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" ""`…X%Y  PAGE WAIT (YES/NO) 8"`k}X#Y N"`IX$Y N"`X$Y N"`X%Y N"`bX%Y N"`ׅX%Y "l}`XX "0  X4 թX` éX!X!)m m m}LN"`2350X##X`+ #X`ɩ`./9%3bX&Y  PRINTING DOCUMENT ... n} `pppBj#AJ#o}p}q}r}s}t}u}}BJKߝDE VD EHIB V B V01ʍXDE`D1:HELP.SCw}RpppB A EHIB V B V01ʍXDE`D1:HELP.SC%BJK DE VDEHIB VDEHIB VDE8Hy}IHIB V B VlD:DUP.SYSHIB VDEHIB VDE8H1-!).-%.5 6)%7$/#5-%.40 {}2).4$/#5-%.4(%,0%8)44/$/3 |}6)%7$/#5-%.4 .%84 }},).%02%6)/53,).%.%840!'%02%6)/530 ~}!'%,!340!'%&)2340!'%(%,0 }15)44/-!).-%.502).4$/#5-%.4 } 0!53%02).4).'15)44/-!).-%.5 } 02%33!.9+%94/#/.4).5% 15)44/-!).-%.5 ULEAGUE ORGANISER----------------SYSTEM REQUIREMENTS-------------------* An Atari 800XL computer (or equivalent)* At l$}east one disk drive* A printerSETTING UP----------Set your computer system up according to the instructions in the re$}levant system manuals. Place the program disk in drive one, switch on the computer and the program will automatically boot-up$}.CREATING A LEAGUE SCHEDULE--------------------------Before a league schedule can be created, you will need to have the$} following pieces of information:* the names of the teams that will make up your league.* time slots showing when, and ho$}w many, playing areas are available. You will need enough playing areas so that each team can play every other at least once.$} A table has been included in this document which shows how many playing areas are needed for a given number of teams playing$} each other a given number of times.Once you have entered all of this information into the program, it will then be able to$} sort out who will play who and when. However, there are a number of restrictions which you will need to bear in mind:* N$}o more than 31 teams may be entered into the program.* A season can be no longer than one year.* Up to around 1500 time s$}lots can be allocated to a season.* There is a limit to the number of playing areas that may be available for each time slo$}t. This limit is equal to half the number of teams that have been entered. Eg. If there are ten teams then no more than 5 pla$}ying areas can be available for each time slot. This prevents a team from playing more than one game at the same time.* For$} the same reason, time slots should not clash - ie. they should not be allocated for the same time or even overlap each other$}. It is down to the user to check for any clashes.* The program will set up the fixture list in the fairest way possible so$} that each team will have their games spread evenly over the season and no team will play more than one game at the same time$} (provided that the time slots do not clash - see above)* When the fixture list is set up, the program assumes that all the$} games are played at one club or location. However, if the matches are to be played on an inter-club basis then you may also $}choose to show when each team plays at home and when each team plays away. If the teams are playing each other an even number$} of times then they will play the same number of games at home as they do away.* The program also assumes that each team (a$}nd each club for inter-club matches) is available for play at every time slot that has been allocated. This does not necessar$}ily mean that each team or club will play at every time slot. For example if there are six teams in a league and a time slot $}with 2 playing areas available for 2 o'clock on a Friday then all six teams must be available for that time slot even though $}only four of the teams will actually play.* Although you can have any number of time slots allocated to a single day, you s$}hould minimise the number so that no team can play more than once.USING THE PROGRAM-----------------After you have load$}ed the program, you will find that the screen display has been split into three parts:* a bar at the top of the screen whic$}h displays a title.* a main window which displays the principal information of the program.* a sub-window at the bottom o$}f the screen which displays general information about the state of the program. It is also used to display any error messages$} and to prompt for any user input.The program is controlled by using certain key combinations on your computer keyboard. Th$}ese are listed in the following sections which indicate which key(s) should be pressed to produce a required action. The keys$} are shown in angled brackets, for example: which indicates that you should hold down the 'CONTROL' key while pressi$}ng the 'A' key. 