or Summary Points (see Setup Region in Chapter 3). GRID ICON The Grid Icon toggles between displaying the Background Write Region with or without the Grid. Click the Grid Icon and the Grid appears. 1-22 _________________________________________________________________ Click the Grid Icon again to remove the Grid. The Grid is a design tool used to align regions on the Background Write Region. See Appendix B for information on how to use the grid to create the Templates. See Appendix C for information on how the Grid is part of the page design process. You can customize the Grid (see Grid in Chapter 3). PAGE VIEW ICON The Page View Icon toggles between Normal and Reduced View. Click the Page View Icon and the entire current page appears in Reduced View. Click the Page View Icon again to restore Normal View. 1-23 _________________________________________________________________ Use Reduced View to see how page elements appear on a representation of the entire page. You can position page elements, and move, size, and copy regions in Reduced View. The inset box displays the usable area of the paper. Because some printers cannot print all the way to the edge of the paper, you can only use so much of the paper type you select with the Page Setup command (see Paper Type in Chapter 3). HELP VIEW ICON The Help View Icon (looks like a window with shutters on either side) toggles between a single window displaying the current document, and two windows displaying the current document in one window, and help information in another window. Click the Help View Icon to split the screen between the current document and a help window. Click the Help View Icon again or click the Help Window's Close Box to close the help window. 1-24 _________________________________________________________________ USING THE HELP WINDOW 1. Click anywhere within the Help Window to activate it. 2. Point the Arrow Cursor at the Menu Bar's Help heading. The Help menu drops down. 3. Click the desired help topic. 4. Click the Next Page button (bottom left corner of help page) to see the next page of help. Click the Previous Page button (the bent up corner) to see the previous help page. USING THE DOCUMENT WINDOW 1. Click anywhere within the Document Window to activate it. The Scroll Bars appear. 2. Use the Scroll Bars to view different parts of the document (see Scroll Bars below). 1-25 _________________________________________________________________ DRAWING ICON The Drawing Icon (pen) activates the drawing pen which you can use to draw lines and arrows. DRAWING A LINE 1. Click the Drawing Icon. The cursor turns into a pen. 2. Position the cursor to where you want the line to start. 3. Press and hold down the left mouse button, then drag the cursor. A line forms. 4. Release the mouse button when the line is the desired size. 1-26 _________________________________________________________________ DELETING A LINE 1. Click the Drawing Icon. The cursor turns into a pen. 2. Position the cursor to the line you wish to delete and click. If the line is long enough, three outline boxes appear along the line, one at each end and one in the middle. If the line is too small, only one box appears. 3. Press [Delete]. The line disappears. NOTE If the line is too small to delete, draw a region around the line and use the Vacuum Icon to delete the region containing the line (see Vacuum Icon later in this chapter). 1-27 _________________________________________________________________ ROTATING A LINE 1. Click the Drawing Icon. The cursor turns into a pen. 2. Position the cursor to the line you wish to move and click. If the line is long enough, three outlined boxes appear along the line, one at each end and one in the middle. If the line is too small, only one box appears. 3. Point to one of the boxes at the end of the line, hold down the left mouse button, and drag the mouse to rotate the line around the axis created by the box at the other end of the line. 4. Release the mouse button. NOTE You cannot rotate a line if the line is so small that only one outlined box appears upon selection of the line. Delete the line and draw a new one. MOVING A LINE 1. Point to the box in the middle of the line, hold down the left mouse button, and drag the mouse to move the entire line in the corresponding direction. 2. Release the mouse button. You can change the pen thickness and shape so you can form lines and arrows of different thickness (see Setup Pen in Chapter 3). VACUUM ICON The Vacuum Icon lets you remove unwanted regions from the Background Write Region. REMOVING A REGION 1. Click the Vacuum Icon. The cursor turns into a vacuum. 2. Move the cursor to the unwanted region and click. The region and everything in it disappears. PAGE ICON The Page Icon displays the current page number. GOING TO A SPECIFIC PAGE * Click the Page Icon, enter a new page number directly into the Page Icon, then press [Return] or click. 1-29 _________________________________________________________________ RECORD ICONS The Record Icons navigate through records in a record file. The Record Icons are active only when there is an open record file, otherwise they appear greyed and display Record_File. The Record menu described in Chapter 3 lets you create and manage record files. A record file is a collection of information, much like an address book. A record file stores information in units called "records", like the individual addresses in an address book. You can use record files for reference and mail merge. Once you create a record file, the Record Icons let you move from record to record in a record file, like turning the pages in an address book. Use Record Icons only to browse a record file and to see if the mail merge occurred. You do not have to view each record to make all records print during mail merge (see Chapter 2 and Record Menu in Chapter 3). 1-30 _________________________________________________________________ FIRST RECORD BOX The First Record Box is the first of the Record Icons. Click the First Record Box to display the first record in a record file. PREVIOUS RECORD ARROW Click the Previous record arrow to display the previous record in a record file. CURRENT RECORD BOX The Current Record Box displays the number of the current record in a record file. Click the Current Record Box, enter a new number directly into the Current Record Box, then press [Return] or click to display the corresponding record in a record file. NEXT RECORD ARROW Click the Next record arrow to display the next record in a record file. LAST RECORD BOX Click the Last Record Box to display the last record in a record file. THE RULERS The Horizontal Ruler offers Margin Markers, the Indent Marker, 1-31 _________________________________________________________________ and pop-up Tab Markers. You can change the Unit of measurement from inches to centimeters or picas, the typographer's unit of measurement. MARGIN MARKERS The Margin Markers mark and change the left and right margins. CHANGING A MARGIN 1. Point to the left or right Margin Marker and press and hold down the left mouse button. 2. Drag the Margin Marker to the desired location on the Ruler. Release the mouse button. 1-32 _________________________________________________________________ NOTE You can also set margins from the File menu (see Page Setup in Chapter 3). INDENT MARKER The Indent Marker marks and changes paragraph indents and hanging indents in the Background Write Region. CHANGING PARAGRAPH INDENT OR HANGING INDENT 1. Point to the Indent Marker and press and hold the left mouse button. 2. Drag the Indent Marker to the desired location on the Ruler. Release the mouse button, and the paragraph indent or hanging indent resets (positioning the Indent Marker to the left of the left Margin Marker creates a hanging indent). NOTE You can also set paragraph indent from the File menu (see Page Setup in Chapter 3). TAB MARKER A Tab Marker indicates a tab position along the Ruler. 1-33 _________________________________________________________________ OBTAINING AND SETTING A TAB MARKER 1. Point to the Ruler at the position where you want to set a tab. 2. Click the left mouse button. The Tab Marker appears. MOVING A TAB MARKER 1. Point to the desired Tab Marker. 2. Hold down the left mouse button and drag the Tab Marker to the desired position. 3. Release the left mouse button. REMOVING A TAB MARKER * Point to the Tab Marker and click the left mouse button. SCROLL BARS The Scroll Bars along the right side and bottom of the screen let you scroll one page length vertically and horizontally. 1-34 _________________________________________________________________ SCROLLING A LITTLE Click the Scroll Arrows to scroll in the corresponding direction a little at a time. SCROLLING MORE QUICKLY Drag the Scroll Tab located in the Scroll Bar up or down, or from left to right to move through the current page in the corresponding direction. GOING TO THE NEXT PAGE When you get to the bottom of a page, and you want to see the next page: 1. Point to the Page heading in the Menu Bar. 2. Click the Next Page command. You move to the next page. The Next Page command adds a page to the document if you are on the last page of the document when you click Next Page. 1-35 _________________________________________________________________ CHAPTER 2 WORDFLAIR PRACTICE This chapter offers a basic tutorial, an intermediate tutorial, and an advanced tutorial. Try the basic tutorial to learn simple Wordflair word processing tasks and about Write Region creation. The intermediate tutorial covers Calc and Graph Region creation. The advanced tutorial covers creating a linked graph, importing a metafile, and mail merge. Please familiarize yourself with the material in Chapter 1 before trying the tutorials. BASIC TUTORIAL This tutorial teaches you basic Wordflair word processing tasks. LOADING WORDFLAIR Loading Wordflair is the first thing to do (see Loading Wordflair in Chapter 1 for more detailed instructions on loading Wordflair). 1. Turn on your computer to display the GEM Desktop. 2-1 _________________________________________________________________ 2. Using the mouse, click the Disk icon or Folder icon containing your work copy of Wordflair. 3. Double-click the WF.PRG file icon. The Wordflair screen appears. You may not think so, but you've already started a document. Congratulations! Notice the word "UNTITLED" about a third of the way down and in the middle of the screen. This is the name of the current document. If you have loaded a previously saved document from disk, then the name of that document would appear in place of "UNTITLED". TYPING TEXT 1. Type the words: Dear Mr. Spumoni: 2-2 _________________________________________________________________ The [Spacebar] puts spaces in between words, and the [Shift] key used with a letter key types capital letters. The words you type appear in the Background Write Region. The Background Write Region is where you enter text. 2. Press [Return] (next to the ["] on the right side of the keyboard) two times. Notice that the cursor moved down to the next line of the Background Write Region when you pressed [Return]. Your grammar teacher may have told you that a paragraph is several contiguous related sentences. As far as Wordflair is concerned, pressing [Return] creates a paragraph. 3. Type the words: The recent legislation on minimum allowable nut content in ice creams with the word "nut" in their titles may require some changes in your operations. 2-3 _________________________________________________________________ Notice that the words automatically jump to the next line when there is no more room on a line. This is "word wrap." You do not have to press [Return] when you get to the end of a line; Wordflair automatically moves to the next line. Only press [Return] to start a new paragraph. THE [BACKSPACE] KEY 1. Keep an eye on the Input Cursor location and press the [Backspace] key located above [Delete] in the upper right of the keyboard. As you can see, [Backspace] erases the character to the left of the cursor. 2-4 _________________________________________________________________ THE [ARROW] KEYS The keys on the right side of the keyboard that have arrows on them are [Arrow] keys. They move the cursor. * Press the [Left-Arrow] key to move the cursor to the space before the word "operations." THE [DELETE] KEY The [Delete] key erases characters to the right of the cursor. 1. Press [Delete] until the word "operations" disappears. 2. Type: procedures. 2-5 _________________________________________________________________ WARNING Be careful when using [Delete] because you cannot restore deleted text with the Edit menu's Undo command. CHANGING THE MARGINS Maybe the page would look better if the text lines in the Background Write Region were not so long. You can make the text lines shorter by increasing the margins. You can change the margins in one of two ways: using the Page Setup command or using the Ruler. 1. Move the cursor to the File menu heading at the top of the screen. The File menu drops down. 2. Click the Page Setup command. The Page Setup dialog box appears. 2-6 _________________________________________________________________ Notice the boxes two-thirds of the way down the screen, the ones with the words "Top", "Bottom", "Left", and "Right" next to them. These are the Margin boxes where you enter margin measurements. You will not use these boxes to set the margins in this tutorial, you will set the margins by using the Ruler. 3. Click the Cancel button in the Page Setup dialog box. 2-7 _________________________________________________________________ NOTE If the Ruler is not visible on your screen, click the Format menu's Draw Ruler command. Using the Ruler to set margins is easy. 1. Move the cursor to the left Margin Marker. 2. Hold down the left mouse button and drag the Margin Marker along the Ruler until it lines up with the 2 inch mark (or 5 centimeters, or 12 picas). 3. Release the mouse button and the left margin resets. The right Margin Marker sets the right margin. 2-8 _________________________________________________________________ NOTE The little flag on top of the Margin Marker is the Indent Marker. It moves with the Margin Marker. It sets the paragraph indent or hanging indent. You can move it by pointing to it and dragging it just like you did to the Margin Marker. TURNING ON THE GRID The Grid is a design tool used for aligning page elements. It is very easy to turn on and off. * Click the Grid Icon. The Grid appears. 2-9 _________________________________________________________________ CREATING A WRITE REGION So far you have worked in the Background Write Region. Wordflair lets you create Write Regions, Calc Regions, and Graph Regions within the Background Write Region. These regions let you enter text, perform mathematic calculations, create graphs, and import pictures. You can move, size, and copy these regions. A Write Region is a region that contains text. Create a Write Region by clicking on the Write Region Icon and dragging out a region with the mouse. 1. Click the Write Icon. The cursor turns into the letter "A" shape. 2. Position the cursor 2 inches across and 2 inches down. 2-10 _________________________________________________________________ 3. Press and hold down the left mouse button, then drag the cursor down to the right to a position 6 inches across and 2 3/4 of an inch down, to form a Write Region. 4. Release the mouse button. You have created a Write Region. 2-11 _________________________________________________________________ THE ACTIVE REGION A region is the Active Region immediately after creation. The Active Region is the region where editing takes place. The Size Boxes indicate the Active Region. 1. Keep an eye on the Write Region border and click anywhere outside the Write Region. The Size Boxes disappear from the border. This means that the region is no longer the Active Region. In order to add text to a region, the region must be active. 2. Click within the region. The Size Boxes appear. The region is now the Active Region. 3. Type: The table lists the affected ice creams: Notice that the text fills the Write Region. 2-12 _________________________________________________________________ MOVING A REGION You can move regions. This is useful if you want to see how a region looks in different places in your document. 1. Move the cursor to the Write Region you just created. 2. Press and hold down the right mouse button. The Grabber appears. 2-13 _________________________________________________________________ 3. Drag the region into the text you typed at the top of the Background Write Region, then release the mouse button. The text wraps around the region. This is another example of word wrap. 2-14 _________________________________________________________________ COPYING A REGION You can copy regions, which is handy for those times when you create forms that have many regions of the same size, 1. Move the cursor to the Write Region you just moved. 2. Hold down the [Shift] key and the right mouse button. The Grabber appears. 3. Drag the copy of the region to a position 3" down and 2" across. Align it to a Grid line. Release the mouse button when you have positioned the region. This method copies the region only. Its contents is not copied. The File menu's Cut and Paste commands copy a region and its contents. 2-15 _________________________________________________________________ RESIZING A REGION Sometimes it is hard to predict just what size to make a region until you dive deeper into your document. You can size regions as needed. 1. Move the cursor to the Size Box in the lower right corner of the region you just created (if the Size Boxes are not present, click the region). 2. Hold down the right mouse button and drag the mouse until the region shrinks to approximately half its original size. Release the mouse button. DELETING A REGION You may decide that you want to get rid of a region. Simple. 2-16 _________________________________________________________________ 1. Click the Vacuum Icon. The cursor turns into a miniature Vacuum Icon. 2. Click the first region, the one you moved into the text. The region disappears. CLOSING A FILE When you complete work on a file, you can save it or abandon it. In this case, you'll abandon it. 1. Move the cursor to the File menu heading at the top of the screen. The File menu drops down. 2. Click the Close command. A dialog box appears. 3. Click the Abandon button. This concludes the basic tutorial. The intermediate tutorial teaches you, among other things, how to create Calc and Graph Regions. THE INTERMEDIATE TUTORIAL Loading a file is the first thing you'll do. If Wordflair is already up and running, skip to step #4 below, otherwise, start with step #1. 2-17 _________________________________________________________________ LOADING A FILE 1. Turn on your computer to display the GEM Desktop. 2. Using the mouse, click the Disk icon or Folder icon containing your working copy of Wordflair. 3. Double-click on the WF.PRG file icon. The Wordflair screen appears. 4. Move the cursor to the File menu heading at the top of the screen. The File menu drops down. 5. Click the Open command. The Item Selector appears. 2-18 _________________________________________________________________ 6. Double-click the file named TUT2.WF. The file opens. GETTING A DIFFERENT VIEW Normal View doesn't give you a good idea of how the entire page looks. Wouldn't it be nice to see a representation of the entire page on the screen? Here's how. * Click the Page View Icon. (6th from the left) The entire page appears. 2-19 _________________________________________________________________ This is a Reduced View. You can create, move, size, and copy regions in this mode. Now go back to Normal View: Click the Page View Icon again. TURNING ON THE GRID The Grid will make your work easier. * Click the Grid Icon. The Grid appears. This Grid is a column Grid. It is different from the graph paper grid in the basic tutorial. See Grid in Chapter 3 for directions on customi- zing different kinds of grids. TURNING ON SNAP TO GRID The Format menu's Snap to Grid command aids in region creation and movement by snapping regions to the nearest grid lines during creation and movement. 2-20 _________________________________________________________________ 1. Move the cursor to the Format menu at the top of the screen. The Format menu appears. 2. Click the Format menu's Snap to Grid command if there is not a check mark to the left of the command. If there is a check mark next to the Snap to Grid command, then Snap to Grid is already on. IMPORTING A TEXT FILE The region in the document is a Write Region. The text in the Write Region refers to a table, but the table is not present. You will import the table into the Write Region. 1. Move the cursor to the immediate right of the ":" in the Write Region and click the left mouse button. The region becomes the Active Region. 2. Press [Return] twice. 2-21 _________________________________________________________________ 3. Move the cursor to the File menu heading at the top of the screen. 4. Click the Import File command. The Import File dialog box appears. 2-22 _________________________________________________________________ 5. Click the Text File button, then click the OK button or press [Return]. The Item Selector appears. 6. Double-click the file TUT2.TXT. As you can see, the table appears in the Write Region. CREATING A TAB You may have noticed that the items on the list do not line up very nicely. This is because whoever typed the list used spaces instead of tabs to separate the items in the list. You will replace the spaces with tabs. 1. Move the cursor to the immediate left of the "C" in "Choco Nut". 2. Press [Backspace] until the space between "Choco Nut" and "Walnut" disappears. 2-23 _________________________________________________________________ 3. Press the [Tab] key. 4. Repeat the steps above for the space between "Maple Nut" and "Praline Nut". 5. Now move the mouse to the horizontal Ruler along the top of the Background Write Region and click at 3.5 inches (9 centimeters, or 21 picas). A Tab Marker appears and the items in the table line up. HINT You could have placed the Tab Marker on the Ruler first, and then placed tabs within the text; either way works fine. 2-24 _________________________________________________________________ NOTE If you place a tab within a Write Region, and then place a Tab Marker that falls outside of the region boundaries on the Ruler, you will get an Out of Room message. In this case, move the Tab Marker to a point on the Ruler that falls within the region boundaries, or resize the region. USING THE SCROLL BARS Next we will create a Calc Region, but the area where we will create the Calc Region may be off the screen, so use the [Scroll- Bar] to get to the desired place. (just below the "the" in the line "the legislation will cost you:")(about 4 inches down) 1. Drag the vertical [Scroll-Tab] located in the [Scroll-Bar] down, then release the left mouse button. You should see the portion of the document mentioned above. 2-25 _________________________________________________________________ NOTE If you do not see this portion of the document, you may have gone too far or not far enough. Try moving the [Scroll-Tab] up or down until you arrive at the right place. You can also click the [Scroll-Arrows] at the top or bottom of the [Scroll-Bar] to move in the corresponding direction more gradually. CREATING A CALC REGION A Calc Region is a region that performs mathematic calculations and displays the result. Create a Calc Region by clicking on the Calc Region Icon and dragging out a region with the mouse. 1. Click the Calc Icon. The cursor turns into a miniature Calc Icon. 2. Position the cursor to the point 4" down and 2" across. 3. Press and hold down the left mouse button and drag the cursor down and to the right to form a Calc Region (3.5" across and 4.5" down) 4. Release the mouse button. 2-26 _________________________________________________________________ NOTE Text may wrap around the region if you create the region too big or in the wrong place. Remember from the basic tutorial that you can alter the region with the Size Boxes. 5. Double-click the Calc Region you just created. The Setup Region dialog box appears. Press the [Esc] key to erase the setting in the Formula box (this is where you enter the formula), then type 500+550 2-27 _________________________________________________________________ 6. Click the button that says "Dollar." This will add a dollar sign to the result of the calculation. 7. Click the button that says "Left." This will align the result of the calculation to the left of the region. 8. Click the Decimal Places box and type 2 This specifies 2 decimal places. 9. Click the OK button or press [Return]. The result appears in the Calc Region. 2-28 _________________________________________________________________ CREATING A GRAPH REGION A Graph Region displays a Bar, Line, or Pie graph of a data set you specify. You can import Image files and Metafiles into Graph Regions. Create a Graph Region by clicking on the Graph Region Icon and dragging out a region with the mouse. 1. You will need a larger area to create the graph, so drag the vertical [Scroll-Tab] located in the [Scroll-Bar] down, then release the left mouse button. You should see the portion of the document 5" down. 2. Click the Graph Icon. The cursor turns into a miniature Graph Icon. 2-29 _________________________________________________________________ 3. Position the cursor to the point just under the sentence that says "The graph shows that this cost is quickly offset by the increase in revenues due to the sale of higher quality ice cream." 4. Press and hold down the left mouse button and drag the cursor down and to the right (to 7" across and 7" down)to form a Graph Region. Release the mouse button. 2-30 _________________________________________________________________ 5. Double-click the region you just created. The Setup Region dialog box appears. 6. Click in the box with the word "V-Axis:" next to it. This is where you enter the vertical axis label. 2-31 _________________________________________________________________ 7. Type: Millions 8. Press [Tab] or [Down-Arrow]. This moves the cursor to the box with the word "H-Axis:" next to it. This is where you enter the horizontal axis label. 9. Type: 1999 then press [Tab] to move to the Data Set boxes. 10. This is where you enter the values you want plotted in the graph. Type: 6 then press [Tab]. This moves you to the next data entry line. 11. Type: 9 then press [Tab]. 12. Type: 5 then press [Tab]. 13. Type: 3 2-32 _________________________________________________________________ then click the first line of the box under the word "Labels." This is where you enter the legend labels. 14. Type: Walnut then press [Tab]. 15. Type: Maple Nut then press [Tab]. 16. Type: Choco Nut then press [Tab]. 17. Type: Praline Nut 2-33 _________________________________________________________________ 18. Click the OK button or press [Return]. The graph appears in the Graph Region. You can size, move, and frame graphs. You can use the Font and Style menus to change the font and style of Graph Region text. 2-34 _________________________________________________________________ SAVING YOUR WORK Its a good idea to save your work frequently. This way you will not loose much work due to power or disk failure. If you want to save a file under the same name, you can click the File menu's Save command. In this case, you will click the Save As command so you can save the file under a new name, leaving the original in tact. 1. Move the cursor to the File menu heading at the top of the screen. The File menu drops down. 2. Click the Save As command. The Item Selector appears. type: DONE2 and click the OK button or press [Return]. The file saves and "DONE2".WF" replaces "TUT2.WF" at the top of the Back- ground Write Region. TURNING OFF REGION BOUNDARIES Turning off region boundaries gives you a good idea how the page will look when printed. 1. Move the cursor to the Format menu heading. 2-35 _________________________________________________________________ 2. Click Draw Boundary. The boundaries disappear. 3. Click the Grid Icon to turn off the Grid. 4. Click the Page View Icon. The document appears in Reduced View, without boundaries. 5. Click the Page View Icon to go back to Normal View, and click the Format menu's Draw Boundary to restore region boundaries. PRINTING A FILE Why not print a copy of all your work? 1. Make sure your printer is on and loaded with paper. 2. Move the cursor to the File menu heading at the top of the screen. The File menu drops down. 3. Click the Print command. The Print dialog box appears. 2-36 _________________________________________________________________ 4. Click the OK button or press [Return]. The file prints. 5. Use the File menu's Close command to close the file. This concludes the intermediate tutorial. The advanced tutorial offers practice with metafiles, linked graphs, record files, and mail merge. THE ADVANCED TUTORIAL The advanced tutorial demonstrates Wordflair's ability to merge record file (database) information into a document (target document). * CREATE A RECORD FILE. The record file will contain names and addresses of customers to whom you want to send a real estate sales letter. It will also contain data that you'll link to a graph. 2-37 _________________________________________________________________ * PREPARE THE TARGET DOCUMENT. The target document is a real estate letter. It is a "target" document because it will receive record file information, including the names and addresses of the letter recipients, and data that is linked to a graph. * CREATE A LINKED GRAPH. Wordflair can link graphs to record file information. You'll create a graph that automatically receives data from the record file. * IMPORT A METAFILE. A metafile contains a picture that you can move, size, and copy. You'll illustrate the sales letter with a metafile containing a simple logo. * MERGE THE RECORD FILE INTO THE TARGET DOCUMENT. After creating the record file and preparing the target document, you will merge the two and watch how the target document changes each time you load a new record file record. * PRINT MERGED DOCUMENTS (MAIL MERGE). This step illustrates the power of mail merge, which is the ability to print multiple copies of the same document, each automatically addressed to and containing information specific to a different recipient. CREATING A RECORD FILE 1. Load Wordflair. The Wordflair screen appears. 2-38 _________________________________________________________________ In the following steps, you will create Record File Regions that will hold the information you'll merge into a target document. Later, you'll create regions with exactly the same Titles in the target document. When you perform mail merge, information from the Record File Regions merges into the target document regions with the same Titles. It is important to type the region Titles exactly as shown. And when you create corresponding target document regions, type the target document region Titles exactly as you typed the corresponding Record File Region Titles. This is how Wordflair knows to link the regions for mail merge. 2. Create six Write Regions 3" wide and .75" high. Create the first Write Region with the Write Icon, then copy it five times (see Write Icon and Sizing, Moving, and Copying a Region in Chapter 1 for instructions. 2-39 _________________________________________________________________ 3. Create three Calc Regions next to the top three Write Regions (1.5" wide and the same height as the Write Regions). 2-40 _________________________________________________________________ HINT This kind of task suits the Format menu's Align Vertical, Align Horizontal, Space Vertical, and Space Horizontal commands. You can create the regions, then align and space them horizontally and vertically to create a neater, aesthetically pleasing page. 4. Double-click the first Write Region. The Setup Write Region dialog box appears. HINT You can also press [Control][I], or select the Format menu's Setup Region command to invoke the corresponding Setup Region dialog box. A Write Region must be empty to accept the double- click method. If the Write Region is not empty, then the double- click makes the Write Region the Active Region. 2-41 _________________________________________________________________ 5. Click the Title Box, press [Esc], type: FIRST NAME and click the OK button. You have just titled the first region. Let's Title the other regions. NOTE Remember to enter the Titles exactly as shown. If the case does not match in the Record File Region Titles and the target document region Titles, the merge will not work properly. 6. Repeat steps #4 through #5 to name the second Write Region, except double-click the second Write Region and type: LAST NAME instead of FIRST NAME 7. Repeat steps #4 through #5 to name the third Write Region, except double-click the third Write Region and type: ADDRESS instead of FIRST NAME 8. Repeat steps #4 through #5 to name the fourth Write Region, except double-click the fourth Write Region and type: CITY 2-42 _________________________________________________________________ 9. Repeat steps #4 through #5 to name the fifth Write Region. Type: STATE 10. Repeat steps #4 through #5 to name the sixth Write Region. Type: ZIP CODE 11. Double_click the first Calc Region. It becomes the Active Region. The Setup Calc dialog box appears. 12. Click the Title Box, press [Esc], and type: ONE BEDROOM 13. Click the OK button. You have just titled and formatted the first Calc Region. 14. Repeat steps #11 through #13 to Title the second Calc Region, except double-click the second Calc Region and type: TWO BEDROOM 2-43 _________________________________________________________________ 15. Repeat steps #11 through #13 to name the third Calc Region. Type: THREE BEDROOM You have created the regions into which you will enter the information you'll merge into the target document file. In the next step, you make a record file of these regions. 16. [Shift][Click] on all nine regions. The regions highlight. NOTE If all the regions do not fit on the screen, click the Page View Icon and then perform step #16. 2-44 _________________________________________________________________ 17. Click the Record menu's New File command. Wordflair asks you to name the new file. 18. Type: TUTORIAL then click the OK button to finish creating the record file. Now let's add records to the record file. ADDING RECORDS TO THE RECORD FILE In the previous section you created a record file containing regions. these regions serve as a template into which you enter the information you'll merge into the target document file. In this section, you enter the information into the Record File Regions. 1. Click the FIRST NAME Write Region and type: Bob HINT If you do not remember the Titles of the regions, click the Title Icon to display the region Titles, then click it again to restore content view. 2. Press [F1]. This moves you to the next Record File Region, which is the LAST NAME Write Region. Type: Smith 2-45 _________________________________________________________________ NOTE There are several ways to move from Record File Region to Record File Region. You can click a Record File Region to activate it for entry, or you can use the [F1] and [F2] keys. [F1] moves you to the next Record File Region without clearing the contents of the region. If the next Record File Region is a Calc Region, then the Setup Calc Region dialog box appears. Use [F1] if you want to include information from the previous record in the current record. [F2] moves you to the next Record File Region and clears the region. You can also click the Edit menu's Clear command or press [Control][V] to clear the active Record File Region. These shortcuts save you the drudgery of using the mouse, and the [Backspace] and [Delete] keys, which you can also use to clear a Record File Region. 3. Press [F1] to move to the ADDRESS Write Region and type: 1135 Landsdown Lane 4. Press [F1] to move to the CITY Write Region and type: Yellow Rose 5. Press [F1] to move to the STATE Write Region and type: TX 2-46 _________________________________________________________________ 6. Press [F1] to move to the ZIP CODE Write Region and type: 92314 7. Press [F1] to move to the ONE BEDROOM Calc Region. The Setup Calc Region dialog box appears. 8. Type: 12 9. Click the OK button. 10. Press [F1] to move to the TWO BEDROOM Calc Region. The Setup Calc Region dialog box appears. 11. Type: 15 12. Click the OK button. 13. Press [F1] to move to the THREE BEDROOM Calc Region. The Setup Calc Region dialog box appears. 14. Type: 16 15. Click the OK button. You have filled in all the Record File Regions making up our template. In the next step, you tell Wordflair to make a record of the completed Record File Regions. 2-47 _________________________________________________________________ 16. Click the Record menu's New Record command to finish creating the first record. Now let's create two more records. 17. Repeat steps #1 through #16, this time typing "Ned", "Thomas", "1784 Big Ditch Way", "Freedom", "AR", "45673", "20", "10", and "15" in the successive Write and Calc Regions. Press [F2] instead of [F1] to move from Record File Region to Record File Region. [F2] moves to and clears the region, [F1] moves to but does not clear the region. NOTE Remember to click the Record menu's New Record command after entering all the data for a new record. 18. Repeat steps #1 through #16, this time typing "Sally", "King", "5698 Liberty Lane", "Black Plains", "AK", "12768", "5", "15", and "9" in the successive Write and Calc Regions. NOTE If you want to review record entry, click on the Record Icon to scroll through the records you just created. 19. You have created a record file. Click the Record menu's Close File command. 2-48 _________________________________________________________________ NOTE Closing a record file merely puts the record file away; it does not save the record file information. Record file information saves to disk each time you click New Record. HINT It is a good idea to save the document file you used to create the record file. You can use it later as a template to add records to or to correct errors in the record file. If you do not save the document file, then you will have to create a new one containing the Record File Regions each time you want to access the record file. 20. Click the File menu's Save command. The Item Selector appears. 21. Type: ADDRESS and click the [OK] button. PREPARING THE TARGET DOCUMENT In preparing a target document, you create Floating Regions in the target document where you want record file information merged. A Floating Region changes size to accommodate changes in the length of information imported from the record file, and changes position to accommodate changes to text surrounding the Floating Region. 2-49 _________________________________________________________________ 1. Point to the File menu heading. 2. Click the File menu's Open command. 3. Click the file TUT3.WF. The file opens. Wordflair denotes Floating Regions by placing a dotted border around them. In this tutorial, 0's (that's a zero) and capitalization appear as a convention to help identify Floating Regions. It is a good idea to use capitalization this way for Record File Region Titles, and Floating Region text. The capitalized text and the zeros in the tutorial target document resting within dotted borders are Floating Regions which are already created for you. You will create two more Floating Regions where record file information will merge. Notice that the page grid is on. We did this to show you, in passing, how you can 2-50 _________________________________________________________________ create a document by aligning its elements on a grid, 4. Click the Page View Icon to see how the entire page looks with the grid. Click the Page View Icon again to restore Normal View. Having the grid on during the rest of the tutorial may distract you, so: 5. Click the Grid Icon to hide the grid Now, you will prepare the target document. 6. Use the Scroll Bar to move to the part of the target document with "FIRST LAST" as the top line. 7. Type: CITY between the words "buyer's market in" and "?" in the target document. 2-51 _________________________________________________________________ 8. Select the word "CITY" you just typed. 9. Point to the Format menu heading. 2-52 _________________________________________________________________ 10. Click the Float Region command. The Float Write Region dialog box appears. 11. Click the Title box, press [Esc], type: CITY and click on the OK button. NOTE Make sure to enter Floating Region Titles exactly as shown. The case and syntax must be identical for a successful merge of the record file. A Floating Write Region surrounds the area. You have just linked this Floating Write Region with the region of the same Title in the record file. Later, in "Merging the Record file into the Target Document," you'll open the record file you created and the corresponding record file information will automatically appear in this Floating Region. The other completely capitalized words in the target document resting within a dotted border, FIRST, LAST, ADDRESS, STATE, ZIP, are other Floating Write Regions. Go ahead and click on the regions if you want. If you do, notice that the region Titles appear in the Reference Bar. 12. Type: 0 (that's a zero) between the words "One bedroom housing starts increased" and "percent" in the target document. Make sure there is a space before "percent". 2-53 _________________________________________________________________ 13. Select the "0" you just typed. 14. Point to the Format menu heading. 15. Click the Float Region command. The Floating Calc Region dialog box appears. 16. Click the Title box, press [Esc], type: ONE BEDROOM and click on the OK button. A Floating Calc Region surrounds the area. You have just linked this region with the Calc Region of the same name in the record file. The other places in the target document that say "0" and rest within a dotted border are other Floating Calc Regions. 2-54 _________________________________________________________________ CREATING A LINKED GRAPH The places that say "0" in the target document are Floating Calc Regions into which record file information will merge. You can link these Floating Calc Regions to a graph in the target document so that the graph changes as new data merges into the Floating Calc Regions. 1. Double click the Graph Region to the right-hand side of the target document (to the right of the line "Why the increase? Recent oil finds in"). The Setup Graph Region dialog box appears. 2. Click the first Data Set box (not the Title box), press [Esc] and type: 2-55 _________________________________________________________________ ONE BEDROOM This Data Set box uses the value in the ONE BEDROOM Floating Calc Region. 3. Press [Tab] or [Down-Arrow] to move to the second data set box, press [Esc] and type: TWO BEDROOM This Data Set box uses the value in the TWO BEDROOM Floating Calc Region. NOTE You can also click the data set box or use [Up] and [Down-Arrow] to move from data set box to data set box. 4. Press [Tab] to move to the third Data set box, press [Esc] and type: THREE BEDROOM This data set box uses the value in the THREE BEDROOM Floating Calc Region. 5. Press [Return] or click the OK button. IMPORTING A METAFILE Let's spice up the sales letter with a graphic logo element. 1. Click the Graph Region at the top right-hand side of the target document. 2-56 _________________________________________________________________ 2. Click the File menu's Import File command. The Import File dialog box appears. 3. Click the Metafile button to import a metafile, then click the OK button. 4. Click the file LOGO.GEM and press OK. The metafile imports into the target document. MERGING THE RECORD FILE INTO THE TARGET DOCUMENT Let's merge the record file into the target document. 2-57 _________________________________________________________________ 1. Click the Record menu's Open File command. The Item Selector appears. 2. Select TUTORIAL.WFR from the Directory Listing by double- clicking on it, or by typing its name on the Selection Line and press [Return]. The Record File merges, displaying the first record information in the corresponding target docu- ment Floating Regions. 3. Click the Next Record Icon. The names, street, city, numbers, and graph in the target document change. 4. Click the Next Record Icon again. The names,street, city, and numbers in the target document change again. 2-58 _________________________________________________________________ NOTE It is not necessary to view each record to make all records merge and print when printing. Only use the Record Icons if you want to browse the Record file to make sure the merge was successful. PRINTING MERGED DOCUMENTS (MAIL MERGE) You can print a copy of the sales letter for each customer in the record file. 1. Make sure your printer is on and loaded with paper. 2. Click the Print command. The Print dialog box appears. 3. Click the Yes button of the Merge Record File buttons. 4. Click the OK button. The documents print, each containing information from a different record file record. CLOSING THE TUTORIAL FILE This concludes the advanced tutorial. 1. Click the File menu's Close command to close the tutorial file. 2. Click Abandon to discard changes and leave the tutorial file intact. Wordflair will inform you that it is closing the record file. 2-59 _________________________________________________________________ CHAPTER 3 WORDFLAIR REFERENCE This chapter describes the Wordflair commands in the order they appear on the Wordflair menus. THE MENUS Wordflair contains nine drop-down menus with the following headings: Desk, File, Edit, Format, Record, Font, Style, Page, and Help. To access a menu: * Point to the desired heading. The heading highlights and the corresponding menu drops down. To select a command on a menu: * Click the desired command on the drop-down menu. NOTE There are Keyboard Equivalents appearing next to the commands in the drop-down menus. You can select the commands in the drop-down menus by using the Keyboard Equivalents instead of clicking on the commands. To save a file, for example, press [Control][S] instead of clicking on the File menu's Save command. See Appendix A for a complete listing of Keyboard Equivalents. 3-1 _________________________________________________________________ THE DESK MENU To access the Desk menu: * Point to the Desk heading. The heading highlights and the Desk menu drops down. To select a command on the Desk menu: * Click the desired command on the drop-down menu. ABOUT WORDFLAIR About Wordflair introduces Wordflair by giving version and copyright information. See the Atari ST or MEGA Owner's Manual for a description of the accessories included on the Desk menu, which may include VT52 Emulator, Control Panel, and other accessories. THE FILE MENU To access the File menu: * Point to the File heading. The heading highlights and the File menu drops down. To select a command on the File menu: * Click the desired command on the drop-down menu. NEW [Control][N] The New command closes the current document and opens a blank, untitled document. The New command is a quick way to discard the current document and make a fresh start on a blank document. If 3-2 _________________________________________________________________ the current document contains no unsaved changes when you click the New command, the current document closes and a new document opens. If the current document contains unsaved changes when you select New, a dialog box appears asking if you want to save or abandon the current document or cancel the New command. If you click the Save button to save a titled document, the document saves and the new document opens. If you click the Save button to save an untitled document, the Item Selector appears. * Type the name of the document on the Selection Line, then press [Return] or click the OK button. The untitled document saves under the new name, and the new document opens. 3-3 _________________________________________________________________ If you click the Abandon button, any changes made to the document since the last time you saved disappear and the new document opens. If you click the Cancel button to cancel the New command, you can continue editing the current document. NOTE The Item Selector is a versatile Desktop tool that allows you to access files in a variety of ways. OPEN [Control][O] The Open command loads a previously saved document. When Wordflair starts, it opens an untitled document. The Open command is the way to discard the untitled document and work with a previously saved document. If the current document contains no unsaved changes when you click the Open command, the current document closes and the Item Selector appears. * Type the name of the document on the Selection line, then click the OK button. The document opens. If the current document contains unsaved changes when you click the Open command, a dialog box appears asking if you want to save or abandon the current document, or cancel the Open command. Click the Save button to save the current document. Click the 3-4 _________________________________________________________________ Abandon button to abandon the current document (any changes you made to the document since the last time you saved disappear). Click the Cancel button to cancel the Open command and continue work on the current document. HINT If you load a very large file and you want to see how much available memory there is, press [Alternate][M]. CLOSE [Control][W] The Close y move the cursor in the direction of the arrow on the key. 54 DEFAULT - the state something is in before you do anything to it. The default message number, for instance, is one more than the last one you used. DOUBLE CLICK - to click twice very quickly. ELLIPSE - a squashed circle; an oval. EDIT - changing information about something is called editing. ENTER - when asked to enter click the Close command, the current document closes and a new document opens. If the current document contains unsaved changes when you click the Close command, a dialog box appears asking if you want to save or abandon the current document, or cancel the Close command. If you click the Save button to save a titled current document, it saves automatically and the new untitled document 3-5 _________________________________________________________________ opens. If you click the save button to save an untitled current document, the Item Selector appears. * Type the name of the document, then click on OK. Click the Abandon button to abandon the current document (any changes you made to the document since the last time you saved disappear). Click the Cancel button to cancel the Close command and continue work on the current document. SAVE [Control][S] The Save command saves the current document to disk. Save frequently. If you click the Save command while working on a previously saved document, the document saves under its current name. See the Save As command later in this chapter if you want to save the document under a new name. If you click the Save command while working on an untitled document, the Item Selector appears. * Type the name of the document, then click the OK button.The document saves, and you can resume work. You can click the Cancel button in the Item Selector to Cancel the Save command. SAVE AS [Control][D] The Save As command lets you save a document to disk under a new name. The Item Selector appears when you click the Save As command. * Type the name of the document,then click OK. The document saves, and you can resume work. Click the Cancel button in the Item Selector to Cancel the Save As command, or click the Help command for context sensitive help. REVERT TO SAVED [Control][L] The Revert to Saved command lets you abandon changes made to the current document and revert to the previously saved version. A dialog box appears when you click the Revert to Saved command. Click the OK button to revert to the saved version, or on the Cancel button to cancel the Revert to Saved command. PAGE SETUP [Control][A] The Page Setup command lets you specify paper type, text columns, margins, and paragraph indent. The Page Setup dialog box appears when you select the Page Setup command. 3-7 _________________________________________________________________ Click the Help button if you want context sensitive help, or click the Cancel button to cancel Page Setup and resume work. PAPER TYPE Wordflair offers four choices of paper type: US Letter 8.5 x 11 inches. US Legal 8.5 x 14 inches. A4 Letter 8.25 x 11.66 inches. (European letter size) B5 Letter 7.25 x 10.25 inches. (Japanese letter size) NOTE Because some printers cannot print all the way to the edge of the page, the useable area of the paper may be smaller than indicated above. For the SLM804 printer, the useable area of the paper is as follows: 3-8 _________________________________________________________________ US Letter 8.25 x 10.6 inches. US Legal 8.25 x 13.6 inches. A4 Letter 7.79 x 11.29 inches. B5 Letter 6.72 x 9.71 inches. If you click the Page View Icon to view the entire page, the usable area of the paper appears as a box inset from the paper edges. To select a paper type: 1. Click the corresponding paper type button. 2. Click the OK button to accept your Page Setup choices and resume editing the document. TEXT COLUMNS Wordflair lets you create multiple text columns in a document, so you can create documents like newsletters. To specify multiple text columns: 1. Click the Number button and enter the desired number of text columns (up to nine columns). 2. Click the Spacing button and enter the amount of space you want between the text columns. 3. Click the OK button to accept your Page Setup choices and resume editing your document. 3-9 _________________________________________________________________ NOTE When importing text into multiple columns, you may have to break words up with hyphens in order to make the word wrap less severe. MARGINS The margin settings determine how much blank space is between printed material and the usable portion of paper. You can set the top, bottom, left and right margins. To set a margin: 1. Click the desired margin button. 2. Press [Backspace] to erase the current measurement one character at a time, or press [Esc] to erase the measurement entirely. 3. Enter the new measurement. 4. Press [Return] or click the OK button to accept your Page Setup choices and resume editing the document. NOTE You can also use the ruler to set the left and right margins. PARAGRAPH INDENT The Paragraph Indent button specifies the indent of the first line of a paragraph in the Background Write Region. To set the paragraph indent: 3-10 _________________________________________________________________ 1. Click the Paragraph Indent button. 2. Press [Backspace] to erase the current measurement one character at a time, or press [Esc] to erase the measurement entirely. 3. Enter the new measurement. 4. Click OK to accept your Page Setup choices and resume editing the document. NOTE You can also use the ruler to set the paragraph indent. See Units later in this chapter if you want to set column spacing, margins, and paragraph indent using a different unit of measurement. PRINT [Control][P] The Print command lets you print a document or part of a document. You can also specify a number of copies to print, control word wrap, and perform mail merge. The Print dialog box appears when you select the Print command. 3-11 _________________________________________________________________ The Print dialog box controls what prints. Click the Cancel button to cancel the print and resume work. Click the Help button for context sensitive help. If you want to print a single copy of an entire document, make sure your printer is ready, then press [Return] or click the OK button. The document prints. NUMBER OF COPIES Wordflair lets you print multiple copies of a document. 1. Click the Number of Copies button. 2. Enter desired number of copies. 3. Click OK to accept your print choices and print the document. 3-12 _________________________________________________________________ PRINT PAGES The Print Pages button lets you print part of the document. 1. Click the box to the left of to" and enter the page where you want printing to start. 2. Click the box to the right of "to" and enter the page where you want printing to end. 3. Click on OK to accept your Print choices and print the document. MERGE RECORD FILE Merge Record File prints mail merged documents. This command prints multiple copies of a target document file. Each copy contains information from a different record in the record file (see the Advanced Tutorial in Chapter 2 for a mail merge exercise and Record Menu later in this chapter): 1. Use the File menu's Open command to open a target document file containing regions into which record file information will merge. 2. Use the Record Menu's Open File command to open the corresponding record file containing information you want merged into the target document. 3-13 _________________________________________________________________ 3. Click the File menu's Print command. The Print dialog box appears. 4. Click the Yes button of the Merge Record file button. 5. Click the OK button to accept your print choices. A copy of the document prints for each record in the record file. Each printed document contains information from a unique record in the record file. WORD WRAP The Word Wrap buttons let you chose between a WYSIWYG print or an optimized print. WYSIWYG is an acronym for "What You See Is What You Get" A WYSIWYG print prints the file exactly as displayed on screen. Use this option if you have made exact placements of text on the screen. An optimized print handles word wrap more nicely on the printed page, but does not necessarily print a file exactly as shown on the screen. Use this option for documents where tight word wrap is more important than printing exactly as shown on the screen. 1. Click the Optimized button for an optimized print, or the WYSIWYG button for a WYSIWYG print. 2. Click the OK button to accept your print choices and print the document. 3-14 _________________________________________________________________ NOTE Problems printing? Remember, G+plus or GDOS must be installed for Wordflair to print. See the G+plus instructions included in the Wordflair package for instructions on installing G+plus. If GDOS is installed and your printer is properly connected and turned on, but printing problems persist: 1. Quit Wordflair. The GEM Desktop appears. 2. Double-click on the ASSIGN.SYS file icon in the root directory of your boot disk. The ASSIGN.SYS file lists your GDOS configuration. A message appears asking if you want to show the file. 3. Click the SHOW button. The file appears a screen at a time. You should see your printer's driver listed to the right of number 21. Press the space bar to view subsequent screens of the file. If you have an Atari SLM804 laser printer for example, you should see in the ASSIGN.SYS file this line: 21 SLM804.SYS If your printer's driver is not listed next to the number 21 somewhere in the ASSIGN.SYS file, re-install your printer's driver and fonts using the GDOS install program INSTALL.PRG. 3-15 _________________________________________________________________ IMPORT FILE [Control][T] Wordflair lets you import metafiles (.GEM), image files (.IMG), and ASCII text files (.TXT). Metafiles and Image files are files typically containing pictures. You must import Metafiles and image files into an active Graph Region. Modems often send ASCII text files. You can import ASCII files into the Background Write Region and into a Write Region. To import a file: 1. Click a Graph Region into which you want to import a Metafile or image file, or click the Background Write Region or a Write Region into which you want to import an ASCII text file. 2. Click the File menu's Import File command. The Import File dialog box appears. 3-16 _________________________________________________________________ 3. Click the Metafile button to import a Metafile, the Image button to import an image file, or the ASCII button to import an ASCII text file. The Item Selector appears. 4. Select the desired file from the Directory Listing by double-clicking on it, or by typing its name on the Selec- tion Line, then clicking on OK. Click the Cancel button to cancel the import and resume work. Click the Help button for context sensitive help. EXPORT ASCII [Control][E] The export ASCII lets you save the current file as ASCII text. An ASCII text file only contains the text of the file, not the formatting such as bold, underline, and italics. Use this command to create a text file for use in other application. Text is exported from the current page to the end of the document. 1. Click the File menu's Export ASCII command. The Item Selector appears. 2. Type the name of the ASCII file on the Selection Line, then click on the OK button. 3. A dialog box appears that says: "Separate lines with carriage returns?" Selecting Yes will create a file that has a carriage return after each line that appears on the screen. 3-17 _________________________________________________________________ Selecting No will create a file that only has the carriage returns that were entered in the text. Selecting Cancel will cancel the text export. The document saves under the new name as an ASCII text file. The original file stays intact. SAVE SETUP The Save Setup command lets you save various program settings that load every time you use Wordflair. This way you do not have to reset them every time you use Wordflair. 1. Set Wordflair settings as required. 2. Click the File menu's Save Setup command. A dialog box appears. 3. Click the OK button to save the setup, or Cancel to cancel the Save Setup command. Clicking OK saves the configuration to a file named WF.SET. QUIT [Control][Q] The Quit command quits Wordflair and obtains the GEM Desktop. You should use the Quit command to exit Wordflair to make sure that your document is properly closed with all the changes saved. If there have been no changes to the current document since the last save, Wordflair quits and obtains the GEM Desktop. If changes were made since the last save, a dialog box appears checking 3-18 _________________________________________________________________ whether you want to save or abandon changes to the current document before quitting, or cancel the Quit command. Click the Save button to save the current document before quitting, click the Abandon button to abandon changes before quitting, or click the Cancel button to cancel the Quit command. THE EDIT MENU To access the Edit menu: * Point to the Edit heading, The heading highlights and the Edit menu drops down. To select a command on the Edit menu: * Click the desired command on the drop-down menu. UNDO [Undo] The Undo command undoes the most recent typing, backspace, cut, copy, text paste, clear, record sort, record delete, and record selection action. Undo can also undo the most recent Undo command. If Wordflair cannot undo the most recent operation, the Undo command greys. CUT [Control][X] The Cut command cuts text, or a Write, Graph, or Calc Region, storing it on the Clipboard where you can paste it elsewhere with the Paste command. Any data already on the Clipboard clears when you perform a cut. Use the Cut command to move text from one point in a document to another. 3-19 _________________________________________________________________ NOTE The Page menu contains separate cut and paste commands for cutting and pasting entire pages. You cannot cut or copy text in Reduced View. CUTTING TEXT 1. Select the text you wish to cut. 2. Click the Edit menu's Cut command. The text cuts to the Clipboard. Now you can use the Paste command to paste the cut material to the Input Cursor location. CUTTING A REGION 1. [Shift][Click] the region you wish to cut. The Region highlights. 2. Click the Edit menu's Cut command. The region cuts to the clipboard. Now you can use the Paste command to paste the cut material to the Input Cursor location. COPY [Control][C] The Copy command copies text, storing it on the Clipboard where you can paste it elsewhere with the Paste command. Any data already on the clipboard clears when you perform a copy. 3-20 _________________________________________________________________ COPYING TEXT 1. Select the text you wish to copy. 2. Click the Edit menu's Copy command. The text copies to the Clipboard. Now you can use the Paste command to paste the copied material to the Input Cursor location. PASTE [Control] The Paste command copies the contents of the Clipboard to the Input Cursor location. PASTING TEXT 1. Cut or copy the desired text to the Clipboard. 2. Move the Input Cursor to the location where you want to paste the cut or copied text. 3. Click the Edit menu's Paste command. The material on the Clipboard appears at the Input Cursor location. PASTING A REGION 1. Cut the desired region to the Clipboard. 3-21 _________________________________________________________________ 2. Click the Edit menu's Paste command. A dialog box appears, prompting you to click at the upper left of the new region location. 3. Click the dialog box OK button. 4. Move the cursor to the upper-left of the location where you want to paste the region, then click. The region appears. NOTE Remember, you can use the Grabber and the Grid to fine tune the paste region's location. CLEAR [Control][Y] The Clear command deletes text without copying the deleted text to the Clipboard. Use this command if you want to delete text without clearing the Clipboard. To clear text: 1. Select the text you wish to clear. 2. Click the Edit menu's Clear command. The selected text disappears without being copied to the Clipboard. 3-22 _________________________________________________________________ NOTE You can also click a Write Region, then click the Clear command to clear all the text within the selected region. FIND [Control][Z] The Find command lets you find each occurrence of specified text in a document. The Find dialog box appears when you select the Find command. The Find dialog box lets you customize your search. You can click the Cancel button if you want to cancel the search and resume editing the document or click the Help button for context sensitive help. FIND: The Find: box lets you enter a 48 character text string as the search string. 3-23 _________________________________________________________________ 1. Click the Find: box. 2. Press [Backspace] to erase the current search string one character at a time, or press [Esc] to erase the search string entirely. 3. Type the new search string. 4. Press [Return] or click the Start Find button to accept the Find choices and start the search. HINT You can search for carriage returns by moving the cursor to the Find: box and pressing [Control][M]. Press [Control][I] to find tabs. Press [Control][L] to find form feeds. WHOLE WORD / PARTIAL WORD Wordflair lets you search for whole words or partial words. For example, if you search for "is" with the whole word option, then Wordflair finds "is" only once in the following sentence: This (is) an example. If, However, you search for "is" in the same sentence with the Partial Option, then Wordflair finds "is" twice: Th(is) (is) an example. 1. Click the Whole Word button to find occurrences of the search string that qualify it as an entire word, or click the Partial Word button to find occurrences of the search string that qualify it as a partial word. 3-24 _________________________________________________________________ 2. Press [Return] or click the Start Find button to accept the Find choices and start the search. MATCH CASE / IGNORE CASE Wordflair lets you search for text with the same capitalization as the search string in the Find: box, or with any capitalization, as long as the text is the same. For example, if you search for "is" with the Match Case option, then Wordflair finds "is" only once in the following sentence: Is th(is) an example? If, however, you search for "is" in the same sentence with the Ignore Case option, then Wordflair finds "is" twice: (Is) th(is) an example? 1. Click the Match Case button to find occurrences of the search string typed exactly as it appears in the Find: box, or click the Ignore Case button to find each occurrence of the text, regardless of differences in capitalization. 2. Press [Return] or click the Start Find button to accept the Find choices and start the search. 3-25 _________________________________________________________________ ALL WRITE REGIONS / ACTIVE REGION Wordflair lets you search only the current Write Region, or all Write Regions for the search string. 1. Click the Active Region button to find occurrences of the search string in the Active Region only, or click the All Write Regions button, to find occurrences of the search string in all Write Regions. 2. Press [Return] or click the Start Find button to accept the Find choices and start the search. START FIND The Start Find button starts the search. * After entering the search string and specifying other search criteria, press [Return] or click the Start Find button to start the search. The Find operation searches from the cursor to the end of the document. The first occurrence of the search string highlights. Use the Find Same command to find the next occurrence of the search string (see Find Same later in this chapter). If Wordflair does not find the search string, the Text Not Found dialog box appears. 3-26 _________________________________________________________________ FIND SAME [Control][F] The Find Same command finds the next occurrence of the search string specified for the Find command. 1. Use the Find command to search for a search string. 2. Click the Find Same command to find the next occurrence of the search string. REPLACE [Control][U] The Replace command lets you replace a search string with the text you specify. The Replace dialog box appears when you click the Replace command. The Replace dialog box looks and operates much like the Find dialog box. 3-27 _________________________________________________________________ 1. Click the Find: box. 2. Press [Esc] to erase the search string entirely. 3. Type the new search string. 4. Click the Replace: box. 5. Press [Esc] to erase the replace string. 6. Type the replace string. 7. Use the Whole Word, Partial Word, Match Case, Ignore Case, Active Region, and All Write Regions buttons to specify other search and replace criteria. 8. Click the Replace Next button to find the search string and confirm replacement each time the search string is found, or click the Replace All button to replace every occurrence of the search string in the specified search range without confirmation. 3-28 _________________________________________________________________ Clicking the Replace All button, replaces every occurrence of the search string. Clicking the Replace Next button highlights the first occurrence of the search string and displays the Replace Selection dialog box. * Click the Replace button to replace the highlighted text and move to the next occurrence of the search string, Click the Skip button to leave the highlighted text as it is and move to the next occurrence of the search string, or click the Cancel button to cancel the Replace command and resume work. The search and replace function works from the cursor location onwards. After a Replace operation, you can use the Replace Same command described later in this chapter to repeat the Replace operation without having to enter information into the Replace dialog box. 3-29 _________________________________________________________________ REPLACE SAME [Control][R] The Replace Same command finds the next occurrence of the search string specified for the Replace command and invokes the Replace Selection dialog box. 1. Use the Replace command to search and replace a search string. 2. Click the Replace Same command. The next occurrence of the search string highlights and the Replace Selection dialog box appears. 3. Click the Replace button to replace the highlighted text and move to the next occurrence of the search string, click the Skip button to leave the highlighted text as it is and move to the next occurrence of the search string, or click the Cancel button to cancel the Replace command and resume work. SHOW CLIPBOARD [Control][K] The Show Clipboard command displays the contents of the Clipboard. The Clipboard window appears when you select the Show Clipboard command. Click the Clipboard window's Close box to close the Clipboard window. 3-30 _________________________________________________________________ THE FORMAT MENU To access the Format menu: * Point to the Format heading. The heading highlights and the Format menu drops down. To select a command on the Format menu: * Click the desired command on the drop-down menu. DRAW RULER [Control][=] The Draw Ruler command toggles between hiding and displaying the rulers. Click the Draw Ruler command. The rulers disappear and the check mark disappears from the Draw Ruler command. Click the Draw Ruler command again. The rulers appear and the check mark appears next to the Draw Ruler command. DRAW BOUNDARY [Control][[] The Draw Boundary command toggles between hiding and displaying region boundaries. Click the Draw Boundary command. The boundaries disappear and the check mark disappears from the Draw Boundary command. Click the Draw Boundary command again. The boundaries appear and a check mark appears next to the Draw Boundary command. Turn on boundaries while designing and laying out a document. Turn off boundaries to see how the printed page looks. 3-31 _________________________________________________________________ SNAP TO GRID [Control][.] The Snap to Grid command toggles between aligning regions to the nearest Grid lines during region movement and creation, or letting you create and position them away from adjacent grid lines. Click the Snap to Grid command. A check mark appears next to the Snap to Grid command and regions created and moved after issuing this command align to the nearest Grid lines. Click the Snap to Grid command again. The check mark disappears from the Snap To Grid command and you may create and position regions away from adjacent grid lines. ALIGN VERTICAL The Align Vertical command lets you vertically align regions. To align regions vertically: 1. [Shift][Click] the region to which you want the other regions aligned. 3-32 _________________________________________________________________ 2. [Shift][Click] the regions you want aligned to the first selected region. 3. Click the Format menu's Align Vertical command. The regions align. ALIGN HORIZONTAL The Align Horizontal command lets you horizontally align regions. To align regions horizontally: 1. [Shift][Click] the region to which you want the other regions aligned. 2. [Shift][Click] the regions you want aligned to the first region. 3. Click the Format menu's Align Horizontal command. The regions align. 3-33 _________________________________________________________________Word Flair docs......Pt 2 SPACE VERTICAL The Space Vertical command lets you adjust the vertical spacing between selected regions. You can use the Space Vertical command in two ways: 1. The amount of vertical space between two reference regions can replace the amount of vertical space between the other selected regions. This method lets you say, "I like the spacing of those two regions. I'll copy that spacing to other selected regions. 2. You can evenly space selected regions between two selected reference regions. This method lets you say, "I've got a region up top and a region below, with regions in between. I want these regions evenly spaced without changing the pos- itions of the regions at the top or bottom." COPYING THE SPACE BETWEEN TWO REGIONS TO SELECTED REGIONS 1. [Shift] [Click] two regions that have vertical spacing you want the others to have (there can be no regions between these regions). 3-34 _________________________________________________________________ 2. [Shift][Click] the regions you want vertically spaced. 3. Click the Format menu's Space Vertical command. The space between all selected regions becomes the same space as between the first two selected regions. 3-35 _________________________________________________________________ EVENLY SPACING REGIONS BETWEEN TWO REFERENCE REGIONS 1. [Shift][Click] the region you want as the top reference region. 2. [Shift][Click] the region you want as the bottom reference region. 3. [Shift][Click] the regions you want evenly spaced between the first two selected regions. 4. Click the Format menu's Space Vertical command to evenly space the selected regions without changing the position of the top and bottom regions. 3-36 _________________________________________________________________ SPACE HORIZONTAL The Space Horizontal command lets you adjust the horizontal spacing between selected regions. You can use the Space Horizontal command in two ways: 1. The amount of horizontal space between two reference regions can replace the amount of horizontal space between the other selected regions. This method lets you say,"I like the spacing between those two regions. I'll copy that spacing to other selected regions." 2. You can evenly space selected regions between two selected reference regions. This method lets you say, "I've got a region to the left and a region to the right, with regions in between. I want these regions evenly spaced without changing the positions of the region to the left or right." 3-37 _________________________________________________________________ COPYING THE SPACING BETWEEN TWO REGIONS TO SELECTED REGIONS. 1. [Shift][Click] two regions having spacing that you want the others to have (there can be no region between these regions. 2. [Shift][Click] the regions you want horizontally spaced like the first two selected regions. 3. Click the Format menu's Space Horizontal command. The space between all selected regions becomes the same space as between the first two selected regions. EVENLY SPACING REGIONS BETWEEN TWO REFERENCE REGIONS 1. [Shift][Click] the region you want as the left reference region. 2. [Shift][Click] the region you want as the right reference region. 3. [Shift][Click] the regions you want evenly spaced between the first two selected regions. 4. Click the Format menu's Space Horizontal command to space the selected regions evenly without changing the position of the left and right regions. 3-38 _________________________________________________________________ SETUP PEN [Control][J] The Setup Pen command lets you customize the Drawing Pen. Clicking on the Pen Setup command invokes the Setup Pen dialog box. The Cancel button lets you cancel any formatting done in the Setup Pen dialog box. Click the Help button for context sensitive help. After customizing the pen with the Setup Pen command, use the Pen Icon to draw the type of line you specify. PEN THICKNESS To customize the pen thickness, click the Pen Thickness button that corresponds to the desired thickness. The thin line is 1/32nd of an inch wide, the medium line is 1/16th of an inch wide, and the thick line is 1/8th of an inch wide. 3-39 _________________________________________________________________ PEN TYPE Click the Pen Type button with an arrow next to it to draw arrows. Click the Pen Type button with a line next to it to draw lines. FRAME [Control][M] The Frame command lets you customize region frames. 1. Click the region you wish to customize. It becomes the active region. 2. Click the Frame command. The Frame Setup dialog box appears. 3. Use the Frame Setup and the Frame Thickness buttons described below to customize the region frame. 3-40 _________________________________________________________________ 4. Press [Return] or click the OK button to accept your Frame choices. The frame surrounds the region you selected in step #1. FRAME SHAPE The Frame Shape buttons determine the shape of the frame around a region. Click the Square Edge button to put a square frame around the region, and the Round Edge button for a rounded frame. Click the No Frame button if you do not want a region frame. FRAME THICKNESS The Frame Thickness button determines the thickness of the frame around a region. Click the button corresponding to the desired thickness. HEADER / FOOTER [Control][H] A header is information repeated at the top of several pages of a document. A footer is information repeated at the bottom of a document. Wordflair doesn't limit you to placing a single header or footer at the top or bottom of a page; you can place multiple Header/Footer Regions anywhere on a page. 1. Create a Write Region in the position you want it to appear on subsequent pages, and large enough to contain the Header/Footer information. 3-41 _________________________________________________________________ 2. Type the information you want to appear on subsequent pages into the Write Region created in step #1. 3. Make sure the Write Region is active, then click the Format menu's Header/Footer command. The Header/Footer dialog box appears. 4. Specify other Header/Footer information using the Odd Pages and Even Pages buttons described below. 5. Press [Return] or click the OK button to accept your Header/Footer choices. The Header/Footer appears on each specified page of the document. You can also click the Cancel button to cancel the Header/Footer command, or click the Help button for context sensitive help. The 3-42 _________________________________________________________________ header/footer text is left aligned in the region by default. You can change the alignment with the Setup Region command (see Setting Up the Background Write or a Write Region later in this chapter). EVEN PAGES The Even Pages button determines whether the Header/Footer appears on even pages. Click the Even Pages button if you want the Header/Footer to appear on even pages. The button will highlight, like selected text. Click a highlighted Even Pages button if you do not want the Header/Footer to appear on even pages. ODD PAGES As for Even Pages. ADD PAGE NUMBER The Add Page Number buttons let you add page numbers to your document. Click the Yes button to add page numbers. Click the No button to omit page numbers. REMOVE HEADER The Remove Header boxes allow you to remove a Header/Footer. When a Header/Footer is off, it does not display. 3-43 _________________________________________________________________ 1. Click the Header/Footer Region to make it the Active Region. 2. Click the Header/Footer option in the Format menu. The Header/Footer dialog box appears. 3. Click the No button within the Remove Header? box, then press [Return] or click the OK button. FLOAT REGION / UNFLOAT REGION [Control][B] The Float Region command makes a Floating Region out of selected text or numbers. If you select a Floating Region, then the Float Region command toggles to the Unfloat Region command and clicking the Unfloat Region command changes the Floating Region to a Fixed Region. A Floating Region does two things: 1. It moves along with changes made to surrounding text, as opposed to a Fixed Region which maintains its location in a document regardless of changes to surrounding text. The regions created by the Write, Calc, and Graph Icons are Fixed Regions. Think of the Background Write Region as a river of flowing text. Think of Fixed Write, Calc, and Graph Regions as boulders in the river that do not move. Think of Floating Regions as rafts that move along with the flowing text. 3-44 _________________________________________________________________ 2. It expands or contracts to accommodate record information (text or numbers) of varying lengths. This function makes Floating Regions a vital part of mail merge because Floating Regions import the information that personalizes your mail merged form letters and proposals. NOTE The Float Region command only creates Floating Write and Calc Regions. Floating Graph Regions are not yet possible. CREATING A FLOATING WRITE REGION 1. Type the text you want contained in the Floating Write Region. 2. Select the text you typed in step #1. 3. Click the Format menu's Float Region command. The Floating Write Region dialog box appears. You can click the Cancel button to cancel the Float Region command. Click the Help button for context sensitive help. 4. Type the Title of the Floating Region, then press [Return] or click the OK button. If you create a Floating Region for mail 3-45 _________________________________________________________________ merge, the Title you give the Floating Region must have exactly the same case and spelling as the Title of the Record File Region from which you want the Floating Region to receive information. A dotted border, signifying a Floating Region, surrounds the text. CREATING A FLOATING CALC REGION 1. Type a number, zero, for example: 0 2. Select the number you typed in step #1. 3. Click the Format menu's Float Region command. The Floating Calc Region dialog box appears. It is very similar to the Setup Calc Region dialog box. 4. Setup the Floating Calc Region. (see Setting Up a Calc Region later in this chapter) If you create a floating region for mail merge, the Title you give the Floating Region must have exactly the same case and spelling as the Title of the Record File Region from which you want the Floating Region to receive information. A dotted border, signifying a Floating Region, surrounds the number. UNFLOATING A FLOATING REGION 1. Click the desired Floating Region. 3-46 _________________________________________________________________ 2. Click the Format menu's Unfloat Region command. SETUP REGION [Control][I] The Setup Region command lets you customize the Background Write, Write, Calc, and Graph Regions. Each type of region yields a different Setup Region dialog box. Refer to the directions below that apply to the desired type of region setup. HINT You can double click a region to invoke the corresponding Setup Region dialog box (a Write Region must be empty to accept the double-click). SETTING UP THE BACKGROUND WRITE OR A WRITE REGION When the Background Write or a Write Region is the Active Region, clicking on the Setup Region command invokes the Setup Write Region dialog box. 3-47 _________________________________________________________________ The Cancel button lets you cancel the Setup Region command and resume editing the current document. Click the help button if you want context sensitive help. The Setup Write Region dialog box lets you customize Write Regions. After specifying Write Region characteristics by clicking on the various buttons in the Setup Write Region dialog box, described below, click the OK button to put the changes into effect. NOTE Use [Tab] to move from entry field to entry field. You can use [Tab] to move within other Wordflair dialog boxes, as well. TITLE The Title box lets you give the Write Region a descriptive name. To enter a new Title: 1. Click the Title box. 3-48 _________________________________________________________________ 2. Press [Backspace] to erase the current Title one character at a time, or press [Esc] to erase the Title entirely. 3. Type the new name. You might name a region "Summary Points" if it contains summary text, or "Address" if it contains addresses. This Title appears when you click the Title Icon. ALIGNMENT The Alignment buttons let you align text flush left or right against the region borders, centered, or justified (flush left and right). Click the Alignment button that corresponds to the desired text alignment. This command affects all text in the region.If you want centered text within a left justified region, such as a quotation or citation, put the text into a separate Write Region and center it within the larger region with the grabber. LINE SPACING The Line Spacing buttons let you separate lines of text with one space, one and a half spaces, or two spaces. Click the Line Spacing button that corresponds to the desired spacing. SETTING UP A CALC REGION When a Calc Region is the Active Region, clicking on the Setup Region command invokes the Setup Calc Region dialog box. 3-49 _________________________________________________________________ The Cancel button lets you cancel the Setup Region command and resume editing the current document. Click the Help button if you want context sensitive help. The Setup Calc Region dialog box lets you customize Calc Regions. After specifying Calc Region characteristics by clicking on the various buttons in the Calc Region Setup dialog box, described below, click the OK button or press [Return] to put the changes into effect. NOTE Use [Tab] or [Up] and [Down-Arrow] to move from entry field to entry field. You can use [Tab] and [Up] and [Down-Arrow] to move through other Wordflair dialog boxes as well. TITLE The Title box lets you give the Calc Region a descriptive name. 3-50 _________________________________________________________________ FORMAT The Format buttons let you display Calc cell results in standard format, or with commas. Click the Standard button to display the result without commas. Click the Comma button to insert commas into numbers greater than 999. SYMBOL Click the None button to display the value without a symbol. Click the Dollar button to display the value with a dollar sign. This mode inserts commas into numbers greater than $999.99. Click the Percent button to convert a number to a percentage and display it with a percent sign. 3-51 _________________________________________________________________ NOTE Use the Decimal Places box described below to add decimal places to a value formatted with the Dollar, Comma, or Percentage buttons. ALIGN The Align buttons let you align numbers flush left or right against the region borders, or centered. Click the alignment button that corresponds to the desired alignment. DECIMAL PLACES The Decimal Places box lets you specify how many decimal places you want displayed by the Calc cell. A Calc cell can display up to nine decimal places. To specify how many decimal places you want displayed: 1. Click the Decimal Places box. 2. Press [Esc] to erase the current setting. 