'UP', 'DOWN', 'LEFT' and 'RIGHT' refer to the keys that have arrow symbols on them.MAIN MENU---------Th$}e main menu is used to select options which allow you to manage your own league schedules. The menu consists of the following$} items which are displayed in the main window.Edit team namesEdit seasonView fixturesSave fileLoad fileDisk directory$}Delete fileFormat diskFurther details on each of the menu items can be found in the relevant sections of this document.D$}isplayed in the sub-window are the number of teams that have been entered, along with the number of times each team can play $}every other - based on the time slots that have been entered. If a fixture list has been set up then 'FIXTURES SET' will also$} be displayed in the sub-window.The following key controls can be used to select the menu item that you want.$}Select the high-lighted menu item. It may not be possible to select some items; in which case an error message explaining why$} will be displayed in the sub-window.High-light the next menu item.High-light the preceding menu it$}em.Pressing the reset button at any time will reset the program to it's initial state - clearing any data that has $}been entered.EDITING INPUT-------------The following keyboard strokes may be used to edit any input that you are enteri$}ng (such as a date, a team name etc.)Move the cursor right.Move the cursor left.Delet$}e the character to the left of the cursor. The remaining space gets filled in with the characters that appear to the right of$} it.Delete the character underneath the cursor. Again the remaining space is filled in by those characters th$}at appear to the right of it. This has the effect of deleting characters to the right of the cursor.The usual - togg$}les the caps lock.Clear the input that has been typed in so far.Enter the input that you have type$}d in.Exit without entering any input - returning you to whatever you were doing before.Apart from the above key str$}okes any other key that you press will be 'filtered' according to the type of input that is required (eg. if you are entering$} a number then any key apart from the numerical keys will be ignored). This may sound a bit complicated but it will actually $}help you enter the correct input. The list below shows the possible types of input along with the keys that are accepted.fi$}le/team name: any keynumber: keys '0','1'...'9'date: keys '0','1'...'9' and '/'time: keys '0','1'...'9' and ':'When y$}ou enter your input it will be checked to make sure that it is correct. If it finds an error you will get a warning. The curs$}or will then be positioned at the place where it found the error which you may then correct or exit altogether using .$}EDIT TEAMS----------You may use this option to enter in your team list. If you have started to create a season then you w$}ill only be able to edit the names of your teams - you will not be able to add or delete any teams.Up to thirty one teams m$}ay be entered but you will need at least two before a season can be created. A team name can be no longer than twenty charact$}ers.The list of teams are displayed in the main window whilst the number of teams that have been entered is shown in the su$}b-window.The following key controls may be used:Add a team to the team list. You will be prompted in the su$}b-window to enter your team name. The team that you enter will get inserted just before the one that is currently high-lighte$}d.Edit the high-lighted team name. The team name is displayed in the sub-window where it can then be edited usi$}ng the usual keyboard controls. (see the section on 'Editing Input')High-light the next team in the list. If yo$}u are at the bottom of the main window then the list will scroll up (provided that you are not at the end of the team list).$}High-light the preceding team in the list. If you are at the top of the main window then the list will scroll down$} (so long as you are not at the top of the team list).High-light the first team in the list.Hi$}gh-light the last team in the list.Remove the high-lighted team from the team list.Remove all$} of the teams from the list.Return to the main menu.EDIT SEASON-----------If you haven't started a season al$}ready then you will be prompted for a date of when your season is to start. The date should be entered in the form of:dd/mm$}/yyyywhere 'dd' is the day,'mm' is the month and 'yyyy' is the year (must be in full) .For example, entering 2/3/1993 is eq$}uivalent to the 2nd March 1993. Only dates that occur between 1/1/1900 and 31/12/3499 will be accepted.The length of a seas$}on is limited to one full year starting from the date that you entered (a full year being either 365 or 366 days due to a lea$}p year).You may then allot your time slots which will tell the program when you have playing areas available for playing a $}game. There are over 1500 time slots for you to use which will allow for around 30 time slots to be allocated to each week ov$}er one year. This should be ample for any season that you want to create.The main window displays a calendar of the month w$}hich you are viewing along with a cursor which indicates the current day. Any days that are shown crossed out may not have an$}y time slots assigned to them since these either occur before the start of the season or a full year afterwards. Any days tha$}t have been high-lighted have had time slots allocated to them.Displayed in the sub-window are:* the number of teams that$} have been entered.* the number of times each team can play every other given the time slots that have been entered in so f$}ar.* in square brackets: [+p,-m] where 'p' shows how many excess playing fields have been allocated; these are redundant as$} no games will be scheduled for them; and 'm' shows the number of playing fields that need to be allocated for each team to p$}lay every other one more time. These are updated every time a time slot is entered or deleted.You may use the following key$} controls to edit your season.Start a new season. You will be prompted for a new date in the sub-window (see above fo$}r the correct format on entering a date).Move the cursor to the next day.Move the cursor to the $}preceding day.Move the cursor to the following week.Move the cursor to the preceding week.Display the next month.Display the preceding month.Display the first month of the year.Display the last month of the year.Edit the current day's time slots. See the section below on how $}to edit a day's list of time slots.Delete all of the current day's time slots.Mark the current day$}. Once you have made a mark, the cursor is then used to define a period over which you may enter weekly or daily time slots. $}The period that is currently defined is displayed in the sub-window.Remove mark.Last mark. Uses the pre$}vious mark that you defined.Add weekly time slots over the marked period. See the section below for further detail$}s.Add daily time slots over the marked period. The section below gives further details.Remove all time $}slots that appear in the marked period.Removes all of the time slots that have been entered.Remove$}s any redundant playing areas. The number of redundant areas is indicated by the positive number shown in the square brackets$} in the sub-window. The areas are removed from the time slots that occur furthest into the season. Note that if there are no $}redundant areas then enough playing areas will be removed so that each team will play every other one less time.Re$}turn to the main menu.EDITING TIME SLOTS------------------The sub-window will 'pop up' so that the list of time slots f$}or a day or period can be displayed. If you are adding time slots over a marked period then the start and the end of the peri$}od will also be displayed in the sub-window.The time slots are displayed in chronological order showing the time and the nu$}mber of playing areas available.The following keys can be used to edit the list of time slots.Add a time sl$}ot. You will be prompted to enter the time of when a game can be played along with the number of playing areas that are avail$}able at that time. The time should be entered in the form of:hh:mmwhere 'hh' is the hour (in 24 hour clock) and 'mm' are $}the minutes. For example entering 18:15 is equivalent to quater past six in the evening. There is a limit on how many playing$} areas that can be available which is equal to half the number of teams that have been entered. This will ensure that no team$} will play more than one game at any one time. Note, however, that the program doesn't check for clashes between time slots ($}ie time slots that occur at the same time) It is down to the user to check that time slots do not overlap each other.High-light the preceding time slot, the list scrolling down if necessary.High-light the next time slot, the$} list scrolling up if necessary.High-light the first time slot in the list.High-light the last$} time slot in the list.Edit the high-lighted time slot. The time and the number of playing areas available are $}displayed in the sub-window where they can then be edited using the usual key controls.Delete the high-lighte$}d time slot from the list.Enter the time