3. Type the new setting (a number from 1-9). FORMULA The Formula box lets you enter formulas including values, arithmetic operators (+ - / *), math functions selected with the Paste Formula buttons described below, and Region Titles (see Linking Calc Cells below). The result of the formula appears in the corresponding Calc Region. To enter a Formula: 1. Click the Formula box. 3-52 _________________________________________________________________ 2. Press [Backspace] to erase the current formula one character at a time, or press [Esc] to erase the formula entirely. 3. Type the new formula. 4. Press [Return] or click the OK button to accept your Setup Calc Region choices and display the result in the correspon- ding Calc cell. The Formula box accepts the following arithmetic operators: + Addition. - Subtraction. * Multiply. / Division. ^ Exponentation. Place parentheses around the operation to be performed first. For example, enter the formula below to add the values 30 and 50 and then divide the result by 2: (30+50)/2. LINKING CALC CELLS You can perform operations on the results of different Calc cells by using region Titles of other Calc cells in the formula box. For example if you had a Calc cell titled "Sales" containing your total sales figure, and another Calc cell titled "Expenses" containing your total expenses figure, then you could create 3-53 _________________________________________________________________ another Calc cell, double-click it, and enter the formula "Sales- Expenses" in the Formula box of the Setup Calc Region dialog box. This formula subtracts the Value in the "Expenses" Calc cell from the value in the "Sales" Calc cell, and displays the result, your gross margin, in the new Calc cell. PASTE FORMULA The Paste Formula buttons let you use a variety of ready-made math functions in the Formula box. You must issue these functions with the parameters described in Function Parameters below. To select a Math Function: 1. Click the Paste Formula button corresponding to the desired math function. The math function appears in the Formula box. For example, if you click the AVG button, the AVeraGe function appears in the Formula box. 3-54 _________________________________________________________________ 2. Fill in the parentheses with the appropriate parameters (described below). FUNCTION PARAMETERS Parameters are values that a math function needs to perform its calculations. Enter parameters in parentheses and separate them with commas. Each math function and its parameter format is described below. AVG (list of numbers) The Average function calculates the average value of a list of numbers you specify. For example, the formula AVG(100,175,275) returns the value 183.33 in the Active Calc Region (with the Decimal Places box set to "2".) EXP (number) The exponentiation function calculates e to the power of the number you specify. The number of e is 2.7182818285. FV (payment, interest rate, number of payments) The future value function calculates the total future value of a series of investments, given the interest rate per period and the number of periods. For example, the formula FV(1000,.12,5) calculates the future value of 5 annual payments if each payment is $1000.00 and earns 12%. The amount, $6352.84, appears in the active Calc Region (with the Decimal Places box set to "2"). 3-55 _________________________________________________________________ IF (expression, value 1, value 2) The IF function checks an expression and returns one value if the expression is true, and another value if the expression is false. The IF function accepts the following operators: < (less than), > (greater than), and != (not equal). For example, if you need to know when your supply of ribbons falls below 1000, title a Calc Region containing the number of ribbons "Ribbons" and use the following formula: IF(Ribbons < 1000,0,1) This formula instructs Wordflair to display a 0 if the supply of ribbons falls below 1000. If a 1 appears, the supply is above 1000. LN (number) The natural log function gives the natural logarithm (logarithm to the base e) of a positive number you specify. For example, LN(10) returns the value 2.302585093. NPV ((rate, list of transactions)- initial investment) The Net Present Value function determines the value today of a series of future cash transactions. It takes into account both the rate at which you borrow or invest your money, the list of payments you make or receive, and the amount of money borrowed. 3-56 _________________________________________________________________ For example, suppose you are deciding whether to lease a fast food franchise for three years, and the franchise generates an income of $20,000 a year. You also know that with new office buildings going up in the area, you can expect yearly income to rise 20% per year. Use the NVP to calculate whether the three year lease is worth an initial investment of $60,000 borrowed at 8%. The formula : NPV(.08,20000,24000,28800)-60000 yields the result $1,957.02, which is the Net Present Value of the transactions (with the Decimal Places box set to "2"). NOTE 20000, 24000, and 28800 in the formula represented the yearly incomes for three years, with each year showing an increase of 20 percent over the previous year. PMT (principal, rate, number of payments) The Payment function calculates the dollar amount of monthly payments when you know the amount of principle, the annual interest rate, and the number of monthly payments. Suppose you are buying a car. The bank loans you $5,000 for the purchase, and charges you 14% interest. You must pay the loan back in 36 monthly instalments. Use this formula to determine your monthly payments: PMT(5000,.14,36) 3-57 _________________________________________________________________ This formula yields the value $170.89, which is the amount of your monthly payment (with the Decimal places box set to "2"). PV (payment, rate, number of payments) The Present Value function calculates the value today of a series of equal future payments. It considers the dollar amount of each payment, the number of payments, and the present interest rate it could earn if it were still available to you. Suppose you must make 16 equal payments on a real estate purchase. Each payment is $750.00 and you could invest your money at 12%. The formula: PV(750,.12,16) yields the value $5230.49, which is the Present Value of the future payments (with the Decimal Places box set at "2"). RND (number, number of digits) The Round function rounds a number to the specified number of digits. If the number of digits is negative, the number rounds to the left of the decimal. If the number of digits is positive, the number rounds to the right of the decimal. If the number of digits is zero, the number rounds to the nearest integer. For example, the formula RND(249.833,0) displays 250 as the result. But RND(249.833,2) displays 249.83 as the result. 3-58 _________________________________________________________________ SVD (list of numbers) The Standard Deviation function calculates the average variation around the arithmetic mean of a list of numbers. You can use this to calculate the standard deviation in a number of test scores. For example, SDV(49,59,60,73,108) displays the value 22.993477336. SQR (number) The Square function displays the square of the specified number. For example, SQR(15) displays 225 as the value. SQRT (number) The square root function returns the square root of the specified number. For example, SQRT(25) displays the value 5. SETTING UP A GRAPH REGION When a Graph Region is the Active Region, clicking on the Setup Region command invokes the Setup Graph Region dialog box. 3-59 _________________________________________________________________ The Setup Graph Region dialog box lets you customize Graph Regions. After specifying Graph Region characteristics by clicking on the various buttons in the Setup Graph Region dialog box described below, click the OK button to put the changes into effect. NOTE Use [Tab] or [Up] and [Down-Arrow] to move from entry field to entry field. You can use [Tab] to move through other Wordflair dialog boxes, as well. TITLE The Title box lets you give the Graph Region a descriptive name. TYPE The Type buttons let you select a graph type. The first type, a bar graph, draws a separate bar for each value in a Data set box, See Data Set later in this chapter. You could use a bar graph to represent your sales over the last several quarters. The second choice, a pie chart, compares how the different parts of a whole contribute to make up the whole. You could use a pie chart to represent your product's market share. The third choice, a line graph, displays a trend in a group of figures represented by the linear plotting of each figure. You could use a line graph to plot M1 money growth. Click the corresponding graph type button to select the desired graph type. 3-61 _________________________________________________________________ V-AXIS The V-Axis box lets you label the vertical axis. To create a label, click the V-Axis box and type the label. H-AXIS The H-Axis box lets you label the horizontal axis. To create a label, click the H-Axis box and type the label. DATA SET The Data Set boxes let you enter the graph data. You can enter numeric values, or the Titles of Calc Regions. To enter data: 1. Click the first Data Set box. 2. Enter the value and click the next Data Set box. 3. Continue until you have entered the desired values. LINKING CALC REGIONS TO A GRAPH If you enter Calc Region Titles in the Data Set boxes, the graph dynamically links to the Calc Regions named in the Data Set boxes. This means that when the numbers in the Calc Regions change, so does the linked graph. The Calc Regions must be in the same document as the graph. To link Calc Regions to a graph: 3-62 _________________________________________________________________ 1. If you do not remember the Titles of the Calc Regions, use the Title Icon described in Chapter 1 to view the Titles of the Calc Regions you wish to link to a graph. Remember that the Reference Bar described in Chapter 1 displays the Title of the Active Region. 2. Create a Graph Region and double-click it to invoke the Setup Graph Region dialog box. 3. Click the first Data Set box and enter the Title of the first Calc Region you want linked to the graph, then press [Tab] to move to the next Data Set box (remember, the Title you enter here must have exactly the same case and spelling as the corresponding Calc Region Title). 4. Continue until you have entered the desired Calc Region Titles. 5. Use the Setup Graph Region dialog box to specify other features of the graph, then press [Return] or click the OK button. LABELS The Label boxes let you enter legend labels for the graph data. To enter labels: 1. Click the first Labels box next to a completed Data Set box. 3-63 _________________________________________________________________ 2. Enter the corresponding label and press [Tab] to move to the next Labels box. 3. Continue until you have entered the desired labels. NOTE Labels only appear if there is enough room in the Graph Region. If labels do not appear, make the Graph Region larger, shorten the labels, or use the Font and Style menus to pick a smaller font and point size for the labels. If a Graph Region is taller than it is wide, the labels appear in the bottom of the Graph Region. If the Graph Region is wider than it is tall, then the labels appear in the right side of the Graph Region. GRAPH REGIONS WITH IMPORTED GRAPHICS To remove a picture from a Graph Region, double-click on the graph region or use Setup Region. A dialog box appears. At the box labeled Remove Picture select Yes, and press [Return] or click the OK button. The picture will be removed, but the Graph Region will remain. This dialog box also has the name of the graph, the disk drive and path (folder). THE RECORD MENU To access the Record Menu: * Point to the Record heading. The heading highlights and the Record menu drops down. 3-64 _________________________________________________________________ To select a command on the Record menu: * Click the desired command on the drop-down menu. The Record menu lets you create and manage record files (databases) containing data for reference or mail merge. Mail merge is the ability to quickly prepare large mailings by merging record file data into multiple copies of a document file (a document file is any file created with the New, Close, Save, or Save As commands on the File menu). A document file is used for a mail merge target document. Record file data can be names, addresses, quarterly sales figures, or other data. In understanding record files, it is helpful to consider an address book: * A record file serves the same function as an address book in that both contain a body of information. * A record file contains the Titles of Record File Regions in which you can enter and access record file data. These region Titles serve the same function as the template in a typical address book in that they indicate where to enter a unique set of information: FIRST NAME LAST NAME ADDRESS CITY STATE ZIP CODE 3-65 _________________________________________________________________ * A record is analogous to a completed address book entry in that it constitutes a unique set of information: FIRST NAME Bob LAST NAME Smith ADDRESS 2658 Big Sky CITY Last Hope STATE Montana ZIP CODE 2678 You cannot enter or access data in a record file unless you have opened a target document containing the Record File Regions listed in the record file. The record file stores information. The Record File Regions in the corresponding target document accept new record file data and display data stored in the record file. A record file uses Record File Regions within a target document to relay existing record file data, and to accept new record file data. The New File section later in this chapter explains designating Write and Calc Regions within a target document as Record File Regions. The following sections explain the Record menu commands. Some of the sections include examples to illustrate concepts. See the Advanced Tutorial in Chapter 2 for a tutorial exercise demonstrating the Record menu features and mail merge. NEW FILE [Alternate][F] The New File command creates a new record file comprising of designated Write and Calc Regions. To create a record file: 3-66 _________________________________________________________________ 1. Create the Calc or Write Regions you want included in the record file. Make the regions large enough to hold the information you intend to enter. NOTE When creating a target document for Mail Merge, you may want to use the Float Region command to create Floating Regions. Floating Regions float along with changes in surrounding text, and expand or contract to accommodate record file data of different lengths. 2. Use the Format menu's Setup Region command to give the regions appropriate, descriptive Titles. For example, if you plan to enter the first names of clients in a region, you might give it the Title "FIRST NAME". 3. [Shift][Click] the regions created in step #1. 4. Click the Record menu's New File command. The Item Selector appears. 5. Type the name of the file, then press [Return] or click the OK button. 3-67 _________________________________________________________________ NOTE Remember, to enter or access record file data, you must open a target document containing regions with the same Titles as you designated with the New File command. It is a good idea to save the document file you used to create the Record File Regions. Then you can load this document file any time you need to enter or access record file data. For an example, complete the Advanced Tutorial in Chapter 2. OPEN FILE [Alternate][O] The Open File command lets you open a previously created record file. 1. Use the File menu's Open command to open a target document containing the Record File Regions listed in the Record file. See File Info below for instructions on finding out which region Titles exist in a record file. 2. Click the Record menu's Open File command. The Item Selector appears. Select the desired file from the Directory Listing by double- clicking on it, or by typing its name on the Selection Line and pressing [Return]. The data from the first record fills the Record File Region in the target document. 3-68 _________________________________________________________________ CLOSE FILE [Alternate][W] Click the Close File command to remove the current record file from the target document. This allows you to use the Open File command to open another record file. SAVE SELECTIONS The Save Selections command creates a subset record file containing the records selected with the Select Record command (See Select Record later in this chapter). To create a subset record file of records selected with the Selected Record command: 1. Use the File menu's Open command to open a target document containing the Record File Regions listed in the record file. See File Info below for instructions on finding out which region Titles exist in a record file. 2. Use the Record menu's Open File command to open a corresponding record file. The data from the first record fills the Record File Regions in the target document. 3. Use the Next Record arrow to move to a desired record. 4. Click the Record menu's Select Record command to select the record. 3-69 _________________________________________________________________ 5. Repeat steps #3 and #4 for each record you wish to select. 6. Click the Record menu's Save Selections command. The Item Selector appears. 7. Type the name, then press [Return] or click the OK button to finish creating the record file. Now you can use the Open File command to open this record file within target documents that have the appropriate Record File Regions. For an example, see the Select Record section later in this chapter. NEW RECORD [Alternate][R] The New Record command lets you add records to a record file. The New Record command writes data directly to disk, eliminating the need for a command which saves the record file. 1. Use the File menu's Open command to open a target document containing the Record File Regions listed in the record file. See File Info below for instructions on finding out which region Titles exist in a record file. 2. Use the Record menu's Open File command to open the corresponding record file. The data from the first record in the record file fills the Record File Regions in the target document. 3-70 _________________________________________________________________ 3. Enter the new record information in the first Record File Region, then press [F1] to move to the next Record File Region. Repeat until you have completed all Record File Regions. NOTE There are several ways to move from Record File Region to Record File Region. You can click a Record File Region to activate it for entry, or you can use the [F1] and [F2] keys. [F1] moves you to the next Record File Region without clearing the contents of the region. If the next Record File Region is a Calc Region, then the Setup Calc Region dialog box appears. Use [F1] if you want to include information from the previous record in the current record. [F2] moves you to the next Record File Region and clears the region. You can also click the Edit menu's Clear command or press [Control][Y] to clear the active Record File Region. These shortcuts save you the drudgery of using the [Backspace] or [Delete] keys, which you may also use to clear a Record File Region. 4. Click the Record menu's New Record command. 5. Repeat steps #3 and #4 for each record you wish to add to the Record file. For example: 3-71 _________________________________________________________________ 1. Use the File menu's Open command to open the file CLIENTS.WF from your copy of the Wordflair distribution disk. 2. Click the Title Icon. You will see the following Titles in the regions: FIRST NAME, LAST NAME, ADDRESS, CITY, STATE, ZIP CODE. 3. Click the Title Icon again, then use the Record menu's Open file command to open the file CLIENTS.WFR. The data from the first record in the record file fills the corresponding Record File Regions. 4. Click the Record File Region titled FIRST NAME, and type: Lisa NOTE Remember from Chapter 1 that the Title of the Active Region appears in the Reference Bar. 5. Press [F2] to move to and clear the Record File Region titled LAST NAME, and type: Allen 6. Press [F2] to move to and clear the Record File Region titled ADDRESS, and type: 2378 Country Lane 3-72 _________________________________________________________________ 7. Press [F2] to move to and clear the Record File Region titled CITY, and type: Bloomington 8. Press [F2] to move to and clear the Record File Region titled STATE, and type: IN 9. Press [F2] to move to and clear the Record File Region titled ZIP CODE and type: 22134 10. Click the Record menu's New Record command to add this record to the record file. CHANGE RECORD [Alternate][C] The Change Record command lets you change a record already in the record file. The Change Record command writes any data entered directly to disk, eliminating the need for a command which saves the record file. To change a record: 1. Use the File menu's Open command to open a target document containing the Record File Regions listed in the record file. See File Info below for instructions on finding out which region Titles exist in a record file. 2. Use the Record menu's Open File command to open a corresponding record file. The data from the first record fills the Record File Region in the target document. 3-73 _________________________________________________________________ 3. Click the Next Record arrow in the Record Icons to move to the record you wish to change. 4. Make changes in the Record File Regions by moving to the desired Record File Regions, then entering the new data (remember [F2] moves and clears the next Record File Region). 5. Click the Record menu's Change Record command. For example: 1. Use the File menu's Open command to open the file CLIENTS>WF from your copy of the Wordflair distribution disk. 2. Use the Record menu's Open File command to open the record file CLIENTS.WFR. The data from the first record in the record file fills the corresponding Record File Regions. 3. Move to the first region and type: Rex 4. Click the Record menu's Change Record command. The change you made in step #3 saves. 3-74 _________________________________________________________________ DELETE RECORD [Alternate][E] The Delete Record command lets you delete a record from the record file. The Delete Record command writes any changes directly to disk. To delete a record: 1. Use the File menu's open command to open a target document. 2. Use the Record menu's Open File command to open a corresponding record file. 3. Click the next record arrow in the Record Icons to move to the record you wish to delete. 4. Click the Record menu's Delete Record command. For example: 1. Use the File menu's Open command to open the file CLIENTS.WF. 2. Use the Record menu's Open File command to open the record file CLIENTS.WFR. 3-75 _________________________________________________________________ 3. Click the Next Record arrow in the Record Icons to move to the next record. You can tell when you get to the third record, because a "3" will appear in the Current Record box. 4. Click the Record menu's Delete Record command to delete the third record. 5. Click the Edit menu's Undo Delete command to restore the deleted record. SELECT RECORD [Alternate][S] The Select Record command, in conjunction with the Sort and Save Selections commands, creates a "subset record file" composed of records in an existing record file. For example, say you have a large record file containing information on all your clients, but you want a record file containing only California clients. The Select Record, Sort, and Save Selections commands help you create a Subset record file containing only California clients from the record file containing all clients. To create a subset record file: 1. Use the File menu's Open command to open a target document containing the Record File Regions listed in the record file. 3-76 _________________________________________________________________ 2. Use the Record menu's Open File command to open a corresponding record file from which you want to create a Subset Record file. 3. Use the Sort command to sort the record file on the desired Record File Region. NOTE You do not have to use the Sort command to create a subset record file, but doing so makes the record selection process considerably easier. Consider our example. The Sort command apphabetizes records. If we sort the record file by the State in which our clients live, all the Californians would appear together in the record file. Instead of having to search the entire unsorted record file for random Californians, we need only search the sorted record file in the C's for Californian clients. 4. Use the next record arrow to move to the record you wish to include in the subset record file. 5. Click the Select Record command to include the current record in the subset record file. 6. Repeat steps #4 and #5 for each record you wish to include in the subset record file. 3-77 _________________________________________________________________ 7. Use the Save Selections command to create the subset record file (see Save Selections earlier in this chapter). For example: 1. Use the File menu's Open command to open the file CLIENTS.WF. 2. Use the Record menu's Open File command to open the record file CLIENTS.WFR. 3. Use the Next Record arrow to move to the second record. 4. Click the Record menu's Select Record command. 5. Use the Next Record arrow to move to the third record. 6. Click the Record menu's Select Record command. 7. Use the Save Selections command to save the new record file made up of the second and third records. Type: Subset and press [Return] when asked for a name for the new record file. 3-78 _________________________________________________________________ Now you can use the Record menu's Close command to close the CLIENTS record file, and use the Record menu's Open file command to open the record file SUBSET you just created. SORT [Alternate][T] The Sort command lets you alphabetize the records in a record file. If you had a record file of clients, but you wanted it sorted so that all corporate presidents earning more than $100,000 dollars a year were grouped together in the record file, you could sort on the income record region, then the title record region. To sort a record file: 1. Use the File menu's Open command to open a target document. 2. Use the Record menu's Open File command to open a corresponding record file. 3. [Shift][Click] the Record File Region you want to use for alphabetization. 4. Click the Record menu's Sort command to sort the records in the record file according to the order established by the alphabetization of the selected Record File Region. 3-79 _________________________________________________________________ For example: 1. Use the File menu's Open command to open the file CLIENTS.WF. 2. Use the Record menu's Open File command to open the record file CLIENTS.WFR. 3. [Shift][Click] the Record File Region titled LAST NAME. 4. Click the Record menu's Sort command to sort the record file. 5. Use the Next Record arrow to move through the records. Notice that the sort arranged them alphabetically by last name. It is sometimes useful to sort by State and then by Zip Code to prepare mailings. 6. Click the Edit menu's Undo Sort command to restore the record order. FILE INFO [Alternate][I] The File Info command displays: 3-80 _________________________________________________________________ 1. The name of the selected record file. 2. The number of Record File Regions in the record file. 3. The number of records in the file. 4. The Titles, type, and size of the Record File Regions. You can issue this command whether or not a record file is open. To view record file information when a record file is open: 1. Click the Record menu's File Info command. The record file information screen appears. 2. Click the OK button to view the next screen of file information. If there is only one screen of file informa- tion, the File Information screen disappears when you click the OK button. 3-81 _________________________________________________________________ You can click the Cancel button to close the File Information screen. To view record file information when a record file is not open: 1. Click the Record menu's File Info command. The Item Selector appears. 2. Select the desired record file from the Directory Listing by double-clicking on it, or by typing its name on the Selection Line, then pressing [Return] or clicking on the OK button. The File Information screen appears. THE FONT MENU To access the Font menu: * Point to the Font heading. The heading highlights and the Font menu drops down. To select a font on the Font menu: * Click the desired font on the drop-down menu. If you are running Wordflair without G+plus or GDOS installed, the only font available to you is the System font. If G+plus or GDOS is installed, other available fonts which may include Dutch, Swiss, Typewriter, and many others, replace the System font. 3-82 _________________________________________________________________ SPECIFYING A FONT FOR A REGION 1. Click within the desired region. It becomes the Active Region. 2. Click the desired font on the Font menu. If the region does not contain any text that was previously selected and changed to another font, then all the text in the region changes to the desired font and new text will appear in the specified font. If the region contains text that was previously selected and changed to a different font, then a dialog box appears asking whether to change all text or just text not previously selected and changed to a different font. 3. Click All Text in This Region to change all text, or click Only Text Not Already Selected and Changed to change only text not previously selected and changed to a different font. SPECIFYING A FONT FOR SELECTED TEXT 1. Select the text you want to format (see Selecting Text in Chapter 1). 2. Click the desired font in the Font menu. The selected text changes to the specified font. 3-83 _________________________________________________________________ THE STYLE MENU To access the Style menu: * Point to the Style heading. The heading highlights and the Style menu drops down. To select a Style on the Style menu: * Click the desired style on the drop-down menu. PLAIN, BOLD, ITALICS, UNDERLINE, OUTLINE, SUPERSCRIPT, SUBSCRIPT. These commands change the look of text. The Plain command removes bold, italics, underline, and outline from text in any font. You can combine Style menu styles and apply them to different fonts. For example, you can create bold-italic Dutch text, or outlined, underlined Swiss text. SPECIFYING A STYLE FOR A REGION 1. Click within the desired region. It becomes the Active Region. 2. Click the desired style in the Style menu. If the region does not contain any text that was previously selected and changed to another style, then all the text in the region changes to the desired style. New text will appear in the specified style when you type text within the region. If the region contains text that was previously selected and changed to 3-84 _________________________________________________________________ a different style, then a dialog box appears asking whether to change all text, or just text not previously selected and changed to a different style. 3. Click All Text in This Region to change all text, or click Only Text Not Already Selected and Changed to change only text not previously selected and changed to a different style. SPECIFYING A STYLE FOR SELECTED TEXT 1. Select the text you want to format. 2. Click the desired style in the Style menu. The selected text changes to the specified style. 10, 12, 18, 24...POINT The 10, 12, 18, 24..Point commands change the size of text. Depending on which fonts you have installed, you may have many other point size choices or not as many as 10, 12, 18, 24, 36, and 48. You can combine a point size with the other Style menu styles. For example, you can create 10 point, bold-italic Dutch text, or 24 point, outlined, underlined Swiss text. SPECIFYING A POINT SIZE FOR A REGION 1. Click within the desired region. It becomes the Active Region. 2. Click the desired point size in the Style menu. 3-85 _________________________________________________________________ SPECIFYING A POINT SIZE FOR SELECTED TEXT 1. Select the text you want to format. 2. Click the desired point size in the Style menu. The selected text changes to the specified point size. THE PAGE MENU To select a command on the Page menu: * Click the desired command on the drop-down menu. NEXT PAGE [Shift][Right-Arrow] The Next Page command moves you to the next page of the document. If you click the Next Page command when you are on the last page of the document and then try to type text, a dialog box appears asking whether you want to insert a page break. If you click the Yes button to add page breaks, then you can start typing at the top left corner of the last page of the document. If you click the No button to cancel the page breaks, then you enter text at the input cursor location before issuing the Next Page command. BACK PAGE [Shift][Left-Arrow] The Back Page command moves you to the previous page of the document. FIRST PAGE [Shift][Up-Arrow] The First Page command moves you to the first page of a document. FINAL PAGE [Shift][Down-Arrow] The Final Page command moves you to the final page of the document. PAGE BREAK [Alternate][B] The Page Break command inserts a page break at the input cursor location. Clicking the Page Break inserts a page break at the cursor location, adding a new page to the document. The input cursor appears at the top let of the new page. 3-87 _________________________________________________________________ INSERT PAGE The Insert Page command inserts a page before the current page. If you want to insert a page after the last page of a document, use the Next Page command described earlier in this chapter. You can use the Insert Page command in two ways: 1. To move only Write, Calc and Graph Regions to the page after the inserted page, leaving the Background Write text on the inserted page. 2. To move Write, Calc, Graph Regions, and the Background Write text to the page after the inserted page, leaving the inserted page blank. To insert a page: 1. Use the Page menu's Next Page command or the Page Number Icon to move to the page before which you want to insert a page. 2. Click the Page menu's Insert Page command. The Insert Page dialog box appears. 3-88 _________________________________________________________________ You can click the Cancel button to cancel the Insert Page command. Click the Help button for context sensitive help. 3. Click the Text-Filled button to move only Write, Calc, and Graph Regions to the page after the inserted page. This leaves the Background Write text on the inserted page. Or click the Blank button to move Write, Calc, and Graph Regions, and Background Write text to the page after the inserted page. This leaves the inserted page blank. CUT PAGE The Cut Page command cuts a single page from a document for placement elsewhere in the document with the Paste Page command. You can use the Cut Page command in two ways: 1. To cut only Write, Calc, and Graph Regions from the specified page, leaving the Background Write text on the specified page. 3-89 _________________________________________________________________ 2. To cut Write, Calc, Graph Regions, and the Background Write text from the specified page, leaving the specified page blank. To cut a page: 1. Click the Cut Page command on Page menu. The Cut Page dialog box appears. You can click the Cancel button to cancel the Cut Page command. Click the Help button for context sensitive help. 2. Click the Regions Only button to cut only Write, Calc, and Graph Regions. This leaves the Background Write text. Or click the Regions and Text button to cut Write, Calc, Graph Regions, and the Background Write text. 3-90 _________________________________________________________________ 3. Press [Return] or click OK to accept your Cut Page choices and cut the page. After cutting the page, use the Paste Page command to paste the cut page. PASTE PAGE After using the Cut Page command described above to cut a page from a document, use the Paste Page command to paste the cut page back into the document. The page appears before the current page, unless you are on the last page of the document. Then you have a choice of pasting the page before or after the last page. To paste a page: 1. Use the Cut Page command to cut the desired page from the document. 2. Click anywhere on the page before which you want to paste the page. If you want to paste the page before or after the last page of the document, click anywhere on the last page of the document. 3. Click the Page menu's Paste Page command. If you are not on the last page of the document, the new page appears before the current page and you can resume editing. If you are on the last page of the document, a dialog box appears asking whether to insert the page before or after the last page. 3-91 _________________________________________________________________ 4. Click the Before button to insert the page before the last page. Click the After button to insert the page after the last page in the document, then press [Return] or click OK. You can click the Cancel button to cancel the pasting of the page before or after the last page of the document. UNITS [Alternate][U] The Units command lets you change the unit of measurement used by Wordflair. The Units dialog box appears when you click the Units command. Picas is the recommended setting when preparing camera- ready documents for printing. 3-92 _________________________________________________________________ * Click the desired Unit button (inches, centimeters, or picas), then click the OK button. The units on the Rulers and the units in the dialog boxes change to the specified unit. The Cancel button lets you cancel the Units command and resume editing the current document. GRID [Alternate][G] The Grid command lets you customize the Grid.The Grid is a design tool for aligning elements on a page. Wordflair offers two kinds of grids: a graph paper grid, and a column grid. These grid types are described below. Once you create the grid, you can toggle it on and off with the Grid Icon. To customize the grid: 1. Click the Page menu's Grid command. The Grid dialog box appears when you click the Grid command. 3-93 _________________________________________________________________ 2. Select a grid type by clicking on the button next to the Graph Paper Grid box or on the button next to the Column Grid box. 3. Use the boxes in the box you specified in step #2 to further customize the grid. The Grid types and the Spacing and Number boxes are described below. 4. Press [Return] or click the OK button to accept your Grid choices. The specified grid appears. GRAPH PAPER GRID The Graph Paper Grid option makes the Background Write Region appear as if a transparent piece of graph paper has been placed on top of the current page. This is a good grid to use for 3-94 _________________________________________________________________ aligning elements both horizontally and vertically on a page. The Graph Paper Grid works well for forms, invoices, purchase orders, organizational charts, calendars, and business cards. SPACING The Graph Paper Grid Spacing option determines the distance between the lines making up the graph paper grid. If you enter 6 picas, then the squares making up the graph paper grid consist of six pica sides. 1. Click the Spacing box. 2. Press [Esc] to erase the entry box. 3. Type the new measurement. 3-95 _________________________________________________________________ COLUMN GRID The Column Grid option makes the Background Write Region appear as if a transparent piece of paper with columns has been placed on top of the current page. This is a good grid to use for aligning elements vertically on a page. The Column grid works well for form letters,proposals, newsletters, and resumes. It is less busy than the graph paper grid, which makes your page elements stand out. SPACING The Column Grid Spacing option determines the distance between the columns making up the column grid. 1. Click the Spacing box. 2. Press [Backspace] to erase the current measurement one character at a time, or [Esc] to erase the measurement entirely. 3. Type the new measurement. 3-96 _________________________________________________________________ NUMBER The Number option lets you specify a number of columns for the grid. A six column grid with one pica spaces between columns works nicely for letterheads, technical documents, and newsletters. 1. Click the Number box. 2. Press [Esc] to erase the value. 3. Type the new value. THE HELP MENU To select a Help topic on the Help menu: * Click the desired Help topic on the drop-down menu. INTRODUCING HELP...[Help] Introducing Help, and the other commands on the Help menu are help topics. Clicking on one of them invokes the Wordflair Help Screen which offers Help information about the selected topic. 3-97 _________________________________________________________________ Click the Next Page button (bottom left-hand corner of Help screen) to see the next page of help. Click the Previous Page button (the bent-up corner of the page) to see the previous page of help. Click anywhere outside the help screen to collapse the Help Screen. ALTERNATE WAYS TO GET HELP You can access Help by clicking on the Help View Icon, by clicking on the Help buttons contained in most Wordflair dialog boxes, or by pressing the [Help] key. 3-98 _________________________________________________________________ APPENDIX A KEYBOARD EQUIVALENTS This appendix lists the Keyboard Equivalents of the menu commands, plus a few keyboard commands not available from the menus or the icons. FILE MENU New [Control][N] Open [Control][O] Close [Control][W] Save [Control][S] Save As [Control][D] Revert to Saved [Control][L] Page Setup [Control][A] Print [Control][P] Import File [Control][T] Export ASCII [Control][E] Quit [Control][Q] EDIT MENU Undo [Undo] Cut [Control][X] Copy [Control][C] Paste [Control][V] Clear [Control][Y] Find [Control][Z] Find Same [Control][F] Replace [Control][U] Replace Same [Control][R] Show Clipboard [Control][K] A-1 _________________________________________________________________ FORMAT MENU Draw Ruler [Control][=] Draw Boundary [Control][[] Snap to Grid [Control][.] Setup Pen [Control][J] Frame [Control][M] Header/Footer [Control][H] Float Region [Control][B] Setup Region [Control][I] RECORD MENU New File [Alternate][F] Open File [Alternate][O] Close File [Alternate][W] New Record [Alternate][R] Change Record [Alternate][C] Delete Record [Alternate][E] Select Record [Alternate][S] Sort [Alternate][T] File Info [Alternate][I] PAGE MENU Next Page [Shift][Right-Arrow] Back Page [Shift][Left-Arrow] First Page [Shift][Up-Arrow] Final Page [Shift][Down-Arrow] Page Break [Alternate][B] Units [Alternate][U] Grid [Alternate][G] HELP [Help] MISCELLANEOUS Screen Redraw [Alternate][D] Memory Check [Alternate][M] Document Page Count [Alternate][P] A-2 _________________________________________________________________ APPENDIX B WORDFLAIR TEMPLATES The templates help you create your own documents. Personalize them or recreate them from scratch. The descriptions of the templates assume that you have printed copies of the templates and that the template is loaded in Wordflair while you are studying its description. The brackets following the template types contain the names of the Wordflair files you should print and view while reading the template descriptions. The descriptions do not offer step by step instructions for creating the templates. Rather, they detail key points of interest. Many of the steps involved in creating the templates may be obvious to you, especially if you have completed the tutorials in chapter 2. LETTERHEAD [LETTER.WF] Set the measurements to picas and set the margins as follows: left-12 picas, right-3 picas, top-1.5 picas, bottom-6 picas. Select a six column grid with one pica space between the grid columns. Align all letterhead elements with the left margin grid line. Separate the following elements with two spaces: date and address, addressee and greetings, greeting and body text, paragraphs, end of body text and closing. Separate the closing and the name with three spaces. B-1 _________________________________________________________________ BUSINESS CARD [CARD.WF] Set the margins at 0 (that's a zero). Select a .25" graph paper grid. Toggle Snap to Grid on. Create a 2" by 3.5" Write Region. Create a 1" square Graph Region in the top left corner of the card. Import the metafile LOGO.GEM. Create a Write Region that aligns with the Grid line and the logo hand. Enter "Red Coat Realty, Inc." in 12 point bold Dutch print. Create a Write Region in the middle of the card. In 10 point Dutch type, type: Cecilia Simon President Select Cecilia Simon and select bold from the Style Menu, Copy the region containing "Cecilia Simon, President" and size it to fit the bottom of the card. Enter the address and phone number in the new Write Region you just copied. Load the file CARDS.WF to see how to print many cards at once. PRICE LIST [PRICE.WF] Load LETTER.WF. Save as PL.WF. Toggle Snap to Grid on. Delete everything except the logo and the heading. Create a large Write Region. Align it to the grid line to the left of the letterhead elements. Frame the Write Region. Create the first interior Write Region. Snap it to the upper left corner of the large Write Region. Format the region as 10 point, centered, dutch text. Frame the small Write Region. Copy the region across the top of the large Write Region, sizing as needed. Create a Graph Region for the graphic of the house. Turn off the picture to speed layout. Use tabs to space items in the large Write Region. B-2 _________________________________________________________________ RESUME [RESUME.WF] Toggle Snap to Grid on. Create a .25" graph paper grid. Position Write Regions on the grid. Format as 12 point Dutch type. Copy regions as needed. Enter text and draw pen lines. PURCHASE ORDER [PURCHASE.WF] Open INVOICE.WF. Save as PO.WF. Cut all text except the logo and address. Create a Write Region to accommodate "Purchase Order." Align the bottom of "Purchase Order" to the bottom of the Graphic using the T-Bar. Create the tabs to hold the order information. Enter the order information. Set up Floating Calc cells to do the arithmetic: Qty1 Unit1 Tot1 Qty2 Unit2 Tot2 Qty3 Unit3 Tot3 Qty4 Unit4 Tot4 Totals Order= Tot1+Tot2+Tot3+Tot4 INVOICE [INVOICE.WF] Open LETTER.WF. Save as INV.WF. Specify an eight column grid. Cut all body text. Keep only the logo and address. Add a Write Region for "Commercial Invoice." Create tabs that correspond to the grid lines. Enter the invoice data. Change the Calc cell titles to Prop1, Prop2, Prop3, and Prop4. Change the Total Calc cell formula to: B-3 _________________________________________________________________ Prop1+Prop2+Prop3+Prop4 CALENDAR [CALENDAR.WF] Toggle Snap to Grid on. Specify a graph paper grid with 1" spacing. Create a Write Region in the upper left. Frame it with a thin square frame. Make seven copies of the region across the top. Repeat for five rows. Toggle Snap to Grid off. Create a Calc Region in the first Write Region. Make a copy of each Write Region. Set the CALC1 formula to 1. Set the CALC2 formula to CALC1+1. Set the CALC3 formula to CALC2+1 etc... Create a Write Region for the names of the days. Center the name of the month in the large Write Region. To customize the calendar for a specific month, change the Calc Region formula for the first day of the month to 1 and erase preceding regions. Also erase any superfluous regions at the end of the month. ORGANIZATION CHART [CHART.WF] Toggle Snap to Grid on. Specify a graph paper grid of the desired scale. Create a Write Region for the title. Create the title in bold, Dutch 18 point type. Frame the title region. Create a Write Region to accommodate the chart elements. Frame the region and format as 12 point bold Dutch type. Copy this region as needed for the chart elements. Draw pen lines to connect chart elements. Surround the chart with a Write Region. Go to reduced view to position the chart to the grid. B-4 _________________________________________________________________ NEWSLETTER [NWSLTR.WF] Toggle Snap to Grid on. Specify picas as the unit of measurement. Specify a six column grid with 1.5 pica spacing. Setup the page: 1.5 pica margins on the top and bottom, 3.3 pica margins for the right and left. Specify three text columns with 1.5 pica spacing. Create a framed Write Region for the masthead. Align graphic and text elements to the grid. For the headline, use a four-grid- column-long Write Region formatted with 36 point text. Separate secondary information with italic text. Use 12 point body text. Set off articles with one line space. Place a minor story in a Write Region that is two-grid-columns wide. Use a 24 point headline for a minor story. Use a Graph region to import metafiles. Use italic text for captions. Set off side bar information with a ruled box. Draw a thin pen line to separate stories. INVITATION [INVITE.WF] Toggle Snap to Grid on. Create a grid. Center a Write Region in the middle of the page. Frame the Write Region with a medium rounded frame. Position the graphic element on a grid line within the Write Region. Setup the Write Region with justified, 1.5 spaced, italic type. Enter the text. B-5 _________________________________________________________________ APPENDIX C PAGE DESIGN GUIDELINES This appendix explains guidelines for approaching any kind of page design challenge. To illustrate the page design guidelines, we will redesign a page from an ice cream company's technical document describing a procedure to regulate nut content in Louie's Gooey Ice Cream products. For a copy of the technical document page before the makeover: * Load the sample file TECHBFR.WF from your copy of Wordflair and print it. For a copy of the document page after the makeover: * Load the sample file TECHAFTR.WF from your copy of Wordflair and print it. WHAT DO YOU THINK? What is wrong with the technical documentation page? Does it seem hard to read? Are the levels of information clearly represented? CHECK YOUR COPY The first thing to do when approaching a design challenge like this is review your copy. "Copy" is the text that makes up your document. Check your grammar, spelling, and punctuation. Make sure your data is accurate and up to date. Before you can design a document, you should have a rough idea of how much text you must present. C-1 _________________________________________________________________ Last minute edits are inevitable, but a good round of editing before page design will keep your changes to a minimum during page design. WHO? After checking the copy, analyze your reading audience. As a writer, you strive to use vocabulary familiar to your audience. As a designer, try to use a format familiar to your audience, unless that format is totally unworkable. In this case, the audience consists of company managers who are used to reading technical documents. It would probably be a good idea to retain some of the old format rather than to totally abandon it. WHAT? Now think about the content of the message you must convey. The message is a procedure for regulating nut content in Louie's Gooey premium ice creams. To convey such information, we may need a title, subtitles, text headings, body text, and a table. RESOURCES What about your resources? Can you produce your document in- house? What does your print shop or copy shop require in the way of reproduction masters? We will create the Louie's Gooey Ice Cream technical document using Wordflair and the Atari SLM804 printer. Then we'll send it to a copy shop for reproduction. C-2 _________________________________________________________________ PRACTICAL DECISIONS This analysis of the design problem allows us to make some design decisions to meet the design challenge. TYPEFACE What type of typeface is appropriate for your audience. We'll use the Dutch font because it is very readable. HOW WILL IT LOOK Visualize the finished page. The Louie's Gooey Ice Cream technical document will need two columns for text and headings, and four columns for tables. PAGE GRID Now think about what kind of page grid can provide the structure for the page you envision. A 6 column grid is easy to divide into two columns for the text and four columns for the table. PRELIMINARY SKETCHES Now that you have a grid, you can do some preliminary sketches of the project using the grid. Many designers do rough, "thumbnail" sketches of their page. Thumbnail sketches allow you to try a variety of layouts. C-3 _________________________________________________________________ FINISHING TOUCHES After deciding on the best sketches, use Wordflair to lay out your document. In the finish Louie's Gooey Ice Cream technical document, notice that the six column grid accommodates our vision of a two column page. The third column grid line is the major vertical alignment line for the body text. The headings fall on the first grid line on left, leaving room for comments from Louie's Gooey Ice Cream managers. Now you are ready to format your document and add the graphic element. These graphic elements include: * Size * Style (italic, outline) * Placement * Weight (bold, light) * Color * White Space (space around page elements) * Rules (thin horizontal and vertical lines) * Bars (heavy horizontal and vertical lines) * Pull quotes (a line of body text displayed prominently on a page. * Bullets C-4 _________________________________________________________________ * Shaded areas. Some of these visual signals and graphic elements have been added to the Louie's Gooey Ice Cream page. Notice bold headers in the margin. The white space around the headings emphasizes their importance. The larger type size and boldface emphasizes the main heading. Boldface emphasizes thesubheads. There are two line spaces between paragraphs to emphasize paragraph breaks and a change of topic. Bold rule sets off different sections of information. The spacing of the table is based on the grid lines. Lighter rules improve readability of tables. PRODUCE MASTER You are almost done. When you are happy with the layout, print a camera-ready master for the print shop on your Atari SLM804 printer. Keep a copy of the master in case the print shop calls you with questions. HAVE FUN! We used page design guidelines to lay out the Louie's Gooey Ice Cream page. These guidelines are just as helpful for planning form letters, proposals, newsletters, and letterheads. Try them to see if they improve the effectiveness of your documents. C-5 _________________________________________________________________ INDEX ! .GEM 3-16 .IMG 3-16 File types 3-18 .TXT 3-16 A A4 Letter 3-8 About Wordflair 3-2 Accessing a menu 3-1 Activating a region 1-21, 2-12 Active Region 2-12 Add Page Number 3-43 Adding records 2-45 Adding records to a record file 3-70 Advanced tutorial 2-37 Align 3-52 Align Horizontal 3-33 Align Vertical 3-32 Alignment 3-49 All Write Regions/Active Region 3-26 Arithmetic operators 3-53 Arrow Cursor 1-8 ASCII 3-16 ASSIGN.SYS 3-15 AVG 3-55 B B5 Letter 3-8 Back Page 3-87 Background Write Region 1-10 Setting up 3-47 Bar graph 3-61 Bold 3-84 Index 1 ________________________________________________________________ C Calc Icon 1-14 Calc Region 1-14 Calc Region setup 3-49 Align 3-52 AVG 3-55 Decimal Places 3-52 EXP 3-55 Format 3-51 Formula 3-52 Function parameters 3-55 FV 3-55 IF 3-56 LN 3-56 NPV 3-56 Paste Formula 3-54 PMT 3-57 PV 3-58 RND 3-58 SDV 3-59 SQR 3-59 SQRT 3-59 Symbol 3-51 Title 3-50 Cancelling region creation 1-12 Change Record 3-73 Changing A record 3-73 Margins 1-32, 2-6 The Unit of measurement 3-92 Choosing different paper 3-8 Clear 3-22 Clipboard Viewing 3-30 Close 3-5 Close File 3-69 Index 2 _________________________________________________________________ Closing A file 2-17 Closing a record file 3-69 Column Grid 3-96 Number 3-97 Spacing 3-96 Command Keyboard Equivalents 3-1 Selecting 3-1 Copy 3-20 Copying a region 1-19, 2-15 Copying Text 3-21 Creating A fixed Calc Region 2-26 A Floating Calc Region 3-46 A Floating Write Region 3-45 A Graph Region 2-29 A Linked Graph 2-55, 3-62 A Record file 2-38, 3-66 A Subset record file 3-69, 3-76 A tab 2-23 A Target document 2-49 Fixed Calc Region 1-14 Fixed Write Region 1-12 Graph region 1-16 Write Region 2-10 Current Record Box 1-31 Cursors 1-5 Arrow Cursor 1-5, 1-8 Input Cursor 1-5, 1-6 Text Cursor 1-5, 1-7 Cut 3-19 Cutting a region 3-20 Cutting text 3-20 Cut Page 3-89 Index 3 _________________________________________________________________ Cutting a Page 3-89 Cutting a Region 3-20 Cutting Text 3-20 D Data Set 3-62 Decimal Places 3-52 Delete Record 3-75 Deleting a line 1-27 Deleting a record 3-75 Deleting text without clearing the clipboard 3-22 Desk Accessories 3-2 Desk menu 3-2 Disk Contents 1-1 Document window 1-25 Draw Boundary 3-31 Draw Ruler 3-31 Drawing 1-26 A line 1-26 An arrow 3-40 Drawing Icon 1-26 Drawing Pen 1-26 E Edit menu 3-19 Entering text 1-6, 2-2 European letter size 3-8 Even pages 3-43 EXP 3-55 Export ASCII 3-17 F File Closing 2-17, 3-5 Exporting as ASCII 3-17 Importing 3-16 Importing a metafile 2-56 Index 4 _________________________________________________________________ Loading 2-18 Opening a file 3-4 Opening a new file 3-2 Printing 2-36, 3-11 Revert to a previous version 3-7 Saving 2-35, 3-6 Saving under a different name 3-6 Target document 2-38 Target document, link Calc Regions to Graph Regions, and import metafiles. In the tutorial you'll prepare a real estate... 2-37 File Info 3-80 File menu 3-2 File types .WF files 1-2 .WFK files 1-2 .WFR files 1-2 Final page 3-87 Find 3-23 All Write Regions/Active Regions 3-26 Carriage Returns 3-24 Find: 3-23 Form feeds 3-24 Match Case/Ignore Case 3-25 Start find 3-26 Tabs 3-24 Whole word/Partial word 3-24 Find same 3-27 Find: 3-23 Finding text 3-23 First page 3-87 First record box 1-31 Float region Creating a Floating Calc Region 3-46 Creating a Floating Write Region 3-45 Index 5 _________________________________________________________________ Float Region/Unfloat Region 3-44 Unfloating a region 3-46 Font Specifying a font for a region 3-83 Specifying a font for selected text 3-83 Font menu 3-82 Format 3-51 Format menu 3-31 Formula 3-52 Frame 3-40 Frame shape 3-41 Frame thickness 3-41 Frame shape 3-41 Frame thickness 3-41 Function parameters 3-55 FV 3-55 G G+plus 1-1, 3-15 Getting help 3-98 Going back a page 3-87 Going to a page 1-29, 1-35 Going to the final page of a document 3-87 Going to the first page of a document 3-87 Going to the next page 3-87 Grabber 1-19 Graph Linked 2-55 Graph paper grid 3-94 Spacing 3-95 Graph region Graph Icon 1-15 Graph region setup 3-59 Data set 3-62 H-Axis 3-62 Labels 3-63 Index 6 _________________________________________________________________ Title 3-60 Type 3-61 V-Axis 3-62 Graph type 3-61 Grid 1-22, 3-93, C-3 Column grid 3-96 Graph paper grid 3-94 Grid Icon 1-22 H H-Axis 3-62 Header/Footer 3-41 Add page number 3-43 Even pages 3-43 Odd pages 3-43 Remove header 3-43 Help 1-24 Help menu 3-97 Help View Icon 1-24 Help window 1-25 I IF 3-56 Image file 3-16 Import file 3-16 Importing A text file 2-21 Image files 1-15 Metafiles 1-15 Text files 1-11 Importing a file 1-11, 3-16 Indent marker 1-33 Input cursor 1-6, 1-7 Insert page 3-88 Intermediate tutorial 2-17 Index 7 _________________________________________________________________ Italics 3-84 Item selector 3-3 J Japanese letter size 3-8 Justification, see Alignment 3-49 K Keyboard equivalents 3-1 Keystroke notation Intro-6 L Labels 3-63 Last record box 1-31 Line graph 3-61 Line spacing 3-49 Linked graph 2-55 Linking Calc cells 3-53 Linking Calc regions to a graph 3-62 LN 3-56 Loading a file 2-18 Loading Wordflair 1-3 M Mail merge 2-37, 2-59, 3-13 Margin 1-32 Margin markers 1-32 Margins 3-10 Match Case/Ignore Case 3-25 Memory Seeing how much is left 3-5 Menu bar 1-9 Menus 1-9, 3-1 Accessing 3-1 Merge record file 3-13 Metafile 3-16 Importing 2-56 Moving A group of regions 1-19 A line 1-28 Index 8 _________________________________________________________________ A region 1-17, 2-13 Down the page 1-35 In a record file 1-31 Multiple columns 3-9 N New 3-2 New file 3-66 New record 3-70 Next page 3-87 Next record arrow 1-31 Normal view 1-23 NPV 3-56 Number of copies 3-12 Number of grid columns 3-97 O Odd pages 3-43 Open 3-4 Open file 3-68 Opening a record file 3-68 Optimized 3-14 Outline 3-84 Overlapping regions 1-12 P Page break 3-87 Page design guidelines C-1 Page Icon 1-29 Page menu 3-86 Page numbers 3-43 Page setup 3-7 Margins 3-10 Paper type 3-8 Paragraph indent 3-10 Text columns 3-9 Index 9 _________________________________________________________________ Page View Icon 1-23 Paper type 3-8 Paragraph indent 1-33, 3-10 Paste 3-21 Pasting a region 3-21 Pasting text 3-21 Paste formula 3-54 Paste page 3-91 Pen 1-26 Customizing 3-39 Pen thickness 3-39 Pen type 3-40 Pie chart 3-61 Plain 3-84 PMT 3-57 Point size 3-85 Previous record arrow 1-31 Print 3-11 Mail merge 3-13 Merge record file 3-13 Number of copies 3-12 Optimized printing 3-14 Path of the document 3-13 Print pages 3-13 Problems printing 3-15 Word wrap 3-14 WYSIWYG printing 3-14 Print pages 3-13 Printing 2-59 Usable area of the page 1-24 Index 10 _________________________________________________________________ Printing a file 2-36, 3-11 PV 3-58 Q Quit 3-18 R Re-draw 1-5 README.WF 1-2 Record file 1-30, 3-65 Adding records 2-45, 3-70 Changing a record 3-73 Closing a record file 3-69 Creating 2-38, 3-66 Creating a subset record file 3-69, 3-76 Deleting a record 3-75 Opening 2-57, 3-68 Sorting 3-79 Viewing record file information 3-80 Record Icons 1-30 Record menu 3-64 Records Adding 2-45 Recovering from a mistake 3-19 Reduced view 1-23, 2-19 Reference bar 1-21 Region Activating 1-21 Aligning regions horizontally 3-33 Aligning regions vertically 3-32 Copying 1-19, 2-15 Creating a fixed calc region 2-26 Creating a graph region 2-29 Creation 1-12, 1-14, 1-16 Framing 3-40 Manipulation 1-17 Moving 1-17, 2-13 Index 11 _________________________________________________________________ Moving a group of regions 1-19 Overlap 1-12 Removing 1-29, 2-16 Removing the boundary 3-31 Resizing 2-16 Sizing 1-20 Spacing regions horizontally 3-37 Titles 1-21 Turning off boundaries 2-35 Region manipulation 1-17 Regions Removing pictures 3-64 Spacing regions vertically 3-34 Relocating the input cursor 1-7 Removing header 3-43 Removing a region 1-29, 2-16 Repeating the replace 3-30 Repeating the search 3-27 Replace 3-27 Replace same 3-30 Resizing a region 2-16 Revert to saved 3-7 RND 3-58 Rotating a line 1-28 Ruler Changing the units 3-92 Removing the rulers 3-31 Rulers 1-31 S Save 3-6 Save as 3-6 Save selections 3-69 Save setup 3-18 Saving a file 2-35 Screen 1-5 Index 12 _________________________________________________________________ Screen re-draw 1-5 Scroll bars 1-34, 2-25 Moving quickly 1-35 Scrolling a little 1-35 SDV 3-59 Select record 3-76 Selecting Command 1-9 Text 1-7 Setup pen 3-39 Setup region 3-47 Show clipboard 3-30 Size boxes 1-20 Sizing a region 1-20 SLM804 printer 3-8 Snap to grid 3-32 Sort 3-79 Sorting a record file 3-79 Spacing horizontal 3-37 Spacing vertical 3-34 Spacing 3-95, 3-96 SQR 3-59 SQRT 3-59 Start find 3-26 Style Specifying a style for a region 3-84 Specifying a style for selected text 3-85 Style menu 3-84 Subscript 3-84 Index 13 _________________________________________________________________ Superscript 3-84 Symbol 3-51 System requirements 1-1 T T-Bar 1-18 Tab marker 1-33 Tabs 1-33 Creating 2-23 Moving 1-34 Removing 1-34 Setting 1-34 Target document 2-37, 2-38, 2-49, 3-65 Template files 1-2 Text Entering 1-6 Selecting 1-7 Text columns 3-9 Text cursor 1-7 Text file 3-16 Importing 2-21 Title 3-48, 3-50, 3-60 Title icon 1-21 Turning off region boundaries 2-35 Tutorial Advanced tutorial 2-37 Basic 2-1 Intermediate 2-17 Type 3-61 U Underline 3-84 Undo 3-19 Unfloating a region 3-46 Units 3-92 Untitled document 1-11, 2-2 US Legal 3-8 Index 14 _________________________________________________________________ US Letter 3-8 Usable area of the paper 3-8 User guide Using Intro-4 V V-Axis 3-62 Vacuum Icon 1-29 W Whole word/Partial word 3-24 Word wrap 2-4, 3-14 Wordflair screen 1-5 Write Icon 1-11 Write region 1-11 Write region setup 3-47 Alignment 3-49 Line spacing 3-49 Title 3-48 WYSIWYG 3-14 Index 15 _________________________________________________________________ GDOS INSTALLATION PROGRAM TABLE OF CONTENTS CHAPTER 1: INTRODUCTION System Components 1 Applications Using GDOS 1 Notes and Warnings 2 Using this Manual 2 CHAPTER 2: GDOS INSTALLATION The Install Procedure 3 CHAPTER 3: MODIFYING YOUR GDOS SETUP Changing Device Drivers 7 Specialized Drivers 7 Adding Device Drivers 8 Removing Device Drivers 10 Changing Fonts 11 Adding Fonts 11 Removing Fonts 12 Installing GDOS Changes 13 New GDOS System Folder 13 New GDOS.PRG 14 APPENDIX A: GDOS ERROR MESSAGES 17 APPENDIX B: WHAT GDOS INSTALLS 19 APPENDIX C: GDOS FONT FILES 21 _________________________________________________________________ CHAPTER 1: INTRODUCTION Are you ready for the excitement of eye-catching type and graphics to emphasize written presentations? Then welcome to Atari GDOS, the program that enables the Atari ST and MEGA computers to use graphic printing devices and custom fonts. The GDOS installation program installs GDOS (Graphic Device Operating System) on a floppy or hard disk. Once you install GDOS, you can use any of the available fonts in your document. The screen displays text in those same fonts and prints to any GDOS-compatible printer which uses the same fonts. NOTE: GDOS-compatible printers include both the Atari SMM804 (dot-matrix) and SLM804 (laser) printers, and Epson dot-matrix or compatibles. Daisy-wheel printers are not GDOS compatible. SYSTEM COMPONENTS To use GDOS, your Atari computer system must include the following: * Two Atari disk drives (may include one hard drive) * Atari GDOS compatible printer. Set up your computer system by following the instructions in the manuals supplied with your hardware. Before using GDOS, you should have a good working knowledge of your Atari computer. APPLICATIONS USING GDOS After you install GDOS, any application able to use GDOS will display and print documents using the GDOS fonts. The application uses the drivers and fonts you install in the GDOS system folder. Refer to the manual supplied with your application software for any special information about using GDOS. Page 1 _________________________________________________________________ USING THIS MANUAL The information in this manual describes installing GDOS on your system for the first time. The manual also describes changing that installation to add or remove fonts or printers. If installing GDOS for the first time, read Chapters 1 and 2. If you wish to add or remove fonts or printers, read Chapter 3. If you receive an error message during GDOS installation, or you want advanced information about GDOS or the fonts, read the Appendixes. Chapter 1: Introduction identifies the computer system you will need when installing GDOS. Chapter 2: GDOS installation explains how to install GDOS for the first time. Chapter 3: Modifying Your GDOS Setup explains how to use the GDOS installation program to add or remove fonts and printer drivers. Appendix A: GDOS Error Messages explains the error messages you might receive from GDOS. Appendix B: What GDOS Installs describes the changes of files which GDOS adds to your floppy or hard disk. Appendix C: GDOS Font Files identifies the font files GDOS adds to your floppy or hard disk. Page 2 _________________________________________________________________ CHAPTER 2: GDOS INSTALLATION The GDOS installation program is designed for easy use. This chapter describes the initial installation of GDOS. THE INSTALL PROCEDURE To install GDOS on your boot disk, whether a floppy or a hard disk logical drive. If you will be installing GDOS on a floppy disk, remember to format a floppy disk before you begin the installation. Then follow these steps. 1. Insert the GDOS disk in drive B and display a directory window for the GDOS disk. 2. Double-click on INSTALL.PRG. The INSTALL.PRG desktop and GDOS installation program dialog box appear. 3. Select the type of disk on which you want GDOS installed. Click on either Floppy or Hard Disk, highlighting your selection. Then click on OK. The First Time GDOS Installa- tion dialog box displays. NOTE: If the installation program finds GDOS already installed on the floppy or hard disk, then the installation program desktop appears. You can then change the existing GDOS setup. (See Modifying Your GDOS Setup.) Page 3 _________________________________________________________________ 4. Click on OK. The GDOS System Folder dialog box appears. 5. Click on and highlight the drive letter where you want the GDOS system folder installed. Then click on OK. NOTE: The ASSIGN.SYS file records this drive location. Select any available (bold lettered) drive. Application programs will then look for GDOS drivers and fonts on the drive you select. 6. Depending upon whether you are installing GDOS on a floppy disk or hard disk, proceed as follows: If you are installing GDOS on a floppy disk, the installation program requests a newly formatted disk. Insert a formatted disk in drive A and click on OK. OR If you are installing GDOS on a hard disk, the installation program begins the installation process. NOTE: A dialog box displays the installation process as it progresses. The installation adds drivers, fonts, a GDOS.SYS folder, GDOS.PRG to the AUTO folder, and an ASSIGN.SYS file to the floppy disk or hard disk. Page 4 _________________________________________________________________ 7. Depending on whether you are installing GDOS on a floppy disk or a hard disk, the installation finishes as follows: If your system boots from a floppy drive, a System Reboot dialog box appears and asks you to insert your boot disk. Insert the disk, then click on OK to reboot your system. OR If your system boots from a hard disk, no message appears. The system automatically reboots. Page 5 _________________________________________________________________ THIS PAGE BLANK Page 6 _________________________________________________________________ CHAPTER 3: MODIFYING YOUR GDOS SETUP When you add a different monitor, a new printer, or extra fonts, you need to change your GDOS setup. You do not need to install GDOS again. Instead, start INSTALL.PRG, then add or remove the new device drivers and fonts from the GDOS setup. After you add or remove device drivers and fonts, you must request that INSTALL.PRG update the ASSIGN.SYS file. CHANGING DEVICE DRIVERS Each graphic device must have its own GDOS device driver (a .SYS file) installed before displaying or printing images. The device menu groups graphic devices as Low Resolution, Medium Resolution, and High Resolution for monitors; Printer; and Metafiles. SPECIALIZED DRIVERS GDOS supports six general groups of device drivers as follows: * monitors * metafiles * plotters * cameras * printers * tablets Whenever you add or remove a device from your computer system, you must also add or remove the specific driver for that device (a .SYS file) and the special fonts from the ASSIGN.SYS file.Each driver directs the graphics for that specific device. (See Adding Device Drivers and Removing Device Drivers below). Page 7 _________________________________________________________________ ADDING DEVICE DRIVERS When you add a new printer or other device to your computer system, you must use GDOS to add a new device driver. The device driver allows the system, through GDOS, to access the new device's features. To add a new device driver and its fonts, proceed as follows: 1. Begin the GDOS installation program. Double-click on INSTALL.PRG. 2. Insert the disk containing the new device's .SYS driver file in a floppy disk drive. Insert the floppy disk in drive B if you have two floppy disk drives. 3. Select the appropriate driver option (Low, Medium, High Resolution, Printer, or Metafiles) from the Device menu. The installation program opens two windows: The left window lists the available new fonts which you can add. The right window lists the currently installed driver and fonts. Page 8 _________________________________________________________________ 4. To add the device driver, click on the Options menu. An item selector dialog box lists the device driver .SYS files contained in the folder. NOTE: If your device driver files are not in the default location, then change the directory path by clicking on Find Drivers on the Option menu. 5. To add the new device driver, double-click on the device driver filename shown in the Item Selector dialog box. The Item Selector dialog box disappears and the new device driver's filename appears in the right window and the fonts available appear in the left window. 6. Select the New Drivers/Fonts option from the Install menu. 7. Now finalize the changes to your GDOS setup by selecting the New ASSIGN.SYS option from the Install menu. GDOS changes your computer's ASSIGN.SYS file, then reboots your system. WARNING: When adding several new device drivers, you must add the drivers and fonts, then update the installation for each driver before trying to install the next device driver. Page 9 _________________________________________________________________ REMOVING DEVICE DRIVERS To remove device drivers and their respective font files either temporarily or permanently from your GDOS setup, proceed as follows: 1. Begin the GDOS installation program. Double-click on INSTALL.PRG 2. Select the appropriate driver option (Low Res, Medium Res, High Res, Printer, or Metafiles) from the Device menu. The installation program opens two windows. The left window lists fonts available for a specific device driver. The right window lists the currently installed driver and fonts. 3. Select the Remove Driver Option from the Options menu. 4. You can remove the device driver temporarily or permanently. Select one of the following procedures: Temporarily remove the device driver from the ASSIGN.SYS file, while leaving the driver in the GDOS.SYS folder. Leaving the driver in the GDOS.SYS folder allows you to install that driver again later more quickly and easily. OR Remove the device driver from both the ASSIGN.SYS file and the GDOS.SYS folder. Click on the Remove Fonts? option in the dialog box, then click on OK. Page 10 _________________________________________________________________ NOTE: Disks offer a limited amount of storage space. When adding new fonts, remove files you no longer need. Removing those files leaves space on a disk for the new fonts. 5. Now finalize the changes to your GDOS setup or selecting the New ASSIGN.SYS option from the Install menu. GDOS install changes your computer's ASSIGN.SYS file, then reboots your system. CHANGING FONTS Each graphic device must have its own GDOS fonts (a .FNT file) installed before displaying or printing images. The Device menu groups graphics devices as Low Res, Medium Res, and High Res for monitors; Printer; and, Meta. ADDING FONTS You can add new or additional fonts for a device to your computer system. The GDOS installation program adds the font files to the ASSIGN.SYS file, identifying the location of the fonts. To add new or additional fonts, proceed as follows: 1. Begin the GDOS installation program. Double-click on INSTALL.PRG. 2. Insert the disk containing the new or additional fonts in a floppy disk drive. Insert the floppy disk in drive B if you have a two drive system. 3. Select the appropriate driver option from the Device menu for which you wish to add new or additional fonts. The installation program opens two windows. The left window lists available new fonts which you can add. The right window lists the currently installed driver and fonts. Page 11 _________________________________________________________________ 4. To add new or additional fonts, click on the options menu. An Item Selector dialog box displays listing the fonts (.FNT file(s)) contained in the folder. NOTE: If your font files are not in the default location, then change the directory path by clicking on Find Fonts on the Option menu. 5. To add new or additional fonts, select one of the following procedures: Move the mouse pointer into the active window, then click on and highlight the fonts you wish to transfer. If you wish to transfer several font files use either the Shift-Click or rubber band method of selecting and highlighting more than one font file. Then drag the highlighted font files from the active window to the root window. OR Select the Merge Fonts option from the Options menu to combine the new fonts with existing fonts. 6. Now finalize the changes to your GDOS setup. Select the New ASSIGN.SYS option from the Install menu. GDOS install changes your computer's ASSIGN.SYS file, then reboots your system. REMOVING FONTS To remove font files for a device from your GDOS setup, either temporarily or permanently, proceed as follows: 1. Start the GDOS installation program. Double-click on INSTALL.PRG. 2. Select the driver for which you wish to remove fonts from the Device menu. The install program opens two windows. The left window lists fonts available for a specific device driver. The right window lists the currently installed driver and fonts. Page 12 _________________________________________________________________ 3. You can remove the fonts temporarily or permanently. Select the Remove Fonts option from the Options menu, then use one of the following procedures: Temporarily remove the fonts from the ASSIGN.SYS file, while leaving the driver in the GDOS.SYS folder. Leave the Remove Fonts? box checked in the dialog box. Click on OK. Leaving the fonts in the GDOS.SYS folder allows you to install those fonts again later. OR Remove the fonts permanently from both the ASSIGN.SYS and GDOS.SYS folder. Click on the Remove Fonts? box in the dialog box, then click on OK. NOTE: You can also permanently remove the fonts by selecting the font files and dragging those files to the Trash Can Icon. 5. Now finalize the changes to your GDOS setup. Select the New ASSIGN.SYS option from the Install menu. GDOS install changes your computer's ASSIGN.SYS file, then reboots your system. INSTALLING GDOS CHANGES Whenever you add or remove drivers or fonts from your GDOS setup you must use the New ASSIGN.SYS option from the Install menu. There are other occasions when you will use the options from the Install menu to move or add a new GDOS.SYS file. NEW GDOS SYSTEM FOLDER The GDOS system folder (GDOS.SYS) contains all your device driver and font files. The GDOS installation program creates the folder during the initial setup. If you wish to move the GDOS.SYS folder, use the following procedure: 1. Begin the GDOS installation program. Double-click on INSTALL.PRG. Page 13 _________________________________________________________________ 2. Select the GDOS System Folder option on the Install menu. The GDOS System Folder dialog box displays. The program highlights the dialog box drive letter which now holds the GDOS.SYS folder. Click on the drive A through F, onto which you wish to move the GDOS.SYS folder. Then click on OK. An alert dialog box appears reminding you that moving the GDOS.SYS folder means reinstalling all drivers and fonts. Select OK. 3. Now reinstall all device drivers and fonts into the new GDOS.SYS folder. WARNING: When adding several new device drivers, you must add the driver and fonts, then update the installation for each driver before trying to install the next driver. 4. To finalize the changes to your GDOS setup, select the New ASSIGN.SYS option from the Install menu. GDOS Install changes your computer's ASSIGN.SYS file, then reboots your system. NEW GDOS.PRG This option writes a new copy of the GDOS.PRG file to the AUTO folder of your boot disk. Use this option when you install the GDOS.PRG file to a new boot disk or if you receive an upgrade version of the GDOS.PRG file. If you have a damaged GDOS.PRG file, you can also use this option to create a new version of the GDOS.PRG file. To add a new GDOS.PRG file, use the following procedure: 1. Begin the GDOS installation program. Double-click on INSTALL.PRG. Page 14 _________________________________________________________________ 2. Select the New GDOS.PRG option from the Install menu. An Item Selector dialog box displays, showing the .PRG files on the disk. Double-click on the GDOS.PRG file. The installation program option writes the new GDOS.PRG to the AUTO folder of the drive you selected, replacing the old GDOS.PRG file. NOTE: If the GDOS.PRG file is not listed in the Item Selector box, you must change the directory path. Click on the directory line. Erase the directory path and type in a new path. Update the Item Selector's dialog box's file list by clicking on the scroll bar. Page 15 _________________________________________________________________ THIS PAGE BLANK Page 16 _________________________________________________________________ APPENDIX A: GDOS ERROR MESSAGES Your system may display a GDOS error message when switched on. This appendix lists these messages and explains how to correct the errors. * Illegal workstation ID in ASSIGN.SYS file. * Partial record found in the ASSIGN.SYS file. * Drive specification not allowed in ASSIGN.SYS file. * Invalid filename found in ASSIGN.SYS file. * Attempt to read ASSIGN.SYS failed. The above error messages indicate an invalid file entry or a bad ASSIGN.SYS file. To correct the error, delete the GDOS.SYS folder, and the ASSIGN.SYS and GDOS.PRG files. Then reinstall GDOS. * Insufficient memory. Your system does not have enough Random Access Memory (RAM) to install GDOS. Free some memory by disabling one or more desk accessories as shown in your ST or MEGA computer manual. Then reboot. * Corrupt driver file. Warns of a bad printer or meta driver (.SYS) file in the GDOS.SYS folder. Copy a new printer or meta .SYS file to the GDOS.SYS folder. Then reboot. * Atari GDOS ver. X.X not installed. The GDOS program cannot complete installation. See the reasons for the error messages above for possible reasons why GDOS failed to install. Page 17 _________________________________________________________________ THIS PAGE BLANK Page 18 _________________________________________________________________ APPENDIX B: WHAT GDOS INSTALLS The GDOS installation program adds specific device drivers and fonts which your system uses to display, print, and create metafiles. Installing GDOS adds the following new folders and files to your system: * AUTO Folder Copies the GDOS.PRG from the GDOS Distribution disk to an AUTO folder. The AUTO folder is on your boot disk (floppy or hard). During startup, programs in the AUTO folder transfer to RAM. The GDOS.PRG controls use of drivers and fonts. * GDOS.SYS Folder The installation program adds all device drivers and fonts from the GDOS Distribution Disk or special printer disks into the GDOS.SYS folder. Applications which use GDOS then use the drivers and fonts. NOTE: The screen driver SCREEN.SYS is an exception. SCREEN.SYS controls the display of fonts to the screen. This screen driver is resident in ROM. You will not find SCREEN.SYS in the GDOS.SYS folder. Keep only those drivers and fonts you are now using in your GDOS.SYS folder. Remove all driver and font files which you do not now use from GDOS.SYS. Page 19 _________________________________________________________________ * ASSIGN.SYS This text file records the location of GDOS driver and font files and folders. The file begins with the drive pathway to these files. During startup, GDOS reads into RAM information from the ASSIGN.SYS file. That information remains RAM resident until you reboot with a different ASSIGN.SYS file or switch off your computer system. As you add or remove drivers and fonts, GDOS updates the ASSIGN.SYS file. A valid ASSIGN.SYS file must be in the root directory of your boot floppy disk or hard disk drive; otherwise, GDOS will not load. The ASSIGN.SYS file must be current in order for GDOS to locate installed device drivers and fonts. NOTE: The ASSIGN.SYS file contains filenames only. The GDOS.SYS folder contains the actual font and device driver files. GDOS DEVICE DRIVERS A GDOS device driver contains the program GDOS needs to print or display files to a graphic device. A graphic device can be a screen, a printer, a plotter, or a camera. Each graphic device must have its own GDOS device driver and fonts installed through GDOS and identified in the ASSIGN.SYS file to display or print GDOS images. Page 20 _________________________________________________________________ APPENDIX C: GDOS FONT FILES The GDOS font files contain the information GDOS needs to display or print characters in various fonts to specific devices. A font is a specific size and style in which text characters display or print. NOTE: GDOS is compatible with all GEM-format fonts. The fonts supplied on the GDOS Distribution Disk include the following three typefaces: * Swiss * Dutch * Typewriter Swiss and Dutch are offered in 10,12,18, and 24 point fonts. One point is 1/72 of an inch, indicating the height of a font. Swiss and Dutch are proportional fonts, meaning that the character is proportionately wider or narrower depending on its shape, for example, a lowercase i is narrower than an upercase M. Typewriter is a 10-pitch fixed font, printing 10 characters to the inch. In a fixed-pitch font, all characters are the same width regardless of their shape. A lowercase i requires the same space as an upercase M. From an application, you can use various fonts. To display the document on screen, the GDOS program will use the high, low, or medium resolution screen fonts. To print the document, the GDOS program will use the equivalent device fonts. Page 21 _________________________________________________________________ GDOS FONT FILENAMES GDOS uses the following format when naming font files: AT cc ## nn .FNT __ __ __ __ ____ | | | | | | | | | ------------- font file extension (5) | | | ------------------- font device (4) | | ------------------------ font size (3) | ----------------------------- font typeface (2) ---------------------------------- font file prefix (1) EXAMPLES: ATTR12MF.FNT Dutch, 12 point font for metafiles ATSS12.FNT Swiss, 12 point font for high and low resolution A font filename consists of up to eight characters, followed by the filename extension .FNT. GDOS uses the first eight characters to identify a font as follows: * All font filenames begin with AT. * The third and fourth character identify the typeface. GDOS uses the following name abbreviations: SS Swiss TR Dutch TP Typewriter * The fifth and sixth characters show the point size of the font. Page 22 _________________________________________________________________ * The seventh and eighth characters identify the device for which the font is designed. GDOS uses the following abbreviations: LB Atari SMM804 dot-matrix printer LS Atari SLM804 laser printer EP FX-80 printer (Epson 9-pin) SP NB15 printer MF Metafile fonts CG Color-graphics medium resolution monitor screen Blank is for high and low resolution monitor screens WARNING: Do not attempt to change the filename of a font. Altering the filename prevents GDOS from locating the font. Page 23 _________________________________________________________________ the Unicorn Software title page, the frog dancing across the screen and the flag screen, press any key to click the mouse and you will be asked, "How many disk drives do you have?" Use the mouse to point and click on either 1 or 2 and then click on OK. Next, select either History Lessons (stories, questions & answers) or Map Reading Skills and click on OK. THE ESC KEY - Pressing the ESC key at any time during a story or while the computer is awaiting an answer will permit you to exit that module and return to the Main Menu. HISTORY LESSONS MENU To return to the Main Menu from the History Lessons Picture Menu, press the ESC key. This is a picture menu featuring the following 16 stories: Top Row, Left to Right Columbus Discovers America Explorers and Colonists The Pilgrims and Thanksgiving Manhattan Island and the Dutch 2nd Row, Left to Right William Penn The Midnight Ride of Paul Revere Independence Day - July 4th George Washington 3rd Row, Left to Right Daniel Boone Lewis and Clark Our Country's Song Transportation 4th Row, Left to Right Inventions The Pioneers Abraham Lincoln and the Civil War Alaska, Hawaii, and Our Future Use the arrow icon to point to the story of your choice and click. The story's title will then appear on the bottom of the screen. Click again to select that story. Use the mouse to select the activity you wish and click on OK when ready. If you have one disk drive, follow the on-screen instructions for swapping disks. - 1 - READING THE STORY THE WORD LISTS Each story's word list can be accessed by pressing the "W" key at any time during the story. These are the words that young readers might have trouble reading or have difficulty understanding. Parents or teachers may wish to introduce and discuss these words with their children or students. PEOPLE AND PLACES WORD LIST A list of all famous people and geographical places mentioned in the stories can be accessed at any time while reading a story by pressing the "P" key. Parents and teachers may wish to discuss these names with the children and help them with pronunciation. THE STORY To proceed from screen to screen, simply press any key or click the mouse. After each story you will be given the option of either returning to the Main Menu or answering questions. Follow the on-screen instructions to indicate your choice. QUESTIONS AND ANSWERS Select the number of players and click on OK. Next, type each player's name and press Return. Select either Reading Skills or Vocabulary Building and click on OK. Reading questions are based on the story that was just read. Vocabulary questions are based on each story's word list and also cover the concepts of alphabetical order, analogies, rhyming and meaning in context. DIRECTIONS FOR ANSWERING QUESTIONS Use the mouse to move the arrow icon and Abe Lincoln's arm to the answer you choose and click. Click again to register your answer. Remember, first you click to move the arm to the answer you want and then click again. NOTE: If you hold down the mouse button long enough, clicking only once