slots that are listed. If these are being entered over a period then they$} will be added daily or weekly beginning with the start date of the marked period.VIEW FIXTURES-------------This option$} allows you to preview the fixture list, and set up any printer options, before printing the list out. You may also cancel or$} postpone any of the fixtures as well as showing when the fixtures play at home or away.When selecting this option you will$} be asked whether you want to view the whole of the fixture list or to view the fixture list for a single team (see $}below on how to select the team). You may make the choice that you want by pressing either key <1> or key <2>.The main wind$}ow will then show the dates and times of all of the games that are to be played. Here's the list of all the control keys that$} may be used to view the fixture list:High-light the next fixture. The list will scroll up if you are at the bo$}ttom of the main window (unless you are at the end of the list).High-light the preceding fixture. Again the list $}will scroll down if you are at the top of the main window (unless you are at the beginning of the list).View t$}he next page of the fixture list.View the preceding page of the fixture list.View the first page $}of the fixture listView the last page of the fixture listCancel the high-lighted fixture.Postpone the high-lighted fixture. You will be prompted for a new date and time for the fixture to be held. If the postpone$}ment is indefinate (a time and date hasn't yet been organised) then you may simply press return when prompted for a date. NO$}TE: the program does not check to see if the new time and date clashes with other fixtures. All postponements are displayed a$}t the end of the fixture list.If the high-lighted fixture is cancelled or postponed then you can use this to undo $}the alteration.Fixtures will be displayed as home or away. When the fixture list is set up, it assumes that all of%} the games are to be played at one club or location. If the league is to be played on an inter-club basis then you can you us%}e this option to show when each club has to play at home and they have to play away. This can always be undone by using the s%}ame keys again.View the whole of the fixture list.Select which team's fixture list that you want to vie%}w. The list of team names will appear in the main window. Use and to high-light the team that you want %}to select and then press the space bar. The fixture list for the selected team will then be displayed in the main window. You%} may use to exit altogether with no team being selected.Edit printer options. See the section below for further%} details.Print out the fixture list that you are currently viewing. You will be asked whether you wish to print%} out the whole of the fixture list or just the alterations. Press key <1> or key <2> to select what you want to do. Pressing %} or at any time during the printing process will stop it (You may have to wait for the printer buffer to clear).% }Clear the fixtures that have been set. This allows you to go back and make modifications to any time slots.% }Return to the main menu.EDITING THE PRINTER OPTIONS---------------------------The printer options allow you to% } define the following:* the page length along with the size of the top and bottom borders.* the page width along with the% } size of the left and right borders.* a title header which will be printed out at the beginning of the list.* whether you% } want single or double line spacing.* the line feed character - just in case your printer is slightly incompatible and uses%} a different code (such as 10 for printers that use ASCII control codes). I don't know whether this works or whether anybody %}will use it but it's there just in case.* a page wait which temporarily halts printing after each page; this may be useful %}for reloading single sheet paper.All of these printer options are displayed in the main window and may be edited by using <%}CTRL-UP> and to high-light the appropriate option, and then pressing the space bar to select it.The page and bo%}rder dimensions are illustrated in the diagram below: | page width | | | ---+----%}--+--------+------+ | | top | | p | | margin | | a +------+--------+------+---- g | %} | | | o l e | | | | v e | | | | e n |left | |right | r g%} l |margin| |margin| a t e | | | | l h n | | | | l g | | | %} | t +------+--------+------+---- h | | bottom | | | | margin | | ---+------+--------+----%}--+ | | | overall| | width |The overall length (equal to page length - top - bo%}ttom