will move the arm and register your answer at the same time. We suggest you lightly click on the mouse so you may change your answer by moving Lincoln's arm before the answer is registered. Incorrect answers will be shown the correct response by the correct answer being highlighted in blue. Press any key or click the mouse to stop the flashing. Click to continue to the next question. After a set of 10 questions or if you've pressed the ESC key you will be asked to play again. Type "Y" or "N" accordingly. If you answered "NO", the score will be shown. Press any key or click the mouse to return to the Picture Menu. MAP READING SKILLS Remember, if you wish to enter the Map Reading Skills exercises from the History Lessons Picture Menu, press the ESC key. Single disk drive users, follow the on-screen directions for swapping disks. Please not that pressing the ESC key will permit you to quit the current activity and return to the Main Menu. Use the mouse to point and click on OK to select the activity of your choice. THE THIRTEEN COLONIES Choose Look and Learn to learn the names of each of the 13 colonies. Press any key or click the mouse to cycle through the different colonies. The colony will be highlighted in white as its name appears on the bottom of the screen. Press ESC to return to the Thirteen Colonies Submenu. Choose Colony Names to take the quiz. The computer will highlight a colony in white. You must type the colony name and press Return. Use the Backspace Key to to change your answer. If your answer is incorrect, the - 2 - correct answer will be displayed. Press any key or click the mouse to continue. Five questions will be asked before the score is displayed. Press any key or click the mouse to continue on from the score screen. Press ESC to return to the Map Reading Skills Main Menu, and ESC once again to return to the All About America Menu. AMERICA BEFORE THE CIVIL WAR Select either Look and Learn, State Names or Postal Codes and click on OK to proceed. LOOK AND LEARN In this activity, you must select whether you wish to learn state names, state capitals or postal codes. Use any key or click the mouse to cycle through the different states. As the state is highlighted in white its name, capital or abbreviation will be displayed at the bottom of the screen. Press ESC to quit and return to the America Before the Civil War Submenu. Pressing ESC again will return you to the Map Reading Skills Menu and pressing ESC a third time will return you to the All About America Menu. STATE NAMES AND POSTAL CODES Select the number of players, enter their names and press Return. Type the name of the state or postal code that is highlighted in white and press Return. Use the Backspace Key to change your answer. If the answer is correct, the next question will be given. If the answer is incorrect, the correct answer will be displayed. Press any key or click the mouse to continue. Questions will be presented in sets of 5. Once the score is displayed, press any key or click the mouse to continue. Pressing the ESC key will permit you to escape back to the prior menu. THE UNITED STATES Look and Learn, State Names and Postal Codes. Follow the directions as detailed above. STATE CAPITALS Type the name of the capital of the state that is highlighted in white and named at the bottom of the screen. Press Return after each answer. Press any key or click the mouse to proceed after an incorrect answer, and to return from the score screen. Questions are presented in sets of 5. COMPASS DIRECTIONS Select the number of players, enter their names and press Return. A sentence with a word missing will appear on the top of the screen. That sentence can be properly completed by a direction; north, south, east or west. USE THE MOUSE'S ARROW ICON TO CLICK ON THE COMPASS DIRECTION, WHICH IS LOCATED ON THE RIGHT OF THE SCREEN, THAT CORRECTLY COMPLETES THE SENTENCE. Click once to select your direction so it will appear on the bottom of the screen next to "answer". Click again to register your answer. Click or press any key to proceed to the next question after an incorrect answer. Press ESC as before to return to the menu of your choice. - 3 - WORD LIST COLUMBUS DISCOVERS AMERICA believed everyone really traveling celebrate jewels riches trying discovered money sailor world earth people spices enough reached thought EXPLORERS & COLONISTS because difficult raise taught beginning explorers realized tobacco build money riches world colonists ocean settle THE PILGRIMS & THANKSGIVING another feast religious Thanksgiving belong freedom riches turkeys captain galore search vegetable church gardens settled women colony gathered several worship everyone reason special families region taught MANHATTAN ISLAND & THE DUTCH bought dollars paved wooden carried exchange returned worth cities fur supplies cobblestones furniture trader colonists island tulips WILLIAM PENN brotherly colonies fought built colony peace capital enough religious THE MIDNIGHT RIDE OF PAUL REVERE arrived freedom order though bought hidden patriot unfair capture laws revolution vowed decided midnight revolutionary fighting obey soldiers INDEPENDENCE DAY against created general successfully army decided independence united birthday declaration organizing writing celebrate equal patriots colonies fight soldiers GEORGE WASHINGTON camped elected independence promised colonies fighting people soldiers declaration force president DANIEL BOONE areas colonists gunfights traveled cabin fruits pioneers vegetables - 4 - LEWIS & CLARK continued during huge several diary explorers purchase village doubled OUR COUNTRY'S SONG another bothering kidnapped sailors attach disappeared morning terrible awful fought navy upset battles history published written TRANSPORTATION different folly inventor oars ditch governor laughed railroads engine invented locomotive stretched enormous INVENTIONS alphabet dashes invented sewing brought different machines telegraph combinations easier messages telephone communicate factories quickly wheat connecting gin reaper wires cotton PIONEERS campfires discovered pioneers thought circle fertile populated vegetables coast fruits reached wagons decided ABE LINCOLN & THE CIVIL WAR arguing cotton general tobacco believe decided president union civil fields slavery confederate freedom surrendered ALASKA, HAWAII & OUR FUTURE astronauts harbor limited satellites countries information modern scientists donated islands people special expldeep-cover operative of the Federated Worlds Special Forces (FWSF). As such, you have a responsibility to immediately respond to official communications and orders. In addition, you must maintain your Agora class spacecraft in a state of combat readiness. The FWSF headquarters are located underneath the Vromus Prime starport. To enter the headquarters, type "Say Name" inside the transactions booth. Typically, missions will be given to you via coded vidcomm messaham Bell France Oregon America Francis Scot Key Pacific Ocean Amerigo Vespucci George Washington Paul Revere Amsterdam Germany Pennsylvania Atlantic Ocean Great Lakes Philadelphia Baltimore Hawaii Pilgrims Benjamin Franklin Holland Plymouth Boonesboro Hudson River Poland Boston Indians Quakers California Indies Robert E. Lee China Ireland Robert Fulton Clermont Italy Rocky Mountains Columbus Jamestown Russia Concord Japan Sacajawea Continental Congress John Smith Samuel Morse Cyrus McCormick Kentucky Spanish Daniel Boone Lake Erie Thomas Jefferson DeWitt Clinton Louisiana Ulysses S. Grant Dutch Manhattan United States East Indies Maryland Valley Forge Eli Whitney Massachusettes Virginia Elias Howe Merriweather Lewis William Clark Emancipation Proclamation Minuteman William Penn England Mississippi Yorktown Englishmen Mississippi River Erie Canal Mount Vernon Ireland Robert Fulton Clermont Italy Rocky Mountains Columbus Jamestown Russia Concord Japan Sacajawea Continental Congress John Smith Samuel Morse Cyrus McCormick Kentucky Spanish Daniel Boone Lake Erie Thomas Jef SOFTWARE presents yet another DR J Doc A-Calc Instructions Notes: Capacity is 512 cells high by 256 wide Open a cell point mouse and click to highlight it, enter info ( edit window ) you can drag it elsewhere, or you can double click if your in the correct area! 3 types of DATA can be entered, use TAB key to select, to enter data press RETURN and puts data to current cell, SHIFT ARROW to move data to another cell. EDITING KEYS: CURSOR KEYS unshifted, move through text UNDO retrives original data CLR/HOME moves the cursor to the start of data in the edit window. INSERT moves the cursor to the end of data in the edit window. BACKSPACE deletes the character behind the cursor DELETE deletes the character in front of the cursor ESC clears the edit window ARTHIMETIC within EDIT * multiply / divide + plus - subtract MAX(A1,A3) Maximum of the range of cell. R.. 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([CѯP D_=$x\c`BHDhB@5s@!{"?w}zjL"6z#* !+gCx+=xDhrub/ -Ilk[8U:(Vf(J?@53@!x?(oC1-BH@!]7Cf? l;_w=ݵ&~-zH?y*G#z#I2Fpg*D|F(߫3`z @ x^@N VG.~#Fp ZH#$65=3_zv gړ?@w  GψP=pp*@!5#{|=3VP=tN#(gCp!*<?=?|CBJDI!8DV/=WzH?xC{!DA??R@!腲Gn=CM>z{ |ʏ_@ x:@P^#UD>T`JX(/?tZHx!{ {}C|Ǘm${e\~U`{7X5> C~=ưH?$z! տ@y!1e PC?=tX>x??PrH|)$MDN<x=ս~S |dϯ@!uϻDf`¢=7vX7vO IH@{~ uq@?!cKB[`?A <GUT?|BHDb?,fNGc+?ƈ{_<?n{~!0@zw bc=Ww@?<yRB GrCG?uj:?at[!鸀c_qc=uoc1%c>~ mɟ`_%Bar>TR n_ z FIaG8+ޣԤrAejS/GQ*ѴQR8[@1-~ ,S _gbo-0$ M!(lX %cR)JXS[|5-AnXOfR|5/AllK1 W= AbRbmE1Q qv,$q$Vv*lH5 I ѴG5;E)-Ah[)V ŝ<14!Qǫ}G*ؒ }b da~QF` .Դ@Z<=kh$crX,Af,Y!S X'ih]>1AiͽF^?E$Fᅂ$*x D1-&=j #'cHT$>,Al3oEfl!UODzHYd"q$*3W8΍Tz5C,Ś%2 +WDؔ~1x-A2Fē*LuXcb D,A:6P*Lb27,q$$BYTm%FE*LBWĽ`U IQ4\z30IRbtf*-q-$YTdm%F>T1ĸeRf0P& @,q&ʤ#0Nm*LB-  [䃄{_zH- ^)E1$QMx(K#X$80Y$mK^KQ;$'԰YBX,^ BZ vH-OvAg؋`SeX#O/S$q/EzE!k$1VLUhzq(?#J&/KMO!():7Mdf?Ag,Z1O?&HV LUk(?,IVcrɊv%pY$yY+[5[ؔWIQ&H#V i9h#(;SEWER SOFTWARE presents...a Dr J doc Temple of Apshai Command Sheet Movement Commands key Action 0 Rest for one turn 1-9 Move from 1 to 9 feet R Turn 90 degrees to the right L Volte-face (Turn around 180 degrees) SPACE Each press, move forward 1 foot Battel Commands Key Action A Attack T Thrust P Parry (Defense) F Fire an arrow M Fire a magic arrow Special Commands Key Action E Examine a wall for a secret door O Open door S Search for traps G Get or pick up treasures Q Query (listen) for monsters ! Speak with a monster H Heal (Apply a healing salve) Y Ylixer (Drink a healing elixer) D Drop a treasure Room description SOFTWARE presents... AUTODUEL by Origin Systems MOVEMENT: All movement in Autoduel is controlled with either a joystick or a mouse. If you are using a joystick, simply push the lever in the direction you wish to travel. Centering the joystick will cause your vehicle to coast to a stop, while pulling the joystick in the opposite direction of travel will result in a braking and eventual reverse movement. If you are using a mouse, aim the arrow in the direction you want to head in. Centering the arrow upon the car will cause it to stop. TO BEGIN PLAYING AUTODUEL: 1. Place Autoduel disk A in the disk drive and turn in the power to your computer. 2. Using the mouse, double click on AUTODUEL.PRG 3. Press any key to bypass the title page. 4. Choose whether you will be playing with 1 or 2 drives. 5. Type "3" at the first menu to create a new driver. TO STOP PLAYING AUTODUEL: 1. Press "Q" to Quit & Save the game. If you are in the Arena or on the road, the game will be saved at the last town you were in. 2. Turn the power off and on to boot another disk. NOTE: FAILURE TO USE THE QUIT COMMAND WILL RESULT IN THE LOSS OF THE CURRENT DRIVER. SAVING CHARACTERS: Characters can be saved three different ways: 1. They can be saved directly to the game disk (Disk B). 2. A formatted disk can be used to save characters when prompted at the main menu. 3. A copy of Disk B can be used to save characters for archival purposes or for the playing of simultaneous games. Special Note: As your drive grows in Prestige, special courier tasks will be offered to you through a series of clues. It is advantageous to pursue these missions whenever possible. Check for rumors at the Truck Stops and Bars for information on these special tasks. COMMAND SUMMARY: F1 or ESCAPE Pause the game on Highways and in Arenas. F2 or CTRL-S Toggle Sound on/off. F3 or CTRL-C Display Car status. F4 or CTRL-R Display Roster of all cars. F5 or CTRL-T Display Courier Tasks & Salvaged Goods in Cargo area. F6 or Q Quit & Save game. F7 or CTRL-L Display Location & Date. F8 or CTRL-D Display Driver status. G Get in/out of car. SPACEBAR Toggles through Weapons. 0 - 9 Select Active Weapon. JOYSTICK or MOUSE BUTTON Fire Active Weapon.s A1 to A3 MIN(A1,A3) Minimun of the range of cells a1 ti A3 MEAN(A1,A3) Average of the cells A1 to A3 SUM(A1,A3) Sum of all the cells in the range A1 toA3 TRIGONOMETRIC AND MATH FUNCTIONS INT() for interger ABS() for absolute ~SQRT() for square root ~ SIN() for sine ~ COS() for cosine ~ TAN() for tangent ~ASIN() for arcsine, the inverse of sine ~ACOS() for arccosine, the inverse of cosine ~ATAN() for arctangent, the inverse of tangent Functions with ~ can be toggeled locally into degrees or radinas or globally through the status menu option. MOVEMENT ( spreadsheet ) one row : mouse/click once One window : mouse click shaded area of scroll bar oand slide Fast Scroll: drag slider REPLACING AND COPYING CELLS Target area black, define block click mouse top left corner, drag outline, block turns black, to cancel click desk top. COPY ROWS & COLUMNS place the pointr on the row or column and drag to destination, release button it turns black, youare then asked for the range twice, original and destination, Valid copies are : cell to cell / cell to column / row to row / cell to row / column to column / block to block ... to copy to a destination off screen , drag cell to clipboard icon, icon will turn black, scroll spradsheet till destination area shows, drag icon to destination area. clear icon after you are done! Deleting cell/row/column , drag to trash. ALTERING : increasing width of column, pointer to lower right of header and drag it to the right, dialog box askes for info, click option desired, works to widen or narrow. BLOCK HANDELING: A block of cells is a rectangular portion of the spreadsheet, which can be copied, saved, printed ect... to create a block, select its top left corner, drag the outline to desired size, block turns black, and can be handeled as a single cell. MENUS: File,Save,Load,Save as,Merge,Print ( ascii to convert to your word pro. ) Quit, work same as a word pro... BUT... GIVE , TAKE : these options produce and use data in a format common to certain other programs,they operate in the same way as 'load' 'save' options, but produce a file with a suffix .DIF which is compatible with other spreadsheet programs using the popular DIF format! OPTIONS: Set status: ( on or off ) Protection: warning Interger : ( default is 2 decimal places or up to 5 ) Auto-calc : data is auto-recalculated when data is entered Comma on : comma 3 places before decimal point Negatives : displays negative (-234) Text backing: text or printer controls highlighted Leading and trailing characters : one or two characters such as $ or > = maybe dispalayed before all or after numerics, default is 2 spaces View : displays more cells on monitor depending on size Split : opens another window, less than 1/2 the size of the spreadsheet, 5 widows max. Recalc : recalculates entire spreadsheet Search : finds string , numeric cannot be located Goto : this relocates the target cell at the top left , default is cell a0000 Clear : erases the entire spreadsheet Local : status accessing local cell menu, click twice ( slowly, not a double click on a occupied cell or on a block r : ( default is 2 decimal places or up to 5 ) Auto-calc : data is auto-recalculated when data is entered Comma on : comma 3 places before decimal point Negatives : displays negative (-234) Text backing: text or printer controls highlighted Leading and trailing characters : one or two characters such as $ or > = maybe dispalayed before all or after numerics, default is 2 spaces View : displays more cells on monitor depending on size Split : opens another window, less than 1/2 the size of the spreadsheet, 5 widows max. Recalc : r PROUDLY PRESENT ANOTHER DOC BY THE SCRIBE *** BERMUDA RACE II *** LOG OF THE " " CAPTAIN : : ( SEED = DIFFICULTY = DATE = ) ------------------------------------------------------------------------ ABBREVIATIONS USED W.D. = Wind direction W.S. = Wind speed R.A. = Relative Angle L.A. = Luff Angle SAIL = sq. ft. used CBRD = Centerboard position HEAD = Ship heading SPEED = Ship speed DIST = distance to go TIME = Time at sea ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | W.D. | W.S. | R.A. | L.A. | SAIL | CBRD | HEAD | SPEED | DIST | TIME | |======|======|======|======|======|======|======|=======|======|======| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| | | | | | | | | | | | |------|------|------|------|------|------|------|-------|------|------| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~The Scribe BERMUDA RACE II * notes * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WINDSPEED VS MAX. SAIL AREA WINDSPEED VS LUFF ANGLE (knots) (sq. ft.) (knots) (degrees) --------------------------- ----------------------- up to 33 2500 30 33 37 2000 40 36 44 1500 50 40 51 1000 60 46 69 500 Luff angles assume that sail 89 250 area is reduced at higher windspeeds and that the centerboard is full down. WINDSPEED VS BOATSPEED BOATSPEED VS RELATIVE WIND (knots) (knots) (knots) (degrees) ---------------------- -------------------------- 5 4.7 8.5 33 10 8.9 10.2 45 15 11.6 11.8 60 20 14.0 13.2 90 30 15.4 12.1 130 40 12.0 9.3 180 50 9.3 These boatspeeds are for a 70 4.1 true winspeed of 20 knots. With maximum sail area set and centerboard in the full down position. ~~The Scribe *** BERMUDA RACE II *** *** LIST OF RACES *** | SHIP | CAPTAIN | DATE | SEED | DIF. | TIME | |================|===============|======|======|======|==========| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| ~~The Scribe | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | | | | | | | |----------------|---------------|------|------|------|----------| | PROUDLY PRESENT ANOTHER DOC BY DR J BOULDER DASH CONSTRUCTION KIT BY EPYX Thanks to Dr J of the USA! OBJECTIVE: You have two objectives in Boulder Dash Construction Kit. You can either play the pre-saved game provided on the program disk, or construct your own games with the Construction Kit. If you play the pre-saved game, your objective in Boulder Dash Construction Kit is to search through different caves to find as many diamonds as possible. You must rely on strategy and planning to guide you through each cave. With quick reflexes and careful moves you can avoid different obstacles and enemy creatures. You have a limited amount of time to mine each cave, and each cave has a limit to the number of diamonds you can mine. GETTING STARTED: -> Plug your joystick into Port #2. If you are playing with two joysticks, remove the mouse cable and insert the second joystick. (Note: For construction you need to use your Mouse.) -> Insert the Boulder Dash Construction Kit disk into drive A. -> Turn ON the computer and double click on the file named LOADER.TOS. MAKE YOUR SELECTIONS: After the game is loaded, you will have a set of choices to make. First you must choose between using the Boulder Dash Construction Kit (to create/ edit your own mazes), or the Boulder Dash Game Module (to play the pre- saved game.) Follow the directions on screen to make your selection. Note: If you are unfamiliar with Boulder Dash games, it is a good idea to start out in the Game Module mode. You will become familiar with the different objects and moving creatures and how they work. You can then create your own caves exactly as you like! After loading the game, make your selections for the following options. To play the pre-saved game, type GAME1 and press RETURN. choose the number of players (1 or 2) by moving the joystick LEFT. Choose the number of joysticks (1 or 2) by moving the joystick RIGHT. When GAME1 is loaded, choose which cave or intermission you want to play by moving the joystick UP or DOWN. (There are 12 caves and 3 intermissions. Caves scroll to be 4 screens large. Intermissions are single screens, and allow you to earn bonus points.) When the number of your choice is highlighted, press the FIRE BUTTON and the game will begin. When playing the game, you can pause it at any point by pressing the SPACEBAR. Restart the game by pressing the SPACEBAR again. Move Rockford up, down, left, and right by moving the joystick UP, DOWN, LEFT, and RIGHT. Push a boulder or pull a diamond without moving Rockford by holding the FIRE BUTTON and moving the joystick LEFT or RIGHT. To dig dirt without moving Rockford, hold the FIRE BUTTON and move the joystick UP, DOWN, LEFT, or RIGHT. If Rockford gets stuck in a position with no way out, press ESC to go to the next Rockford in the same screen. MINING A CAVE: In each cave you will find different obstacles and enemy creatures you will need to avoid or trap while mining for or creating diamonds. See Appendix A for a list and description of each obstacle and creature. SCORING INFORMATION: You will start with 3 lives, but will earn an extra life with every 500 points you earn. At the top of the screen is a bar with numbers. The numbers stand for the following information (left to right): -> The number of diamonds you are required to mine in the current cave in order to exit. -> The value of each single diamond. -> The number of diamonds you have collected so far. -> The time you have remaining to complete the cave. -> The total points you have accumulated. Earn points for: -> Each diamond you collect. -> Every second you have left on the timer when you exit the caves. -> Every diamond you you collect above the minimum number of diamonds required to exit (bonus points). CONSTRUCT A GAME: From the first menu screen, select the Boulder Dash Construction Kit Mode (#1). You will be given the following choices: -> EDIT AN EXISTING SCREEN: Edit a game that is already created and saved to disk. -> CREATE A NEW CAVE: Construct your own cave from scratch. -> CREATE A NEW INTERMISSION: Create a single-screen cave that can later be inserted between regular caves. You will then have a palette available to you from which you can select items to create a cave or intermission. The objects along the side of the palette contain the elements and obstacles that appear in Boulder Dash Game Module. You will use the items in the palette to construct your own caves and intermissions. With the Construction Kit, you can create games as wild as your imagination. A game can be as long or as short as you like. Remember, when you are constructing your games that caves scroll to be 4 screens large. You can see all 4 screens at the same time by using the FULL SCREEN function (press F). Intermissions are single screens used for bonus points. Construct your games, cave by cave, saving each cave as you create it. Use boulders, growing walls, butterflies, amoeba's, and other items to add risk and adventure to your caves. But remember always to add an entrance, an exit, and some diamonds (or means for creating diamonds) in your caves. Appendix A gives you a list of obstacles and creatures, and a list of commands for constructing your caves. After constructing and testing each cave and intermission, you should SAVE it. You may change the sequence in which caves and intermissions are played at any time. SAVING A CAVE: -> Select the menu by pressing the M key. -> Use the mouse and/or arrow keys to select SAVE; and press LEFT mouse button. -> Type in a new filename for your cave and press RETURN. (The name you use must be unique and the computer will give it an extension automatically. If you want to use a filename that already exists on the disk, you must first delete the existing cave or intermission.) GAME SEQUENCE OPTIONS: When you are finished constructing and saving your caves and intermissions, select the work GAME from the menu. You will get the following options: NEW: Clears the game sequence. FILES: Reads the catalog of caves and intermissions from the current disk. LOAD: Loads a previously created game sequence. You must provide the name of the desired game sequence. SAVE: Saves the current game sequence on your disk. You must provide a unique name for it. EDIT: This option allows you to put all the caves you have constructed and saved into the sequence of your choice. Three columns will appear on the screen. HELPFUL HINTS: If Rockford gets in a tight spot and wants to grab a diamond or push a boulder without moving, press and hold the FIRE BUTTON, then move the joystick in the direction of the diamond or boulder. Rockford will remain in the same place, but the diamond will be pulled toward him, or the boulder will be pushed away from him into an empty space. APPENDIX A THE PALETTE: Boulders: Will fall (when not supported by dirt areas or walls) and crush items beneath them. A single boulder can be pushed left or right into empty spaces by Rockford. Diamonds: Every cave must have a certain number of diamonds. They can be created from other elements in the palette (see Butterflies). Enchanted Walls: This wall turns boulders into diamonds and diamonds into boulders. This milling process can be set to last a specified length of time when constructing or editing a cave. Walls: Use these to build paths, strongholds, and obstacles for creatures and diamonds. they can be destroyed by explosions. Titanium Walls: These are indestructible walls and nothing may be placed on the walls i.e., you can't place an exit door on a titanium wall. Growing Walls: These walls grow to fill any holes that Rockford digs at the end of the wall...which can put him in a tight spot! Extra Rockford: He doesn't move, so be sure to protect him from fireflies, butterflies, and falling boulders! Dirt: Used as a filler and to support rocks and diamonds. Rockford digs a path as he walks, but butterflies and fireflies can't go through dirt. Fireflies: They can destroy Rockford by landing on him and exploding. You can destroy them by dropping boulders on them. They always fly in a predictable direction. Butterflies: Drop a boulder on them and they explode into diamonds. Amoebas: This gooey stuff can grow through dirt, but can be contained by walls or boulders. If suffocated within walls, it will turn into diamonds. But if not contained, it will grow uncontrollably. Slime: This slimy gunk is permeable so boulders and diamonds can fall through it. (When you are constructing a cave, you can set the time it takes for boulders and diamonds to fall through the slime.) Hidden Exit Door: This door looks like a Titanium Wall, so remember where you put it when you're constructing your cave! Exit Door: This door will be revealed as soon as the required number of diamonds are collected. Entrance: This is the door that Rockford uses to enter the cave. You must remember that a cave is not complete without both an entrance and an exit! KEYBOARD COMMANDS KEY OR BUTTON FUNCTION Mouse Up, Down, Left or Right. Move the cursor around the screen or Palette Left Mouse Button Select a highlighted icon Place a selected icon Right Mouse Button Move highlighting cursor to the Palette L key Select Line mode On/Off D key Place a selected icon randomly on the screen O key Toggles the Scrolling On/Off T key Play test your current cave/ intermission (ESC to abort test) E key Select the Erase icon N key Start a New screen (Y to confirm) C key / Right Mouse Button Select Color mode Arrow Right/Left keys (or) Select Color register Move Mouse Right/Left Arrow Up/Down keys (or) Select Colors Move Mouse Up/Down ESC key / Right Mouse Button Exit Color Mode V key Select Value (Timer) mode RETURN Select an item Arrow keys Change Values ESC key Exit value mode F key Display Full Screen Arrow keys Move Frame Cursor F or RETURN Exit Full Screen mode M key Select Menu mode Arrow Right/Left keys (or) Select Menu option Move Mouse Up/Down Left Mouse Button Execute a Menu option ESC key / Right Mouse Button Exit a Menu (or Sub-menu) MAKE A GAME SEQUENCE: Right Mouse Button Select a Column Arrow Up/Down keys (or) Pick source cave from column 3 Move Mouse Up/Down Arrow Up/Down keys (or) Select destination slot in column Move Mouse Up/Down Right Mouse Button Copy source Cave to Game Sequence Left Mouse Button Set selectability in column 2 ESC key Exit Game Sequence Mode Exit value mode F key Display Full Screen Arrow keys Move Frame Cursor F or RETURN Exit Full Screen mode M key Select Menu mode Arrow Right/Left keys (or) Select Menu option Move Mouse Up/Down Left Mouse Button Execute a Menu option ESC key / Right Mouse Button Exit a Menu (or Sub-menu) MAKE A GAME SEQUENCE: Right Mouse Button Select a Column Arrow Up/Down keys (or) Pick source cave from column 3 Move Mouse Up/Down Arrow Up/Down keys (or) Select destination slot in column Move Mouse Up/Down Right Mouse Button Copy source Cave to Game Sequence Left Mouse Button Set selectability in column 2 ESC key Exit Game Se SOFTWARE and THE SCRIBE presents BUZZWORD *** GETTING STARTED *** After an introductory message, you will see an initialization menu as follows: F1 START PLAY F2 NEXT OPTION F3 PREV OPTION F10 STOP Press the F1 function key (we'll talk about BUZZWORD's 32 different modes later) and you're ready to move on. Now you'll see: F1 ALTER LEVEL F2 CANCEL PLAY or TYPE CARD NO. Type in the the 3-digit number of the CATEGORY CARD you wish to use. *** THE CATEGORIES *** At the heart of BUZZWORD are the CATEGORIES. Each category is made up of a group of associated buzz words (i.e. a list). Imagine trying to guess words from these categories: NO NUTRITION Things other than food that people put in their mouths. BY POPULAR DEMAND Favorite parlor games. NATURE'S WRATH Ill winds and other unpleasantries from Mother Nature. ME AND MINE What you come with when you're born (Body Parts). FRENCH CONNECTION Words and/or phrases beginning with French. A category can hold as many as 50 different answers. Each answer is up to 14 characters long, including spaces and punctuation. Each time a category is selected, 9 answers are randomly selected from the total set of answers available. The total number of answers available varies with the level of play selected. Your BUZZWORD SAMPLER package comes with a set of 200 categories. 40 categories have been developed for each of 5 broad areas of subject matter which we call: FUN FOR ALL AGES --------- HICKORY STICK PLAY ON WORDS ------------ LEISURE WORLD BUZZWORD CONNECTION The variety of subjects and topics created will provide many, many hours of enjoyable brain teasing fun for both young and old alike. All of the categories can be played repeatedly without danger of "knowing all the answers;" and as the level of play is increased from BRIGHT to GIFTED, BUZZWORD is a game that will stretch the limits of both your knowledge and your psyche. For starters, try a simple one, such as ME AND MINE (Card Number 005). Type the card number, hit [Return] and you're ready to begin NOTE: It is important to type the card number exactly as it appears on the card -- including leading 0/s *** THE CLUES *** After you have selected your category, 9 letters, each accompanied by a number, will pop into the windows in the upper right hand corner of your screen. These are your Clues -- the first letter of each answer and the answer's length. The window in the bottom right hand corner tells you how many of each letter of the alphabet are in the set of all remaining answers. Generally, the exact count of each letter is displayed. If a + sign occurs, this denotes ten or more occurances of the letter. Each time a correct answer is given, the remaining letter counts are updated. The number next to the key indicates how many spaces, punctuation marks, and numerals the remaining answers contain. PLEASE NOTE: In BUZZWORD, spaces, punctuation marks, and numerals count when determining the length of an answer. For example, the answer NEW YORK has a length of 8 characters -- not 7 as you might expect in a crossword puzzle. That is, the space between the words NEW and YORK is counted. Actually, by doing so, the player is given a valuable clue which informs him/her that an answer contains more than one word, or contains punctuation as part of its normal usage. Guess away, and as you do, remember that there are up to 50 Buzzwords in each category. Also, remember to use the letter counts in the lower right hand window to your advantage. For example, if your guess contains two K's, you could glance at the lower right hand window to see if there are any K's left. If not, you know that your guess is incorrect. Use the BACKSPACE key to delete the last character you've typed. *** THE LEVELS *** BUZZWORD can be played at three different levels which we call BRIGHT, NIMBLE, and GIFTED. Each of the answers in a category is assigned a number as follows: 1 = BRIGHT = Well Known 2 = NIMBLE = More Difficult 3 = GIFTED = Sometimes Obscure/Tricky At level 1, only BRIGHT answers will appear in the nine windows. If you play level 2, the program will select BRIGHT and NIMBLE answers, and so on. You can play each round at a different level if you wish. The level may be changed prior to specifying the card number desired. If you're playing doubles, the level for each round is a delicate matter. We recommend, however, that the loser of the previous round be given the option to select both the next category to be played, as well as the level it is to be played at. *** THE SCORE *** In BUZZWORD, you can score three different ways: A. By guessing an answer correctly B. By capturing the POT C. By winning a round A. GUESSING CORRECT ANSWERS: You get 100 points for the first correct answer. From then on, the number of points a correct answer is worth depends on how many empty boxes are in the same row and column as the word you guessed. The point count is as follows: EMPTY BOXES POINTS 0 100 1 200 2 400 3 600 4 800 B. CAPTURING THE POT: The first time a correct answer is given a bonus of 200 points is put into the POT. With each subsequent correct answer, the number of points in the pot doubles. This is where you can really earn your points -- giving 9 correct answers in a row will give you a bonus of 51,200 points. But beware! If your next guess is wrong, you lose the bonus. In singles, this means that the pot will be reset to 0. In doubles, this means that the pot will be transferred to your opponent. In singles, if you PASS (by simply hitting [RETURN]), the contents of the pot will be added to your score. PASS again, and the computer provides a free answer -- and perhaps a little relief to your overtaxed brain. However, these maneuvers will cost you a strike, and reduce the maximum number of points you can earn. In doubles, if you PASS (again by hitting [RETURN]), the contents of the pot will be added to your score. In doubles, however, these maneuvers will cost you a strike, reduce the maximum number of points you and your opponent can earn, and give control of the game to your opponent. WINNING A ROUND: That number next to the category title is called the card value. It indicates how many points winning the round will bring you -- 1000 to 5000. In singles, the card value increases only when you win a previous round. If you guess five or more of the 9 answers correctly, you win the round and collect the card value. If you do not, the round is over and the card value -- which you do not collect -- remains the same for the next round. In doubles, the card value increases when one of the players wins the round. In doubles, the winner of the round is NOT the player who has accumulated the most points. It is the player who provides the LAST correct answer. Regardless of the actual number of points accrued by each player during the round, the 'loser' of the round chooses the next category and level. *** THE PLAY *** When starting a round, each player starts with three to five strikes (the actual number of strikes depends upon the game option being played). In the upper left hand corner of your screen, a line of Z's denotes the number of strikes remaining for each player. You use up one strike each time you guess incorrectly, or when you PASS. BUZZWORD is played in three rounds. In singles, this means that after 3 rounds of play -- you get something extra -- a bonus round. In doubles, this means that after one player has won three rounds, that player has an opportunity to play the bonus round. Remember, in doubles, it is possible for a player to be behind in points, but be ahead in rounds won. The bonus round can often decide the game's outcome by providing the opportunity to come from behind. In the bonus round, it's your task to correctly unscramble and type the Buzzwords as they are presented while a timer ticks relentlessly down to zero. The bonus round gives you the opportunity to earn an extra 25,600 points -- if you correctly unscramble all 9 answers. PASSing is permitted in the bonus round, but -- there is no going back. Once a word has been passed, it cannot be tried again even though there may be sufficient time remaining. This feature needs to be reckoned with when playing the bonus round. Also beware! An incorrect answer will cause the pot to be reset to zero so sometimes PASSing is a must. The time limit for the bonus is determined by the total number of games actually won. In singles, this is a function of the number of rounds that you were successful in providing 5 or more correct answers. It will vary from 30 seconds to 60 seconds. In doubles, the time limit will always be 60 seconds. NOTE: You do not need to play the bonus round. If you wish, you can pass the bonus round and collect a few points for your discretion. In some cases, these points may be enough to surpass your opponent and win the game. *** THE CARDS *** Why cards? After all, this is a computer game,why not let the computer automatically select the categories? The cards are actually one of the strong points of the BUZZWORD game. Using cards allows BUZZWORD to be tailored to each player by setting aside those categories that are too difficult, or hold no interest for the players. *** THE OPTIONS *** BUZZWORD is not one game, but thirty-two! Each time that you are about to begin a new game, the simple push of a key [F1 or F2] can send you into ever more challenging play. The BUZZWORD Options include: SINGLES OR DOUBLES : Just like the title says. THE MODES : GREEN, BLUE, PURPLE, RED GREEN : First letter of the answer and length of answer shown BLUE : Only first letter of the answer shown PURPLE : Only length of answer shown RED : Neither first letter or length shown THE LETTER COUNT : ON/OFF ON : Total number of each letter of the alphabet shown in bottom right window OFF : Total letter count only THE TIME : ON/OFF ON : A 30 second clock ticks away as you rifle your memory for the answer OFF : Allows plenty of time to think It should be apparent that as less clues are provided and a time limit is imposed, BUZZWORD becomes more and more of a challenge. We offer the following suggestions when choosing among the various options: > IF THE TIMER IS ON, you will usually want to PASS rather than allow the time to run out. Otherwise, a blank answer will be treated as an incorrect answer. > FOR DOUBLES, IF THE TIMER IS NOT SELECTED, the players must agree on some other mutually acceptable way to control the amount of time allowed to provide an answer. In general, we recommend that the TIMER be ON when playing doubles. > WHEN THE LETTER COUNT IS ON, extremely valuable clues are provided. We recommend that this be considered the norm. *** THE NOTES *** BUZZWORD is a game of words -- words that can be spelled numerous ways, words that have synonyms and words that can contain spaces or hyphens, or both. There are a few simple rules you should know before you type in that crucial answer that's going to win the game for you: > Buzzwords are usually in the singular, except when the word or phrase is exclusively used in the plural (Hash Browns, for example). > Saint (as in Saint Louis, Missouri) is always abbreviated St. (as in St. Louis, Mo.) > In categories with people's names, only the last name is used. The inevitable exception to this rule occurs only if the description of the category says so. > When "the" is the first word of a book, movie or other title, it is omitted. > Numbers can be both spelled out or shown as figures, depending on how they naturally appear (e.g. the book "1984" and the play "Two for the Seesaw". > Because it is difficult to remember whether to use a space or a hyphen, BUZZWORD will accept either one as correct. > Here are our standard spellings and usages of a few country names that appear in BUZZWORD. UNITED STATES (not America) SOVIET UNION (Russia is used only when referring to the pre-revolutionary country.) WEST GERMANY EAST GERMANY CAMBODIA (not Kampuchea) ROMANIA (not Rumania) In addition to what one might consider "normal" lists, we have introduced something very new, and special into BUZZWORD. This is the concept of what we call "The BUZZWORD CONNECTION." The best way we've found to describe these categories is through the standard phrase: Words or Phrases Beginning With . If for example, the category was BLUE ... CONNECTION, the clue would be the standard phrase: Words or Phrases Beginning With Blue. Candidate answers would consist of all of the following: JAY for BLUE JAY SKY for BLUE-SKY BERRY for BLUEBERRY SKY LAW for BLUE-SKY LAW The standard BUZZWORD CONNECTION rules are: > The answer must be a legitimate word or phrase by itself. > The answer may be part of a larger word or phrase and often times is. > The word or phrase is usually found in a dictionary, but may be one that is connected with a famous person, place, movie, or book (for example, the "Red Baron"). ~~The Scribe B U Z Z W O R D * * * * * * * * C A R D S * * * * * * * * <<< FUN FOR ALL AGES >>> CARD CATEGORY CARD CATEGORY ============================== ============================== 000 EVIL BEASTIES 001 A RAINBOW OF COLORS 002 COMMON MEASURE 003 STRANGE ORCHARD 004 THINGS THAT BITE! 005 ME AND MINE 006 BIRDS OF A FEATHER 007 PEOPLE AT WORK 008 OLD MCDONALD 009 A TRIP TO THE ZOO 010 MELTING POT 011 FROM HERE TO THERE 012 SPORTS WORLD 013 FAMILY TIES 014 THE WATER CLOSET 015 ON THE BEACH 016 UNDER THE BIG TOP 017 PLAY BALL 018 JOYOUS NOEL 019 SANTA AND FRIENDS 020 TRICK OR TREAT 021 A TIME FOR TURKEYS 022 EASTER TIME 023 2 ALL BEEF PATTIES 024 IN THE KITCHEN 025 THINGS THROWN 026 SEEING RED 027 PREPARE TO STOP 028 AMERICAN MAMMALS 029 ANIMAL SOUNDS 030 SCOUT IDEALS 031 A PIECE OF TIME 032 INSIDE PARTS 033 NO NUTRITION 034 TO START THE DAY 035 A COWBOY'S LIFE 036 THE LAST COURSE 037 ROOM AT HOME 038 IT'S A HOLIDAY 039 ANIMAL YOUNG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<< HICKORY STICK >>> CARD CATEGORY CARD CATEGORY ============================== ============================== 040 INDIAN TRIBES 041 NEW TESTAMENT 042 EARTH, AIR, AND WATER 043 WE PRONOUNS 044 THE OVAL OFFICE 045 PREPOSITIONS 046 IN OUR GALAXY 047 NATIONAL PARKS 048 NATIONAL CAPITALS 049 THE WATER IS FIND 050 NATIONS OF EUROPE 051 NATIONS OF AMERICAS 052 MIDEAST NATIONS 053 SHAPES 054 FIRST NAMES BASIS 055 EASTERN US CITIES 056 WESTERN US CITIES 057 NATURE'S WRATH 058 HOLY PLACES 059 KENNEDY CLAN 140 MOUNTAIN RANGES 141 OLD TESTAMENT 142 UNCOMMON MEASURE 143 ADAM, EVE, AND CO. 144 EXECUTIVE DEPT. 145 STATE CAPITALS 146 GRAMMAR 147 THE .... STATE 148 EARLY US AUTHORS 149 THE BARD 150 NATIONS OF AFRICA 151 NATIONS OF ASIA 152 RIVERS OF THE WORLD 153 WATER EVERYWHERE 154 EXPLORING NEW LANDS 155 WATERGATE REUNION 156 HOLY ONES 157 NATO NATIONS 158 THE SUN NEVER SETS 159 WWII ALLIES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<< LEISURE WORLD >>> CARD CATEGORY CARD CATEGORY ============================== ============================== 060 OLDEN DAYS OF COMEDY 061 BY POPULAR DEMAN 062 TRACK JARGON 063 GOLF NO TRICKS 064 FOOTBALL NO TRICKS 065 THE TEAMS OF SUMMER 066 THE TEAMS OF AUTUMN 067 TEAMS ON THE COURT 068 THE BOWL GAMES 069 BALL GAMES 070 LOOK MA, NO BALL 071 ONE MORE QUARTER 072 MONOPOLY STOPS 073 TV CRIME FIGHTERS 074 MODERN SOAPS 075 PEOPLE OF MASH 076 RIDING THE TUBE 077 REIGN OF SITCOMS 078 OH HAPPY DAYS 079 ... IT'S SUPERMAN 160 PLAYING BRIDGE 161 AND STILL WE PLAY 162 A CHESS GAMBIT 163 THE SUMMER GAMES 164 TENNIS ANYONE? 165 BAD BOUNCES 166 DIAMOND SETTINGS 167 THEY WERE NO. 1 168 PIGSKIN PASTURES 169 WHERE THEY PLAY 170 THE WORLD CHAMPEEN 171 HEIS-MAN 172 BLACK ON SILVER 173 WORD OF OPERA 174 TEAMS ON ICE 175 GREAT GIG IN SKY 176 MOPTOP MEDLEY 177 THE MUSICALS 178 WOMEN AND SONG 179 MOVE TO THE BOOTH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<< PLAY ON WORDS >>> CARD CATEGORY CARD CATEGORY ============================== ============================== 100 MYTHICAL CREATURES 101 A MAN'S CASTLE 102 U.S. MISSILES 103 31 FLAVORS AND MORE 104 HOUSE WORK 105 WORLD SHAKERS 106 STRANGE FOREST 107 STICKS AND STONES 108 WORKSHOP TOOLS 109 TYPES OF CONTAINERS 110 THE GREEK ALPHABET 111 FASTENERS 112 COUGHIN' NAILS 113 WAY TO GO 114 MONEY, MONEY 115 ANIMAL GROUPS 116 TREASURE CHEST 117 THIRST QUENCHERS 118 NOBLE WORDS 119 MEN'S HEAD WEAR 120 THEY LEFT A MARK 121 THE IMPORTS 122 POPULAR DOG BREEDS 123 CANDY BARS 124 U.S. WARPLANES 125 HEAD HONCHOS 126 MAKING DINNER 127 CUTS OF MEAT 128 ALCOHOLIC BEVERAGES 129 MIXED DRINKS 130 STAFF OF LIFE 131 WHAT'S YOUR SIGN? 132 WATERY FORMS 133 THE FAIRER SEX 134 FACES OF THE EARTH 135 HOME BREWS 136 MEXICAN COMIDA 137 HERBS & SPICES 138 THE MALE ANIMAL 139 SIGN LANGUAGE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<< BUZZWORD CONNECTION >>> CARD CATEGORY CARD CATEGORY ============================== ============================== 080 RED ... 081 EYE ... 082 SUN ... 083 WHITE ... 084 AIR ... 085 DOG ... 086 WATER ... 087 WORK ... 088 FIRE ... 089 SNOW ... 090 FRENCH ... 091 HEAD ... 092 BLOOD ... 093 SIDE ... 094 BLUE ... 095 UNDER ... 096 CROSS ... 097 HOUSE ... 098 TAKE ... 099 HALF ... 180 FREE ... 181 CUT ... 182 HIGH ... 183 FOOT ... 184 DOWN ... 185 FORE ... 186 HAND ... 187 GET ... 188 DOUBLE ... 189 ICE ... 190 SEA ... 191 BED ... 192 BLACK ... 193 UP ... 194 NEW ... 195 OUT ... 196 LONG ... 197 LIFE ... 198 BACK ... 199 GO ... ~~The Scribe 087 WORK ... 088 FIRE ... 089 SNOW ... 090 FRENCH ... 091 HEAD ... 092 BLOOD ... 093 SIDE ... 094 BLUE ... 095 UNDER ... 096 CROSS ... 097 HOUSE ... 098 TAKE ... 099 HALF ... 180 FREE ... 181 CUT ... 182 HIGH ... 183 FOOT . PROUDLY PRESENT ANOTHER DOC FROM DR J CYBER CONTROL The CAD-3D Motion Control Language INTRODUCTION CYBER CONTROL is a programming language for the CAD-3D 2.0 portion of the CYBER STUDIO graphics environment. Although it has some stand-alone functions, you cannot make full use of Cyber Control without CAD-3D 2.0. (Cyber Studio is available through The Catalog, PIC# ST0236.) The purpose of Cyber Control is to automate most of the tedious steps involved in using CAD-3D 2.0 to make an animation, as well as to add new features which are not available in CAD-3D 2.0. With Cyber Control you can: -> Create complex animations -> Create complex objects -> Create and test simple programs and calculations without CAD-3D 2.0 NOTE: Although many of the Cyber Control commands will work with CAD-3D version 2.00, as shipped, several of the commands (as well as the tutorials * * * * * * W E L C O M E * * * * * * Electro Solitaire & 21 is a unique software program allowing you to play both solitaire and blackjack on your computer. This program not only uses the Atari ST's superior graphics, but also demonstrates how friendly software can be. With Electro Solitaire and 21, you never have to touch the keyboard. It's almost 100% "mouse" driven! * * G E T T I N G S T A R T E D * * To start play, open either the file SOLITAIR.PRG or BLAKJACK.PRG. If you need directions, simply select the "Directions" item from the "Options" pull down menu. * * * * O B J E C T I V E * * * * Solitaire is the name given to many card games played by only one person. The most common game of solitaire is played with a bridge deck of 52 cards. One card is placed face up, followed by six cards face down. A card is placed face up on the second card, with a card face down on each of the remaining five. This sequence is continued until all seven piles have a card facing up (the computer does this automatically). To win, you must arrange each suit with its cards in order from ace to king. To do this, you alternate red and black cards, keeping the card value in order from king to ace. * * S C R E E N L A Y O U T * * STORAGE TRAY DISCARD/DECK __ __ __ __ __ __ ! ! ! ! ! ! ! ! ! ! ! ! !__! !__! !__! !__! !__! !__! FIELD OF PLAY __ __ __ __ __ __ __ ! ! ! ! ! ! ! ! ! ! ! ! ! ! !__! !__! !__! !__! !__! !__! !__! * * S C R E E N L A Y O U T * * In the upper left corner of the screen you will see 4 open boxes. These boxes represent the location where you store the cards in order from ace to king (the storage tray). It does not matter which box you choose for a given card, the program will automatically assign it a position. In these 4 boxes, cards are placed directly on top of one another. For example, if the ace of clubs is already resting in the third box (in the upper left corner) and you place the 2 of clubs on the ace, the ace will disappear and you will only see the 2 of clubs. This should not cause any confusion because the cards are arranged in a sequential order from ace to king. If a 4 of spades is showing in the upper left corner, then you know the ace, 2, and 3 of clubs have already been placed there. * * * THE DECK AND DISCARDING * * * In the upper right corner of thevideo screen you will see the deck which is positioned face down and at its immediate left is the discard tray. * * * F I E L D O F P L A Y * * * The FIELD OF PLAY rests directly below the STORAGE TRAY and the DECK. The first card of each pile is placed face up with the remaining cards resting face down. * * * DEALING FROM THE DECK * * * In order to deal a card, move the pointer (by using the mouse) so that it is resting directly on the deck. Once the pointer is correctly positioned over the deck, tap the left mouse button. You will then see Electro Solitaire deal 3 cards. Unless otherwise desired, Electro Solitaire will always deal 3 cards at a time. If you wish to alter this number, simply select the MODIFY GAME option from the OPTIONS pull down menu and type the number of cards you want Electro Solitaire to deal at a time. If you accidentally deal a card, you can cancel that deal by pressing any key. If there are no cards in the deck box, and there are cards in the discard area, then you are looking at the bottom of the deck. To flip the deck over, just position the mouse over the deck and click the left mouse button. * * SELECTING AND MOVING CARDS * * A basic strategy in solitaire is to arrange the FIELD OF PLAY in such a way so no cards are face down. Therefore, you regularly move cards from pile to pile. This creates new plays by allowing you to turn over cards which were previously face down. To move a card, follow these steps: 1. Position the pointer so it is directly over a desired card which is face up. 2. Press and hold down the left mouse button. You will then see a dotted square box (a "ghost box") appear around that card indicating it has been selected. 3. While still holding down the mouse button. position the "ghost card" at a desired location by moving the mouse. After doing so, release the mouse button and the selected card will be moved to its new place. If a card which is face down remains behind, it will automatically be turned over. If you want to move a pile of cards from one stack to another, just position the pointer so its tip is resting on the first card desired and "drag" it to the new location. All cards connected with this pile will also be moved. * * E R R O R C H E C K I N G * * Sorry, no cheating allowed! Electro Solitaire protects against illegal moves. For instance, if you try to place the 8 of hearts under the 9 of diamonds, the FIELD OF PLAY will not change. * W I N N I N G T H E G A M E * When you place all the cards in the STORAGE TRAY (from ace to king), you win the game. * * * * STARTING A NEW GAME * * * * To start a new game of solitaire, select the "Redeal Cards" option from the "Options" pull down menu. * * * * PLAYING BLACKJACK * * * * If you wish to play blackjack instead of solitaire, move the pointer to the "Game" pull down menu and select the "Blackjack" option. If you need instructions, refer to the "Options" menu. * * * * E X I T I N G * * * * To exit the solitaire program, you can either select the "close" box in the upper left corner or you can choose the "Quit" option from the "Game" pull down menu. Selecting either option will return you to the GEM desktop. Press the UNDO key to exit. * * * * O B J E C T I V E * * * * The object of the game is to accumulate 21 points with the cards in your playing hand. You play against the dealer (in this case it's your Atari ST). If there is a tie, the dealer wins (accept in coincidental blackjacks at the start of a hand). * * * * * * P O I N T S * * * * * * The cards 1 thru 9 have a point value equal to their face amount. The cards 10, J, Q, and K have a point value of 10. The Ace can have a point value of either 1 or 11. * * * * PLAYING THE GAME * * * * When the Blackjack game is selected, the cards are automatically dealt. In the upper left corner of the video screen you will see the dealer's hand and in the lower left corner you will see your hand. If you wish to draw a card, use the mouse and move the pointer to the "Hit" box and press the left mouse button. If the new card causes the point total in your hand to exceed 21, you will see the message "Player goes BUST!" along with a statement regarding your financial success at the game. Electro 21 assumes a bet in the amount of $10. If you wish to change this amount, select the "Modify Game" option from the "Options" pull down menu and enter a new amount. When you are satisfied with your hand, use the mouse and move the "pointer" to the "Hold" box and press the left mouse button. This will cause the dealer to take an appropriate action. If the cards in the dealer's hand have a point total of 16 or less, he must draw a card, if it is 17 or more, he must "stick." If the dealer exceeds the 21 point limit he loses! The advantage to the dealer is he does not have to play his hand if you "Bust" first. In this case it is an automatic win for the dealer. * * * * P A Y O F F S * * * * A win by either the dealer or player pays at odds of 1 to 1?? except in cases of blackjack. Blackjack - Pays at 3 to 2. If two blackjacks are dealt at the start of a game it is treated as a tie and the hand is replayed. * * * * SPLITTING PAIRS * * * * If the first two cards in your hand are of equal denomination, you may choose to seperate them and play each hand against the dealer. The amount bet on the second hand will be equal to the amount bet on the first. The "Split" option will only appear on the screen when the first two cards in your hand are a pair. * * * D O U B L E D O W N * * * A player with a two card count of 9, 10, or 11 may like the idea of doubling the original bet in hope of drawing a 10 point card. The catch is you are given one and only one more card. The "Double Down" option will only appear if the point total in your hand equals 9, 10, or 11. * * * * PLAYING SOLITAIRE * * * * If you wish to play solitaire instead of blackjack, move the pointer to the "Game" pull down menu and select the "Solitaire" option. If you need instructions, refer to the "Options" pull down menu. * * * * E X I T I N G * * * * To exit the blackjack program, you can either select the "close" box in the upper left corner or you can choose the "Quit" option from the "Game" pull down menu. Selecting either option will return you to the GEM desktop. Press the UNDO key to exit. in this manual) require CAD-3D version 2.02. We, therefore, recommend upgrading to the new version of Cyber Studio for complete success with Cyber Control. Upgrades are free. Simply send your original CAD-3D 2.0 disk from Cyber Studio, plus your Cyber Control warranty card for a free upgrade: CAD-3D 2.0 UPGRADE Antic Software 544 Second Street San Francisco, CA 94107 If you have tried any animations from CAD-3D 2.0 (including the sample CUBEBONK tutorial in the manual) you know how long and delicate a process it can be to create an animation. The sample animation alone takes about 3 hours to manually construct. To build an animation, you must manipulate objects precisely, selecting and deselecting, rotating and moving them and adjusting lighting and other factors. You must then wait while the frame is recorded on disk before moving on to the next frame. Because of the structure of the animation file, a single mistake made in the middle of a lengthy animation would cause you to have to start over. Cyber Control changes all this. It is a BASIC-like language which takes control of CAD-3D 2.0's functions, moving the cameras, creating and manipulating objects and setting lighting to create animation frames, then recording those frames according to a script written by the animator (you). Since Cyber Control is a desk accessory, you can activate it at any time (even when you are not in CAD-3D 2.0) and work on your script (program). However, a Cyber Control script which uses CAD-3D 2.0 graphics may only be RUN when CAD-3D 2.0 is active. Cyber Control supports a fast preview mode wherein you can use wireframe views to speed frame creation, and even skip frames to see only the important junctions in your animation. Once you have viewed your animation this way, you can switch to the much more precise Solid/Final mode, and walk away while your ST creates an animation which might have taken you days to perform - if you could have accomplished it at all. Or, if you want to preview lighting effects at critical points in your animation, the preview mode may be set to the slower, Solid mode. Cyber Control can even chain the animation to another disk if it won't fit on one, or you can write the animation to your hard drive if you have one. The language supports both mono and stereo animations, two alternate cameras, spline generation and hierarchical object tree structuring. - 1 - Spline generation is a powerful feature where you can specify the path that you want certain objects to follow by setting only certain points along the path, and the computer will smoothly generate the intermediate points for you. Hierarchical structuring allows you to define the relationships between different objects (like the lower arm and the upper arm on an android) and, when you specify the movement of one of the linked objects, the other ones will move according to the defined relationship. If you are familiar with the BASIC programming language, Cyber Control will be very easy to learn, as it closely parallels that language. But even if you have never programmed before, you should be trying out your first animation shortly. The editor is fully GEM based, and easy to use. Cyber Control does not use line numbers, so inserting new lines is simple. And for locating important places in the program, there are labels. NOTE: Now that there are two different CYBER programming languages - CYBERMATE and CYBER CONTROL - it's important to distinguish between the two. Cybermate (which comes with your Cyber Studio package) is strictly an editing language which assembles final animation "movies" from different animations and pictures. Cyber Control, on the other hand, is strictly an animation production and object creation language. SETTING UP In order to use Cyber Control, you will need a number of things. First, you would get version 2.02 or higher of CAD-3D 2.0. The original version of CAD-3D 2.0 will not be able to respond to some of the commands from Cyber Control, (although you will be able to create animations which don't use those commands - see the Reference Section for which commands need the new version). NOTE: In addition to supporting new Cyber Control commands, CAD-3D version 2.02 has doubled the previous 40-object limit to 80 objects. Your Cyber Control disk contains the CYBCTRL.ACC file, which is the Cyber control language desk accessory. You will need to set up a special disk to boot from when you want to use Cyber Control and CAD-3D 2.0 together. The boot disk should contain the following files: CAD3D2.PRG CAD3D2.RSC CYBCTRL.ACC CYBSMASH.ACC (version 1.1 or higher) NOTE: You must use the new version of CYBSMASH.ACC which has been included on your Cyber Control disk. Do not use the CYBSMASH.ACC from your old CAD- 3D 2.0 disk. As a matter of convenience, if you have a double-sided drive you may want to put the Animation player (ANIMATE.PRG) on this disk as well. You will also need a blank, formatted disk for holding your animations. Since you will be using CAD-3D 2.0, you should set up the desktop in Medium resolution if you are using a color monitor, then save your desktop. NOTE: Cyber Control does not work in low resolution. Because both Cyber Control and CYBSMASH.ACC are desk accessories, you must always begin your Cyber Control sessions by booting your system from the disk described above. (If you are using a hard disk, place the above files in their proper directories according to your hard disk's instructions.) - 2 - Boot your system by placing the disk described above in drive A and turning on the machine. After it has finished booting, a dialog box will appear on the screen requesting various pieces of information. The first is whether the WATCH buffers should be activated. These buffers take up 64K of memory, but are necessary if you want to use the feature of previewing your animation before actually recording it. For now, click in the ON box. The next question is whether to activate the OVERLAY buffers. These are used with Overlays and object definition, which are detailed further along in this manual. Turn these ON. Next, you must choose the size of the buffer for storing the Cyber Control program (the code you write) in memory. Leave this item set to the default size of 16K, which should be sufficient for almost all applications. Clicking on the "+" button increases the buffer size in increments of 16K, up to a maximum of 256K. Clicking on the "-" button decreases the buffer size in 16K steps, down to the minimum 16K. Finally, select the number of array elements your program will need. clicking on the "+" button increases the allowed number of elements by 500, up to a maximum of 5000. Clicking on the "-" button decreases the allowed number of elements by 500, down to the minimum of zero (no arrays used). For now, leave the number of elements set to the default of 500. Each group of 500 elements uses an additional 2K of memory. After you have made your selections, click on INSTALL. The dialog box will disappear and your desktop will appear as you had set it up. You may change the start-up dialog box settings later if you decide to. In order to do that, you must exit CAD-3D 2.0 back to the desktop. Select Cyber Control from the DESK menu while holding down the [Alternate] key. The start-up dialog box will appear and allow you to change the settings. NOTE: Changing the start-up settings will erase any Cyber Control file currently in memory, and you will be warned of this. Therefore, make sure any program you're working on has been saved, by selecting RUN from the Cyber Control editor and entering the program's name in the file selector box. You may use Cyber Control either with or without CAD-3D 2.0. However, you may only run Cyber Control programs which use CAD-3D 2.0 graphics when CAD- 3D 2.0 is active. If you try to run a Cyber Control program when CAD-3D 2.0 is not active, an alert box will inform you of that fact. When you activate Cyber Control, a full-screen window will appear, and you may begin writing your program. Let's try a simple Cyber Control program which does not even need CAD-3D 2.0. All it does is print a string of numbers on your printer. Make sure your printer is on and connected, then active Cyber Control by clicking on it in the DESK menu. Now, type the following into the blank Cyber Control window: PRINT "My first CYBER CONTROL PROGRAM" FOR lewp=1 TO 10 PRINT "the value of lewp is",lewp NEXT lewp To edit any mistakes, you can use the [Backspace] and [Delete] keys, and you move around the listing with the cursor keys. Once you have the program properly entered, click on the button marked RUN at the top of the window. If you are running the program from the desktop (or anyplace other than from CAD-3D 2.0), you will see an alert box warning you that CAD-3D 2.0 is not present. Since we don't need CAD-3D 2.0 for this program, click on Continue, and your printer will go into action. If you are running this program while in CAD-3D 2.0, your printer should begin to work immediately. - 3 - NOTE: If you made an error in typing, you may end up with an error message instead of a printout. Simply click on OK and reexamine your listing. (The cursor will appear near the place where the error was spotted.) CYBER CONTROL REFERENCE SECTION INTRODUCTION The Cyber Control Reference Section lists all the commands available in Cyber control alphabetically. For clarity, each command is shown all in upper case, although commands may be entered in the Control files in mixed or lower case. Each command entry, followed by any necessary parameters, will first be listed on one line, followed by a description of that command's usage. Following this will be an example of how the command would appear in the program. Certain Cyber Control commands perform identical functions with those of the CAD-3D 2.0 user interface (e.g., the Cyber Control command HOME is identical to clicking on the HOME icon of the CAD-3D 2.0 Icon Control Panel). In such cases, the similarities will be noted. If a parameter is required, it will be in lower or mixed case: ADDVERTEX vertex#,x,y,z The required parameters may be numbers, object names, or alphanumeric characters. The section describing the command will describe exactly what each parameter must consist of. If there are multiple possible parameters allowed, they will be separated by the slash (/) character: BACKCOLR White/Black Either "White" or "Black" is acceptable as a parameter for this command. You MUST use one, and you may not use more than one. If a parameter is optional, it will be enclosed in square brackets []: KILL name [,name2,name3,....namen] In this example, the first parameter is an object name and is required. The rest of the parameters are also object names, but are optional. That is, you may use the KILL command with only a single object name, but not without an object name. The fact that the parameters are object names (and not numbers or some other type of parameter) would be noted in the section describing the command. If a string constant (such as text) follows a command, it will be shown in quotes, and the quotes must be used in the command: FOPEN "Filename" The section describing the command FOPEN would tell you what the parameter "Filename" must consist of. For example, it might be a drive, path and file name specifier such as "A:\3DSTUFF\DAVE.3D2". NOTE: Certain Cyber Control commands will only work with CAD-3D version 2.02. These commands will be so noted. Also, although Cyber Control is primarily designed to be used with CAD-3D 2.0, it can also be used as a stand-alone program and "cel" animation generator. In this mode, you run Cyber Control from the desktop, CAD-3D 2.0 does not need to be active. When you run your program, you will see a warning that CAD-3D 2.0 is not active, but as long as you are not using commands which require CAD-3D 2.0, the program will operate fine. In stand-alone mode, Cyber Control uses the MONO or STEREO commands to determine whether the images are mono or stereo. - 4 - This is most important if you use WATCH ON to watch your animation. If neither MONO nor STEREO is specified, then MONO is assumed. This does not affect the RSTART command (which records the animation) because it uses the M or S flag to determine the mode. Commands which work in the stand-alone mode are noted in the reference section. The Cyber Control universe operates on a coordinate system where the X axis is the breadth, the Y axis is the depth, and the Z axis is the length (i.e., X is horizontal, Y runs front to back, and Z is vertical). These views are as seen from the initial Camera view and the Front window within CAD-3D 2.0. THE REFERENCE SECTION ADDFACE face#,vA,vB,vC,linAB,linBC,linCA,color Used to define a triangular face that is a part of the object. The first parameter is the number of the face, ranging from 0 to 2799 (up to 2800 faces are allowed). The vA, vB, and vC parameters are the numbers of the three vertices that make up the face (see ADDVERTEX below for further information on defining vertices). These three vertices are specified in counter-clockwise order as seen from outside the object. Each triangular face has three edges which join the three vertices: AB, BC and CA. The parameters linAB, linBC, and linCA define whether that edge line is drawn. A value of zero indicates that the edge line is not drawn, whereas a non- zero value indicates that the line is drawn. The final parameter specifies the color of the face and can range from 1 to 15: (See UPLOAD, below) ADDFACE 3,1,2,3,1,1,1,7 ADDVERTEX vertex#,x,y,z Cyber Control allows you to build objects from multiple triangular faces (polygons). To define an object, use ADDVERTEX to specify the vertices of all the faces, then define the lines which join the vertices to form the faces by using ADDFACE (this is sometimes called "triangulation"). finally, use the UPLOAD command to give the object a name and make it available to CAD-3d 2.0. ADDVERTEX is used to specify the 3D coordinates of a vertex that is part of the object being defined. The first parameter is the vertex number, which can range from 0 to 1399 (1400 vertices are allowed). The remaining parameters specify the x, y and z coordinates of the vertex. The x, y, and z values can range from -4500 to 4500. Vertices are referred to by their vertex number when defining faces (see ADDFACE and UPLOAD, below): ADDVERTEX 1,1000,0,500 ALERT "string" Displays a GEM alert box for messages such as titles, prompts, or warnings. The string contains the text of the message. The message within the string can be broken up into up to 5 lines by separating each line within the string with a vertical bar (|). Each of the lines can contain up to 30 characters - though, of course, the overall command line itself cannot exceed the 80-character limit of Cyber Control's editor. The button you click on with the mouse pointer always reads "OK". The command will generate an alert box with 3 lines of text: ALERT "First line|Second line|Third line" The user can either click on the OK button or press [Return] to continue program execution. ---This command works in stand-alone mode.--- - 5 - ALIGN L/R/F/K/T/B,value Aligns the edge of the current object group specified by the first parameter, with the value specified by the second parameter. The first parameter determines the edge for alignment and can take one of the following values: L = Left edge R = Right edge F = Front edge K = bacK edge T = Top edge B = Bottom edge For example, if you want to set CUBE1 on top of CUBE2, find the limits of CUBE2 with BOUNDS (see below) and align the bottom of CUBE1 with the top of CUBE2: CLRGRP:SELECT CUBE2 BOUNDS minx,miny,minz,maxx,maxy,maxz CLRGRP:SELECT CUBE1:ALIGN B,maxz Only the first character in the first parameter is used, so you can use a descriptive name if you like: ALIGN Bottom,maxz ---This command requires CAD-3D 2.0 Version 2.02 or later. ALLGRP Selects all the objects in the current group: ALLGRP To perform this same function in CAD-3D 2.0, you would double-click on the Group letter in which you want to select all objects. A dialog box would appear listing all available objects, and you would click on the ALL button. (See CLRGRP, SELECT, and DESELECT, below.) AMBIENT exp Sets the brightness of the ambient light source t the value of the parameter (must be between 0 and 7): AMBIENT 4 To perform this function in CAD-3D 2.0, you would click on the Lighting icon, then click on the AMBIENT button and click on the number for the lighting intensity. (See DIRECT, LTON, and LTOFF below.) ANTI This works in color only. Antialiases an image if the antialiaser accessory is loaded (available separately). Antialiasing creates smoother, less jagged edges with diagonal lines of different colors: ANTI Multiple uses of the antialiaser will result in an out-of-focus effect. NOTE: The ANTI command will only work if the Anti-Aliaser desk accessory is installed. This program is available directly through Tom Hudson. See Appendix E for availability. ARRAYS Cyber Control supports one dimensional numeric arrays. To use the arrays, you must have allocated array elements in the start-up dialog box (see Buffers, below). to define a numeric array and set the number of elements allowed in that array, you use the DIM statement: DIM myarray(10),myarray2(20) This declares the arrays "myarray" and "myarray2", setting the number of elements in "myarray" to 10 and the number of elements in "myarray2" to 20. The total number of elements declared in DIM statements must not exceed the number of elements allocated in the start-up dialog box. The elements of an array are numbered from 0 to one less than the number of elements declared, so the elements in "myarray", above, run from myarray(0) to myarray(9). When you DIMension an array, all elements are set to zero. - 6 - Array names can be any length, but only the first eight letters are used to distinguish between array names. Array names are case sensitive, so myarray, Myarray, and MYARRAY are three different arrays. Unlike BASIC, you may not have a variable and an array with the same name. Thus: DIM aaa(10) aaa=3 is not allowed. An array subscript can be any valid numeric expression. For example: DIM a1(10),a2(20) a1(2)=4:a2(4)=10.5 PRINT a2(a1(2)) will print the value 10.5, because the expression a1(2) is 4 and a2(4) is 10.5. similarly, PRINT a2(2*2) will also print 10.5, since 2*2 is 4 and a2(4) is 10.5. Array values may be used in any situation where a normal variable may be used EXCEPT as the index in a FOR/NEXT loop. For example: DIM a1(10) FOR a1(1)=1 to 100 STEP 5 is not allowed. Array values can be used anywhere else in the FOR/NEXT loop: DIM a1(10) a1(0)=1:a1(1)=100:a1(2)=5 FOR lewp=a1(0) TO a1(1) STEP a1(2) is perfectly valid because the index variable is "lewp", which is a non- variable. The value of the loop is 1, the end value is 100, and the step value is 5. AXISSCALE xscale,yscale,zscale Scales all selected objects in the current group by the specified percentage along the x (xscale), y (yscale) and z (zscale) axes. Permissable values of xscale, yscale, and zscale are from 50 to 200 percent, use 100 if you don't want to change the scale along an axis. You may call this command multiple times to create a large or small object. To perform this function in CAD-3D 2.0 you must adjust the sliders in the non- camera view windows individually: AXISSCALE 100,100,200 BACKCOLR White/Black Sets the background color to black or white. Only the first character of the parameter is used, so the command can be abbreviated BACKCOLR W or BACKCOLR B. This command is only useful in monochrome systems. BACKGND Yes/No,Yes/No Turns the background switches on or off. The first parameter is for the left background image, the second is for the right. If you are using only one background (in monoscopic) then turn on only the left background. If you have stereo mode enabled and only the left background is turned on, then the left background will be used for both images: BACKGND Yes,No To perform this function in CAD-3D 2.0, you would double-click in the Super View box to bring up the Super View dialog box, then click the ON button under "Background." BACKSET L/R This command copies the left or right (L or R, as specified by the parameter) background buffer to the left or right image buffer, where it can be seen (if WATCH is ON) and RECORDed. BACKSET is primarily used in - 7 - stand-alone mode to initialize the background for overlays. BACKSET L (See CLRIMG, WATCH ON and OVERLAY, below) BAUD 300/1200/2400/4800/9600/19200 Sets the RS232 port's transmission rate (baud rate) to the value specified for RPRINT operations (see below). Only the parameter values shown above are valid arguments: BAUD 1200 NOTE: Setting the baud rate cases random data to be set to the RS232 port. It is recommended that the baud rate be set only once, before powering up the serial device. ---This command works in stand-alone mode.--- BELL Rings the ST's console "bell", which is heard over the monitor speaker. Primarily useful for alerting users of an error, or that a lengthy process is complete. ---This command works in stand-alone mode.--- BOUNDS minx,miny,minz,maxx,maxy,maxz Examines the current group of objects (those that are selected) and returns the minimum and maximum x, y and z coordinates used by those objects. It allows you to determine the bounding box which surrounds an object or a group of objects. The command requires six variables as parameters, and returns the minimum x, y, and z values in the first three variables and the maximum x, y, and z values in the last three variables: BOUNDS x,y,z,mx,my,mz ---This command requires CAD-3D 2.0 version 2.02 or later.--- Buffers There are certain buffers required by Cyber Control which are allocated either when you boot up or by activating Cyber Control from the DESK menu with the [Alternate] key pressed. A start-up dialog box with the buffer options will appear on the screen. WARNING--The [Alternate] key method of activating the start-up dialog box will only work from the Desktop (not from CAD-3D 2.0), and will erase any Cyber Control program you have written in memory. Save your program before doing this! The first buffers mentioned are the WATCH buffers. These require 64K and must be allocated if you want to use the WATCH ON command, which updates the view on the screen each time your animation executes a SUPER VIEW command. To activate the buffers, click the ON button, to deactivate them click the OFF button. Next is the OVERLAY buffer. This buffer requires 32K and holds the bit image loaded from disk with GETIMAGE. If you plan to load overlays, click in the ON button, otherwise click the OFF button. The next buffer is the Cyber Control program buffer, which stores your written program. The default size of 16K is large enough for most applications. To increase the buffer size in steps of 16K, click the "+" button. The maximum buffer size is 256K. To decrease the buffer size in steps of 16K, click the "-" button. The minimum buffer size is 16K. The final setting in the start-up dialog box is the number of array members, i.e., the total elements (individual array members) which will be allowed in all the numeric arrays used in your program. to increase the number of allowed array members in steps of 500, click in the "+" button. The maximum number of array members is 5000. To decrease the number of allowed array members in steps of 500, click in the "-" button. The - 8 - minimum number of array members is zero. Each block of 500 array members uses 2K of memory. After you have set the buffers the way you want them, click in the INSTALL button to install the buffers. If you want to free up the memory reserved by the buffers, for use in another program, click in the REMOVE button. REMOVEing the buffers erases from memory any program you have written with Cyber Control. Once you have removed the buffers, you must reinstall the buffers before you can use Cyber Control. To reinstall the buffers, click on "Cyber-Control" in the DESK menu while pressing the [Alternate] key. The start-up dialog box will reappear and you can set your buffers. If you try to use Cyber Control without reinstalling the buffers, the start-up dialog box will appear. NOTE: If you are running in color, be sure to use the REMOVE button of the dialog box to remove the Cyber Control buffers from memory before changing to low resolution. Otherwise, the system will run out of RAM very quickly because GEM does not free the allocated memory. When you return to medium resolution, the start-up dialog box will reappear and you can safely reestablish the buffers. Remember, you can reconfigure the buffers at any time by pressing the [Alternate] key when you select Cyber Control from the DESK menu. This erases all buffers, including any program you have written with Cyber Control in memory. (See WATCH ON, SUPERVIEW, OVERLAY and GETIMAGE, below, and ADDFACE and ADDVERTEX, above) CAM1 horangle,verangle,bank Camera #1 is the same camera as that used in CAD-3D 2.0. It always points at the center of the universe, and can move either horizontally or vertically about two imaginary "hoops" which circle the universe. In addition, it may be banked left or right from its position on the hoop. The CAM1 command sets the Camera #1 settings. The first parameter sets the Horizontal angle (-180 to 180), the second parameter sets the Vertical angle (-180 to 180) and the last parameter sets the Bank angle (-180 to 180). Angles from 0 to 180 indicate a counter-clockwise camera rotation, while angles from 0 -180 indicate a clockwise camera rotation. To set Camera #1 to -20 (Horizontal), 20 (Vertical) and 0 (Bank): CAM1 -20,20,0 To set Camera #1 from CAD-3D 2.0, you would click in the Camera window, select the ROTATE button and adjust the top slider (Horizontal angle) and right slider (Vertical angle). To adjust the bank angle, you would click on the Rotate icon while the Camera window was active, then move the slider bar left or right in the dialog box which appeared. (See CAM2, CAM3, C1MV, below) CAM2 camx,camy,camz,lookx,looky,lookz,bank This command tells CAD-3D 2.0 to use a unique Camera #2 for subsequent view operations. This camera is different from Camera #1 in that it accepts absolute X, Y, and Z locations for the camera (first three parameters) as well as for the point where the camera is looking (parameters 4, 5 and 6). The last parameter sets the Bank angle. Using this command, you can watch a particular object as it moves (use GRPCENT, below, to find the center of the object and set the parameters lookx, looky and lookz to these coordinates). All coordinates except the Bank angle can range from -15000 to 15000. Care should be taken that the point looked at is not the same as the camera location, or strange images will result. The Bank angle values range from 0 to 360 degrees, measured counter- clockwise along the line of sight of the cameras view. When using Camera #2 in stereo, the stereo focus is automatically set to the distance of the point being looked at, i.e., the point looked at will appear to be at the level of the screen, rather than being positioned inside or in front of the screen. - 9 - To set up Camera #2 at position 3000 on the Y axis, looking back at the center of the universe, you would use: CAM2 0,3000,0,0,0,0,0 (See C2MV, below) CAM3 camx,camy,camz,heading,pitch,bank,focus Camera #3, is a unique camera which allows the user to specify the camera's x, y, and z location (first three parameters) as well the angles for the camera's Heading (Horizontal angle), Pitch (Vertical angle) and Bank (side angle). The camera location X, Y and Z values can range from -15000 to 15000. The Heading, Pitch and Bank values may range from 0 to 360 degrees. The heading is measured clockwise from the positive Y axis (0 degrees) as seen from CAD-3D 2.0's Top window, the Pitch and Bank values may range from 0 to 360 degrees. The Heading is measured clockwise from the X-Y plane as seen from CAD-3D 2.0's Right window, and the Bank is measured counter- clockwise from the Z-axis as seen from CAD-3D 2.0's Front window. The last parameter, focus, specifies the distance to the stereo focus point ( or convergence). This is where the screen would appear to be in stereo mode. Focus can range from 200 to 15000 and has no effect in MONO (any value between zero and 200 will default to 200). As an example, a parameter setting of 200 would put the screen as close as it could get to Camera #3; most objects would appear to be behind the screen. A setting of 6000 would place the screen 6000 units away from Camera #3 and anything in the universe which was closer than 6000 units would appear to float in front of the screen. A Camera #3 listing example: CAM3 1000,2000,0,100,0,0,200 (See C3MV, below) CENTER Universe/Group/Arbitrary Selects the CENTER (or Pivot Selection) mode - the point around which rotation and scaling of an object group will occur. Universe selects the center of the universe as the center of rotation. Group selects the center of the currently selected group, and Arbitrary selects the point chosen using SETARB (see below) as the center of rotation. The first character of each parameter word is significant. To obtain coordinates when using the Arbitrary center, double-click on the Pivot Selection icon in CAD-3D 2.0 while it is in Arbitrary mode, then move the indicator to the center point you want from within any two of the auxiliary view windows. The three numbers which appear in the title bar of the Front window are the x, y, and z coordinates for the center: CENTER A ---This command requires CAD-3D 2.0, version 2.02 or later.--- CHGPSPC exp Changes the Camera perspective by the value of the parameter. If you exceed the legal values of Perspective (0-999) you will get an error: CHGPSPC -200 To perform this function from CAD-3D 2.0, you would select the Camera window, click in the Z/P button and move the right slider to adjust the Perspective. CHGZOOM exp Changes the current Camera Zoom factor by the value of the parameter. If you set the Zoom outside the legal limits (0-999) you will get an error: CHGZOOM 110 - 10 - CLONE name1,name2 Duplicates the object whose name is specified by the first parameter, and gives the duplicate the name specified by the second parameter. The clone is created at the same location as the original: CLONE cube1,cube2 To clone an object in CAD-3D 2.0, you would click on the object to clone with the [Shift] button held down, and drag the object to its new location. CLRBGND Clears the background buffers, erasing any picture data: CLRBGND To perform this function in CAD-3D 2.0, you would double-click on the Super view window to bring up the dialog box. Then click in the "Erase Background" button. (See LOADBAK, below) CLRGRP Deselects all objects in the current group. This is useful if you have a large number of objects and only wish to modify a few. Use CLRGRP and then SELECT the objects you want to work with: CLRGRP To perform this function in CAD-3D 2.0, you would double-click on the letter of the group in which you wanted to deselect all objects. When the dialog box opened, you would click on the "None" button. (See ALLGRP, above and SELECT and DESELECT, below) CLRIMG This command clears both the right and left Super View images. It is only necessary to use CLRIMG when using Cyber Control in a stand-alone mode, since the SUPERVIEW command (normally used when Cyber Control is operating with CAD-3D 2.0) automatically clears the previous image before generating the next: (See BACKSET, above) CLRIMG ---This command works in stand-alone mode.--- CUBE name,color This command creates the Cube primitive from CAD-3D 2.0. The primitive is assigned the name given by the first parameter and the color given by the second parameter, which can be a numeric expression from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAD-3D 2.0 ranges from color 7 (highest) down to color 1 (darkest), then using the command: CUBE name1,7 will tell CAD-3D 2.0 to color the object using colors 1 to 7. However, the command: CUBE name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. To create this primitive in CAD-3D 2.0, you would click on the Primitives icon, then click on the Cube button. (See SPH2, SPH3, TORUS and WEDGE, below) - 11 - C1MV dhorangle,dverangle,dbank Changes the current Camera #1 settings for the Horizontal angle (first parameter), the Vertical angle (second parameter) and the Bank angle (last parameter) by the specified amount. You must enter all three expressions. For any numbers you don't want to change, enter a zero: C1MV -10,0,0:;change camera 1 by -10 degrees Horizontal only. (See CAM1) C2MV dx,dy,dz,dlx,dly,dlz,dbank This command changes the current settings of Camera #2 by the amount specified in the parameters. The parameters are the x, y, and z location of the cameras (dx, dy, and dz), the x, y, and z location that the camera is looking at (dlx, dly, and dlz) and the Bank angle (dbank). If the Camera #2 values exceed legal limits you will get an error. The only exception is the Bank angle, which will automatically wrap around. A positive change in the Bank angle indicates a counter-clockwise rotation, while a negative change indicates a clockwise rotation (viewed from CAD-3D 2.0's Front window: C2MV 1000,-500,200,0,10000,0,10 (See CAM2) C3MV dx,dy,dz,dheading,dpitch,dbank,dfocus This command changes the Camera #3 settings by the amount specified in the parameters. The parameters are the x, y, and z location of the camera (dx, dy, and dz), and the heading (dheading), Pitch (dpitch), Bank angle (dbank) and focus (dfocus) of Camera #3. Heading, Pitch and Bank angle parameters will automatically wrap around if they exceed legal limits, but if the other parameters exceed limits you will get an error: C3MV 1000,0,-500,30,-20,10,0 (See CAM3) DEFPT spline#,x,y,z This command defines the next control point in a three-dimensional spline definition. Up to 20 control points may be entered per spline, and the control point index is automatically updated. That is, the first DEFPT will define the first control point, the second DEFPT will define the second, and so on. Up to five independent splines may be defined. The parameter spline# defines which spline is being defined and can range from 1 to 5. The remaining parameters determine the x, y, and z coordinates of the control points. To define the three control points for a spline from 10, 20, 30 to 100, -30, 20 to 0, 0, 0, using spline #3, the sequence is: DEFPT 3,10,20,30 DEFPT 3,100,-30,20 DEFPT 3,3,0,0,0 See DEFSPLINE, below, for more information on defining splines. ---This command works in stand-alone mode.