margins) must be between 10 and 255 lines whilst the overall width (equal to page width - left - right margins) must be %}between 40 and 255 characters.The default values that I used were based on the size of a sheet of A4 paper using an ATARI 1%}027 printer. This probably won't suit everybody so you may have to experiment a bit to find the right values for your own par%}ticular set up.FILE MANAGEMENT---------------This section describes all of file management options that you are able to%} select from the main menu.SAVE FILE---------This option allows you to save all the data that you have entered so far o%}nto disk. You will be prompted for a file name which should be entered in the usual form of:D#:filename.extwhere '#' indi%}cates the drive number where you want the file to be stored (this may be left out since the default is drive one), 'filename'%} is the name that you want to call your file (max. 8 characters) and 'ext' is the optional file extension (max. 3 characters)% }. Any lower case characters that you enter will be converted to upper case when you enter the file name.NOTE: if the file a%!}lready exists on the disk then it will be over written by your new file.LOAD FILE---------Again you will be prompted fo%"}r a file name. The program will be returned to the state in which it was in when the file was originally saved to disk.DIS%#}K DIRECTORY--------------Selecting this option allows you to view the directory of a disk. You will first be prompted for %$}the drive along with any wildcard options that you may require. Entering no input will give you the default of 'D1:*.*'. The %%}disk directory will then be displayed in the main window.DELETE FILE-----------This allows you to delete any file from %&}disk. You will first be prompted for the name of the file that you want to delete and then prompted again as a check that you%'} want to proceed. Wildcards are fully supported but use them with care as you will not be checked for any of the matched file%(}s (a la ATARI DOS II).FORMAT DISK-----------Using this option allows you to format a disk. You will be prompted for a d%)}rive number which should be entered in the form of:D#:where '#' is the drive which holds your disk that you wish to forma%*}t - the default is drive 1. You will then be prompted again as a check before the disk is then formatted.Remember that for%+} all of the above operations, you can always use to exit altogether when prompted for a file name or drive number.A %,}QUICK EXAMPLE---------------Six members of the Winkfield chess club decide to have a league tournament. They decide that e%-}ach person will play ten games which will allow for each person to play every other twice. Three games are to be held each Su%.}nday evening at six o'clock and will be played at their own homes. The season will start on 7th March 1993 and will be played%/} over ten weeks.Here's how we can use the program to create their league. First of all, boot up the program. When it has lo%0}aded you should see the main menu displayed on your screen with the first menu item, 'Edit team names', high-lighted. Press t%1}he space bar to select the option so that the following list of names can be entered:Sue BadcockDick WigglesworthPam Asqu%2}ithAnne SnodgrassBill ThistlethwaiteTom ClutterbuckPress and you will be prompted to enter a name. Type in%3} the first name and press return. The name will then appear, high-lighted, at the top of the screen. Continue this until you %4}have entered all of the names. If you make a mistake while typing in a name then you may use and to %5}move the cursor along with the delete key to remove any unwanted characters. Once all the names have been entered, pressing r%6}eturn will take you back to the main menu.We can now go ahead and create the season. Select 'Edit season' from the main men%7}u by high-lighting it and pressing the space bar. You will be prompted to enter the date of when the season starts. Enter 7/3%8}/1993 and the screen will change to display the March '93 calendar. A cursor is also displayed on the first day of the season%9}.Press to mark the first day and then press until you have moved the cursor to the 9th May. This will %:}define the ten week period over which the season will be played. Now press . The bottom window will 'pop up' and you %;}can now enter weekly time slots over the marked period. To enter a time slot press and you will be prompted to %<}enter the game time and the number of playing areas available. Enter 18:00 for the game time and then enter 3 for the number %=}of areas available. The time slot will then appear high-lighted in the bottom window. Since this is the only time slot that w%>}e need to enter, press return and you should find that each Sunday over the period has been high-lighted to show that a time %?