--- DEFSPLINE spline#,spline_size,L/B/S This command is called after the spline's control points have been defined using DEFPT (see above). The first parameter is a number from 1-5 specifying the spline you are defining. The second parameter is the total number of points that will be contained in the spline. The computer will interpolate other points between the values of the control points given in DEFPT. The spline can contain any positive number of points but the number of total points must be greater than the number of control points. - 12 - The final parameter can take on the values of L, B or S. If this parameter has the value "L", the spline generator generates a linear path along the control points. A linear path moves directly from one control point to another in a straight line. If the last parameter has the value "B", the spline generator generates a curved path that approximates the path between the control points. The curved path starts at the first point and passes through the last point, but does not necessarily pass through all the control points defined between due to the curved nature of the path. Finally, if the last parameter has the value "S", the spline generator generates a path which passes through all the control points. The "S" path may not be as smooth as a "B" spline because the path may have to make some sharp turns between control points to pass through those points. The x, y, and z coordinates of the points along the path defined with DEFPT and DEFSPLINE can be accessed by using the predefined arrays snx(), sny() and snz(), where "n" is any number from 1 to 5 and is the number of the spline. For example: DEFPT 1,0,0,0 DEFPT 1,20,30,40 DEFSPLINE 1,50,L FOR N=0 TO 49:? x1x(N),s1y(N),s1z(N):NEXT N:END This program generates a 50-point linear spline between the two control points defined with DEFPT. It then prints out the 50 values (numbered 0- 49) of the spline array 1. The spline array subscripts always range from 0 to one less than the number of points in the spline. If other spline arrays have been defined, the values of the coordinates of the points along the spline paths could be accessed by the arrays: s1x() s1y() s1z() - Spline 1 s2x() s2y() s2z() - Spline 2 s3x() s3y() s3z() - Spline 3 s4x() s4y() s4z() - Spline 4 s5x() s5y() s5z() - Spline 5 (See DEFPT, above, and S1X(), S1Y(), and S1Z(), below) ---This command works in stand-alone mode.--- DESELECT name1 [,name2,name3...namen] Deselects the object whose name is given by the parameter name1. Multiple objects may be deselected using this command. The name of the objects are case sensitive. The command only affects the currently selected group: DESELECT cube1 To perform this function (for a single object only) in CAD-3D 2.0, you would double-click on the letter of the group in which you want to deselect the object, then click on the highlighted object name in the dialog box. (See SELECT, ALLGRP, CLRGRP, above) DIM arrayname [,arrayname2,...arraynamen] To define a numeric array and set the number of elements allowed in that array, you use the DIM statement followed by the array names: DIM myarray(10),myarray2(20) This declares the arrays "myarray" and "myarray2", setting the number of elements in "myarray" to 10 and the number of elements in "myarray2" to 20. The total number of elements declared in DIM statements must not exceed the number of elements allocated in the start-up dialog box (see Buffers, above). The elements of an array are numbered from 0 to one less than the number of elements declared, so the elements in "myarray", above, run from myarray(0) to myarray(9). When you DIMension an array, all elements are set to zero. ---This command works in stand-alone mode.--- - 13 - DIRECT A/B/C,brite,x,y,z This command changes the setting of a direct light source. The first parameter specifies which of the three available light sources you want to modify, and can be set to A, B or C. The second parameter specifies the brightness and can take on values from 0 (no brightness) to 7 (maximum brightness). The remaining parameters specify the x, y, and z coordinates of the light position. These can range from -50 to 50. Values from -45 to 45 are considered to be inside the CAD-3D 2.0 universe, whereas -46 to -50 are outside the universe on the negative side and 46 to 50 are outside the universe on the positive side. In CAD-3D 2.0, you would click on the Lighting icon to show three different views of the light locations. The white box area in the middle of each view is considered to be inside the universe and corresponds to the lighting locations -45 to 45. The gray area surrounding the white box is considered to be outside the universe, and corresponds to the lighting coordinates of -50 to -46 and 46 to 50. To set the brightness in CAD-3D 2.0, you would click on the letter specifying which direct light source you want and then click on the brightness level. NOTE: See page 81 of your CAD-3D 2.0 documentation for important information about inside/outside-universe light placement. Use the LTON and LTOFF (below) to turn a light on or off. To set light A to brightness 7 and location 45,-46,45: DIRECT A,7,45,-46,45 DRAFT Sets the Super View mode to draft. Draft is the fastest drawing mode, but some rendering errors can occur. For recording animations, it is recommended that you use FINAL (see below): DRAFT To select this function in CAD-3D 2.0, you would double-click on the SUPERVIEW button to bring up the Super view dialog box, then click on the "Draft" button. EFFECT In/Center/Out Sets the stereo effect. The first character of each parameter option is the only one which is significant. Thus, EFFECT Center is the same as EFFECT C. The stereo EFFECT determines where the stereo objects will appear. In makes then appear behind the screen of the monitor, Out makes them appear in front of the monitor, and Center places them at the plane of the monitor screen. This has no effect in Mono: EFFECT Center To perform this in CAD-3D 2.0, you would click in one of the three buttons (In, Ctr, and Out) in the Stereo Effect area of the Super View dialog box. END This command halts execution of a Cyber Control program. It is optional, but must be used to separate the main part of the program from any subsequent subroutines: END ---This command works in stand-alone mode.--- EXTRUDE name,color Extrude an object using the current extrude template, giving it the name specified by the first parameter and the color specified by the second parameter. The color must be in the range 1-15. See LOADEXTR (below) for information on how to load a template to extrude with EXTRUDE: EXTRUDE fissure,7 - 14 - To perform this function in CAD-3D 2.0, you would click on the Extrude Tool, then click on "Do Extrude" in the "Options" drop-down menu. FCLOSE This command closes the input file. Do not attempt to read data after closing the file: FCLOSE (See FOPEN, below) FINAL Sets the Super View mode to FINAL. This is much slower than DRAFT (see above), but avoids the rendering errors which can occur with DRAFT: FINAL To perform this function from CAD-3D 2.0, you would double-click on the SUPERVIEW box to bring up the Super View dialog box, then click on the "Final" button. FOPEN "Filespec" Opens an ASCII data file for input to Cyber Control. The data from the file is useful as parameter or array input. Only one data file may be open at a time. The file is an ASCII file which can contain only numeric values. The values are separated by a CR/LF combination or may be grouped on a line and separated by commas. Spaces in the file are ignored, An example of a data file might be: 1,34,65,5635,-45.3 6.5 453,3.4 -8 Cyber Control's editor can be used to create data files. Filespec is a standard specification for Drive/Path/File enclosed in double quotes: FOPEN "A:\FILSTUF" (See FCLOSE, above) FOR var1=begin TO end [step exp2] NEXT var1 The FOR/NEXT loop is a structure for repeating the block of statements between the FOR statement and the required NEXT statement: FOR lewp=1 TO 5 STEP 2 x=lewp*3:PRINT x NEXT lewp The beginning of the block is shown by the FOR statement, which specifies an index variable, var1. This variable may not be an array variable. The index variable is initially set to the value begin and each time the NEXT statement is encountered, the value of the variable is incremented by the value of exp2 until it reaches the value of end. The STEP keyword is optional, if it is omitted, then exp2 is assumed to be 1. exp2 can be any integer or floating point number. exp2 can also be negative, if it is, then the index variable will decrease in value and the loop will terminate when the variable is LESS than end. The NEXT command terminates the FOR loop, and must be followed by the variable used in the current FOR loop or an error will result. When the NEXT command is encountered, the variable in the FOR statement is tested for its end condition. If the end condition has not been satisfied, the variable is incremented and execution branches back to the statement following the FOR statement. If the end condition has been satisfied, execution continues with the statement following the NEXT command. - 15 - FOR/NEXT loops may be nested to any depth. FOR may be abbreviated as F., and NEXT as N. (the periods must be included). NOTE: Array variables may not be used as the index variable in FOR/NEXT loops. --- This command works in stand-alone mode.--- FREAD var1 [,var2,var3,...,varn] Reads the specified number of values from the input file opened with FOPEN and places them into the variables. At least one variable must be specified. Placing related data values in the same FREAD statement helps make the program easier to understand. For example, the statement: FREAD camhor,camvert,cambank is a good statement for getting camera 1 settings from a file. (See FOPEN and FCLOSE, above, and FTRAP, below) FREEDISK This is a predefined variable which keeps track of the amount of empty space left on a disk (in bytes) during the recording of an animation. It is normally used to decide when a disk is nearly full, so that the animation can be RCHAINed to another disk: IF FREEDISK<24000 THEN RCHAIN "B:\DAVID.DLT" (See RCHAIN, below) FTRAP label This command's parameter gives Cyber Control the name of the label where control is to be transfered when an end-of-file condition is reached. Control is transfered to the label when an FREAD command detects an EOF from the input file, meaning that there is no more data to read. FTRAP is most useful when you don't know how many data values are in your data file. If you don't use FTRAP and FREAD detects and EOF condition, the run will stop with an EOF error: FOPEN "a:\3DDATA\DATAFILL.DAT" FTRAP Eofile @Readloop FREAD c1,c2,c3:CAM1 c1,c2,c3 SUPERVIEW:RECORD GOTO Readloop @Eofile FCLOSE:END This sample program reads three values from the input file and uses them to set the camera. This continues until the end of the input file is reached. At that point, the input loop is terminated and control transfers to the "Eofile" label, where the file is closed and the program ends. (See FOPEN, FCLOSE and FREAD, above) FULLSPIN name,color Spins an object 360 degrees using the current spin template, giving it the name specified by the first parameter and the color specified by the second parameter. The color must be in the range 1-15. See LOADSPIN (below) for information on how to load a template to spin with FULLSPIN: FULLSPIN glass,7 You would spin a template from CAD-3D 2.0 by clicking on the Spin icon to bring up the spin window, then selecting "Do Spin" from the "Options" drop- down menu. (See PARTSPIN, below) - 16 - GETIMAGE "Filespec",wdvar,htvar This command loads a bit image file into the overlay buffer. An overlay buffer must have been allocated using the start-up dialog box for this work. This image can be overlaid on the CAD-3D 2.0 image by using the OVERLAY function. The filespec is a standard Drive/Path/File string enclosed in double quotes. The bit image may be a DEGAS (.PI1, .PC1, .PI3, .PC3) or NEOCHROME (.NEO) image or a DEGAS block (.BL1 or .BL3). Be sure to use the proper extension, as the extension is used to determine what type of image is being loaded. If the image is successfully loaded, the width and height of the image in pixels are placed in the second and third parameters, which must be variable names: GETIMAGE "D:\pics\logo.bl1",width,height PRINT width,height OVERLAY L,5,10 The overlay bit image remains in the overlay buffer until another GETIMAGE command is executed, and the image can be overlayed on frames as many times as you desire. (See OVERLAY, below) ---This command works in stand-alone mode.--- GOSUB label The GOSUB command causes operation to continue at the label specified by the parameter. The section of code following this label must end with a RETURN statement so that program flow may continue, following the branch caused by the GOSUB command: PRINT "Example Program" GOSUB printx:GOSUB printy PRINT "End of program":END @printx:PRINT "x=",x:RETURN @printy:PRINT "y=",y:RETURN The END statement in the above example stops program flow before it can reach the following subroutines (located at the labels @printx and @printy). GOSUB may be abbreviated as GS. (the period must be included). (See END, above) ---This command works in stand-alone mode.--- GOTO label Causes program execution to continue at the specified label: GOTO Continue . . @Continue:;picks up here GOTO may be abbreviated as G. (the period must be included). ---This command works in stand-alone mode.--- GROUP A/B/C/D Selects the corresponding object group, A, B, C, or D. You must specify one and only one letter: GROUP A To perform this function in CAD-3D 2.0, you would click on the box containing the letter of the group you want to select. GRPCENT centx,centy,centz This command finds the center coordinates of the currently selected group of objects and places it in the variables. three variable names are required as parameters: GRPCENT cx,cy,cz ---This command requires CAD-3D Version 2.02 or later.--- - 17 - HOME Moves the object group selected to the center of the CAD-3D 2.0 universe: HOME To perform this function in CAD-3D 2.0, you would click on the Home icon. IF expression THEN statement This command makes tests during the running of a program. Expression is any numeric expression. If it evaluates as true, then the statement following the THEN is executed, along with other statements on the same line. If the expression is false, all the rest of the statements on the IF line are ignored and execution continues on the next line: IF test1=test2 THEN PRINT "Values are equal":END PRINT "Values are not equal":END ---This command works in stand-alone mode.--- INPUT "prompt string",variable Allows the user to input a single decimal number. The value is input via a dialog box. The prompt string can be up to 40 characters in length. Any extra characters will be truncated. The parameter receives the value input by the user and must be a variable name. If the user clicks on the ABORT button of the dialog box, then the program will stop executing: INPUT "What Value",val1 INPUT val2 INPUT may be abbreviated as IN. (the period must be included). ---This command works in stand-alone mode.--- KILL name1 [,name2,name3...namen] Deletes one or more objects from memory, whose names are specified by the parameters. Separate the names of the different objects with commas. This is not reversible, so be careful: KILL cub1,cube2 LIMIT name,minRx,maxRx,minRy,maxRy,minRz,maxRz When initially defined, each object in a hierarchical structure has a rotational limit (or "constraint") of from -180 degrees to 180 degrees for all three axes. The LIMIT command redefines the limits of rotation of an object. The first parameter specifies the name of the object for which the rotation is being limited. The second and third parameters specify the minimum and maximum rotational angles around the x axis. The remaining parameters set the limits for the y and z axis. For a Torso attached to the Pelvis by the Waist joint, the LIMIT command which would approximate natural rotational limits might be: LIMIT Torso -120,40,-20,20,-90,90 Rotational limits are based on the home position of the object as stored in the file. See the POSITION command below for a description of how the angular rotations are defined. (See TREEADD, TREECLR, RELATE, POSITION, ORDER and TREESET, below) LINECOLR wcolor,ocolor Works in color only. The first parameter sets the color used for lines in wireframe mode, while the second parameter sets the color used for edges in outline mode. The first parameter color range can be from 1-15; the color range for the second parameter can be from 0-15. Both can be any numeric expression. You MUST set both colors when you use this command or you will get an error. If you don't want to change one, just use the existing value: - 18 - Wirecolor=3:Outcolor=5 LINECOLR Wirecolor,Outcolor To set these colors from CAD-3D 2.0, select "Custom" from the "Colors" drop-down menu. The Colors dialog box will open. click on the box marked "Wire Color" or the box marked "Edge Color" to display which of the 16 available colors are currently set for the wireframe color and the outline color. To change either of these colors, just click on the color you want to use in the dialog box. LINEMODE Edges/All Sets the line mode to showing "All lines" or "Edges only". Only the first letter of the parameter (E or A) is significant. The default is Edges only. All lines will draw additional lines on a surface to better define it, and can be used for textural effects. However, the .DLT file updates to disk will be significantly larger in "All line" mode. LINEMODE Edges To perform this function from CAD-3D 2.0, you would click on the "All Lines" icon. LOADBAK L/R,"Filespec",Y/N Loads either the left or right background buffer with the DEGAS or NEOCHROME picture file indicated by Filespec. The first parameter is an "L" or an "R", indicating whether to load the background into the left or right buffer (use L for non-stereo). Filespec is a standard Drive/Path/File string enclosed in double quotes. If using a color system, DEGAS picture files must contain a .PI1 or .PC1 extension, and NEOCHROME picture files must contain a .NEO extension. If using a monochrome system, DEGAS picture files must contain a .PI3 or .PC3 extension. the last parameter can be either a "Y" or an "N". If Y, the palette of the picture being loaded into the background will be used in place of the current CAD- 3D 2.0 color palette. If an N, the current color palette will be maintained, and the newly loaded picture will use its colors. The load picture should, naturally, match the resolution under which you are operating, and CAD-3D 2.0 must have one or more background buffers allocated for this command to work (through the CAD-3D 2.0 bootup configuration dialog - see page 51 in your CAD-3D 2.0 manual). You must also have turned the background on using either the BACKGND command (described above), or from within CAD-3D 2.0 in the Super View dialog box: LOADBAK L,"A:\PICS\BACKSTUF.PI1",Y You would load a background picture file in CAD-3D 2.0 by clicking in the "Load" button in the Background section of the Super View dialog box. (See BACKGND, above, and STEREO and MONO, below) ---This command works in stand-alone mode.--- LOADEXTR "Filespec" Loads the EXTRUDE template from the chosen file. Filespec is a standard specification for Drive/Path/File enclosed in double quotes. Extrude templates use the .XTR extension. LOADEXTR "A:\CAD\TMPLATE.XTR" You would load an EXTRUDE template from CAD-3D 2.0 by clicking on the Extrude icon to bring up the extrude window, then using the "Load Template" option from the "File" drop-down menu. (See EXTRUDE, above) LOADSPIN "Filespec" This command loads the SPIN template from the chosen file. Filespec is a standard specification for Drive/Path/File enclosed in double quotes. Spin template files use a .SPN extender:\PICS\BACKSTUF.PI1",Y You would load a background picture file in CAD-3D 2.0 by clicking in the "Load" button in the Background section of the Super View dialog box. (See BACKGND, above, and STEREO and MONO, below) ---This command works in stand-alone mode.--- LOADEXTR "Filespec" Loads the EXTRUDE template from the chosen file. Filespec is a standard specification for Drive/Path/File enclosed in double quotes. Extrude templates use the .XTR ext SOFTWARE presents another doc by THE SCRIBE FONT WRITER PLUS ====================== QUICK REFERENCE ====================== <<< COMMAND LIST >>> COMMAND * RESULT * PLACEMENT * INFO :::::::::*:::::::::::::::::*:::::::::::::::::::*:::::::::::::::::: ~bg * begin document * blank line at the * * * beginning of doc. * ---------*-----------------*-------------------*----------------- ~fn# * use new font * at any point in * begins new font * * the document * at location ---------*-----------------*-------------------*----------------- ~pm# * printing mode * blank line within * 0=draft quality * * the document * 1=high quality * * * 2=bold quality ---------*-----------------*-------------------*-----------------Part 2 of the CyberControl docs.. - 19 - LOADSPIN "A:\CAD\TMPLATE.SPN" You would load a SPIN template from CAD-3D 2.0 by clicking on the Spin icon to bring up the spin window, then using the "Load Template" option from the "File" drop-down menu. (See FULLSPIN, above, and PARTSPIN, below) LOAD3D "Filespec" Loads the specified .3D or .3D2 file into CAD-3D 2.0's memory. Filespec is a standard specification for Drive/Path/File enclosed in double quotes. This command performs a NEW before loading the new file. The palette and lighting are also loaded. Unlike the "Load" command in CAD-3D 2.0, LOAD3D does not reset the camera's values to their defaults: LOAD3D "A:\SHAPES.3D2" You would load a file in CAD-3D 2.0 by selecting "Load" from the "File" drop-down menu. (See MERGE3D and NEW, below) ---This command required CAD-3D 2.0 version 2.02 or later.--- LTOFF A/B/C Turns the specified direct light source off. The parameter must be only one letter, A, B, or C: LTOFF A To turn off a light in CAD-3D 2.0, you would click on the "ON" toggle button of the light in the lighting dialog box. (See DIRECT, above, and LTON, below) LTON A/B/C Turns the specified direct light source on. The parameter must be only one letter, A, B, or C: LTON A To turn on a light in CAD-3D 2.0, you would click on the "OFF" toggle button of the light in the lighting dialog box. (See DIRECT and LTOFF, above) MERGE3D "Filespec" Merges the specified .3D or .3D2 file into CAD-3D 2.0's memory. Filespec is a standard specification for Drive/Path/File enclosed in double quotes. The objects from the disk file are added to those in memory. This command will not let you add objects with names that are identical to those already in memory. If you try it, the program will end. An example: MERGE3D "A:\SHAPES.3D2" You would merge a file in CAD-3D 2.0 by selecting "Merge" from the "File" drop-down menu. (See LOAD3D, above) ---This command requires CAD-3D 2.0 version 2.02 or later.--- MONO Sets the stereo setting to MONO: MONO In CAD-3D 2.0, you would perform this function by clicking on the MONO button in the Super View dialog box. (See STEREO, below) ---This command works in stand-alone mode.--- MOVETO x,y,z Moves the current object group so that the center of the group is at the x, y, and z coordinates specified by the parameters: MOVETO 1000,0,500 - 20 - MOVETO works well for moving objects along a spline path. ---This command requires CAD-3D 2.0 version 2.02 or later.--- NEW This clears the CAD-3D 2.0 workspace of all objects, and returns the Camera to 0 degrees Horizontal and Vertical angles, 0 degrees Bank angle, 350 Perspective, and 200 Zoom: NEW You may issue the NEW command from CAD-3D 2.0 by selecting "New" from the "File" drop-down menu. ORDER name,x/y/z,x/y/z,x/y/z Sets the order of rotation for the hierarchically linked object whose name is given by the first parameter. The second parameter specifies which axis the object will be rotated around first, while the other two parameters specify which axis the object will be rotated around second and third. The parameters must be a single letter, either x, y, or z. The default order of rotation is to rotate around the X axis, then the Y axis, and finally the Z axis. Any order may be specified, but each axis designation may appear only once, or an error will result. To set the object Torso to rotate around the Z axis first: ORDER Torso,Z,X,Y (See TREESET, TREECLR, TREEADD, RELATE, and POSITION, below, and LIMIT above) OVERLAY L/R,xexp,yexp Overlays the current overlay buffer image onto the left or right Super View image. The first parameter may be either L or R to specify the left or right Super View image (in monoscopic mode, only L is required). The overlay image will be placed at the screen location specified by the numeric expressions in the second and third parameters. The location set by xexp and yexp is the upper left corner of the image. For example, if your overlay is a full screen image, the command: OVERLAY L,0,0 will align it properly with the screen. The X and Y locations can be anywhere on or off the screen, even if the block does not show up on the screen at all. The limits for xexp and yexp where at least part of the block will be visible are the normal screen resolutions: 0-319(x)/ 0-199(y) for color screens, and 0-639(x)/ 0-399(y) for monochrome screens. To load an image, use the GETIMAGE command (see above). To generate an image using OVERLAY, you must first call for a SUPERVIEW (SUPERVIEW clears the screen, so this must be the first step in generating an image), OVERLAY your bit image, and finally RECORD the composite. For example, to overly a DEGAS block in a file called "TITLE.BL1" onto a CAD-3D 2.0 image at x=40 and y=60 for the left screen image, and then record the composite image: GETIMAGE "C:\TITLE.BL1",w,h:SUPERVIEW OVERLAY L,40,60:RECORD Once a bit image has been loaded with the GETIMAGE command, it may be overlaid any number of times. (See SUPERVIEW and RECORD, below, and GETIMAGE, above) NOTE: Overlays may be stamped on the background to become underlays. ---This command works in stand-alone mode.--- PARTSPIN name,color,from,to,Degrees/Percent Does a partial spin of the current object in the spin template, giving it the name specified by the first parameter and the color specified by the second parameter. The color must be in the range 1-15. The third - 21 - parameter is the numeric expression for the start location of the spin, and the fourth parameter is the numeric expression for the end location of the spin. These parameters are given in either degrees or percent of a full spin, as specified by the last parameter. Only the first letter of the last parameter (Degrees or Percent) is significant. The rotation begins at the x axis and proceeds the specified number of degrees or percentage of a full circle clockwise as viewed from the top. See LOADSPIN above for information on how to load a template to spin with PARTSPIN: PARTSPIN pglass,7,10,100,D (See FULLSPIN, above) PATLOAD pattern#,"Filespec" Loads a DEGAS fill pattern file (with extension .FIL) from the file specified by Filespec and places it in the CAD-3D 2.0 shading pattern slot specified by the first parameter. The pattern number can range from 0-15, with 0 being the lightest and 15 being the darkest in the logic of the CAD- 3D 2.0 lighting algorithm. Any pattern may be replaced with this command. The other patterns are not modified. Filespec is a standard specification for Drive/Path/File enclosed in double quotes. This command is only useful in monochrome mode: (See PATREST, below) PATLOAD 4,"A;\PATTERN4.FIL" ---This command requires CAD-3D 2.0 version 2.02 or later.--- PATREST Restores the default CAD-3D 2.0 patterns. It is a good idea to do this at the end of an animation where you modified the patterns for a monochrome animation: PATREST (See PATLOAD, above) PERSPEC exp Sets the perspective for all camera to the value specified by the parameter. Exp can range from 0-999: PERSPEC 200 To perform this function from CAD-3D 2.0, you would select the Camera window, then click the Z/P button to "P", and adjust the right slider of the Camera window. POP Removes the unused return address from the stack when exiting from a subroutine without encountering the RETURN statement: POP (See GOSUB and RETURN, above) ---This command works in stand-alone mode.--- POSITION name,Xangle,Yangle,Zangle Tells Cyber Control that a certain hierarchically linked object whose name is given by the first parameter is to be rotated the number of degrees around the chosen axes specified by the second (X axis), third (Y axis) and fourth (Z axis) parameters. The angles are measured from the "home" position of the object as it is stored in the file. The angles are limited by any constraints set in the LIMIT command, if it was used. Otherwise, any angle from -180 to 180 degrees may be specified. The angles are set up as follows: Rotation around all the axes is counter-clockwise for negative angles and clockwise for positive angles. For the X axis, this is as it would be viewed from CAD-3D 2.0's Right window, for the Y axis this is as it would - 22 - be viewed from the Front window, and for the Z axis this is as it would be viewed from the Top window. All three of these windows would have to be at their default settings. Use as many POSITION statements as required, and only POSITION those joints which need to be changed. Cyber Control remembers object positions from one frame to the next. The POSITION commands can be entered in any order: POSITION Lowarm,10,0,0 POSITION Uparm,-10,0,0 (See TREESET, TREEADD, TREECLR, and RELATE, below and ORDER & LIMIT, above) PRINT [arg1,arg2,arg3...,argn][,] Prints the list of arguments to your printer. Numeric arguments are printed with the required number of decimal places, up to 2. Thus, 2.0 will print as 2, while 2.451 will print as 2.45. The commas serve to put a space between the arguments, and a comma at the end of the end will suppress the carriage return. You may print string constants enclosed in quotes and abbreviate the PRINT command with "?": ?"Values:",:FOR x=1 TO 5:? x,:NEXT x will produce the following on your printer: Values: 1 2 3 4 5 You may also print any ASCII value. The backslash (\) precedes any ASCII value you want to send to your printer. To send an ESC followed by an ASCII 224, you would use: PRINT "\27\224" To print the backslash character itself, you must place two backslashes in an expression where you want one to appear: ?"The filename is A:\\FROON\\FILENAME.EXT" ---This command works in stand-alone mode.--- RCHAIN "Filespec" Lets you chain your animation to a new disk. The Filespec is a standard Drive/Path/File string, enclosed in double quotes. Normally, this command will be executed after testing the free space on disk via the FREEDISK variable, which is maintained by the system: IF FREEDISK<24000 THEN RCHAIN "A:PART2" If you have two drives you may chain to the second drive and the animation will start writing to the second drive automatically when the RCHAIN command is executed. If you have only a single drive, you may chain to that drive; when the RCHAIN command is executed, the program will stop and alert box will prompt you to switch disks. Place a fresh disk in the drive and click on OK or press [Return] to continue generating the animation. This alert box will also occur if you have two drives but you chain back to the same drive. (See FREEDISK above) ---This command works in stand-alone mode.--- RECOLOR name1,color Recolor the object with the name given by the first parameter to the color specified in the numeric expression of the second parameter. Colors can range from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the second parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAD-3D 2.0 ranges from color 7 (lightest) down to color 1 (darkest), then using the command: RECOLOR name1,7 will tell CAD-3D 2.0 to color the object using colors 1 to 7. However, the command: RECOLOR name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. You would adjust the color of an object in CAD-3D 2.0 by selecting "Recolor" from the "Colors" drop-down menu. - 23 - RECORD Records a frame of the animation. It does not automatically generate an image to record, so you must first use the SUPERVIEW command to generate an image. The RECORD function will then record that frame on disk. For example, to generate one frame of the animation, you would use: SUPERVIEW:RECORD Multiple record operations of the same image are possible without having to redraw the image in between frames, which would waste time. To generate three frames of the same view, you would use: SUPERVIEW:RECORD:RECORD:RECORD Each time the RECORD command is used, a variable called FREEDISK is updated to hold the number of free bytes on the disk being used. The variable FREEDISK can be used to determine when to RCHAIN to another disk, as shown under the RCHAIN command. You may not assign a value to FREEDISK yourself. You would record an animation frame in CAD-3D 2.0 by clicking on the Record icon. (See RSTART, RSTOP, & SUPERVIEW, below, and FREEDISK & RCHAIN, above) ---This command works in stand-alone mode.--- RELATE childname,parentname,jointname Tells Cyber Control how objects in a hierarchical tree are related. The object whose name is specified by the first parameter is connected to the object whose name is specified by the second parameter by the "joint" object whose name is given by the third parameter: RELATE Torso,Pelvis,Waist Up to 80 objects may be RELATEd, and there can be several trees defined at once. Each tree is referred to by its root object. The root object is the one object that is not the child of another object, and thus does not appear as the first argument (childname) in a RELATE statement. Several objects may be RELATEd to the same parent by the same joint. (See TREESET, TREEADD, & TREECLR, below, and POSITION, ORDER, & LIMIT, above) RENAME name1,name2 Renames the object whose name is given by the first parameter to have the name specified by the second parameter. Names can be up to 8 characters in length and object names are case sensitive: RENAME cube1,cube2 RETURN Sends program execution back to the statement following the GOSUB statement which call the subroutine. If no GOSUB called the subroutine, then an error will be generated when a RETURN is encountered. RETURN may be abbreviated as RET. (the period must be included). (See GOSUB, above) ---This command works in stand-alone mode.--- RND (exp) This function generates a random number between 0 and 1. The parameter can be any number, but zero (0) is suggested for efficiency: x=RND(0) To generate a random integer between any two numbers x and y, use: z=x+INT(RND(0)*(y-x+1)) ROTATE x,y,z Rotates the currently selected object group the number of degrees specified around the three axes. The three parameters are numeric expressions for - 24 - the number of degrees to rotate around the x, y, and z axes. Only those objects in the group which are selected (see SELECT, DESELECT, CLRGRP, ALLGRP) are rotated, unselected objects are not affected. A positive rotation angle indicates a clockwise rotation around the chosen axis, while a negative angle indicates a counter-clockwise rotation (X rotation viewed from the right, Y rotation viewed for the front, Z rotation viewed from the top). To rotate the selected group 20 degrees around the X axis and - 30 degrees around the Z axis you would use: ROTATE 20,0,-30 RPRINT [arg1][,arg2,arg3...argn][,] Prints the list of arguments to your RS232 port. Numeric arguments are printed with the required number of decimal places, up to 2. Thus, 2.0 will print as 2, while 2.451 will print as 2.45. The commas serve to put a space between the arguments, and a comma at the end of the line will suppress the carriage return. You may print string constants enclosed in quotes: RPRINT "Values: ", FOR x=1 TO 5: RPRINT x,:NEXT x will produce the following at your serial device: Values: 1 2 3 4 5 You may also print any ASCII value. The backslash (\) precedes any ASCII value you want to send to your serial port. To send an ESC followed by an ASCII 224, you would use: RPRINT "\27\224" To print the backslash character itself, you must place two backslashes in an expression where you want one to appear: RPRINT "The filename is A:\\FROON\\FILENAME.EXT" (See BAUD, above) ---This command works in stand-alone mode.--- RSTART "Filespec",M/S Starts the animation recording. The Filespec is any valid Drive/Path/File specification, enclosed in double quotes. The drive must be specified, and the file extension is ignored, since the two files created end in .PI1 (or .PI3 for a monochrome system) and .DLT. The second parameter must be either M or S and specifies Monoscopic or Stereo animation. All animations are recorded in Cybermate .DLT format. The disk-free space, the last frame size, and the frame number are displayed in the title bar of the editor window. Sequential image files (the third type of file available when you start an animation from CAD-3D 2.0, generally used for hardcopy output) are not supported by Cyber Control. For example: RSTART "A:FROON",M RSTART "B:\ANIMTN\LOOPER.DLT",S You would start an animation from CAD-3D 2.0 by clicking on the Animation On/Off icon to turn it on. (See RSTOP, below, and RECORD, above) ---This command works in stand-alone mode.--- RSTOP Ends the animation and closes the animation file: RSTOP To stop an animation in CAD-3D 2.0, you would click on the Animation On/Off icon. (See RSTART, and RECORD, above) ---This command works in stand-alone mode.--- - 25 - SAVEALL "Filespec" Tells CAd-3D 2.0 to save all 3D objects in memory to the file specified by "Filespec". The filespec is an valid Drive/Path/Filename specification, enclosed in double quotes. The filename should use the .3D2 extension, although this is not checked. If there are no objects in memory, you will generate an error: SAVEALL "A:\3DSTUFF\ARM.3D2" ---This command requires CAD-3D 2.0 version 2.02 or greater.--- SAVEGRP "Filespec" Tells Cad-3D 2.0 to save all 3D objects in the currently selected group to the file specified by "Filespec". The Filespec is any valid Drive/Path/ Filename specification enclosed in double quotes. The filename should use the .3D2 extension, although this is not checked. If there are no objects selected in the currently selected group, you will generate an error: SAVEGRP "A:\3DSTUFF\ARMA.3D2" ---This command requires CAD-3D 2.0 version 2.02 or greater.--- SCALE exp Scales the currently selected group of objects in all directions by the amount specified by the numeric expression in the parameter (in percent). The expression must range from 50 to 200 percent. You may scale a group as many times as you like, making it as large or small as you want: SCALE 200:SCALE 200:SCALE 200 To perform this function is CAD-3D 2.0, you would click on the Group Scale Icon and adjust the slider in the dialog box which appeared. SELECT name1 [,name2,name3...namen] Selects the object(s) whose names are specified by the parameters. This only affects the currently selected group (A, B, C, or D, see GROUP, above) Remember that a Super View will only render selected objects: SELECT cube1,cube2 To select objects in CAD-3D 2.0, you would double-click on the letter of the group where you want to select the objects, then click on each unhigh- lighted object name in the dialog box to select that object. (See DESELECT, GROUP, ALLGRP and CLRGRP, above) SETARB x,y,z Sets the Arbitrary Rotation Point coordinates to the x, y, and z values in the three parameters. The equivalent CAD-3D 2.0 command would involve setting the Pivot Selection icon to Arbitrary (a question mark would appear in the middle of the icon), then double-clicking on the icon and moving the mouse pointer to the rotation point you wanted: SETARB 1000,1400,500 (See CENTER, above) S1X(exp1),S1Y(exp2),S1Z(exp3) S2X(exp4),S2Y(exp5),S2Z(exp6) S3X(exp7),S3Y(exp8),S3Z(exp9) S4X(exp10),S4Y(exp11),S4Z(exp12) S5X(exp13),S5Y(exp14),S5Z(exp15) These are the predefined arrays used to access the points along a spline. The parameter expressions are the array subscripts. The spline array subscripts always range from 0 to one less than the number of points in the - 26 - spline. The digit following the "S" in each array indicates which spline is being accessed: S1X(exp1) accesses an x coordinate in spline number 1. For example: DEFPT 1,0,0,0 DEFPT 1,20,30,40 DEFSPLINE 1,50,L FOR N=0 TO 49:? s1x(N),s1y(N),s1z(N) NEXT N:END This program generates a 50 point linear spline between the two control points defined with DEFPT. It then prints out the 50 values (numbered 0- 49) of spline number 1. (See DEFPT and DEFSPLINE, above) SPH1 name,color Creates the Sphere 1 primitive from CAd-3D 2.0. The primitive is assigned the name given by the first parameter and the color given by the second parameter, which can be a numeric expression from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAD-3D 2.0 ranges from color 7 (lightest) down to color 1 (darkest), then using the command: SPH1 name1,7 will tell CAD-3D 2.0 to color the object using colors 1 to 7. However, the command: SPH1 name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. To create this primitive in CAD-3D 2.0, you would click on the Primitives icon, then click on the Sphere 1 button. (See SPH2, SPH3, TORUS & WEDGE, below, and CUBE, above). SPH2 name,color Creates the Sphere 2 primitive from CAD-3D 2.0. The primitive is assigned the name given by the first parameter and the color given by the second parameter, which can be a numeric expression from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAD-3D 2.0 ranges from color 7 (lightest) down to color 1 (darkest), then using the command: SPH2 name1,7 will tell CAD-3D 2.0 to color the object using colors 1 to 7. However, the command: SPH2 name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. To create this primitive in CAD-3D 2.0, you would click on the Primitives icon, then click on the Sphere 2 button. (See SPH3, TORUS and WEDGE, below, and SPH1 and CUBE, above) SPH3 name,color Creates the Sphere 3 primitive from CAD-3D 2.0. The primitive is assigned the name given by the first parameter and the color given by the second parameter, which can be a numeric expression from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAD-3D 2.0 ranges from color 7 (lightest) down to color 1 (darkest), then using the command: SPH3 name1,7 - 27 - will tell CAD-3D 2.0 to color the object using colors 1 to 7. However, the command: SPH3 name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. To create this primitive in CAD-3D 2.0, you would click on the Primitives icon, then click on the Sphere 3 button. (See TORUS & WEDGE, below, and SPH1, SPH2 and CUBE, above) STATUS var1,var2,var3,var4,var5 Gets the current status of CAD-3D 2.0 for all objects, returning values for the five specified variables: var1 - The total number of vertices in CAD-3D 2.0's workspace. var2 - The number of vertices in use. var3 - The total number of faces in CAD-3D 2.0's workspace. var4 - The number of faces in use. var 5 - The number of 3D objects in CAD-3D 2.0's workspace. Recall that the maximum number of objects allowed is 40. (80 objects are permitted in CAD-3D version 2.02): STATUS s1,s2,s3,s4,s5 To perform this function in CAD-3D 2.0, you would click on the Statistics icon. STEP exp1 (See FOR/NEXT, above) STEREO Sets the stereoscopic setting to STEREO: STEREO When STEREO is enabled, the principles of binocular disparity are applied to create an illusion of depth, depending on the setting of STSEP. In order to visualize the stereoscopic effect of animations created in stereo, you must own a pair of the STEREOTEK glasses, available from The Catalog. In CAD-3D 2.0, you would perform this function by clicking on the STEREO button in the Super view dialog box. (See MONO and EFFECT, above, and STSEP, below) ---This command works in stand-alone mode.--- STSEP exp Sets the stereo separation from 1 to 100 percent. The percentage of stereo separation will affect the depth of the stereo effect - the higher the percentage of separation, the more exaggerated the perceived depth will be. (This is also referred to as the Inter-Pupillary Distance.) This command has no effect in Mono: STSEP 50 In CAd-3D 2.0, stereo separation would be set from the Super View dialog box. (See STEREO, above) SUPERVIEW Generates a Super View image in memory. It does not show the image being rendered unless WATCH mode is enabled, in which case the view will be shown when complete. When recording an animation you must generate a Super View before recording each frame unless you wish to have no changes for several frames: SUPERVIEW In CAD-3D 2.0, you would generate a Super View by clicking on the SUPERVIEW button. - 28 - TORUS name,color Creates the Torus primitive from CAD-3D 2.0. The primitive is assigned the name given by the first parameter and the color given by the second parameter, which can be a numeric expression from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAD-3D 2.0 ranges from color 7 (lightest) down to color 1 (darkest), then using the command: TORUS name1,7 will tell CAD-3D 2.0 to color the object using colors 1 to 7. However, the command: TORUS name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. To create this primitive in CAD-3D 2.0, you would click on the Primitives icon, then click on the Torus button. (See WEDGE, below, and SPH1, SPH2, SPH3 and CUBE, above) TREEADD name1[,name2,name3,...,namen] Add the hierarchical objects whose names are specified by the parameters to the tree array (See the tutorial on Hierarchical objects for a discussion of tree arrays). You should add only the objects that are to be visible (do not add the connecting joints which are never shown). All objects in the tree must be added to the tree in this manner: TREEADD uparm,lowarm,hand Note that we do NOT add elbow or wrist. (See TREECLR & TREESET, below, and ORDER, LIMIT, POSITION & RELATE, above) TREECLR This clears Cyber Control's internal tree structure (see the tutorial on hierarchical objects for a discussion of trees). You should use it at the beginning of a program, or if you want to alter the structure of your tree during a program. After using TREECLR, you may then rebuild the tree. (See TREESET, below, and TREEADD, ORDER, LIMIT, POSITION & RELATE, above) TREESET rootname This command moves all the hierarchical objects in the object tree appropriately. Use it after you have POSITIONed all the objects you want to move. When complete, group D is selected, and all the objects in the tree (which excludes joint objects) are made visible. The parameter specifies the name of the object which identifies the tree, known as the "root". The root objects is the one object that is not the child of another object, and thus does not appear as the first argument (childname) in a RELATE statement. WARNING: This command leaves the arbitrary rotation mode selected and alters the arbitrary rotation coordinates. If Pelvis was the root object of a tree, then the command would be: TREESET Pelvis (See TREECLR, TREEADD, ORDER, POSITION, LIMIT, & RELATE, above) UPLOAD name,vertex count,face count Takes the information on vertices and faces that the user has defined using ADDVERTEX and ADDFACE and sends it to CAD-3D 2.0 so that the newly defined object can be used. The first parameter is a unique object name, the second parameter is the number of the vertices in the object, and the third - 29 - parameter is the number of faces in the object. If the object is too large to fit in CAD-3D 2.0's workspace, or the faces use undefined vertices, or the vertices are out of range, or the name is not unique, then the operation will fail. After object creation, it is necessary to SELECT the object if you want it shown: UPLOAD plane,10,8,8 WARNING: The buffer used to hold the object being created is the same as the one used as a mask buffer in the OVERLAY command. An OVERLAY operation during object creation will destroy your object data, while generating an object will destroy the data in your overlay buffer. Once an object has been created and UPLOADed to CAD-3D 2.0, it is once again safe to do overlays. (See ADDVERTEX and ADDFACES, above) VARIABLES Cyber Control allows for 128 variables to be used in a program. The variable name can be as long as desired, but only the first 8 characters are used to distinguish variables. Variable names are case sensitive. Cyber Control does not support string variables, although a string constant enclosed in double quotes is occasionally used "A:\FOLDER/FILE.3D2"). Numeric variables are floating point. One-dimensional arrays are supported in Cyber Control. Each array element can contain a numeric value. (See ARRAYS, above) VIEW Wire/Hidden/Solid/Outlined/Camera Sets the View mode setting of Super View. The first letter of each option in the parameter is the only one used. You may use one, and only one of the listed options each time you call the VIEW command: VIEW W:; This views in Wireframe mode In CAD-3D 2.0, the view mode would be set from the Super View dialog box by clicking on one of the four view icons or the "Use Camera" button. NOTE: The delta file compression scheme is most efficient in solid mode. VTOBGND This stands for "View to Background" and it pastes a copy of the present CAD-3D 2.0 display onto the background screen. Once done, a copy of the 3D images, which are object oriented, become pixel images, frozen on the DEGAS background screen. The copied objects may no longer be modified using CAD- 3D 2.0, but the original objects are still present and may be modified (moved, scaled, relit, etc.). You may continue to paste and modify objects while changing them, building up complex layers: VTOBGND In CAD-3D 2.0, you would perform this function by clicking on the "View--> Background" button in the Super View dialog box. WATCH OFF Turns off the WATCH mode. This is done automatically when an END statement or an error is encountered. The watch mode is also automatically turned off when the program is finished running: WATCH OFF (See WATCH ON, below) ---This command works in stand-alone mode.--- - 30 - WATCH ON [frameskip] Turns on the WATCH mode until the program terminates or an error is encountered. When WATCH is ON, you will be able to see the generated images of your program. If you do not use the optional parameter, then each time your Cyber Control program uses a SUPERVIEW command, the image you see will be updated. The optional parameter specifies the number of frames to skip before generating another Super View. If you want to WATCH every other frame generated by a SUPERVIEW command, then you would use the command: WATCH ON 2 If you want to watch every fifth frame, you would use: WATCH ON 5 To return to watching every frame, you can use WATCH ON or WATCH ON 1. You do not need to use WATCH ON if you are RECORDing the animation to disk, but it is very helpful for previewing your animation before RECORDing it. Viewing in the Wireframe mode is suggested for this, since wireframe images are generated the fastest. For this command to work, the WATCH buffers must be enabled either at start-up or by activating Cyber Control from the DESK menu with the [Alternate] key held down. Watch buffers require 64K of memory. (See WATCH OFF, above) ---This command works in the stand-alone mode.--- WEDGE name,color Creates the Wedge primitive from CAD-3D 2.0. The primitive is assigned the name given by the first parameter and the color given by the second parameter, which can be a numeric expression from 1-15. The color specified will be the lightest color the object can use, and it will be colored in the range of colors from the parameter to the lowest number color which falls in the color bracket set. For example, if the color bracket in CAd-3D 2.0 ranges from color 7 (lightest) down to color 1 (darkest), then using the command: WEDGE name1,7 will tell CAd-3D 2.0 to color the object using colors 1 to 7. However, the command: WEDGE name1,2 will tell CAD-3D 2.0 to color the object using only colors 1 and 2. To create this primitive in CAD-3D 2.0, you would click on the Primitives icon, then click on the Wedge button. (See CUBE, SPH1, SPH2, SPH3 and TORUS, above) XLATE x,y,z Translates (moves) the current object group (see GROUP, above) the amount specified by the three parameters along the x, y, and z axes. Only those objects in the group which are selected (see SELECT, DESELECT, CLRGRP, ALLGRP) are moved, unselected objects are not affected. The edges of the CAD 3D universe are from coordinates -4500 to 4500. Do not try to move an object so that any part of it goes past the edge of the universe, or you will get an error message. To move the selected objects 500 units along each axis: XLATE 500,500,500 ZOOM exp Sets the Camera Zoom factor to the value of the parameter. The expression can range from 0-999, where ZOOM 0 is a point, and ZOOM 999 is the maximum magnification: ZOOM 100 To perform this function in CAD-3D 2.0, you would select the camera window, click in the Z/P button, and adjust the slider at the top of the camera window. - 31 - Appendix A RESERVED COMMANDS CAMERA COMMANDS Cam1 Chgzoom Draft/Final Stereo/Mono Cam2 C1MV Effect Stsep Cam3 C2MV Linemode View Chgpspc C3MV Perspec Zoom OBJECT MANIPULATION COMMANDS Addface Cube Moveto Sph2 Addvertex Deselect Partspin Sph3 Align Extrude Recolor Torus Allgrp Fullspin Rename Upload Axisscale Group Rotate Wedge Bounds Grpcent Scale Xlate Center Home Select Clone Kill Setarb Clrgrp Linecolr Sph1 LIGHTING COMMANDS Ambient Direct Lton Ltoff FILE I/O COMMANDS Fclose Getimage Loadspin Patload Fopen Loadbak Load3D Saveall Fread Loadextr Merge3D Savegrp Ftrap SPLINE AND HIERARCHY COMMANDS Defpt Limit Position Treeclr Defspline Order Treeadd Treeset ANIMATION RECORDING COMMANDS Record Rstop Watch on Rchain Superview Watch off Rstart MISCELLANEOUS COMMANDS Alert Baud New Rprint Anti Bell Overlay Status Backcolr Clrimg Patrest Vtobgnd Backset Dim Print rmh - 32 - Appendix B ERROR MESSAGES The following is a list of current error messages in Cyber Control, along with their meanings. Some error messages are used in more than one case, but since the editor points to the error location after the run terminates, finding the error should be relatively simple. Syntax error! The language interpreter cannot process this command. The problem could be a misspelled command or an incorrect number of parameters. Invalid expression! A numeric expression is entered incorrectly. Could mean an incorrect use of parentheses. Invalid variable! A bad variable name has been entered. Too many variables! You have exceeded the 128-variable limit. Eliminate some variables or use arrays to store related variables. Line too long! Cyber Control cannot process lines that are longer than 80 characters. Invalid constant! You have entered a bad numeric value in an expression. Bad numeric Value! The value entered on an INPUT statement is non- numeric. NEXT without FOR! You have entered a NEXT statement for which there is no matching FOR. RETURN without GOSUB! The program encountered a RETURN statement, and there is no GOSUB in effect. Undefined label! You have a reference to a label which is not defined. Too many labels! You have more than 128 labels. Eliminate some of the labels. Redefined label! A label has been defined more than once. Change on of the labels. Invalid label! You have entered an invalid label name. Labels are limited to alphabetic and numeric characters only. Too many GOSUBs! You have too many GOSUB statements in effect. You can have up to 20 GOSUBs in effect at one time. Bad parameter! A parameter in the current statement is invalid. No CAD-3D Response! You executed a command which requires CAD-3D, but it is not present in memory. Can't find object! You specified the name of a 3D object which does not exist. - 33 - Bad object name! The object name you specified is invalid. IF without THEN! The IF statement must have a corresponding THEN and both the IF and the THEN must be in the same line. The THEN keyword must be surrounded by a space on each side. CAD command failure! CAD-3D attempted to execute the current command, but it failed. This is usually due to an operation attempting to move an object outside the limits of the 3D universe. No CYBSMASH.ACC! When recording, you must have the CYBSMASH.ACC accessory present in memory. Be sure to use version 1.1 of CYBSMASH with Cyber Control, or recording attempts will fail! Record error! A RECORD operation failed. This is usually caused by a full disk. When recording, be sure to monitor the FREEDISK variable and do an RCHAIN when the FREEDISK amount drops below about 20,000 bytes. Can't assign that You tried to assign an amount to the FREEDISK variable! variable. This is not allowed. Chain failure! The RCHAIN operation failed. Be sure the disk you are chaining to exists and has sufficient free space. File not found! The specified file does not exist. If you are accessing a file in the root directory of a drive, be sure to use the backslash (\) character after the drive specification. Example: "a:\filename.ext" No buffer! You have attempted an operation which requires a data buffer, but none are allocated. Normally, this error occurs when there are no WATCH buffers or OVERLAY buffer. Bad file! The file is not in the correct format for the operation being attempted. Input file not open! You tried an FREAD operation without having a file open. Be sure to use the FOPEN command before attempting an FREAD. EOF reached! You tried to read past the end of the input file. To avoid this, use the FTRAP command after opening the file. Input file already You tried to open a data file, but the data file open! is already open. Only one data file may be open at one time. Too many objects! The LOAD3D or MERGE3D operation attempted to load or merge more objects than can fit in CAD-3D. - 34 - No RAM for operation! The LOAD3D or MERGED3D operation ran out of object memory. Duplicate object in A MERGE3D operation found an object in the file file! which has the same name as one in memory. This is not allowed. Change the name of the object in the file. Improper CAD-3D The operation you just tried requires a version version! of CAD-3D that is greater than the version in memory. Contact Antic Publishing about the latest version of CAD-3D. Spline not defined! You are trying to work with a spline that has not been properly defined. Beyond spline limit! You are trying to access a value beyond the limits of a spline. For example, asking for the 11the value in a 10-unit spline. Too many points! You have tried to define too many control points in a spline. There is a limit of 20 control points per spline. Bad spline #! You have entered an improper spline number. There are five splines. Bad spline count! The number of points on a spline must be greater than the number of control points specified. Tree overflow! You have more than 80 objects in a tree structure Not found in tree! The specified object is not in the tree structure Invalid tree! The tree structure is invalid. Usually this means that there is a "circular" definition in the tree structure. For example, you may have OBJECT1 the parent of OBJECT2 and OBJECT2 the parent of OBJECT1, creating a loop. Check the tree's RELATE operations for such an error. No Cyber buffers! You are trying to record, but CAD-3D has no Cybermate buffers allocated. Restart CAD-3D while holding the Alternate key, then allocate the appropriate buffers. No array space! You have used up your array space. You will have to restart Cyber Control and allocate more array members. Subscript error! You have either (1) specified an out-of-range subscript for the variable, (2) specified a subscript for a non-array variable, (3) omitted a subscript on a subscripted variable or (4) used a subscripted variable as the loop variable in a FOR statement. None of these actions are legal. - 35 - SOFTWARE of THE CORPORATION presents ... FLOOD DOCS -------------- you play the part of Quiffy a green blobbie that lives in secret caverns . he lives of trash left behind by an ancient and enigmatic civilization . of cause these caverns are overrun with nasty creatures. If that wasnt enough ,the mysterious taps of wrath have suddenly ended their years of arid indifference and have started to cascade vast quantities of water in the caverns .Because Quiffy cannot breathe under water , he has decided that enough is enough and has resolved to make his way to the surface and escape the creeping doom of flood ! WHAT TO DO ---------- the idea is simple ,just collect the trash ( watch the counter ) at the bottom of the screen .it will tell you how much more trash needs to be colected ! and make your way for the teleporter .There are 2 kinds of teleporters . the end of level teleporter and the leveltelporters . the levelteleporters are linked in pairs and can be invisible !! STATUS BARS ----------- ----------- OXYGEN SCORE : 0000 TRASH LIVES ----------- LIFE FORCE COUNTER 03 ( DISPLAY OF THE BOTTOM PART OF YA SCREEN ) KEYS ---- R = RESTART LEVEL AND LOOSE A LIFE P = PAUSE ESC = QUIT OBJECTS OF INTEREST ------------------- BARRELS - STOP CREATURES ROAMING TOO FAR STOUT - ITS GOOD FOR YOU ! GIVES EXTRA LIFE COCKTAIL - BE INVINCIBLE FOR A SHORT WHILE ORANGE SCAN - CREATURES DISAPPEAR BUT YOU ARE BUTTERFINGERED PLUNGER - PAUSES THE FLOOD TEMPORARILY HEARTS - INCREASE YOUR LIFE FORCE AND YOUR SCORE MINES - BOOM ! LOSE SOME LIFE FORCE SWITCH - DISCOVER HIDDEN OBJECTS AND SECRET PASSAGES DROPLET - SPEED UP THE FLOOD BALLOONS - JUMP ON THESE FOR A SLOW RIDE UP PARACHUTE - JUMP ON IT FOR A SLOW RIDE DOWN , PUSH JOYSTICK UP TO SLOW YOUR DESCENT EVEN FURTHER ~dh * double height * blank line within * double height of * printing * the document * following text ---------*-----------------*-------------------*----------------- ~dw * double width * blank line within * doubles width of * printing * the document * following text ---------*-----------------*-------------------*----------------- ~nh * normal height * blank line within * deactivates ~dh * printing * the document * command ---------*-----------------*-------------------*----------------- ~nw * normal width * blank line within * deactivates ~dw * printing * the document * command ---------*-----------------*-------------------*----------------- ~cl * center line * on line with text * centers its line ---------*-----------------*-------------------*----------------- ~lm# * left margin * blank line within * sets left margin * * the document * to the # value ---------*-----------------*-------------------*----------------- ~ls# * line spacing * blank line within * set line spacing * * the document * 1 to 10 value ---------*-----------------*-------------------*----------------- ~lw# * line width * blank line within * set line width * * the document * 1 to 80 value ---------*-----------------*-------------------*----------------- ~lj * left justify * blank line within * left edge even * * the document * right edge ragged ---------*-----------------*-------------------*----------------- ~rj * right justify * blank line within * right edge even * * the document * left edge ragged ---------*-----------------*-------------------*----------------- ~fj * full justify * blank line within * left and right * * the document * edges are even ---------*-----------------*-------------------*----------------- ~pn * page numbering * blank line within * numbers pages at * on * the document * bottom ---------*-----------------*-------------------*----------------- ~op * omit page * blank line within * stops numbering * numbering * the document * of pages ---------*-----------------*-------------------*----------------- ~sp# * set new page * blank line within * sets page counter * number * the document * to value of # COMMAND * RESULT * PLACEMENT * INFO :::::::::*:::::::::::::::::*:::::::::::::::::::*::::::::::::::::: ~np * next page * blank line within * forced page * * the document * break ---------*-----------------*-------------------*----------------- ~ul * underlining * on line with text * underlines text * on/off * * ---------*-----------------*-------------------*----------------- ~hd * header line * blank line within * command followed * * the document * by contents * * (no other command * (~fn#) may be * * allowed) * included ---------*-----------------*-------------------*----------------- ~ft * footer line * blank line within * command followed * * the document * by contents * * (no other command * (~fn#) may be * * allowed) * included ---------*-----------------*-------------------*----------------- ~pfxx, * picture file * blank line within * xx and yy are yy,xx, * * the document * position values yy,A: * * (no other command * A:X.PI2 is name X.PI2 * * allowed) * of picture file ---------*-----------------*-------------------*----------------- *** NOTE *** Most lines can have multiple commands. Example: ~bd~lm5~lw65 *** NOTE *** When using WORD WRITER ST enter the command and press the F6 key. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<< PROMPTS >>> I. SELECT and load the document you wish to print from the GEM file selector box. II. EDIT the default settings or LOAD default settings from a file. NEITHER allows the built-in settings to be used. III. LOAD FONT #0 prompt allows you to pick a font from the GEM box. This font should be the one you wish to use in your document. IV. LOAD FONT #1 prompt allows you to pick a second font if you have used a second font command in your document. V. SCREEN, PRINTER or CANCEL allows you to preview the document on the screen, print it out on paper or cancel the command. *** NOTE *** To continue viewing the document on the screen press the SPACE BAR. Printing may be canceled by pressing the ESCAPE key. ~~The Scribe~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<< PROMPTS >>> I. SELECT and load the document you wish to print from the GEM file selector box. II. EDIT the default settings or LOAD default settings from a file. NEITHER allows the built-in settings to be used. III. LOAD FONT #0 prompt allows you to pick a font from the GEM box. This font should be the one you wish to use in your document. IV. LOAD FONT #1 prompt allows you to pick a second font if you have used a second font command in your document. V. SCREEN, PRINTER or CANCEL allows you to preview the docume TYPED BY SLEDGE/HOTLINE . on paper or cancel the command. *** NOTE *** To continue viewing the document on the screen press the SPACE BAR. Printing may be canceled by pressing the ESCAPE key. ~~The Scribe Software Of The Corporation presents the SKY FOX .... ********************* QUICK REFERENCE ******************** GUIDE Thanx to the SCRIBE...... KEYBOARD CONTROLS < C > ... COMPUTER MAP ON/OFF < ARROW KEYS > ... COMPUTER MAP (CURSOR MOVEMENT) < Z > ... COMPUTER MAP (ZOOM IN/OUT) < A > ... COMPUTER MAP (AUTO PILOT) < S > ... COMPUTER MAP (SCORE SCREEN) < R > ... COMPUTER MAP (INSTALLATION STATUS SCREEN) < T > ... COMPUTER MAP (RETURNS MAP SCREEN) < G > ... GUIDED MISSILE (ARM/DISARM) < 0 - 9 KEYS > ... THRUST (COARSE) Sets the speed of the aircraft - 0 stops, 1 sets at 10% of maximum, 2 at 20%, etc. < + AND - KEYS > ... THRUST (FINE) Increase or decrease the speed in increments of 100 mph - Maximum is 3000 mph < CONTROL S > ... SOUND ON/OFF < CONTROL R > ... RESTARTS GAME < ESC KEY > ... PAUSES GAME < ALTERNATE > ... RADAR (OVERHEAD/FORWARD VIEW) < H > ... HEAT SEEKING MISSILE (ARM/DISARM) < A > ... AUTO PILOT ON/OFF < U > ... HIGH COMBAT ARENA (PLANES) < D > ... LOW COMBAT ARENA (TANKS) MOUSE/JOYSTICK CONTROLS FORWARD = DIVE ......................... BACK = CLIMB LEFT = BANK LEFT ....................... RIGHT = BANK RIGHT * BUTTON FIRES MISSILES AND LASER CANNONS * ~~The Scribe ~~The Scribe PROUDLY PRESENT ANOTHER DOC BY DR J (USA) GAUNTLET by Atari GETTING STARTED: What You Need: -> Atari 520ST or 1040ST computer -> A disk drive -> A color monitor -> Joystick Loading: -> Turn on your monitor and disk drive. -> Insert the program disk into the disk drive. -> Turn on the computer. -> When prompted, eject the program disk and insert the Data disk. Special Controls: To use a potion, Player One presses either the F9 or the F10 key and Player Two presses either the F1 or the F2 key. To pause the game, press the space bar; press any key to continue. Unlike the other versions, new players may enter the game as any character at any time. Use the - and = keys to choose which joystick to use and press the + and [ keys to choose which character to play. Press Insert to start play. SETTING FORTH: Follow the instructions for your machine to load and run the game. When you see the opening screens, choose whether you wish to play a one- or two- player game. Next, point to the character you want to play and click the button. If you chose a two-player game, both players will be given a chance to choose a character. If you chose a one-player game, the computer will randomly assign a second character. Once you start play, a second player can join at any time by pressing the button of the appropriate joystick. - 1 - THE HEROES: Thor the Warrior Armor: Tough skin - eliminates 20% of damage. Shot Power: Excellent - twice normal power. Hand-to-Hand: Excellent - Battle Axe - can destroy generators. Magic Power: Poor - damages most monsters and no generators. Thyra the Valkyrie Armor: Shield - eliminates 30% of damage. Shot Power: Poor. Hand-to-Hand: Good - Sword - can destroy generators. Magic Power: Moderate - damages most monsters and generators. Merlin the Wizard Armor: None. Shot Power: Good. Hand-to-Hand: Poor - Bare Hands - cannot destroy generators. Magic Power: Excellent - destroys all monsters and generators. Questor the Elf Armor: Leather - eliminates 10% of damage. Shot Power: Poor. Hand-to-Hand: Moderate - Dagger - cannot destroy generators. Magic Power: Very good - destroys almost all monsters and generators. THE GOAL The goal is for one or two adventurers to survive the perils of the dungeon while collecting valuables and destroying evil creatures. Each level must be explored to find the exit(s) to the next level. How long you survive is determined by your health score, which will go up and down as you progress through the levels. THE VILLAINS Scatter throughout the depths of the dungeons you will find Monster Generators. Creatures spew forth from these generators at regular intervals. Each generator creates a specific type of villain. There are three different generator levels, creating monsters from merely strong to awesomely deadly. You can destroy the generators by shooting them or, for the tougher heroes, by pounding them into rubble or by using magic. The monsters come in three levels of toughness (except Death, more on him later). A Level One ghost will take one hit to destroy. while a Level Three demon will take three hits to destroy. GHOSTS: Stay away from ghosts. They will hit only once then disappear. That one hit can hurt a lot, don't urn into them! GRUNTS: Grunts will immediately move up and attack you with their clubs. Either fight them hand-to-hand or shoot them from a distance. DEMONS: Demons will shoot fireballs at you from a distance, and they will bite fiercely when they get in range. The fireballs are far more harmful then their bites. Fight them hand-to-hand or shoot them. - 2 - LOBBERS: Lobbers attack by throwing rocks over the tops of the dungeon's walls. They run away, so if you intend to fight them you will have to corner them. SORCERERS: Sorcerers can disappear while moving. They will attack evasively by flickering in and out of sight. They are immune to attack when invisible. Fight them hand-to-hand or shoot them. DEATH: The Dark Prince drains health from you. He will steal up to 200 points from you and then die. Death cannot be killed by any weapon except magic. THE DUNGEONS The dungeons are filled with a variety of object...some good, some evil. You should collect the good ones and avoid the evil ones. Here are a few pointers to help you tell the difference. POTIONS: Potions grant magical powers to those who know how to use them. When a potion is collected and used, all the monsters on the screen will be affected in proportion to the magical power of the hero wielding the potion. Some potions can be activated by a shot, but the effect is not as great. SPECIAL POTIONS: These are just like regular potions when they are shot, but if they are collected, they give special bonuses to the player. EXTRA ARMOR: Increases protection. (looks like shield) EXTRA MAGIC POWER: Increases the effect of potions. (looks like bottle) EXTRA SHOT SPEED: Increases missile speed. (looks like lightning bolt) EXTRA SHOT POWER: Increases damage inflicted by missiles. (looks like two circles - one inside the other) EXTRA FIGHT POWER: Increases hand-to-hand ability. (looks like knife) EXTRA PICKUP POWER: Increases ability to carry 10 to 15 times. (looks like hand) FOOD: Plates of cold food increase both your health and your score by 100 points. CIDER: Cider is the same as food, except it can be destroyed by a careless shot. POISON: This looks a lot like cider, but it takes one special power and 100 points of health when consumed. KEYS: Score 100 points for collecting each key. Keys are used to open doors. - 3 - TREASURE: Treasure chests are worth 100 points each. AMULET: A magical device that confers invisibility for a short time. WALLS: Most walls are impenetrable, but some of the older ones can be crumbled by multiple shots. TRAPS: Glowing floor patterns that make some walls disappear. TRANSPORTERS: These powerful devices transport you to the nearest visible transporter. If there are several within the same distance, then one is chosen at random. There are ways to influence the direction of travel if you can find them. EXITS: These labeled holes lead down to the specified level. If you do nothing for 30 seconds, then all the walls will disappear, freeing all monsters. After another 30 seconds (if you avoid any combat) the walls turn into exits. When you use an exit, there is a chance that you will end up in a treasure room. Collect all the valuables you can and escape within the time limit for bonus points. No score will be awarded if you don't escape. In general, players are immune to each other's shots, but in some portions of the dungeon, they may be stunned or injured by careless fellow adventurers. THE CONTROLS Each character is controlled by a joystick. Fire Button Shoots Push joystick up to move up Push joystick down to move down Push joystick left to move left Push joystick right to move right REMINDERS -> Hold the fire button to shoot. -> Release the button to move. -> Shoot the generators to destroy them. -> Move toward monsters for hand-to-hand combat. -> Hand-to-hand combat scores more points than shooting. -> Food increases scores by 100 points. -> Poisoned food looks a little different than regular food. -> Treasure is worth 100 points. -> Team play gives the best chance for survival. -> Avoid Death unless you have a potion and someone who can use it effectively. -> Cooperate in treasure rooms. Software of The Corporation presents... GFL CHAMPIONSHIP FOOTBALL The contents of this file lists all important instructions needed to play GFL Championship Football. Have fun! - When choosing your team, each team has eight different skill categories: (QB) - Quarterback (RB) - Running Back (OL) - Offensive Line (RC) - Receivers (DL) - Defensive Line (LB) - Linebackers (DB) - Defensive Backs (CH) - Coach The ratings are based on a 1 to 3 point system, with 3 being the highest, and 1 the lowest ranking. - To make a ball carrier run faster, push and release the joystick button rapidly as you move him left or right. - To have the ball carrier throw a stiffarm, jerk the joystick rapidly in the direction from which the defender is approaching. You must time this movement to match exactly the start of the defender's leap or he'll tackle you. Pass Routes : Streak Left : 8 up, 1 down. Post Left : 6 up, 6 right, 1 down. Flag Left : 6 up, 6 left, 1 down. Long In Left : 6 up, 5 right, 1 down. Long Out Left : 6 up, 5 left, 1 down. Curl In Left : 4 up, 4 right, 1 down. Curl Out Left : 4 up, 4 left, 1 down. Short In Left : 2 up, 2 right, 1 down. Short Out Left : 2 up, 2 left, 1 down. Slant In Left : 2 upper right, 1 down. Slant Out Left : 2 upper left, 1 down. Streak Right : 8 up, 1 down. Post Right : 6 up, 6 left, 1 down. Flag Right : 6 up, 6 right, 1 down. Long In Right : 6 up, 5 left, 1 down. Long Out Right : 6 up, 5 right, 1 down. Curl In Right : 4 up, 4 left, 1 down. Curl Out Right : 4 up, 4 right, 1 down. Short In Right : 2 up, 2 left, 1 down. Short Out Right : 2 up, 2 right, 1 down. Slant In Right : 2 upper left, 1 down. Slant Out Right : 2 upper right, 1 down. Running Plays : Closest to Running Back going out is : Trap, Draw, Blast, Power, Sweep, Pitch. Just follow the arrows on the bottom to complete the running plays. Defense : The computer controls ALL defense. All you do is pick the play. Plays : (1 the BEST play, 6 WORST) Defensive Play Run Short Pass Long Pass Corner Roll 5 5 2 Safety Roll 4 6 3 Inside Blitz 2 4 4 Corner Blitz 1 3 5 Nickel 6 1 1 Safety Blitz 3 2 6 have fun and enjoy!!!!!!!runner to the correct posiFFiles Cmd (?=List)> F19 Stealth Fighter this is not....but it was okay in its day. Thanx to Dr J Brief documentation for Harrier Strike Mission Keyboard Commands: Space Bar - Releases flair (see second paragraph) A - aft vief (rear view) B - altitude control D - alternates between night and day (light and dark) F - front view (cockpit) L - left view M - launch missile (also right mouse-button) P - pause Q - quit R - view to right S - score breakdown T - map view (small scale) < - Decrease Throttle > - Increase Throttle [ - Decrease forward thrust ] - increase forward thrust How to take off: First of all, you must attain full throttle before taking off. You can achieve this by hitting the '>' key until the gauge on the left of the screen says that you are at maximum speed. Then, hit the ']' key a few times. It is good to keep it low because of speed. How to avoid a missile: When a missile is approaching, hit the 'Space Bar'. This will release a flare, and the heat-seeking missile will head towards the falling flair, instead of heading towards you. Notes regarding viewing from different positions: F, A, L and R are the commands used to view from inside the plane, and 'T' is used for a small scale map. Note: to regain front view, type 'F' Using the mouse: Once Harrier... has loaded, select your options, and then go to where it says 'flip'. The screen will then display secondary options. After selecting what you want, go back to flip, and select 'Start' (on first page). The left mouse button controls gun-fire. The right button launches missiles. You get 3 missiles. There are flares, but at this point, I am not sure how to use them. If you know, please tell one of us... If you feel that you do not have the aircraft under control, then try select and easier level (novice). Then, as you increase in skill, go on to the more chalenging settings... Notes on the keyboard commands: 'B' gives you more control over the aircraft. This is the 'Altitude Control'. 'D' changes the background colors to simulate day, and night missions. This is a toggle command. 'S' score breakdown gives you a complete breakdown of your score to date. It will show you how many aircraft, tanks and bases you have destroyed. The game pauses when in this mode. 'T' this is a small scale map. You will be able to see from which direction the approaching missiles are coming from. The Masochist... 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THE ANIMATOR PLEASE NOTE: LOW-RESOLUTION ONLY Version 1.0 of the Animator works with low-resolution, color graphics only. Set your monitor to the proper mode and use only low-res drawings. The Animator will process medium-res and high-res graphics, but will not display them on the screen. Future versions may utilize the different graphic modes. *************************************************************** * * * .AN animation file structure for THE ANIMATOR (part 3) * * followed by * * The design rationale and customizing considerations * * * * Copyright 1986 Keith Enge All rights reserved * * * *************************************************************** The file structure of the .AN animation file which is read into memory by part 3 of THE ANIMATOR program consists of five parts. These five parts are stored consecutively in the file and will be explained below in the order stored. The order and the format must be followed precisely, deviations will almost certainly cause the program to crash. The file is read into memory at the address labelled palette in the bss storage area at the end of the program. 1 Palette 2 Animation list (alist in the program listing) 3 Loading information 4 Sequence list (seqlist in the program listing) 5 Pictures (storage of the individual frames) 1 Palette -------------- This is the usual sixteen words of color information. 2 Animation list --------------------- This is a list of the objects to be animated. It also, of course, includes any objects which don't actually move but are to have depth so still must be "animated". The objects are stored consecutively in no particular order. Each object consists of 22 bytes and is followed by the next object's 22 bytes, etc. The end of the entire object list is indicated by a longword (4 bytes) of zeroes. The structure of those 22 bytes which define an object follows. byte explanation ---- ----------- 0 : delay counter. The counter decrements to zero and determines how many frame counts the current picture will remain on the screen at its present location before changing to its next permutation as determined by its animation sequence. This delay counter is initialized by the various values defined in the animation sequence but, since several objects can share the same animation sequence, the actual counter being decremented must be contained here in the actual object definition. THE ANIMATOR (part 2) initiagAp~/c ՊVܨ-l--jNNco%BX,l(|EE~ggm:muxap\QEgqxBqC= c/,, }̂yļa8ి6)ToP97gw|;|gU"!ִG<6u琹NlTV0080OD|N7xLU 0{4[PxIXL !y\?lj0.л01]w1L?*3m<,qdcAjp\0\3lDEs|# )ԾA᪁wN KgF~dwu*.0nM.줙R-֌pl8a2"*"ȼāipn`qK |g,1"Aü,_P[th larger depths). This depth is continually updated as determined by the changes of depth in its animation sequence. The depth should never be allowed to equal zero because zero has a special significance to the program. If THE ANIMATOR (part 2) isn't used to make the animation file, the initial depth must be set by the user. 2 : column. This is a number between 0 and 19; it indicates the X position of the object in units of 16 pixel wide columns. This value is continually updated as determined by the change of columns indicated by the object's animation sequence. This is provided as a convenience to the user and isn't actually used by the animation program (which uses the change in columns to change the actual screen address, see bytes 4-8 below). THE ANIMATOR (part 2) initializes this value and uses it to help build the starting screen address; if the user doesn't plan to use this, he doesn't have to initialize it. The animator does no checking that the value remains between 0 and 19; however, since it isn't used, if it gets out of range, it doesn't hurt anything. 3 : scanline. This is a number between 0 and 199; it indicates the Y position in scanlines from the top of the screen. The above note about columns applies in every particular to this value; part 2 initializes it and uses it to help build the starting screen address and it is never used again although it is updated. 4-7 : relative screen address. This is the screen address of the upper-left corner of the picture being displayed relative to the upper-left corner of the screen. It is continually updated by the changes in column and scanlines as determined by the object's animation sequence. It's starting value is initialized by the starting column and scanline inputted in THE ANIMATOR (part 2); if the user is building his own file, he must initialize it himself. Due to the way the low resolution screen is mapped, valid values are multiples of 8 bytes between 0 and 31992 (32000-8). For the first line, these would be 0,8,16($10),24($18), ... , 152($98). To achieve maximum speed, the animation program (part 3) does NOT check that pictures remain totally on the screen; that is the responsibility of the creator of the animation file. If the picture wanders off the screen to the left or right, not much bad will happen, the picture will wrap around up or down one scanline. Wandering up and down can and probably will be disastrous. As can be seen by the storage structure that ends the program listing, wandering up will overwrite the saved background picture while wandering down will overwrite this animation list structure!! Remember that this address is the upper-left corner of the picture displayed; not only it but also the rest of the picture that extends down and to the right of the corner must remain on the screen. 8 : color. This is the color which is to replace the base color for this particular object. These colors have values between 0 and 15; however, the number stored here is actual eight times the color selected ie. 0,8,16($10),24($18), ... , 120($78). The reason for the eight times factor is that the number is used in the code as a pointer into a color table. 9 : loop 1 repetition counter. Like the delay counter (byte 0) explained above, since several objects can share the same animation sequence, each object must have its own repetition counters. This value must be originally initialized to zero by the user and can be ignored after that (done automatically by part 2). 10 : loop 2 repetition counter (see loop 1 above). 11 : loop 3 repetition counter (see loops 1 and 2 above). 12-13 : subroutine 1 offset. Since subroutines can be simultaneously by several objects and each object can be currently at different positions within the subroutine, each object must have its own "program counter" for where it is in a subroutine. This offset is in bytes from the starting address of the subroutine. It is a word and must be originally initialized to zero by the user if part 2 is not used to do it automatically. 14-15 : subroutine 2 offset (see subroutine 1 above). 16-17 : subroutine 3 offset (see subroutines 1 and 2 above). 18-21 : picture address. This is the address of the picture stucture that is to be displayed. It will be discussed later in the picture structure, the fifth segment of this file structure documentation, and will also be mentioned in the sequence list structure, the fourth segment. Once again, it must be originally initialized by the user if not done automatically by part 2. 3 Loading information -------------------------- To help achieve animation speed by reducing calculations during animation, most of the addresses in the file structure absolute, not relative. However, this leads to a problem in that the addresses created by THE ANIMATOR (part 2) undoubtably won't be valid when used in the animation with part 3. Even if they were valid, they couldn't be still valid if part 3 was later loaded and run at some other address. To resolve this difficulty, 4 longwords (16 bytes) of loading information is stored here. byte explanation ---- ----------- 0-3 : four bytes of zeroes. ****NOTE**** These are the same four bytes mentioned previously as ending the animation list structure. Do NOT place four zeroes to end the animation list and then another four; these are the SAME four. 4-7 : loading address. This is the heart of this structure and contains the address following these four bytes when the animation file was created. If the value stored here is compared with the following address at load time, the value with which to offset all absolute addresses is obtained. This is done early in the program before any animation starts. The code sequence is move.l (a0)+,d0 get stored addr and inc past move.l a0,d1 and current load addr sub.l d1,d0 and create offset This offset in d0 is then subtracted from all absolute addresses to make the new ones. 8-11 :seqlist end = picture start. The sequence list structure immediately follows the 16 byte loading information structure being described here. However, the program also needs to know the seqlist end and so it is given here. Of course, like all absolute addresse, it too will have to be modified by the loading offset created above. 12-15 :picture end. This longword isn't actually needed for the animation done by part 3. However, it is needed by part 2 when modifying a previously created file. Even if part 2 will never be used, a placeholder is needed here unless part 3 is modified to skip the incrementing past it in the file structure. 4 Sequence list -------------------- The animation sequences are listed here as consecutive commands. There is no separation between sequences except that provided automatically by subroutine returns or infinite loops that naturally end sequences. The four types each have different length; 8 bytes (normal), 6 bytes (subroutine call), 4 bytes (loop), and 2 bytes (subroutine return). normal ------ byte explanation ---- ----------- 0 : delay counter. It used to initialize the delay counters for the objects using this command. It must NEVER be zero but can have any other value. 1 : change in depth. It determines the change in depth between this frame and the previous frame; negative numbers will move this frame closer to the front of the screen than the previous frame. It is a twos-complement number. 2 : change in columns. It determines the change in the X position of upper-left corner of this frame relative to the previous frame. Positive numbers move it right; it too is a twos-complement number. 3 : change in scanlines. It determines the change in the Y position of the upper-left corner of this frame relative to the previous frame. Positive numbers move it down; it too is a twos-complement number. 4-7 : Picture address. This is the absolute address of the picture structure for this frame. subroutine call --------------- byte explanation ---- ----------- 0 : zero. If it were non-zero, it would be a normal instruction's delay counter (see above). 1 : subroutine pointer. It must have a value of 1, 2, or 3; the value must be chosen to avoid nesting conflicts. 2-5: subroutine address. This is the absolute address of the subroutine's start; the offset from this start for individual objects is contained in the animation list structure for those objects. Well, once again we've run out of room on a disk, so we've had to cut this doc short. Part 2 can be found on Sewer Doc Disk 23 ....