}slot has been allocated to that day. Shown in the bottom window are the number of times each team (or in this case player) ca%@}n play each other. This should display '2x' if we have got our calculations correct.Pressing return will take you back to t%A}he main menu. Now that we have our season created we can now create the fixture list. Select 'View fixtures' from the main me%B}nu and you will be requested to choose between viewing the whole fixture list or viewing a single team's fixture list. Press %C}key 1 and the main window will display the whole of the fixture list. Since the league is being played on an 'inter-home' bas%D}is we will need to display who is playing at home and who is playing away. This is done simply by pressing . Pressing%E} the space bar will then let you print out the fixture list. You will asked whether you want to print all of the fixtures tha%F}t you you are viewing or just the alterations. Press key 1 and the fixture list will then be printed out.The fixture list f%G}or a single player may also be viewed and/or printed out. Press and the list of players will be displayed in the mai%H}n window. Use and to high-light one of the players and then press the space bar. The fixture list for y%I}our selected player will then be displayed in the main window. Note the way that the away games have been displayed. Again, t%J}o print out the displayed fixture list, just press the space bar.This example has been saved onto disk under the file name:%K}EXAMPLE.LGEYou may load it into the program by selecting the 'Load file' option from the main menu and entering the above%L} file name.Table showing how many playing areas are needed for a no. of teams playing every other a no. of times. %M}| No. of times each team | plays every other No of|--------------------------- teams| 1x | 2x | 3x | 4x -----%N}+------+------+------+------ 2 | 1 | 2 | 3 | 4 3 | 3 | 6 | 9 | 12 4 | 6 | 12 | 18 |%O} 24 5 | 10 | 20 | 30 | 40 6 | 15 | 30 | 45 | 60 7 | 21 | 42 | 63 | 84 8 | 28 | %P}56 | 84 | 112 9 | 36 | 72 | 108 | 144 10 | 45 | 90 | 135 | 180 11 | 55 | 110 | 165 | 220 12 %Q}| 66 | 132 | 198 | 264 13 | 78 | 156 | 234 | 312 14 | 91 | 182 | 273 | 364 15 | 105 | 210 | 315 | %R} 420 16 | 120 | 240 | 360 | 480 17 | 136 | 272 | 408 | 544 18 | 153 | 306 | 459 | 612 19 | 171 | 34%S}2 | 513 | 684 20 | 190 | 380 | 570 | 760 21 | 210 | 420 | 630 | 840 22 | 231 | 462 | 693 | 924 23 |%T} 253 | 506 | 759 | 1012 24 | 276 | 552 | 828 | 1104 25 | 300 | 600 | 900 | 1200 26 | 325 | 650 | 975 | 1%U}300 27 | 351 | 702 | 1053 | 1404 28 | 378 | 756 | 1134 | 1512 29 | 406 | 812 | 1218 | 1624 30 | 435 | 870%V} | 1305 | 1740 31 | 465 | 930 | 1395 | 1860FINAL REMARKS-------------This program was inspired by a letter, sent f%W}rom Ed Hall, which appeared in NEW ATARI USER - Issue 55. Ed wanted a program which could be used for scheduling sporting eve%X}nts and also gave a brief spec of how the program might work. So here is my attempt at it. I can't claim that it is perfect b%Y}ut I think it comes close-ish. If the program doesn't quite meet up to your requirements then please feel free to write to me%Z} and let me know. I have tried to keep it as bug free as possible but if there are any, and no doubt there will be, then plea%[}se accept my apologies but there's only so many late nights and tired eyes that I can take. I would appreciate it if you wrot%\}e and told me of any bugs that you do find. I would also welcome any comments that you have about the program such as possibl%]}e improvements, ease of use etc.The address for any correspondence is:Adrian Hyland,29 Woodfield Ave.,Gravesend,Kent.%^}DA11 7QQ.'League Organiser' was written using the ATARI Assembler/Editor cartridge. The pretty title screen was drawn by me%_} using the ATARI Paint package (I know, I'm a sucker for punishment). This program is meant for Public Domain and, as such, s%`}hould be distributed as freely as possible.ucker for punishment). This program is meant for Public Domain and, as such, s$/Leaguem ]^Tom Clutterbuck Bill Thistlethwaite Anne Snodgrass Pam Asquith Dick Wigglesworth )b} Sue Badcock mmmmmmmm)c}mm)d})e})f})g})q}]B%DOS SYSB*)DUP SYSBSAUTORUN SYSBUMENU BXVIEW B`PRINT BvHELP BxEXIT BzHELP SCRBTECH DOCB aEXAMPLE LGEF333333333 3 )r}G=PF@Winkfield Amateur Chess League 3 3 (9